Twitter

FEATURES


Games: Are they still games?

Posted 5th of September, 2009 at 01:13 pm by squeegie squeegie is offline

Let's face it - if you're reading this article, you can almost certainly categorise yourself as a "gamer". As a gamer, well you play games, regularly. I was pondering the other day why I wouldn't bring this undeniably large part of who I am up in a job interview.

The thing is, between your mates and the forums you post to on the Internet, you're unashamedly a gamer. Yes sir-ee, we love em' and we can discuss the games closest to our hearts for hours at a time. The finer points of where a particular genre is going, why Mario Kart Wii isn't as good as Mario Kart DS and when will the real Pikmin 2 sequel come out.

When is the last time you found yourself in the work lunch room, making small talk with the cleaner as you heat up the Chinese take away you got last night, asking if they've seen the trailer to Red Steel 2? Or finished Twilight Princess yet? You just don't do it! No-one does. Games, for some unknown reason can't permeate into the everyday lives of most people. They are, for all intents and purposes, still a 'toy'. We can discuss, dissect, debate, scream, yell and deny this situation; the fact of the matter is though that they are no where near as ingrained into our daily lives as music or film. Some will argue that numbers tell a different story. The old "Video games are bigger than Hollywood" routine. So? Does anyone really care? Do you want to know what else is bigger than Hollywood, the raw minerals industry. We don't go around talking about the commodities market in general conversation though.

The difference between film and games; films are art, games aren't... yet.

Art,who cares, right? Art has a licence to convey rich and compelling messages; something that can be appreciated beyond it's flat exterior. That message changes from person to person, but often the same piece of art can portray something special to millions of different people. Keep in mind though, art is just a word used to describe this phenomenon. If art doesn't talk to you, then it is boring and lifeless. A waste of your time and essentially meaningless. Don't get caught up in the word 'art' though, focus on it's concept.

Games are yet to fall into this category. Not because they don't deserve the respect of being called art, they do. Games can and often do convey a message to a player. Often much deeper than 'get the ball over the net' or 'collect those coins'. You can most certainly feel emotionally attached to your character and learn much from a gaming experience. MassEffect and Fallout 3 are perfect examples of this. A rich world, high calibre voice acting and serious subject matter where your choices have believable, realistic and sometimes devastating consequences.

Why then are games not considered in the same way film is? Read the back cover of a game box. They attempt to portray the depth and adult nature of the content of the game, yet always follow up with explosive game-play elements. Is that necessary anymore?

Forget about discussing the AI, or how you've got more weapons than ever to select from. Don't worry about framed pictures of the 'mo-cap' technology that was used to make in-game characters look so good and fluid. In fact, stop referring to them as games. We are well past this. They are highly detailed, emotional, plot driven sagas. Don't sell them as games, interactive DVDs or anything else that is already obviously insinuated. When anyone buys a console, we know what we are buying into. People no more need to be told to use a controller to operate a video game than they need to be told a car is a 'user controlled automated movement machine'. We call them cars, we know what we are buying.

Game designers sell the art form as a 'game'. We are locked in this self-perpetuating cycle, because as 'gamers' we haven't been able to find another way to describe the format or express the experience of a particular game, outside of it's generic game-play experience to other people. I know I fall into this trap describing a game to a co-worker in this way. MassEffect for example gets broken down into it's core mechanics instead of the much more engaging and vitally important story elements. I'll talk about how you can carry guns or choose to use biotic powers to blow away aliens, or that they use this cool conversation tree so you feel like you're the one who's talking instead of being carried through a cut scene. This type of description instantly places a barrier up to anyone who isn't game literate. The focus is on how to move your player around, skill trees, inventory management and so on. Imagine describing a movie to someone, instead though of discussing the plot and how it made you laugh, think or scared you to death, you started with all it's technical design. The World War II movie used a gray green filter, most of the camera work was shot with a dolly system, with several on rail shots mixed through, there were around three hundred and fourty extras used, they used 3d max to create many of the special effects, some of the scenes were filmed while it was raining, others were filmed with simulated rain. How compelling. Yet games are most often discussed publicly in these terms. Reviews are written to focus heavily on the technical aspects of a game, relegating the story and characters to often less space than how the game controls and whether the cover system has been tweaked further than it's predecessor.

