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dee

Video games should not just be “fun.” They shouldn’t just serve as “entertainment.” As gamers, we have been present for the birth and adolescence of what may be the single most important and inclusive art form in the history of mankind, and yet all we ever do with that art form is create better and prettier methods of driving fast, shooting accurately, and blowing things up spectacularly. It may seem odd to demand more than just simple entertainment from a medium that has provided us with nothing but for the past thirty years, but an escape from escapism is exactly what the medium needs.

The time has come for video gaming to move beyond a simple diversion, and become something more. Escapism isn’t enough: it’s about time for video games to be disturbing, depressing, timely, political, thought-provoking, and, above all, meaningful.

Hit the jump to see a full breakdown of what video games need to become.

 

Why gaming has to move beyond escapism

shadows

Video games can be pretty damn good at evoking emotion

When they try, that is: I’ve referenced Shadow of the Colossus almost as many times as I’ve made qualifying statements like “I hate to reference Shadow of the Colossus again,” but it still stands as the best example of this.

The player is given little to no information about the plot, other than the fact that a god in the Forbidden Lands has told you that if you kill 16 colossi, the dead girl you love will be revived. You go about your business, slaying the giant beasts one by one, until something strange happens: a colossus doesn’t initiate combat with you. A beautiful, flying colossus that lives above a lake sees you, acknowledges you, but doesn’t attack. It simply watches, curious. The player is forced to initiate violence. In so doing, the player essentially murders a creature that did absolutely nothing to the player. The player continues through the game, killing each “monster” as he comes to it, but there is nothing triumphant or heroic or cool about the deaths of the colossi: many act like scared children (one bulldog-shaped colossi is terrified of fire, and cowers from your torch like a nervous animal), and all of them die in an oddly graceful way, as funereal music plays.

The player is forced to re-evalutate his actions, because the player is the person directly killing these beasts. The player is not watching a movie where a character slays an innocent giant; the player is doing it himself. Through gameplay alone, the player feels uncomfortable, and must reexamine the consequences of his quest.

I could go on and on about Shadow of the Colossus (and I frequently do), but suffice it to say that directly influencing the player in the actions of the game make the themes much more potent, the characters much easier to care for, and the situations much more involving. 

aeris

Sadness sticks with you longer than happiness

Aeris.

That’s all I have to say. One name. That one name, more than any other name in video gaming, brings back memories of tragedy and loss and regret and anger and horror and vengeance. Despite the fact that Final Fantasy VII was released a decade ago, many gamers still mark the death of Aeris as one of the saddest, most emotional moments in video gaming history.

The death of an innocent flower girl who healed your party and was (some would say pointlessly) murdered by Sephiroth in the middle of the game really has a way of sticking out in the collective gamer subconscious. And that is a very, very, good thing.

While we all have moments we enjoy from our favorite games, the sad moments tend to be the most oft-remembered amongst in our community. Whether it’s the death of Aeris or the end of Fallout, tragedy has a way of standing out in a way that happy endings and jokey one-liners never will.

This trend is not solely relegated to video games, of course. Some of the greatest works of literature ever written have unabashedly negative endings -- hell, most everyone would agree that Shakespeare’s tragedies were immeasurably greater than his comedies.

sona

Misery is friggin’ awesome

Happiness is, in my opinion, overrated. Happy people are seldom interesting for very long. Things that consistently make people happy are usually transitory and intrinsically meaningless. Happiness is rare, and fleeting.

But misery? Misery, as said above, sticks with you forever. Misery can ruin your life, and fuel your creativity. Misery can give you purpose and drive where simple happiness and contentment lead to stagnation. Not to get any more philosophical or condescending than I already have, but wouldn’t it be interesting to see that misery present in video gaming, as well?

Imagine you play a video game that takes place during a war. Throughout the entire story, you have to lead an innocent child through a battlefield, protecting her while trying to find her parents. After hours and hours of getting to know and care for this child, you finally reach her home -- only to find that the enemy combatants have quartered themselves in her house, and the little girl is shot to death upon entering.

Now, while the above scenario would be admittedly more than a bit manipulative, it’s the sort of thing you’d remember for the rest of your life. As games like Ico and Shadow of the Colossus prove, accompanying a helpful character throughout a game is an original and fantastically effective way of connecting the player to a character. If the player loses someone he or she cares about due to the atrocities of war, then it will hurt so much more than if the player had watched a movie or read a book with an identical plot. Even ignoring the thematic implications of such an ending, it would be insanely effective, and, if done well enough, could change the way the player thinks about video games, war, and the world in general. That is what great art does.

wwii

Simple is boring

If you put together all the WWII games in all of video gaming, their combined amount of play time would probably exceed the actual length of WWII. When this strange influx of Nazi-stomping games appeared, many gamers (myself included) didn’t know how or why the industry had suddenly chosen to create dozens upon dozens of games about the same war.

