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Posted Friday, February 15, 2008 10:01 AM

Objection: Is the Cultural Trajectory of Videogames Doomed to Parallel That of Comic Books? Part I

N'Gai Croal
 A cover of the acclaimed comic book "Planetary." Written by Warren Ellis; illustrated by John Cassaday
The babe in his cradle is closing his eyes
The blossom embraces the bee
But soon says a whisper, arise, arise
Tomorrow belongs to me
--"Tomorrow Belongs to Me" from the musical "Cabaret," music and lyrics by John Kander and Fred Ebb

A bet is a type of game, one with which we here at Level Up have become intimately familiar. So when we got wind of a brand new wager of sorts, between bloggers Borut Pfeifer (at The Plush Apocalypse) and Steve Gaynor (over at Fullbright), our antennae perked up immediately. And what was it that prompted this bout of gambling? It was level designer Gaynor's admittedly pessimistic assertion that "...I'll bet you that video games will never become a significant form of cultural discourse the way that novels and film have. I'll bet you that fifty years from now they'll be just as mature and well-respected as comic books are today." To which the more optimistic Pfeifer, who's working on one of Electronic Arts' Steven Spielberg games, replied, "I’ve certainly had days where I’d agree with most everything he says. I get where it’s coming from. Whether it was a frustrating day at work, or sometimes just going to a particularly rough GDC, I am not immune to that brand of despair. But, overall, I gotta say, games still have much more to achieve as a medium--if I didn’t think so, I wouldn’t be working on them."

One sees the glass as half-empty, the other sees the glass as half-full. But both are largely proceeding from the same set of assumptions when they subject videogames to a close examination--in terms of their accessibility; required level of engagement; maturity of subject matter; visual realism--and find them wanting. Take the issue of accessibility, of which Gaynor says:

Video games are hard for people to get into. The barrier for entry is higher than perhaps any other popular entertainment medium. To read a book, all you need to do is go to a library, pick one up, and start reading (which isn't usually an obstacle considering the high literacy rate in the modern world.) At the advent of popular film, you only needed to walk to a movie theatre and pay your nickel (or nowadays, ten bucks) to see the latest release. Processing the experience isn't an issue: sit, watch, and you've received an experience equal to anyone else in the audience....

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Over time, the technical and systemic complexity of video games have increased, while the barriers to entry have largely remained undamaged. Taking inflation into account, the cost of a home console unit has stayed largely constant since the mid-80's (and the price of a competent gaming PC has similarly kept pace;) controllers have sprouted more buttons, gyroscopes, and analogue sticks than ever; and it's still extremely common for games of high quality to be too difficult for a non-gamer to play effectively.

This is certainly a legitimate comparison, but it neglects the amount of time, money and effort that it takes to teach a child to read. Ditto for the number of hours we all spent in our youth consuming a variety of moving images, which enabled us to develop the visual literacy required to understand a modern movie or TV show. If children spent the same amount of time playing videogames as they did learning to read or learning to watch, the maligned-by-comparison-to-the-Wii-Remote Xbox 360 and Playstation 3 controllers would be second nature to most people. Note, we're not saying that that's a good thing, but there are already signs that the decline of a literary culture and a the rise of "an era of 'secondary orality'," as writer Caleb Crain puts it in his fascinating and troubling December 24th, 2007 New Yorker article titled "Twilight of the Books," to which we hope to return in a future post. Crain cites a recent National Endowment for the Arts report named "To Read or Not to Read," which offers up, among others, the following depressing statistics:

  • Less than one-third of 13-year-olds are daily readers, a 14 percent decline from 20 years earlier. Among 17-year-olds, the percentage of non-readers doubled over a 20-year period, from nine percent in 1984 to 19 percent in 2004.
  • On average, Americans ages 15 to 24 spend almost two hours a day watching TV, and only seven minutes of their daily leisure time on reading.
  • Reading scores for 12th-grade readers fell significantly from 1992 to 2005, with the sharpest declines among lower-level readers.
    2005 reading scores for male 12th-graders are 13 points lower than for female 12th-graders, and that gender gap has widened since 1992.
  • Literary readers are more likely than non-readers to engage in positive civic and individual activities – such as volunteering, attending sports or cultural events, and exercising.

The point here isn't to wag a finger at videogames, but merely to observe that the segment of youth leisure time that had previously been devoted to reading is obviously being reapportioned. And while the report's summary does not specifically cite videogames, it's likely that interactive entertainment has picked up some significant, um, market share among young people. Based on this trend alone, even if there were no changes in interface or accessibility, it stands to reason that videogames would become more pervasive simply because videogame "literacy" is becoming more widespread. So to cite the relative impenetrability of the Xbox 360 and Playstation 3's controllers as a permanent barrier to future audience goes flies in the face of all available evidence--and that's before we even get to the gestural control capabilities of the Wii Remote and the Sixaxis; the touchscreen and microphone inputs in the Nintendo DS; alternative controllers like those in Dance Dance Revolution, Guitar Hero and Rock Band; and forthcoming interfaces like 3DV Systems' depth-perception cameras and Emotiv's neural processing headsets; to say nothing of the long-predicted future advancements that will truly enable game developers to break on through. So from the perspective of human-computer interfaces, tomorrow belongs to games.