A review cannot be written without talking about game play and how it is controlled, as that is at it's basis the foundation of a game. What I find is that we trap ourselves unintentionally into categorising these experiences as "games", lumping them incidnetally into the same box as Scrabble or Twister.

We all need to move on to give the format legs and take a step upwards into adulthood. Attention from gamers, game developers and the media now needs to move away from often nit picking technical elements to the story a game tells. Let's also grow up and stop calling the entire medium 'games' to something more respectful of the experience. Hotel Dusk on the DS is a far too intellectual experience in both its setting and themes to simply be referred to as a game. When you start making choices in a 'game' that brings on real political discussion as to whether they should be banned or have it's rating reassessed, there is an undeniable link between the experiences of moden games and their psychological effects.

You might say, well who cares what we call it. Whether they are called games, interactive movies or some other term, does it really matter? Does it have any real impact on the game industry? The answer is most certainly yes. As adults, we play video games because we played them as kids. We grew up with them, and as children we didn't have to be embarrassed because, just like jumping in the mud or eating our own fecal matter, that's what kids do. Games though are so engaging and important in many of our lives, that we continued on playing well into our teens and eventually our twenties, thirties, forties and so on. What I don't want to see happening is the sterile environment, primarily being pushed by Nintendo at the moment, to dominate. It's so great that families can now get involved and play a simple game of tennis where they don't even have to control the player. Harmless, mindless fun anyone of any age can enjoy. Kids won't get corrupted by this stuff, so mum and dad feel safe in buying it as entertainment for their children. These cheap gimmicks aren't pushing gaming in the right direction at all. We might all think it's great that everyone and anyone can play now, but to what end? Has the actual content of gaming been changed; the stories, emotion and adventure of a AAA title been improved because motion control and Mii characters are now on the market. Absolutely not. Deep and compelling story driven titles have been improved by a multitude of factors, least being motion control. That's not to say it hasn't had an indirect impact. Motion control is not evil, it's great because developers can now sigh with relief and say 'okay, this can be a profitable venture'. It doesn't build great story lines though. In fact the success of mini-game bundles like WiiSports, WiiPlay, BrainTraining and all the rest pushes titles that have seen the heart and sole of developers into a corner, where they have to deliver, or get pushed off the table for cheap and easily reproducable gimmicks that sell so well. It's not fair then that deep, intellectual "games" get lumped in with everything else. If we re-categorize the two types of titles, to the point of seperating products that are now called games to another category, then maybe producers will look at them in a different light.

It is for the reasons above that a games like Six Days in Fallujah are critisised from the get go. The title hasn't even been released yet and the meer fact that it's a video game automatically relegates it in many peoples eyes to glossy, insensitive, glorified entertainment. It may be true. The developer Atomic Games could well produce a completely in-authentic piece with disregard to the hardship both the marines and local civilians went through. All anyone need do though is a little investigating to gain a perspective on what could be achieved.

Atomic were already working with the Marine Corp. to develop training programs; yet during this time the battalion they were working with was sent away to fight in The Battle of Fallujah. This is what Peter Tamt, Automic Games President, told GamePro about this situation.

Tamte later stated that "When they came back from Fallujah, they asked us to create a videogame about their experiences there, and it seemed like the right thing to do."Tamte further stated that the goal of Six Days in Fallujah is to create the most realistic military shooter possible, and that "Ultimately, all of us are curious about what it would really be like to be in a war. I've been playing military shooters for ages, and at a certain point when I'm playing the game, I know it's fake. You can tell a bunch of guys sat in a room and designed it. That's always bothered me.". Tamte further elaborated in an interview with Joystiq that, "The words I would use to describe the game -- first of all, it's compelling. And another word I use -- insight. There are things that you can do in video games that you cannot do in other forms of media. And a lot of that has to do with presenting players with the dilemmas that the Marines saw in Fallujah and then giving them the choice of how to handle that dilemma. And I think at that point, you know - when you watch a movie, you see the decisions that somebody else made. But when you make a decision yourself, then you get a much deeper level of understanding." Tamte describes the project as "a meticulously recreated in-game version of Fallujah, complete with real life Marines lending their names and likenesses, as well as recreations of specific events from the battle. It's almost like time travel. You're experiencing the events as they really happened."
Source: Wikipedia - Six Days In Fallujah

I'm more than happy for all forms of media to be scruitinised and critisized. But let's also make this a fair and balanced process. Perhaps some sceptics would feel better about games that truely make an effort to delve deeper than the purely asthetic, but pay homage and respect to all of those invovled in war. In turn enriching those who experience the game as well. It is pretty hard at the moment for even the most understanding of people to accept that a harrowing experience can be made into something termed as a 'game' and still be tasteful. This issue revolves around how the video game medium is perceived.