I would argue that this happened for two main reasons: firstly, the gameplay opportunities WWII presented (on land, on sea, in the air, across the entire globe), and secondly, because of how easy it is to oversimplify the morality of that war. WWII was clear-cut: Nazis bad, Allies good. Unlike WWI or Vietnam (to my knowledge, not a single WWI game has ever been made, and only a handful of Vietnam games have been produced), very few people in modern America would argue in favor of the enemy’s side. While, to a degree, this method of viewing WWII is not entirely false (though films like Das Boot do an awfully good job of humanizing the Nazis), it provides game developers with often unfair opportunities. Instead of looking at WWII as the horrific loss of life than it was, in video games the war is frequently depicted in much the same way it was in the 1940’s: a heroic, unambiguous fight against evil. Good guys die in large numbers, but their deaths are not terribly violent (not a single WWII game I can think of includes blood, much less gibbing). The enemies we fight are faceless and without personality (Call of Duty 2 seems to have about twelve different Nazi models, total).

Now, are these WWII games fun? Undoubtedly. But through the genre’s inability to reinvent itself -- to take the war setting and apply actual concepts of morality and loss and horror -- gamers quickly grew tired of the flood of differently-playing, but identically-themed WWII games. Even though each new WWII game brought something new to the table (whether it be commandable vehicles, epic multiplayer, or a different gameplay structure), not a single one of them chose to innovate in an emotional or thematic way.

“Simple” is boring. “Good vs evil” is boring. The world is in shades of grey, so why not make the player experience that same moral ambiguity in his gameplay? Why not move beyond simply making a game “fun” or “entertaining” and present real, moral dilemmas? Dick and I have talked about this before, but most video games tend to make their moral choices far too clear-cut,  or altogether meaningless in the overall scheme of the game.

gears

Video games are repeating themselves

This is true of absolutely every art form in existence (when you boil narrative structure to its core, there are only twenty different plots in all of fiction, and even fewer repeated themes), but is especially present in video gaming. If you take those twenty plots and remove all the ones that don’t involve action of some sort, it won’t be surprising when video games begin to repeat themselves. In the past few years, how many Epic Fantasy Quest games have we had? How many Gruff Hero with a Shotgun Versus the Mob games? How many Space Badasses Versus Aliens games?

For reasons that will be discussed later, originality is not a particularly valued commodity in the video game industry. Of course, this doesn’t mean that we should simply settle for rehashes of the same old plots and gameplay structures over and over again. Similar plots breed similar gameplay, and similar gameplay breeds boredom. Maybe one day some ambitious game designer will create the end-all-be-all of Space Marine Versus The Alien games. But until that day, what’s the harm in a little experimentation? Why not a game about infidelity, or about car repair? Games are great at simulating fantastically unreal things that you or I would never experience – why not simulate some things that we experience all the time? Why not view reality through the mirror of video gaming? It may not be fun, but such games would be at the very least interesting, and at the very most would affect the way you look at real life.

shak

Why use a medium for only one purpose?

If I told you that from now on, literature should only be written if it’s deep and surreal and complicated, you’d think I was a pretentious windbag. If I told you that movies should only be made if they’re loud and action-packed and pointless, you’d think I was a simpleton. Why, then, has it become socially acceptable to say that video games should only be entertaining? Or that one can only play games to be entertained?

It’s easy to look at games as a medium of simple entertainment and nothing more. Technologically speaking, the medium has had little opportunity to stretch its legs as a legitimate art form. We’ve only had video games for the past thirty years, and only just recently have they become advanced enough (both in terms of atmosphere and user involvement) to serve a purpose other than being fun. After three continuous decades consisting almost solely of platform-hopping, bug-blasting entertainment, a majority of modern gamers have a hard time considering their virtual pastime anything other than a diversion from the stresses of modern reality.

But consider the attributes of video gaming, as a medium. Video games can use text in large quantities without receiving copious amounts of criticism. Video games can use lighting, cinematography, mise en scene. Video games can use music, and video, and illustration. And, most importantly, video games are interactive.  Video gaming, as a medium, is the single most inclusive art form ever created. Not only can it use the tools of filmmaking, illustration, literature, and music, but it actually forces the participant into the situation instead of allowing him to act as a passive bystander.

Now stop, and think about that for a moment. Every single piece of art you have ever experienced has relegated you to the act of a passive bystander. Even during the most exciting action scene ever filmed, or at the end of the saddest novel ever written, you were just sitting at home, passively enjoying the story being told to you.

eternal darkness

Video gaming can absorb all of the aspects of the other art forms, and take them one step further through user interaction. When you get to the end of a sad book and you feel sad, you are sad because you empathize with the characters. When you clutch the hand of a loved one during a tense moment in a scary movie, you’re scared that something horrible will happen to an imaginary person on a screen. While the emotions that result from scenes such as these (sadness and fright, respectively) indirectly influence the viewer, they do not, strictly speaking, involve the viewer in any sense. When a machete-wielding Jason Voorhees chases a pretty young girl around, you’re not scared because you don’t know what to do, or because you can’t run as fast as he can walk. You’re simply scared that the way in which the victim dies will be either so violent or so sudden that you’ll be indirectly physically repulsed by the kill.

And while many video games rely on these same passive mechanics to affect the player, they nonetheless have the potential to affect the player in a much more profound and direct game than any other form of passive media. When the sanity meter fills in Eternal Darkness and the game begins to freak out, the player is not scared for the playable character they are controlling: the player is personally scared for him or herself, because the horrifying and confusing things that the game throws out (sudden loss of sound, requests to plug in controllers that have never been disconnected) are directly influencing the player.

