
A cover for the comic book "The League of Extraordinary Gentlemen," written by Alan Moore and illustrated by Kevin O'Neill
In Part I of our critique of level designer and blogger Steve Gaynor's assertion that "video games will never become a
significant form of cultural discourse
the way that novels and film
have," we talked about how any medium requires a certain amount of
learning in order for it to be approached and engaged. We also
suggested that as more people grow up playing videogames, even
conventional controllers like those of the Xbox 360 and the Playstation
3 become far less of a barrier to entry, to say nothing of newer
interfaces such as the Wii. But Gaynor believes that there's something
even more essential,
even more fundamental about videogames that will forever wall the
medium off from truly widespread participation:
[T]he
very nature of interactive games bars them from ever truly gaining mass
acceptance, and therefore mass cultural relevance. The strength of
video games, what makes them unique, interesting, and affecting, is
that they engage in a dialogue with each individual player. They ask
you to invest yourself in the experience, to explore and understand the
logic of their gameworld, and to activate the experience by doing.
Video games require you to be involved, to take responsibility for your
actions onscreen. They expect more out of you than film, television,
the internet or a book does. You get from video games what you're
willing to put in. The audience at large only wants to take.
The
very thing Gaynor decries--a lack of willingness among the audience to
work for their entertainment--isn't inherent in to this medium. It's
almost intractable among mass audiences no matter what the
medium. Popular fiction generally outsells literary fiction. Summer
blockbusters generally out-gross arthouse films. Is this any different
from, say, Call of Duty 4: Modern Combat out-NPD-ing BioShock last year, or
Madden doing the same to Shadow of the Colossus in 2005? Does it truly
matter that in aggregate television is more mass a mass medium
than videogames, when on an individual level, its practitioners are
faced with the same challenges that plague those who work in other
media? The creator of "The Wire," David Simon, in explaining the
advantages of working on TV shows for premium cable described the problem as follows:
Television
is a pretty passive experience in American culture. It is a tool not of
provocation but of relaxation, and if that’s the nature of it, then
nobody’s going to be able to tell an intelligent story, but premium
cable has sort of changed the equation. And the other way it’s done
that, not just by getting rid of commercials, but you can catch The
Wire four or five times a week on HBO. You can catch it on demand at
your leisure, in your time, and you can eventually buy the DVDs. At
that point, it’s no longer a scheduled event, and if you miss one
episode, or if you get a phone call in the middle of one, you are still
going to be able to catch up on it if you choose, and that’s
revolutionary for television.
What is Simon's
solution to this problem? A middle finger, raised, to the inertial
forces of the status quo and a doubling down of effort to create the
kind of provocative entertainment he wants to make, for precisely the
audience willing to accompany him for the ride. As he colorfully puts
it:
My standard for verisimilitude is simple and I
came to it when I started to write prose narrative: f--k the average
reader. I was always told to write for the average reader in my
newspaper life. The average reader, as they meant it, was some suburban
white subscriber with two-point-whatever kids and three-point-whatever
cars and a dog and a cat and lawn furniture. He knows nothing and he
needs everything explained to him right away, so that exposition
becomes this incredible, story-killing burden. F--k him. F--k him to
hell.
Beginning with "Homicide," the book, I decided to write
for the people living the event, the people in that very world. I would
reserve some of the exposition, assuming the reader/viewer knew more
than he did, or could, with a sensible amount of effort, hang around
long enough to figure it out. I also realized--and this was more
important to me--that I would consider the book or film a failure if
people in these worlds took in my story and felt that I did not get
their existence, that I had not captured their world in any way that
they would respect.
Which brings us back to Average Reader.