Don't misunderstand this article as a stab at actual games. There are titles out there that need to be relegated into this category. Sports titles and mini-game packs are games. We play them, we enjoy them, and they are one of my most favorite categories of entertainment.

When a game though crosses that line and leaves someone who interacts with it questions on the themes, characters and plot; these are as much a game as a novel is. The over arching engagement of these types of games isn't the button pressing, but much more the setting and themes. Marketers need to re-label these interactive adult themed narratives to something more accurate - call them iNovels or something. Adult enough to bring people over the age of 30, who haven't played a game for a long time, and spark their interest not on simple fun, but for the same reason they'll watch movies or read a good book.

There are so many games now that fall out of the cheap family fun category and are designed to convey a message or tell a story to it's viewers. We need to stop mis-categorizing and give the medium the respect it deserves.

RSS Feed

MORE FEATURES



COMMENTS (9)


Posted 6th of September, 2009 at 10:55 am by Kabal Kabal is offline
Kabal's Avatar
Ah crap, this editorial is just like that thread I made all over again. But it was well written and a good, easy-to-understand read. Kudos.

I feel as though you do have to nitpick at the 'mechanics' of a game and sometimes 'the technical issues' as unlike film, its the interactivity that makes or breaks a game - regardless of good story or not. If there are frame-rate issues, major pop-in issues and unintuitive controls, these take you OUT of the interactive experience (unless in the rare case, it's self-referential) they should definitely be warranted just as much notification and discussion as 'I want a deeper, original story'. And it doesn't take much effort to explain to someone 'game-illiterate' what these basic termonologies of a game mean in simple terms. I guess what I'm getting at is that your comparison between film and game doesn't really correlate to each other.

But I agree on the those silly blurbs on games that read 'USES THE UNREAL 3 ENGINE. EXCITE!!!' or 'CONTAINS 15 WEAPONS SUCH AS THE REAPER!'

And I agree on most of your points. However, while you have some good supporting arguments, it would be good to cite previous or future examples of what games should be like - I just feel like even the 'concept' of art, as you explain it, is a little bit too broad. With Gears of War, for example, the game has characters with the depth of paper and a story as gripping as wet glass, but I have found it to be unforgettable fun with social bonding with close friends - is this still 'meaningless and pointless' as you describe it?

But I liked your article.
Posted 6th of September, 2009 at 12:20 pm by Toadsiliwraith
Toadsiliwraith's Avatar
An excellent and well thought out article, Squeegie. :) It is very pleasing to see the A-N features return in a big way since the revamp, so hopefully this is a sign of things to look forward to.

These are very interesting times for the gaming medium, perhaps even more so than its initial conception, as a critical turning point in its development and identity has been reached, constantly looming overhead. Already, the fallout of this transformation phase can be seen amongst the ranks of our fellow gamers, where terms such as "casual", "hardcore" and "non-game" constantly thrown around in defence of personal values and fear of change. Simply put, we are all living through the growing pains of the medium many of us consider a significant part of our lives, resulting in the exploration of dangerous unknowns and mysterious ideas.

Highlighting the stigma of video games is an important port of call, as it continues to be a mark associated with dark rooms, nerd physique, swearing into microphones, and electronic funerals. Gaming was not always seen this way. Arcades were a fantastic social outlet where watching and playing were equally important to the experience, whilst the core gameplay consisted of fast, pick up and play styled action and beating the Hi-Score. The Nintendo Entertainment System brought families together not unlike the Wii, where droves of people desired to jump into Super Mario Bros., beat up foes in Punch Out!!, or relax with NES Open Tournament Golf. Nowadays, games are a violent evil that brainwash kids into a life of crime, absorb the lives of individuals through MMOs, and are a considered a major cause of child obesity. So what the hell happened?