And that’s just in regards to the horror genre (as Colette pointed out yesterday). Good games can make the player directly feel whatever the developer wants them to feel: with every emotion in the human experience ripe for simulation, why stop with happiness and fun and excitement? Why not try for misery, loss, sacrifice, disgust, hatred, and love? Video games are the single most exciting art form of the last century – to waste the medium on cheap laughs and disposable entertainment is to overlook its true potential.

Difficulties

colum

Recent “political” games have failed miserably

Not financially, mind you (though Bad Day LA was most definitely a failure, Super Columbine Massacre RPG is one of the most frequently-downloaded games on the  Internet), but just in the sense that they really sucked.

Bad Day LA had horrendous graphics, worse controls, and even worse social “commentary.” The entire game bashed Americans for serving as the lowest common denominator in world culture, and then derived most (if not all) of its jokes from flatulence and cursing.

Super Columbine Massacre RPG was ostensibly created to give the player the perspective of Eric Harris and Dylan Klebold on the fateful day of their school shooting. Danny Ledonne, creator of SCMRPG, states that his game exists to initiate conversation, present the events of Columbine from the perspective of the boys, and push the boundaries of what a video game can be.

This sounds really great until you actually play the game and find it to be a more or less completely uncompassionate portrayal of the suffering that happened that day. The classmates you kill don't have actual names, but are rather identified by stereotype: "Jock guy," "Prep girl," etcetera. While you could say that such a conceit puts you more directly into the shoes of Klebold and Harris considering they viewed people in these stereotypes, it doesn't really go a long way in enforcing the idea that their actions had a real, horrible consequence.

Not to mention the entire second half of the game consists of the boys going to hell, fighting monsters from Doom, and eventually killing Satan (who looks as he does in South Park) before taking his throne. Whatever artistic credibility Ledonne builds for himself in the first half of the game is immediately dropped, stomped on, and spat upon as the killers descend into the lower levels of hell and meet Mario, Pikachu, and Mega Man (I am not making this up).

pinkslip

Games are really, really hard to make

The flip side of the “video gaming is the most advanced and inclusive art form known to man” coin is that they are the absolute hardest and most time-consuming to create. With enough free time and a word processor, any schmoe can write a novel. With very little training, anybody can create a two hour movie. To make a video game that lasts more than 20 minutes, however, takes hours upon hours of training, programming, and testing.

Game developers have to deal with all the aspects of the other art forms in addition to controls and gameplay (mechanics which, in their specificity to the medium of video gaming, are by far the most important in making a game great).

Games take years to make, even with an enormous development team and a multi-million dollar budget. Independent gaming remains a market nowhere near as bankable or common as, say, independent film simply by virtue of the fact that most independent games take too long to create, or simply don’t end up getting finished. The Street Fighter mod for Max Payne 2 has been in development almost since the game’s release. The aforementioned Super Columbine Massacre RPG took six months to make, and it was just a simple RPG Maker title. Games are too much trouble to create independently, with little to no ultimate reward – just ask the guys who bailed out on Niero.

With all of the difficulties in creating simple escapist entertainment, is it at all surprising that most game developers – even the ones who want to elevate gaming to the level of art – either don’t have the time, ability, or heart to create games that do something other than entertain? It's an irritating paradox -- most game developers want to develop something outside the norm, which prevents them from joining a big-time game publisher. Games that take place outside the norm, however, are insanely hard to make and would usually require a big-time team to produce. As a result, there are countless mods and independent games on the Internet that start very promisingly, but soon after die off.

I am, however, pleased to inform you that an (admittedly small) movement exists to get funding to these games. Gibbage donates 100% of the profits it makes from anything on the site to aspiring independent game developers. Every penny you spend allegedly goes to the developers -- while it may be naive or idealistic to think so, sites such as this could hypothetically be the solution to the frustrations of independent gaming.

intentgamer

Most gamers don’t want to feel lousy

I know, I know, I was shocked, too. The fact remains, however, that most gamers simply do not want to consider video games as anything other than a form of escapism. While I obviously disagree with the philosophy, it’s absolutely understandable.

In our modern world, free time is a commodity. Why spend the precious few moments you have to yourself feeling lousy? Furthermore, video games are nothing if not expensive and time-consuming – while children have the luxury of playing whichever video games they want, whenever they want, the average working adult has to fit his or her hobby around “real” obligations such as work or family.

Video games are most frequently played amongst males aged 12-35, which is the same demographic that most frequently goes to see violent action movies. With the exception of emos and pretentious windbags, most video gamers aren’t too keen on the concept of intentionally feeling lousy.

Still: once a truly great artistic game comes out, gamers will be forced to take notice. Of course, actually creating that great game presents a serious problem considering that:

jaffe

There’s little financial incentive to create “unhappy” games

When asked about why his planned PSP “crying game” (otherwise known as “Heartland”) was cancelled, David Jaffe said that,

“I wasn't incentivized to make it, in a way that I could go to my family and say, ‘You're not going to see me for 90% of the time, but there's a pot of gold at the end of the rainbow.’ There isn't a pot of gold at the end of the rainbow, at least the current way the industry is set up.”