Because the truth is you can’t write just for people living the event,
if the market will not also follow. TV still being something of a mass
medium, even with all the fractured cable universe now reducing
audience size per channel. Well, here’s a secret that I learned with
"Homicide" and have held to: if you write something that is so credible
that the insider will stay with you, then the outsider will follow as
well. "Homicide," "The Corner," "The Wire," "Generation Kill"--these
are travelogues of a kind, allowing Average Reader/Viewer to go where
he otherwise would not. He loves being immersed in a new, confusing,
and possibly dangerous world that he will never see. He likes not
knowing every bit of vernacular or idiom. He likes being trusted to
acquire information on his terms, to make connections, to take the
journey with only his intelligence to guide him. Most smart people
cannot watch most TV, because it has generally been a condescending
medium, explaining everything immediately, offering no ambiguities, and
using dialogue that simplifies and mitigates against the idiosyncratic
ways in which people in different worlds actually communicate. It
eventually requires that characters from different places talk the same
way as the viewer. This, of course, sucks.
(Is
it possible for a commercial game developer to say "F--k the Average
Gamer" and still find a meaningful audience? After all, the audience
for "The Wire" was less than half that of David Chase's own middle
fingerish suburban gangster epic "The Sopranos," which was in turn less
than that for any number sitcoms and reality shows that permeate the
airwaves. It's a subject worth
considering in a future post.)
Moving right along, the second half of
Gaynor's argument anticipates Simon's by saying, pessimistically, that
the remainder of the problem lies not with the audience, but with the
creators themselves. His indictment?
Comics speak
to the viewer through their own complex set of symbols and conventions,
born of a marriage between graphic design, illustration, and prose. At
their best, comics exploit this mode of communication to its fullest,
best demonstrated probably in the work of Chris Ware. He uses his
incredibly deep understanding of the language of comics to express
human experience in a way that no other medium could, instead of
fighting against the constraints of the page. One could similarly say
that games are at their best when they demonstrate a deep understanding
of how interactive systems communicate with the player, and convey
human experience in ways that no other medium could. Also like video
games, Wares' comics require physical and mental investment by the
reader: one often has to turn the entire book round in circles to view
images or text that are oriented at 90 degree angles to one another,
track panels that wind around and underneath one another, or lean into
a page to decipher minuscule drawings and text.
But comics and
video games are alike in another way: they both remain marginalized,
infantilized media, where the Wares are the rarest exception and the
medium in general holds little to no value outside of very specific
circles. The highest ideal of the vast majority of creators is to force
the medium into being something it's not, and the largest segment of
the audience consists of juveniles, in age or mindset, who haven't
"graduated" to more respected forms of entertainment.
But
content aside, the majority of both comics and games aim squarely at
being something they're not--movies--and become less compelling
experiences for the effort. Mainstream comics feature vaguely lifelike
renderings of idealized humans in action-packed situations (sound
familiar?); they are drawings of movies, instead of being comics for
comics' sake. Clearly the same applies to mainstream games, aiming for
"realism" in visuals and juvenile coolness in character and story,
trying to be "cinematic" without understanding that the real value of a
video game comes from being uncinematic, unrealistic; from embracing
the otherness of the form and expressing human experience in ways that
a movie never could.
Ordinarily, we'd be all too happy to jump aboard the infantilization argument, considering that in other contexts, it's an argument that we've often made
ourselves. What's different here is that Gaynor is claiming that
juvenilia is responsible for the cultural marginalization of
videogames, when in fact, as we pointed out above, juvenilia rules the
roost in mass media. Be it the novelistic adventures of Harry Potter or
Jack Ryan; whether it's serialized TV dramas like "24" or "Lost";
whether it's "National Treasure: Book of Secrets" or "Ratatouille,"
no-one would mistake any of these works for the highest forms of human
expression. Nor would anyone use them to indict their respective media in toto,
not with "What Is the What," "The Wire" and "There Will Be Blood," as
recent examples of the heights to which their respective media can
aspire.
