[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]
If you're like me, you probably saw James Cameron's Avatar over the weekend. If you're really, really like me, you didn't find it particularly impressive. You may have found James Cameron's bazillion-dollar opus boring not because of the cliched plot, or the needless narration, or the uninteresting characters, or the pretty-good-but-not-as-great-as-the-idiots-with-Comic-Con-press-badges-said-it-was CGI, but because of one fairly simple fact:
Avatar wanted to do things videogames are already better at.
At E3, one of the film's producers briefly explained the plot to a group of journalists. He used phrases like, "transport the audience into an alien world," and "let the audience explore locations they'd never dreamed of" in "a world that feels more real than anything you've ever seen in movies before."
Fine. Cool. A wonderful goal to aspire to. But also a completely redundant one to anyone who has spent the last decade playing videogames.
Hit the jump to see why Avatar hasn't shown gamers anything they haven't already experienced in a more effective, immersive, and exciting way.

Games, by their very nature, are about exploration. Even in the most linear of linear experiences, there is still some room for the player to feel their way through things, to figure out what the game is capable of. Call of Duty may only allow one way through every single level, but the player is still allowed (and arguably, encouraged) to spend as much time as they want simply drinking in the details of the world, figuring out ideal fighting strategies, and generally dicking around to their heart's content.
The very nature of the medium allows, and implicitly encourages this sort of behavior; there's seldom any punishment for standing around and ignoring the main plot of Modern Warfare for a few minutes because you want to check out the brickwork on the enemy base you've just shot to shit. All the little appliances in the Black Mesa research facility exist solely for the player to play around with: hey, the soda machine actually dispenses soda! Hey, I just destroyed Dr. Magnusson's casserole! Though one could reasonably argue that allowing the player the freedom to dick around and ignore the main plot of linear games undermines dramatic tension (imagine staring at a soda machine for the entirety of "No Russian"), the fact remains that concepts like exploration and self-mandated pacing and just plain dickin' around are well-suited to games.
Movies, less so.
James Cameron wanted us to feel like we were on Pandora; that, 3D IMAX goggles or not, we were just as immersed in a world of funny-looking plants and blue giants as Jake Sully and the other characters who didn't matter enough for me to remember their names. As someone who plays a lot of games, I found myself incapable of experiencing the degree of immersion Cameron wanted me to feel. Immersion isn't just about seeing a bunch of cool stuff and feeling that the world is believable; it's about feeling that you are a meaningful part of that world, even if you're not able to change the world on a fundamental level.

My experience of viewing Avatar felt like an implicit conversation between James Cameron and myself. I get halfway through the movie and Cameron yells, "Here! Look at these floating mountains! Isn't that shit fucking cash?"
"Yeah," I respond. "Can I spend some time around here? Hang out and get a closer look at them?"
"Nope!"
"But I wanted to explore--"
"SHUT UP AND WATCH JAKE SULLY HAVE PG-13 SEX WITH THIS BLUE CHICK"
And then the conversation ends because in my mind he's playing air guitar and has begun to ignore me.
Of course, this isn't James Cameron's fault – the demands of narrative film in general forbid the audience from ever truly exploring or examining anything at their own pace. In film, audience is subservient to the director; he shows us what he wants us to see, and decides how long we can look at it, before we're tossed along to the next scene. The very nature of immersion and exploration runs counter to these demands.
Even if a hypothetical Avatar game (I haven't played the actual game yet) consisted of nothing but a bunch of pretty, contiugous locations that I could walk through at my own pace, it'd still be more immersive than Cameron's flick.
In games, the player is more important than the creator (even if the creator doesn't want to admit it). Within twenty minutes of booting up The Saboteur, I can look out onto the Paris skyline, see a monument I want to check out, sprint there, and climb on it/shoot at it/blow it up at my leisure. My ability to pace my own experience -- to decide that, actually, I won't check out the Eiffel Tower until much later because I wanna hang out on the Champs-Elysee and stab Nazis for a few hours – is one of those things that make games such a unique, beautiful medium.