While most everyone who’s ever worked under David Jaffe can verify that he’s something of an asshole, he knows what he’s talking about. Heartland, which would have chronicled the story of a Chinese invasion of American soil, would have been the ultimate artistic game. The player would have been asked to make dark, ambiguous moral decisions (whether to stay and fight or go AWOL, whether to kill innocent Chinese-Americans or face court-martial, etc). Of course, the game was cancelled.

Whether Sony was behind its cancellation, or if Jaffe just lost heart (a few months after his cancellation, he effectively convinced himself that it was never worth making in the first place) is unknown. Suffice it to say, however, that all of the previously mentioned difficulties don’t exactly create a welcoming environment for morally ambiguous, non-escapist video games. Creating a game that does more than simply entertain would be insanely difficult, it’d take a very long time, and there’d be no guarantee whatsoever that players would buy it, or even enjoy it. Few game companies are willing to spend a few million dollars on a game that is designed to be divisive, and just as few game designers are willing to put their careers on the line for what may potentially turn out to be a financial flop.

This probably has something to do with why Jaffe’s next project immediately following Heartland’s cancellation is Calling all Cars, a straightforward, arcade-style downloadable PS3 title. Fun? Yes. But it won’t make the player feel anything he hasn’t felt a thousand times before.

Woah, conclusion paragraph

In the end, the move of video games from mere escapism to that of a higher art form is not so much a necessity as it is an inevitability: even though the industry is currently in no position to allow such a thing, technology will eventually progress to the point where mainstream society won’t have any choice but to stand up and take notice. It may take decades, but video games will move beyond their escapist roots.

Still, though: why wait?

 


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71 comments | showing # 1 to 50

BlindsideDork's Avatar - Comment posted on 04/10/2007 14:06
BlindsideDork
This isn't about the story but about Shadow of the Colossus...it was fun and all that but it shouldn't have gotten as great reviews/score as it should. The Camera had major (reviewers said minor?) problems! And riding the horse was just bad. Just venting, I beat it this weekend (just got it)
Anthony Burch's Avatar - Comment posted on 04/10/2007 14:10
Anthony Burch
In regards to the horse, I think I know what your problem was: you were controlling it as if it was a regular Video Game Vehicle, which is to say that you may have tried to steer it by small increments because it wasn't going the EXACT direction you wanted.

I know I did that for the first half of the game, until I realized that Agro was actually smart enough to avoid most obstacles and generally get me where I wanted to go without my having to constantly control his specific direction. If you just let Agro do his thing, he's one of the most useful video game companions in history (for example, while atop the flying desert colossus, he'll follow below you just in case you fall off, and will immediately start chasing after him again once you're back on).
Cardoweth's Avatar - Comment posted on 04/10/2007 14:16
Cardoweth
I agree whole heartedly; games are at the point now where we are getting the same rehashed FPS or RPG over and over again. Shadow was a perfect example of a game done right (glitches aside) it just had a way of drawing you into it without really knowing what was going on.

I am a huge fan of games that allow you actions to have an effect on the game play (However there are very few at this time that do it right) it really makes you choose your actions; I remember playing KoToR trying to be a full sith and every once in awhile I would make a choice as I would in real life.

It's actually really cool to see games that allow you to make choices, or directly show you the consequences of your actions.
Gameboi's Avatar - Comment posted on 04/10/2007 14:17
Gameboi
Great writeup, and interesting concept. I shall have to dwell upon this one for a bit more...
BlindsideDork's Avatar - Comment posted on 04/10/2007 14:17
BlindsideDork
I knew someone will try to compare my controlling to that of a vehicle. I mean I didn't expect an immediate response and turn like walking but, it just seemed not very controlllable. especially when the horse didnt want to walk slowly and didnt want to stop when i held back on the joystick.
I wish I could tell you how I exactly controlled it but...no, can't

But yeah, Agro was pretty smart in finding me to get back on him. I was just frustrated with that and the ESPECIALLY the camera, but I digress...
RevivedDemon's Avatar - Comment posted on 04/10/2007 14:18
RevivedDemon
The story in Shadow of the Colossus went absolutely nowhere until the very end of the game, so I dont see how there was any constant, potent theme in the game. Don't get me wrong I loved this game, but it was still basically a bunch of boss battles, and then a bunch of interesting story thrown at you at the very end.
Justice's Avatar - Comment posted on 04/10/2007 14:21
Justice
Good article Rev, you think deep into your games and the gaming world, major points.
Azereki's Avatar - Comment posted on 04/10/2007 14:24
Azereki
Awesome article! I couldn't help but smile at your mention of Fallout. :)
Dugg!
JihadJoe's Avatar - Comment posted on 04/10/2007 14:29
JihadJoe
Awesome post rev. I got me thinking about spiderman and superman. I've always enjoyed spiderman more than superman. In spiderman, there is a sense of loss. Everyone and everything is affected by his being. Superman on the otherhand is completely invincible and nothing really bad happens, aside for the occasional cryptonyte rash.