Another point worth making to debunk the idea that videogames are somehow unreasonably inaccessible is to compare them other types of games, like chess, basketball, or Dungeons & Dragons. Each of these games has rules, and therefore a learning curve. Each requires a commitment in order to develop from being terrible to mediocre to respectable to good to great. These real-world games have the advantage of leveraging more deliberately taught interfaces--motor control and literacy--than their electronic counterparts. But we'd be willing to wager that other than the not-so-insignificant problem that many have with navigating three-dimensional environments on two-dimensional screens, it would probably take less time to teach someone to become comparably skilled at Halo 3 than it would at the position of quarterback--even when you factor in the complexity of the controls.

Next: For Part II, in which we discuss how to "smuggle" more artistic ambition into videogames, click here.

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Member Comments

Posted By: cdreader (February 19, 2008 at 10:17 AM)

Stolen Name - I think that there's quite a bit of cyberpunkish fiction out there, the best (and with the best comentary on society) depends on how you.  To point you in some directions for books (since comics were covered, and well) I'd say check out "Kiln People" by David Brin, he also wrote a non-fiction book on privacy and technology that fits with that novel.  You're hopefully familiar with Will Gibson, but his most recent series, ending with Idoru is worth reading as well.

More on topic, does it help that I spend time with my friends in games online as much as I do in person?  We've begun our post college diaspora, but stay in touch through a guild in WoW, and XBox Live.  They're already a major method that we use to stay in touch, replacing phone calls and letters.  This peer created content within games makes the multi-player aspects therein important for me.


Posted By: N'Gai Croal (February 18, 2008 at 11:05 AM)

@Borut: Fixed!

@trip1ex: Some of Nintendo's Wii and DS games, like Brain Age, Nintendogs, Wii Sports and Wii Play, have solved the first part of Gaynor's critique, which is accessibility. And they've done so in clever ways, whether in terms of game design, interface or marketing. But for the most part, I'm not sure that, I don't think they've had any impact on the second part of what Gaynor was trying to address, which is culturally relevant and mature subject matter, which he believes is an important part of changing the the perception of games as being juvenile and for children. People are perfectly capable of holding opposing thoughts in their heads, and just because they play Wii Sports doesn't mean that they believe that videogames are a serious medium.

But I will say this: there may be a subtle genius in what Nintendo's done with Brain Age and Wii Fit. By building these highly accessible games in such a way that they encourage people to play them on a daily basis, in part by making players believe that they're both healthy and entertaining, Nintendo is weaving its product into the fabric of our everyday lives. Wii Fit may not be "Citizen Kane," and Brain Age might not be "The Godfather" but they might be Jane Fonda's "Workout" video and "Jeopardy," respectively. That's progress.

@StolenName: I hear you on reading less these days. I blame blogs.

@Ginger Yellow: If Entertainment Weekly is anything to go by, videogames should aspire to the cultural relevance of comic books, because the magazine makes space in its books section every 4-6 weeks to review comic books and graphic novels. Not so for videogames, even though they used to do so four or five years ago. If I'm not mistaken, the reason EW ditched videogames is because they believed that their predominantly female audience wasn't interested.

Also, great recommendations in "Ex Machina" and "Y: The Last Man." Either of them could be the basis of terrific videogames: "Ex Machina" as a Grand Theft Auto meets Spider-Man open world game; and "Y: The Last Man" as a BioWare or Bethesda-style RPG.


Posted By: Ginger Yellow (February 18, 2008 at 9:07 AM)

"Oh, and can someone please recommend me some good books and comics! I'm looking for something cyber-punk, dealing with gaming / net culture, or present day and future social issues based on current events. Complex request, I know."

Not strictly cyberpunk, but Scott Pilgrim is deeply immersed in gaming culture. Loads of references to 8-bit games and the whole thing is structured like a video game. Scott has to fight all of his intended's ex-boyfriends in end-of-level-boss style battles to prove his worth. As for present day and future social issues based on current events, the most obvious one that springs to mind is Ex Machina, a Brian K Vaughn series about a guy who gets the power to talk to machines, saves thousands of lives on 9/11, and becomes mayor of New York. It's really, really good and is as much about politics as it is about the superhero stuff.

Another excellent Vaughn comic is Y: The Last Man, which just finished its run. It's ostensibly abuot the last man on earth after a mystery virus wipes out all the male animals, but it combines your usual quest structure with explorations of how society would cope with such a tragedy and some fairly sophisticated (for comics) analysis of gender politics.