Whilst traditional gamers have learnt to wear the badge (however inaccurate), very little has been done in the way in breaking this wall down, and this is despite the vast diversity of different kinds of games. It's only recently that the masses are jumping on board through the likes of Brain Training, Singstar, Carnival Games, or Wii Fit as people can relate their purpose to everyday life, but such moves are constantly being attacked for destroying games as we known them. Indeed, as you say yourself...

Quote:
What I don't want to see happening is the sterile environment, primarily being pushed by Nintendo at the moment, to dominate.
Now by all means, I too believe that Nintendo's vision in the purest sense is risky and dangerous, and they're far from infallible either. However, the issue at hand is that there is a constant fight between the two extremes; simple, yet challenging concepts where fun and direct social interaction are key, and complex sophistication where the player can immerse themselves in realistic graphics, adult themes, moral questions, and detailed, engrossing plots. There is a reason why the gaming industry has gradually shrunk in size over the years; for too long, developers have solely concentrated on making games art, whilst ignoring other aspects of the medium which are not only unique, but are also its greatest strengths. All Nintendo is achieving in its mission is to help bring new people into the world of gaming through content that the vast majority of prior offerings didn't give them, and in doing so, breaking down the barriers between "us" and "them".

Don't get me wrong, I'm all for production of artsy games; Muramasa is on my intend-to-purchase list, and I thoroughly enjoyed Okami from start to finish. However, if gaming is to truly be accepted en mass from the public eye, then it needs to happily embrace a healthy equilibrium of both sides of the coin. Why segment the medium so rich in diversity, ideas, and experiences over the opinions of others, only to turn into grumpy old men who deem Wii Sports unworthy of being on the Best Sellers List? Rather than fragment the medium many of us love, let us nurture it to be be a place where everything from Carnival Games to Metal Gear Solid 4 can co-exist side by side. After all, isn't that what we all want in the end?


Alas, everyone is too busy fighting over value systems to see the bigger picture...
Posted 6th of September, 2009 at 05:35 pm by Gus the Crocodile Gus the Crocodile is offline
Gus the Crocodile's Avatar
Quote:
Originally Posted by squeegie
Don't get caught up in the word 'art' though, focus on it's concept.
This comes across as somewhat presumptuous and patronising, to me. Especially since you tell people not to get caught up in the word 'art' and immediately go on to spend the rest of the article getting caught up in the word 'game'.

Which is where the big problems come in. Your general argument (or one of them - you've thrown in some of the usual "waaaah, the casuals are coming" alarmism in the middle, too) seems to be:

1. People are self-conscious when talking about games.
2. This is because games are perceived as childish, trivial, nerdy, etc.
3. Therefore we should rename games to something else, "like iNovels", because the stigma associated with the word 'game' is unhelpful.

I'm afraid that just won't help at all. It won't help because it's not the word's fault that what it describes is perceived a certain way. In fact I think you'd find that in many cases, trying to dodge people's perceptions with a namechange will backfire and make it appear you have something to hide, which will just make things worse:
"Hey man, you should totally check out this new iNovel I went through on the weekend; it was this great fantasy story about (blah blah blah)"
"Huh. iNovel? What's that?"
"Oh right, well, it's like this simulated world where you take control of this character and travel the world taking part in stories and fighting monsters and stuff"
"So it's a videogame?"
"Welll...um...yeah...but it's the good kind! Really!"
"Uhuh."

People have the views they have about games (or whatever you rename games to) mostly because of what they have seen of games. That mechanism is how people form their views about pretty much everything, and will continue to be the way they form and change the views in the future. It's no good treating it as a marketing exercise - if you don't change the content, people will catch on and see that you're still just running around hacking things up with giant swords and getting the princess in the end. So that's one thing that "needs" to be done to solve this "problem" - change the games, not the labels.

The other part of the problem you're talking about is purely social, and there are two things I'd mention there. The first is the effect of having the confidence to be different. When someone's wearing a "cool hat", for example, it's most often because a) the hat isn't the same as everyone else's hat, and b) the person is wearing it comfortably. Importantly, they're not hiding from the fact that their hat used to be popular thirty years ago but fell out of fashion, they're not trying to pass off the hat as something that fits more closely with today's fashion expectations, they're just letting it exist for what it is because they like what it is.