I also think bioshock is gonna be a pretty damn sweet game, in regards to the concept of morals being played out heavily in a video game.
cronotrigger913's Avatar - Comment posted on 04/10/2007 14:31
cronotrigger913
One example of thought-provoking gameplay that I've been privy to that few people know of is a level in Lumines II. The music in the background is a very sweet song, something you would hear at a funeral when watching a video of the deceased and seeing how happy he was. The video running in the background had a stylistic rendition of a young girl playing with water, and her image would get warped because of it. Then, each time you moved in a different direction, or erased some blocks, you would hear a sound effect of a little girl talking very softly. The name of the song is "Girls," but didn't have any spoken dialogue that the game had in it. But playing the actual game made it seem like you were creating this emotional rewind of a young girl's life. You started coming up with stories in your head, wondering if she did have a nice life or not. All the gameplay parts added up to this one huge emotional experience, and it's still one of the most involving gameplay experiences I've ever had. I still go back to it now and then, reliving that young girl's past, over and over.

But yeah, good article.
Toneman's Avatar - Comment posted on 04/10/2007 14:33
Toneman
Awesome article. I like the captions for the pictures when you mouse over them. A nice little treat in an article full of win.
imcowman's Avatar - Comment posted on 04/10/2007 14:36
imcowman
Rev, you constantly remind me of why you are my favorite writer on the internet. You challenge ideas, and thats is so so important right now.

Looking down the road, I hope Bioshock does as much for this argument as I hope it will. Also, if these ideas turn up in Wii games, they could be absolutely amazing. On a 360 or PS3, you would have to kill an innocent person by pressing a button. With the Wii, you would have to kill them.

The possibilities are endless if this comes to fruition, as I sincerely hope it does sooner than later.
galagabug 's Avatar - Comment posted on 04/10/2007 14:37
galagabug
nice article.

games aren't merely for escapism, its all in what you qualify a game to be. there is plenty of software devoted to training individuals in anything from surgery to auto repair, and there are simulations to control the most advanced machines on the planet.

a better question to ask is what qualifies something as a game. are interactive applications that may not score or reward progress a different animal all together. or do they fall under this umbrella of 'games'.
pandlcg's Avatar - Comment posted on 04/10/2007 14:44
pandlcg
I know not many people played it but Advent Rising had two real good sad/emotional moments that still stick with me.

And great write up.
BahamutZero's Avatar - Comment posted on 04/10/2007 14:45
BahamutZero
Rev you seriously need to campaign for a takeshi kitano adapted game. there is one licensed game I would buy. Violent Cop anyone? And yes that includes murdering your drug-addicted gang-raped sister in the end
BahamutZero's Avatar - Comment posted on 04/10/2007 14:45
BahamutZero
PS great fucking article. If summa had 1/10th the writing chops you did, well, he'd still suck.
Niero's Avatar - Comment posted on 04/10/2007 14:47
Niero
Free soup for the game developer's soul right here, folks
LordRegulus's Avatar - Comment posted on 04/10/2007 14:51
LordRegulus
One thing I feel I must point out, Rev. Tony:

A story does NOT have to be depressing to be meaningful.

I've seen your viewpoint presented many times and in many ways, but it never dies. There seems to be a persistent belief that a narrative has to make you miserable in order to be meaningful, and any art associated with positive emotions isn't "real" art. I think you're in dangerous territory here. Think about most of the critically acclaimed indie films of the last few years. "Lost in Translation" was hailed as a work of genius, but the fact of the matter is that it was a miserable film with depressing themes and a resolution that made me want to slit my wrists while hanging myself. And you know what? I didn't find it "meaningful" at all. It was intellectual masturbation, and games might suffer the same fate if your viewpoint isn't tempered by an understanding of what it means to communicate an idea. "Lost in Translation" was entirely without semantic content; it used morose characters as fluff in the way that Die Hard used explosions, except Die Hard doesn't take great pains to make you feel like a paragon of cultural genius.

Shadow of the Colossus was a truly meaningful experience, and your assessment was correct in every way, but would it have been nearly as meaningful if it had just been a disconnected series of gargantuan murder victims? What would that game be without that glimmer of hope that rekindled with each breath your beloved took after the fall of a Colossus? The player's goal is the crux of a game experience; everything revolves around it. The audience watching a depressing movie doesn't have to do anything. They can look on helplessly as the story drags them through the mud and maybe end up weeping uncontrollably by the end credits, but they have no control over the experience. Games can't afford to take such a sadistic or grandiose attitude toward their audience, because the player is in control. If the player is depressed, he won't go on. He'll try desperately to find an entertaining solution to his problem, even breaking the game if he must (everyone remembers the hack to keep Aeris in your party, right?). But if the game insists on making him miserable, he's going to turn it off and go outside. Hope is a necessary element of game stories, because that is what leads the player through the difficult stretches - although I would argue that the challenge should be reason enough in itself, and if the player needs to be emotionally driven to suffer through a part of the game that isn't inherently fun, that part should probably be excised altogether.

Atlas Shrugged is one of the most influential novels of the 20th century. In some ways, its impact on the modern world rivals that of some religious texts. It is, in effect, one of the most meaningful stories ever told. But it is also inspirational, in a way that makes many readers weep tears of joy by its conclusion (provided you read it with the right attitude, and not as a cynical fuckstick). It's not depressing. It doesn't hand-pick the saddest, most painful experiences of human existence and rub them in your face while shrieking "I AM AN ARTIST!" at several hundred decibels above the range of human hearing. It presents you with heroes who represent positive values, who fight against precisely the sort of solipsistic negativity that results in pretentious art and movies that make people want to die.

