A lot of what
you get out of a movie depends on what intention you bring to the
viewing experience. You can go to a movie just as escapism — and be
swept up by the visions and emotions, or whatever. Or you can attend a
movie with a more expansionist mindset: you want to experience those
same visions and emotions, but you’re doing it to connect those things
to the rest of your life, to bring them back; not to escape from the
rest of your life. The goal is, maybe, to expand yourself into perhaps
a greater, more experienced person. Even just a little bit.
Dogs
play-fight because it gives them the experience to fight more
effectively when they need to really-fight. etc. So this isn’t some
quirk of human-exclusive behavior I am talking about.
Games
can provide this kind of mental, emotional and spiritual expansion, and
they can push it in a different direction than movies, or books, or
music, or whatever. In his new book "Persuasive Games," Ian Bogost
coins the term “procedural rhetoric” to talk about one of the core
qualities of games: that they communicate ideas via the way things
work, through behavior. I think that is sort of the right idea, but I
think the “rhetoric” part is somewhat the wrong idea. I think the
richest things that games have to show us are sub-verbal, maybe even
sub-intellectual.
There are things you understand very
well because you learned them via activities you do all the time. Let’s
say, driving a car. (if you live in NY maybe you personally don’t drive
much, but hey, most people do, so for the sake of argument). There’s a
certain feel to what it’s like driving a car, how things accelerate and
slow down, how that feels, how turning happens, what the higher-level
flow is as traffic lights go green or red, etc. The activity of driving
a car gives you a very intimate understanding of these things, in ways
that are more accurate and deeper than we know how to do with words. I
could write a whole novel full of words about what it feels like to
drive a car with 10 years of experience, but those words wouldn't be
very effective at really communicating what it’s like to someone who
never did it. It’s just something you have to do. I am going to call
this intimate state of familiarity driving-ness, and apply it to other
things.
Games let us author experiences. I can give you a
game about something in reality. Maybe it’s about driving a car, in
which case you come to understand a little more about it than you would
get from a book (though not necessarily as well in some areas as
others; the video game would not be as good at communicating the
feeling in your body of being accelerated). The driving-ness that you
get from the game version of driving is different from the real
version; but it is its own thing that is there. That’s what that game
has to communicate to you.
Imagine a future where you have
that driving-ness experience for a whole wealth of things--geopolitical
negotiations, or marital infidelity and deceit, or calculus. And you
didn’t get that by running a bunch of tedious programs in school, but
rather, by engaging in activities created by skilled authors, that were
compelling in their own right? If everyone had the same intimate
understanding of propaganda dissemination as they do of the way buddy
cops interact in buddy cop films, would we be at war in Iraq? Who would
be President of the USA right now? etc.
This is part of the reason why I feel games can be important. Should be important.
Whether you check out this interview now, or print it out for later consumption, it is a must-read.