
Braid, by Jonathan Blow
First they ignore you, then they ridicule you, then they fight you, then you win.
--Mahatma Gandhi
Would
it be juvenile of us to point out that a signpost along the way to a
medium's maturization is the almost-but-not-entirely-silly battling
over issues like authenticity, selling out, pretentiousness and the
like? (The "are games art?" debate is part of this as well, but having
expended many pixels on that subject, we'll leave that alone for now.)
Think of Pauline Kael and Andrew Sarris' duels over auteur theory. The
Sundance-and-Miramax fueled mid-'80s to mid-90's boom of indie film
calcifying into Indiewood and the cinematic equivalent of the well-made
play. Nirvana and Pearl Jam, agonizing in their heyday over the
prospect of selling out; later, 50 Cent out-gangsta-ing his spiritual
progenitor, Ja Rule, into Billboard oblivion. And today, AAA games vs.
casual games; real games vs. non-games; and mainstream games vs. indie
games. These battles over definitions and canonology wax and wane, with
motivated audiences chiming in as they see fit. And while much of it is
merely sound and fury, we come to games in part from a comparative
media perspective, so we nevertheless find these exchanges interesting.
One such exchange took place last week on the blog Sexy Videogameland. In a post titled "Indie is the New Popular,"
blogger Leigh Alexander expressed both her affection for and her
confusion by certain independently created videogames, saying:
Indie games are great. Like in
our sister industries, film, music and literature, a selection
populated solely by mainstream blockbusters orchestrated by Death Star
companies is a dull one indeed. Fortunately, console developers are
acknowledging the tiny little art projects of independent developers
and realizing them, giving us a new wave of the future in terms of
selection and creativity on offer.
Perhaps predictably, there
is, as with those other industries, a hipster sort of culture emerging
around indie games--if you listen to bands no one's ever heard of,
why not play games no one's ever heard of, too? Then, when those games
finally get their booth at a big game show and the jaws of the media
and the culture alike hang open at the simplicity, the beauty, the
innovation on display, you can scoff, flip your hair, and proclaim you already played it,
and now you're just so glad this tiny team--or, even better, this
heroic one-man show -- is getting the recognition he or she deserves.
After all, some of these less heard-of games are damn good.
But, at risk of showing my unsophistication here, I must admit some of
them make me feel like the hayseed who wanders into MoMA and stares,
perplexed, at the often odd experiments on exhibit. Like, I know that
Jenova Chen's fl0w is great. But, you know, I didn't really get it.
This
struck us an honest exploration of Alexander's reactions to certain
indie games and an eminently even-handed observation of the culture
springing up around them. She then, as many bloggers are wont to do,
snarkily threw the subject back to her readers, challenging them "to
describe a game so trendy it hurts, so independent, so individual,
that it makes sense to no one but you--because everyone else is an
Extreme Mountain Dew-chugging juvenile with Electronic Arts' d--k in
their mouth," providing a few examples of what she meant. We didn't
LOL, but we certainly LQTO'd, because even as newly-minted judges for
the Independent Games Festival, we saw nothing wrong with taking a
satirical jab at the art form.
One
person's satirical jab, however, is another person's cynical sucker
punch, especially if you're an indie game developer who, after toiling
for years in relative obscurity, has just made the jump from Sub Pop
(self-distributing) to Geffen Records (Xbox Live Arcade). Braid creator
and MTV News icon Jonathan Blow happened upon Alexander's post and, at
least initially, he was not amused. In her comments section, he wrote:
Probably I am just too close to the subject matter, but this posting just wasn't funny.
A
big part of it: this article is steeped in the same kind of hipster
cynicism that Leigh is criticizing in indie game players. (Why one
would go through the effort of criticizing a percentage of the
game-playing population so tiny that it can't even support a market for
cheap indie games, I don't know. If someone could notify me where this
ostensible "popularity" is that Leigh is talking about, I'd appreciate
it.)
Distance and cynicism are cheap, and they are easy. But
such easy remarks tend to fall flat when aimed at people who work very
hard and who care tremendously about what they do. (And the majority of
indie game developers--especially the successful ones--work very,
very hard.)
I realize that this posting began with positive comments about indie
games, but for me those just felt like Standard Blogger CYA, there only
to set up the second half.
To address that half:
Sure,
not everyone is going to "get" every indie game. But you know what?
That's the point! If indie games were designed around the same kind of
criteria of mass-audience-appeal that govern mainstream games, then
they would become just like mainstream games, but with low budgets. At
which point they don't offer much to justify their existence.
Since
(most) indie games aren't designed to appeal to every person on the
planet, then by definition many people aren't going to like any
particular game. It's not that hard a thing to figure out.
So when you find yourself not liking a particular indie game, you can rest assured that everything is working wonderfully.
Busted,
Sexy Videogameland! (For its part, the staff of Level Up began to feel
a wee bit guilty for having chuckled along.) After all, it's easy to
say "business, never personal," when one's own business isn't at stake.