Wouldn't you rather take the role of a hero whose character traits represent everything that you value in life, instead of a generic, damaged anti-hero whose psyche is so fragile that his costars are forced to drag him out of a coma halfway through the experience?

Other than that though, you're right on.
Rockvillian's Avatar - Comment posted on 04/10/2007 14:52
Rockvillian
Just added Sonatine to my list Rev.
kariomart's Avatar - Comment posted on 04/10/2007 14:53
kariomart
"...what may be the single most important and inclusive art form in the history of mankind"

I love games, but wow. That's one ridiculous claim, which belittles essentially all art before the last 30 years. Just because I hit a button to make a character swing his sword rather than watch or read about him doing it doesn't make it any more (or less) important. And as for it being the most inclusive art form: I've watched a million movies and read a million books that make me feel more immersed than say, Superman 64.
Anthony Burch's Avatar - Comment posted on 04/10/2007 15:09
Anthony Burch
LordRegulus:
I see what you're saying, and I absolutely agree with you. I just personally find it easier to cite unhappy fare like Shadow if only because most games, when they choose to have unhappy endings, make that choice for a specific reason. Happiness is frequently attached just for the sake of entertainment. But, again, you're totally right -- Ico had a wonderfully happy ending, and it's still meaningful.

kariomart:
I'm speaking about the potential of video games. By definition, doesn't one art form that includes all the others and adds its own mechanics (in this case, interactivity) inherently have more potential than the others? While we may only be dealing with Superman 64 at this particular moment in time, it's not unreasonable to think that video games will eventually evolve and grow to the point where movies and literature are currently at.
Snaileb 's Avatar - Comment posted on 04/10/2007 15:09
Snaileb
My brain just poped...


Rev you owe me a new one.
TheBrain's Avatar - Comment posted on 04/10/2007 15:12
TheBrain
Rev, I was going to elaborate on some things you said or find something to disagree with but I'm not sure either is possible so I'll just say:

You're right.

Here's hoping someone with some pull in the industry is listening.
king3vbo's Avatar - Comment posted on 04/10/2007 15:12
king3vbo
This makes me want to play Ico again
TheBrain's Avatar - Comment posted on 04/10/2007 15:13
TheBrain
Wait...you never finished Eternal Darkness? For shame...
kakusei's Avatar - Comment posted on 04/10/2007 15:19
kakusei
Am I the only one who had no problem killing that flying colossus, or any of them for that matter? Everyone I've spoken to takes the position that it's so sad to kill them.
Hipple's Avatar - Comment posted on 04/10/2007 15:31
Hipple
To address Blindside's horse problem: I had similar problems with the camera and the horse when I first started playing, but I'm at the 11th or so Colossus now, and I've actually grown to love the way that Agro handles, though I agree that the controls are a little wonky sometimes. I've just grown to tolerate the camera, and I can make it work for me. All of those technical issues took a backseat for me as soon as I toppled the first colossus though. I can certainly understand your criticism though.

To address Rev's article: I agree that's it only a matter of time before these games get made. In the same way that early movies and even the earliest books either had very limited scope or had to aim for the widest audiences, and the advances in technology gradually gave smaller publishers/directors/writers a chance to write books or make movies for the masses, in that way, the advances in technology that are forthcoming will give small time game developers a chance to make those games. The gaming industry is almost growing too fast for this to happen in the near future, but it will still probably happen sooner than most think.
C4Vicious's Avatar - Comment posted on 04/10/2007 15:34
C4Vicious
Personal opinions are for personal blogs. STFU And Just Report About Games... STFUAJRAG

Plus, I found SotC to be very boring, and I returned it to Gamefly after 4 collossi. If the games has nothing to interest me until the end, what's the point in playing it? I could just watch speedruns of it on youtube and have a much quicker, just as satisfying experience. If it was a game with enjoyable gameplay, likable characters, and an incredibly immersive and thought provoking story, I would have played the whole thing. Wait I DID play THAT game... it was Final Fantasy X.
kariomart's Avatar - Comment posted on 04/10/2007 15:36
kariomart
"By definition, doesn't one art form that includes all the others and adds its own mechanics (in this case, interactivity) inherently have more potential than the others?"

I gotta disagree and say "no" to video games having more potential. If that statement were true, then it'd mean that other mediums would be incapable of expressing certain ideas, since they'd have less potential than video games. And if that were the case, why would anyone want to work in a medium that doesn't have the most potential? More doesn't equal better.
Jamesways's Avatar - Comment posted on 04/10/2007 15:58
Jamesways
Great article, really good reading.
I agree, brings to mind Indigo Prophecy.
Ridiculous last third of the game, but very immersive and creative story up to that point. You did really feel as if the actions you chose had a direct consequence all the characters involved.

I loved SoTC.
Barbara's Avatar - Comment posted on 04/10/2007 16:00
Barbara
Reverend, great article. You bring up points that I've been trying to instill in gamers everywhere. Here are story links that you should, if not already, read:


http://www.next-gen.biz/index.php?option=com_content&task=view&id=3313&Itemid=2

this is my fav:
http://gamasutra.com/features/20060807/adams_01.shtml

and here's one I wrote:
http://www.funtownarcade.com/blog/pivot/entry.php?id=10


beer baron's Avatar - Comment posted on 04/10/2007 16:06
beer baron
Reverend, you're quickly becoming, if not already, the best writer on this site. Keep up the good work!
BluDesign's Avatar - Comment posted on 04/10/2007 16:17
BluDesign
I agree with you Rev. I'm okay with a dash of sadness or misery in my games. I think it adds uniqueness to a title. I remember (and am about to do it again) the mid point of FFVI where you seemingly destroy the earth and it shattered me as a teenager.