Your approach to videogames being unpopular discussion topics, then, seems backwards to me. Worry about what you have even though you like it, and if you need to bring it out, try to cover it up to trick people into thinking it's something new? Why? Don't be too hasty to make this something "the games industry as a whole" needs to deal with: if you (and I don't mean to make this personal at all; take it as a general 'you') can't talk about things you like with those around you, then that's something you need so get over yourself or with those people.

And it brings me to the second social aspect: that surely it's perfectly ok if you don't feel like every subject (games, in this case) is a good thing to talk about in all situations and with all people. If people you work with aren't interested in videogames...then maybe talk about something else? If they're interested but aren't at the same level of knowledge as you, then ok, leave out the jargon.

You did bring that up actually; that talking about skill trees and frame rates and button combos is going to turn people below that level of expertise off. And you're right. But it happens in every field. If I'm talking to a jazz saxophonist and he drops in names for particular techniques or of the individuals behind the particular design of his instrument, large parts of the conversation are probably going to go over my head. That doesn't mean he needs to treat music differently, it means he needs to treat people differently. The technicalities he's using exist for good reason - so he can talk to others like him easily - I'm just not like him, so he has to either choose his words differently, or find different people to talk to. That's normal.

Basically I just hear a lot of fear; fear by association that somehow the "good name" of games as a whole is being tarnished because some of them are played by kids or are excessively complex or violent or hollow or whatever. And then I see the common response to fear: segregation - "put them over there and reassure us that we're different". It's comforting, but it's not helpful. The world doesn't need more arbitrary categorisation, it needs more understanding.

So if you want to talk to someone about games, great, do that. Call it a game - because that's what it is - and tell them why you like it. If they scrunch up their face when you say "game", well, ask them why, and talk to them about that, and show them why you think the game you have in mind is worth talking about. That's how you take positive steps toward changing views - by standing up and celebrating good examples.
Posted 6th of September, 2009 at 07:07 pm by Bread In A Box Bread In A Box is offline
Bread In A Box's Avatar
I've began referring to Phoenix Wright as an "Interactive visual novel" to people I'm trying to explain the greatness of it to.
Posted 6th of September, 2009 at 07:49 pm by Dimentio Delight Dimentio Delight is offline
Dimentio Delight's Avatar
I have recently become more open about games to my family when I found out that my two grandmothers, 9 cousin and one step brother are very heavily into video games, it seems we were all slightly "embarrassed" about playing them. I had to find a Nintendo DSi in my grandmothers room to realize how big the gaming community is.

Hopefully one day Gaming will be known as an art form, or at the very least a hobby.
Posted 7th of September, 2009 at 07:55 pm by spyke spyke is offline
spyke's Avatar
Here's a fun fact from my studies, in respect to Copyright in Australia, video games and films fall within the same category, Cinematographic films.
Posted 8th of September, 2009 at 01:09 am by piem@n piem@n is online now
piem@n's Avatar
Lol, this article has 80 diggs on Digg.com
Posted 8th of September, 2009 at 01:22 am by Dominion Dominion is offline
Dominion's Avatar
I agree with Gus. Relabeling games to something else will not help at all. I get where you are coming from with the jargon, but you have to realize that most games are marketed towards gamers. Gamers understand it, and you could even say that use of this jargon on the back of the cover, or on the web somewhere, allows the developers to quickly convey some of the features that gamers are looking for in a game. Describing a game as a movie or a novel just wouldn't be as effective at doing that, and borders on the condescending.

The 'problem' with games isn't the way it is described or named. It is the way society perceives the medium. It has always been viewed as immature, inferior, and to this day has not truly been considered a legitimate form of art or entertainment. Is this at all surprising? No, far from it. The gaming industry finds itself in the same shoes as what other forms of entertainment have encountered in the past. The reason is that gaming is still relatively young. When compared to how long books, radio, film or even television has been around, gaming is merely an infant, a blink.

We may be disheartened at how gaming is currently perceived, and I can understood where the article is coming from in terms of that. One thing, however, is for certain. Views change. The industry will continue to evolve, and sooner or later, more people will consider gaming just as legitimate a form of entertainment, as reading a book.

So don't be ashamed of your interests. Be honest and proud of what you enjoy. It's the only way things will change.
Posted 11th of September, 2009 at 01:50 am by I Am The Wind I Am The Wind is offline
I Am The Wind's Avatar
Google 'ludology'