Wednesday, January 21, 2015

Video Games

I couldn’t bring myself to ask for a new video game console for Christmas this year.  I wanted one, I really did.  But I just couldn’t.

I was embarrassed about it, and embarrassment is not something I often feel.  Suddenly, this year, there was something about being a college graduate, with a job and a car payment and all that, which made me feel like video games were no longer something I could defensibly spend much time on.  I’ve spoken out so often against my generation’s extended adolescence, how can I justify laying out hundreds of hours and dollars on the Mario brothers?

At the moment, I think, video games are in a deeply awkward transitional period.  Like Pinocchio, the form is a toy aspiring to become real.  Because to a large degree, video games are toys.  That is how they started.  Pong, for example, is a toy just like a table tennis set.  And to this day, many games still are toys: Super Smash Bros, Left 4 Dead, or Street Fighter don’t pretend to be something they aren’t.  But now that technology has progressed, game designers have the capacity to tell meaningful stories.

It is easy to think of video games which are works of art.  Some are solid, middlebrow experiences, as serious as any Oscar-nominated film or bestselling novel. The strong voice acting and gradually unravelling backstory of Shadow of Mordor springs to mind, or the long, self-important narrative arcs of the Metal Gear series.  Other games are high art pure and simple, saying something true and beautiful in an unexpected way, or playing with the limitations and expectations of the form as masterfully as Jean-Luc Godard or Richard Brautigan.  The haunting, stark aesthetics and ever-deepening sense of desperation of the Dark Souls games, or the mix of tenderness and absurdity in When the Bomb Goes Off are easy examples.  (When you are done reading this article, click that link and play When the Bomb Goes Off.  The whole game only takes a few minutes, and it’s deeply moving.)

But video games, as a form of art or entertainment, still aren’t at the level of books, films, or even TV shows.  They have yet to reach a large enough or respected enough audience to gain real cultural cache.  When a game like Grand Theft Auto faces censorship, gamers all unite to say that video games are a form of artistic expression, and deserving of first amendment protection.  Yet when a nascent generation of critics arises to begin interpreting that art, the gaming community collectively loses its mind.  Anita Sarkeesian, who dared publish some astute and widely-shared feminist critiques of video games, had to flee her home after receiving death threats from outraged gamers.  Imagine that happening to a professor offering a critique of Tolstoy.

You only have to glance through the bullshit carnival that is (or was?) Gamergate to understand why so many people still consider video games mere toys.  It’s because many people who play them act like children.

But maybe I will get a new game console.  In fact, I think I’ve talked myself into it.  Because here is an opportunity unlike anything critics have seen for over a century: the birth of a new storytelling medium.  Surely audiences watching The Great Train Robbery in 1902 must have understood this, a new art form for telling stories that could not otherwise have been told.  That doesn’t happen every day.

I’d like to watch this happen.  So that, in 40 years, when interactive, game-based storytelling is established and respected as an artistic endeavor, I can look back on years of careful criticism and say “I watched video games grow up.”  And maybe I will grow up with it.