The only hard part about achieving these goals is that the target demo doesn't like emotion and sadness. Investors don't like putting money in things that don't generate cash for them.

It's a terrible side effect of a free market driven society. Look at the music industry. Same deal. Music that actually drives real emotional response is most commonly associated as classical music, and commonly classical stations are the retard half brother of your local radio market. DJ's working for pennies and pledge drives to keep the station on the air.

Meanwhile, the local top 40/Clear Channel station has no DJ's, a nationally syndicated radio show that only reads topical news mixed in with shitty comedy bits and spins Limp Bizkit twice an hour.

Unfortunately, real art & emotional works, whether it's movies, music, books, or video games will always exist on the fringe of the communities.

If anyone hasn't seen it, Idiocracy is a perfect encapsulation of where our shit=art society is headed 300 years from now.
Aaron Linde's Avatar - Comment posted on 04/10/2007 16:28
Aaron Linde
This is why I'm your biggest fan, Rev. Awesome job.
Crunshii's Avatar - Comment posted on 04/10/2007 16:34
Crunshii
wow, good friggin article... I wanted to say something but I think Anthony covered it...
Grimspoon's Avatar - Comment posted on 04/10/2007 17:19
Grimspoon
Awesome article.

Over this past holiday weekend, I played Shadow of the Colossus for the first time (and completed it). This game definately made me feel something. I had to began to question very early who the villian really was in the scenario playing out before me.

I also play (for the first time and completed) ICO over the weekend as well. Very intense gaming weekend to say the least!
GatsuTheBerserker's Avatar - Comment posted on 04/10/2007 17:28
GatsuTheBerserker
I suggest everyone give a standing ovation for Rev.

-Claps for a minute or two-
Yayoo's Avatar - Comment posted on 04/10/2007 17:40
Yayoo

Good Read.

And shut up Linde I'm his biggest fan.
dark_inchworm's Avatar - Comment posted on 04/10/2007 18:08
dark_inchworm
I must be pretty fucking calloused, 'cause the death of Aeris did nothing for me. Hey, some cutesy flirty character is suddenly dead. Oh snap!
Fizzleyak-O's Avatar - Comment posted on 04/10/2007 19:06
Fizzleyak-O
The one thing I disagree with is your quick dismissal of writing a novel and implying that writing is subordinate to creating a video game in terms of difficulty. But keep in mind that a story is essentially words on paper, leaving the symbolism and overall ostensible structure of the story completely up to the reader to interpret and analyze. The creation of this symbolism and structure in a logical, meaningful and (less we forget) syntactically correct way is one of the most arduous, excruciating processes EVER. I understand that anyone can write a novel, but don't write it off (no pun intended) for the sake of simplicity.

Video games generally supply all the ingredients of an active imagination (visual, sound and interactivity) and in effect, obviating the need for much interpretation. They have the advantage of the trump cards. Writers must stimulate sound and induce visualization. I completely agree that video games today are focusing way too much time on linear stories and diminishing the evocation of emotion, but until they can manage a meaningful, non-cliche story into every game, then video games will never publicly be recognized as an artform.
OldschoolVgamer's Avatar - Comment posted on 04/10/2007 19:07
OldschoolVgamer
Personally, I think I have a different view of the definition of art.

Art I think is someone expressing themselves and whether or not someone likes or can relate shouldn’t be the defining factor over whether or not it has artistic value.

I guess it can make it more immersive if the player can relate and it would get you your money’s worth if it was, but I don’t think that art status should actually go along the formula of, like it and understand it = art or true art, don’t like and don’t understand it = not art. I see operate under the logic of, designer expressing themselves (in one way and level or another) = art, while leaving the players ability to understand or relate to it to judge what is good art or bad art, the definition of which differs from person to person and as such is entirely up for debate.

As for wanting something more indepth than just recycled concepts and franchises, I feel you. The unfortunate thing about the topic of originality though is that the industry is seen as big, but the unfortunate thing, it’s seen by the general media and by the industry as, if you take my word for it, big primarily in it’s financial success, but not really as much in regards to the creativity and originality department. So it has become, by and large, more about churning out a title for a quick and hopefully large buck (thank you EA for helping with that one! t(>_<)t ) and less about being original and creative. It would be ideal if they could always do both, but it’s unrealistic as there are is fair share of people out there who tend to gravitate towards and purchase into to the familiar, sometimes overly-familiar ideas as that is where they feel comfortable and able to stimulate themselves in terms of, as it currently stands, their immediate satisfaction and a quick and flashy momentary or sporadic thrill right then and there while not really affecting how they think or feel overall. I’m basically saying the reason why originality and good (by my own definition) creativity is not there enough is because too many people don’t have enough desire to be stimulated any deeper than just their momentary “fun”.