Even as flawed as a game like The Saboteur is, James Cameron will never, ever be able to make a film that surpassses its immersive qualities. Ever. All the Na'vi and Marines and lush, CG landscapes in the world simply cannot compete with allowing your audience the simple ability to move around in your world at their own pace, unrestrained by the demands of narrative pacing.
Of course, that argument inexorably leads into an indictment of the current direction games are heading in – that, say, more and more games are seeking to replicate the linear thrills of movies rather than utilizing our medium's unique strengths. If movies shouldn't try to ape techniques games can already do much better, one could reasonably argue, games should probably stop aping movies for a little while if only so we can see what our medium is truly, individually capable of. Great power, great responsbility, etcetera. I'll beat that drum until a game comes along that convinces everyone else of what Spelunky and Far Cry 2 already revealed to me, and roughly six other people.
But seeing as it's Christmas -- otherwise known as the time when you're supposed to be less of an unbearable shit than you usually are -- I won't say another word about that. Instead, I'll end with this: I'm incredibly happy (and terrified, and angry, and demanding, but mostly happy because it's Christmas) that games can do things that even one of the best directors in the world, with a near-unlimited budget, cannot ever hope to emulate.
Avatar can go fuck itself.
The film sucked (the 3D CG was fantastic though), but this article is absolute silliness.
Anthony doesn't do sarcasm or flame bait. That's Jim.
Avatar didn't suck. Gigli sucked. Troll 2 sucked. Nightfall sucked. SyFy original movies suck. Disney's sequels to their classic cartoons suck. Avatar was nowhere near as bad as those, by any metric.
Of course, you could just be a elitist indie dickhead and post whiny articles about it, but whatever.
But that's just my pessimism. I'll definitely be linking this article to anyone who talks to me about how amazing Avatar was.
nicely explained and said... great article!!!
I shouldn't be shocked by Anthony Burch's overwhelming ignorance as I've already let him get to me quite a bit. Sometimes I like to think that he's the real troll of Destructoid and that Jim Sterling is the "serious journalist" of the two, but I assume that reality is as never kind to us as our dreams are.
Also, does it seem like Cameron is kind of the Molyneux of the film world?
Movies aren't interactive? Thanks for pointing that out, I don't think I could have figured that out on my own.
And Avatar was a laughably cliched, predictable bore with some pretty cool special effects. It felt like I was on a movie ride at a theme park.
Movies need to focus on being movies; telling good stories and being fun to watch.
Games exist to do the things that movies can't; each should embrace what they do best, instead of trying to be like each other.
With that said, if Anthony does not engage in flame bait and sarcasm he's just an idiot.
I feel like my dad decided to explain sex to me for the first time only he's 20 years too late because I'm 30.
It still doesn't explain why the military made aircraft with glass that could be penetrated by arrows in the first place, I'll grant you that.
End of hl2:ep2? I cried a single (MANLY, I promise) tear. That thing what happened in fallout 3? I was :(, then >:| at who did it, then :D when who did it met their well-deserved end.
Having said that, Avatar looked pretty, at least. 3D gaming is going to be so fucking awesome when it finally happens.
What shall I critique, what phrase should I latch on to that has an actual point worth arguing? That's my initial point, the article is a setup to get comments, when in fact the comments (mine included) are as pointless and obvious as the article itself.
It is ignorant for Anthony to assume that ANY of his points have not been discussed on a second to second basis by the gaming and video game community(s).
Further, I would argue that until video game graphics are on par with Avatar's graphics, I will never feel immersed in any game world. :)
95% of the movies I watch nowadays have cliche plot's which I can read from a mile away, it doesn't take away from my enjoyment of the movie though.
I've been a gamer all my life and I thoroughly enjoyed Avatar immensely. I think the last words of your article speak of volumes of your ignorance.
"The integration of the CGI and live action is very impressive, and this is by far the best example of a 3D film I've seen to date. But, this isn't a video game. You can't get away with taking huge steps forward in visual techniques and then tell a cliche-ridden story."
Cameron needs to go back to making movies as good as Terminator 2 and quit making any other movie ever.
I look at it in motion and think "I've played this."
I completely agree. One of the first things I thought when the movie started was that I felt like I was playing a FPS, where I thought I could look around the corner and that the space was real and tangible. Of course, you can't look around the corner. But in disagreement, I really really liked the film.
The filmed took something that videogames do very well, immersion, to expand upon the medium. Games also borrow from films in the same way: cutscenes, ambiance in light and sound, mise-en-scene, etc. Many people love RPG's, which when it comes to narrative, massively borrows from tried and proven cinematic methods (ex: Dragon Age).
I think art as a whole grows when separate mediums borrow and adopt from each other. Honestly, I love me some texture in paintings.
Its just a silly ass thing to say "Screw this movie, I can't play it!"
http://www.wired.com/magazine/2009/11/ff_avatar_cameron/
http://news.softpedia.com/news/Avatar-Will-Change-Cinema-Forever-Sigourney-Weaver-Says-129282.shtml
http://www.dailymail.co.uk/tvshowbiz/article-1208038/Avatar-How-James-Camerons-3D-film-change-face-cinema-forever.html
This whole article was completely pointless.
Good article, Anthony. I, for one, appreciate more articles about gaming other than reviews, previews and controversy.
This is the point you're missing, WE KNOW. No really, we know, which is why this is a pointless article with the intent to fish out comments based on the fact that Avatar is new, has buzz, and people are passionate about it.
Get it?
What Technophile said. Also the irony of a movie about anti-technology using the most technologically advanced tools available is pretty funny, but less entertaining when it takes itself so seriously.
Agreed. Avatar can go fuck itself. I'm gonna go immerse myself in Spelunky now.
i've never been really too hyped up to see it to begin with but your article speaks to all movies in general until we have a remote to change what we see and direct the movies ourselves, but the problem with that is those are video games.
i believe the movie does look cliché and i'm betting they end the film with a peaceful resolution instead of one camp becoming slaves to the other, like what would absolutely really happen.
With all due respect (and I'm not just saying that, I do respect your opinion and am genuinely curious) what game had more believable visuals on an alien planet?