Still, with thatgamecompany (fl0w), Queasy Games (EveryDay Shooter) and
Jonathan Blow himself (Braid) all being clasped to the tender bosom of
such massive conglomerates like Sony and Microsoft, and being
prominently featured in magazines like Game Informer and on sites like
MTV News Multiplayer, isn't it legitimate to, as the Brits say, take
the piss? Or is it the equivalent of slapping hip-hop circa 1982 with the destined-to-be-dead-like-disco tag when the boom bap had barely made its way out of the Boogie Down? In any case, Alexander replied to Blow:
Thanks so much for commenting. I myself am a writer who often catches a
bad rap for being "elitist," or for targeting the small percentage of
gamers interested in thinking and reading critically about games--in
other words, a small audience that is appreciative and creative, as
opposed to a mass consumer market. It'd be terribly hypocritical for me
to honestly criticize something because I don't "get" it--after all,
I'm always espousing in my work the idea that the best games make the
player think or feel, rather than satisfying them or providing
gratification for impulse behaviors. To insult the work of people like
yourself (or anybody putting their heart into a game grounded in
thought) was absolutely not my intention; I like to spoon in a dose of
dry humor to counter all the navel-gazing I often indulge in--perhaps
too dry in this case, and I took it for granted that I was writing for
a reader base of regulars familiar with my tone.
Moreover, if I
am critical, I usually (perhaps unwisely) am slinging the mud at a
demanding culture of gamers and a somewhat unhealthy games media, which
is more what I was aiming for here. No matter which side of the
industry one is on, I think it behooves us to laugh at ourselves at
least occasionally. In fact, the inspiration for this little jag came
from my own sense of uncool-ness at not being "up" on the scene, and
how I noticed my play preferences had become dictated by buzz and not
my interests--kinda not good, for someone who does my job.
Long
story short--I only intended a lark, and I apologize if you felt
offended. The industry would surely stagnate if not for efforts like fl0w and Braid, so in truth I appreciate them enormously.
Yes,
we can all get along. In her attempt to defuse the tension, Alexander
points out the similarities between the marginal nature of her and her
peers own l33tist work--the serious criticism of videogames--and the
seriously intentioned game-making of Blow and his contemporaries in the
independent videogame scene. It's an interesting parallel, but unless
she--or we--are planning to make a Godardian leap from criticism to
creation, it's important for us to acknowledge that Blow and company
have a lot more skin in the game than we do. Which is why we should
therefore be understanding if said skin is, somewhat justifiably, a bit
thinner than we might otherwise expect. Still, all's well that ends
well, with Blow magnanimously signing off:
I hear ya.
I don't think "offended" was exactly how I was
feeling. More like, in the words of John McClane, "Pretty f---in'
unappreciated, Al." It's just that, most full-time indies work for
years under harsh and thankless circumstances, just because they want
to make things that are in some way better than they can produce in the
mainstream; so when someone comes along and actively criticizes our
efforts *because* they are indie, it's just an extra helping of
kick-in-the-eye. (I'm not necessarily one to talk, here, since I have
been getting some coverage and acknowledgement this year; but I have
been doing this since 1996 and I still feel the sting of all those
years). In this case, it's not even the fact that it was criticism that
bothered me, just that it was "easy" criticism (not attempting to play
on the same field of discourse as the things it was criticizing).
It's
pretty cool that a few indie developers are getting publishing deals
through the major consoles' online download services. But that is still
such a new and shocking thing--and who knows if it will last even
another year--so my current attitude is, if you like indie games at
all, enjoy it while you've got it.
But yes, as I was finishing
up that reply I figured that I was taking it a lot more seriously than
you meant it. But hey, it's the Internet. And I had already typed all
that stuff in, so I had to post it.
Blow's
right; from the handful of indie developers we've spoken with who've
been fortunate enough to make that leap from Def Jux (relative
obscurity) to Def Jam (Cristal and Bentleys), there's a strong sense
that this could all be over tomorrow, so they'd better make hay while
the sun is still shining. Our take? While we're not quite so
pessimistic, the best case scenario--the last golden age of Hollywood
from the late '60s to the early '80s (better known as the '70s), when
collapsing box office and social upheaval forced studio bosses to put
their fates in the hands of the movie brats who turned out such
important films as "The Godfather" "Apocalypse Now," "Taxi Driver" and
"Raging Bull"--is a pipe dream. No matter how rough this console
transition has been, we don't see the THQs and Square Enixes
handing over the keys to the kingdom to a Jenova Chen or a Jonathan Mak.
They'd rather scoop up the next BioShock, the next Guitar Hero (though
we hear that a number of U.S. developed music games have been greenlit
and canceled as publishers discover that making such games are easier
said than done), or, better yet, the next biggest day in entertainment
history, aka Halo 3. For them, a fl0w, an EveryDay Shooter or a Braid
is far more likely to be a rounding error than the kind of score that
earns them huzzahs at their next shareholders' meeting. (Though, if
anyone's got the next Tetris or Bejewelled, their doors are always open.)
That
said, we don't see the worst case scenario--indie games are the new
disco--as likely either. The system isn't perfect, but with the means
of production cheaper than ever before, and near-ubiquitous
distribution via the Internet, it would be very difficult to stuff the
indie game genie back into her bottle. Somewhere between the Sundance
Channel and HBO, then, is where we see indie games landing, with Sony
continuing to lead the way among the major console publishers out of a
combination of genuine belief in the art form and a need to
differentiate Playstation Network from Xbox Live Arcade; Microsoft
dipping its toes in the water but focused more on the fruits of its XNA
labor; Nintendo throwing its doors wide open with WiiWare but doing
little else; and third parties playing wait-and-see until and unless
real money exists to be made. Let's all stay tuned to see how this
story ends.
P.S. Corporate magazines still suck.