The industry, pointing out the obvious, is more about money, so when choosing between the choices of taking a new idea and risking people not buying it or rehashing some other already existing concept to open up to a larger audience, it isn’t really a tough choice which to go for, now is it? So the mentalities of most game consumers are one of the primary reasons why it’s all rehashes and little new shit. Too many people buying into those flashy and uber-popular-everybody-is-playing-them MMOs or those easy-concept-to-understand basic concepts of the FPS where the rough idea is you walk/run, point, and shoot. Would the vast majority want to play something like, as just one example, One Must Fall Battlegrounds (like the game or not, it was original)? No. The sales charts, speaking in terms of PC games, say no. Every week the list is the same shit: World of Warcraft, FPS, RTS, Sims expansion pack and the following weeks it seems to be the same freakin’ titles or styles of games. Originality doesn’t happen because not enough people are buying into very much fresh games that are out there and instead going for that game that is so familiar or that all their friends are playing. So the solution plain and simple is to actually BUY into something new, more creative, and start to ditch WoW, CoH, CoD, etc. and encourage others to do so, because when you don’t the devs, pubs, or producers are not going to see enough incentive to operate more and more outside the box. Buying power speaks volumes.

/rant

P.S. @Reverend Anthony
The Street Fighter mod for Max Payne 2 I have been watching for about a year now like a freaking hawk. If I’m correct about all that I’m about to say, I’ve looked up info on it and apparently it wasn’t originally intended for MP2 but MP1 instead. It switched over due to some sort of limitations in MP1, I think in the games engine or some shit like that. Also, it is going to end up finished and the reasons why it has been delayed so long is because Aztec, the guy behind it, has a busy personal life and did a vast majority of the work on the mod himself and with a gigs worth of material (or somewhere below). I’m not surprised it’s taken as long as it did, but it is coming out and rather soon…
OldschoolVgamer's Avatar - Comment posted on 04/10/2007 19:08
OldschoolVgamer
Sorry, didn't realize it was long! You should really add a preview button by "Add Comment"...
Necros's Avatar - Comment posted on 04/10/2007 19:13
Necros
More articles like this should almost make people not care that you gave Twilight Princess a 4. Great job, and I'd love to see any possible follow-ups on the subject.
Wootex's Avatar - Comment posted on 04/10/2007 20:06
Wootex
Reverend, well done article with lots of solid points and good examples. So solid in fact, that I wrote an editorial about them about two weeks before you did

http://www.gamespot.com/users/Wootex/show_blog_entry.php?topic_id=m-100-24927045

Not that I'm accusing you of plagiarism or anything, because I would rip off any of your excellently written articles whenever I could get the chance. I think it needs balance, not every game needs to evoke strong emotion in the player, sometimes it's fun to go and shotgun fools in the face, however, it is the games which try and evoke emotion that stick with us.
Katana's Avatar - Comment posted on 04/10/2007 20:22
Katana
While I have felt like this before in games, it NEEDS TO HAPPEN MORE OFTEN. When Gears of War gets Best Characters you almost feel it's impossible for actually emotionally striking games to exist. Here are my ideas.

1. You are paired with one person for half the game. They teach you how to do things, inspire you, save your ass fifty times in battle, have some very good lines, etc. Then, without any sort of grandeur, slow-motion, special cutscene, or anything, a sniper shoots them in the head and you are force to run for cover, abandoning someone you knew for so long.
2. For 90% of a game, you are trying to fight for one side of a massive war. Then, towards the end, you meet a respectable-looking enemy. They say the sort of things to you that a hero would use to defeat a villain, and say to you why your leader is probably going to end up destroying the entire world; basically convincing you that no matter how much good you thought you were doing in the world, you were the evil you thought you were fighting. Hits hardest because you only have yourself to blame, not a character on a screen.

3. Go play Half-Life 2. Even while there are no character deaths or anything, I really think that has some of the best examples of characters. Especially Alyx, and sometimes the citizens in their off-time.
iliketuna's Avatar - Comment posted on 04/10/2007 21:58
iliketuna
you guys play too many single player games... there are many more emotions to be had in multiplayer video games

... for example, when i go to the arcade and see some noob button mashing at the tekken machine, i am hit with a moral dilemma! do i go over there and offer him tips on how not to suck? perhaps even point him towards tekkenzaibatsu so he can read up and potentially get better? or do i just pop in my card, make 1000 gold towards my new custom hat, and knock his soft uncoordinated ass back to final fantasy?

argon's Avatar - Comment posted on 04/10/2007 22:08
argon
Rev great article man. One question though: what are the chances of you sending me that Radiohead song you were listening to???
Kia's Avatar - Comment posted on 04/10/2007 22:09
Kia
LMAO...Wow. I'm just not going to say anything at all, because I'd probably be lynched by your legions of fanboys here. XDDD
Kia's Avatar - Comment posted on 04/10/2007 22:11
Kia
Actually, no, double posting, because I will say something: For once you actually spewed out something that was half decent and actually had a good idea behind it.

However, I think you could have picked a better title and "thesis" for the idea. I don't know about you, but I find games that are "disturbing, depressing, timely, political, thought-provoking, and, above all, meaningful" to be pretty damn fun and entertaining. Oh wait, games aren't supposed to be "just" fun and entertaining. Say whaa?
Anthony Burch's Avatar - Comment posted on 04/10/2007 22:57
Anthony Burch
argon:
What's your email address?
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