Still, only a fool would argue that today's videogame
industry, even in a banner year like 2007, is producing as many
exemplary works as are those of the novel, television and film--if we
were judging games purely by their narrative or thematic content. But
as we've asserted in the past, videogames are nowhere nearly as good at telling stories as they are at providing us with experiences,
at putting us in spaces where narrative(s) can emerge through
exploration and gameplay. Here, depth of character and exploration of
theme become difficult to achieve--even compared to a comic book.
That's in part because, as Will Wright eloquently said, videogames privilege agency over empathy
as the primary means by which the individual "interacts" with the
medium. So it's no accident that the handful of commercial games that
are most often cited when trying to uphold games as art are light on
explicit storytelling (where meaning is communicated through dialogue
and cutscenes) and heavier on embedded narrative (where the meaning of
things is communicated through the world itself, as in Ico and Shadow
of the Colossus) or impressionism (the recently re-released Rez). The
same could be said of last year's critically acclaimed Portal; here's
how we described it in our November Vs. Mode exchange:
I'd be hard pressed to call the events of Portal a story in the
traditional sense; it doesn't much resemble a movie, television show, a
novel or even a short story. The narrative is more allusive (and
elusive, for that matter) than expository and more suggestive than
straightforward, thanks in no small part to the maternal, mischievous,
malevolent and finally murderous unreliable narrator that is GLaDOS. As
a result, Portal is closer to a poem or a song, making the track that
wraps up the game wonderfully appropriate. Even better, "Still Alive"
is sung in character, like a song from a musical; it reminded me of "Pirate Jenny" from "Threepenny Opera" or "Epiphany"
from "Sweeney Todd." (Forget "American Gangster"; I wish that
videogames had a sufficiently visible cultural profile that Jay-Z would
create an entire album inspired by Portal.)
And:
What's great about Portal's approach is that
suggestive spareness of the plot and the absence of characterization
leaves us plenty of room to fill in the blanks with our imagination,
which, when supported by a framework as precisely and elegantly thought
out as it is here, delivers a more powerful final product than many
other games that give us plenty of characterization and story but
precious little genuine mystery.
By
eschewing many of the traditional techniques of commercial narrative
entertainment, these four games--Ico, Shadow of the Colossus, Rez and
Portal--approximate
the mood, texture, emotion, astonishment, mystery and ineffability that
generally signal the
presence of genuine art. Going back to David Simon's critique of the
vast majority of television--"[I]t has generally been a condescending
medium, explaining everything
immediately, offering no ambiguities, and using dialogue that
simplifies and mitigates against the idiosyncratic ways in which people
in different worlds actually communicate"--these
games manage to avoid those pitfalls. They don't condescend. They don't
explain everything. They embrace ambiguity and idiosyncrasy in a
variety of ways.
Does this mean that all videogames should toss narrative
overboard in favor of pure gameplay, with a sprinkling of enigma on
top? We don't think so--though Portal starkly demonstrates that many
games can pare back their story elements at least somewhat, while still
capably delivering both information and emotion. But we do believe that
commercial videogames will have to smuggle in narrative ambition
and thematic complexity through the back door, rather than foreground
their highbrow aspirations, in order to slowly elevate the mass market
side of the industry from its juvenile roots. That's what film noir
did--or at least that's what the film critics who came in years after
their release and urged that we look at them as art say they did.
Gaynor himself previously penned an intriguing essay where he
focused on the low-budget, B-movie nature of film noir movies as a
model for developers to model. But that's not the only way to look at
these movies. They were clearly meant to entertain, just as were the
hard crime novels of Jim Thompson or Chester Himes. In the hands of
more ambitious writers and directors, they became something
greater--even if they never became blockbuster hits. The same can be
said of select extravagant commercial crowd-pleasers, whether it's "Die
Hard" (smuggled-in theme: the changing roles of men and women in
post-feminist America), "Terminator 2: Judgment Day" (smuggled-in
theme: can machine become human, and can a human avoid becoming a
machine?) or "The Matrix" (smuggled-in themes: too many to mention.)
The
same is true of superhero comic books. Gaynor may dismiss them out of
hand for the likes of those written by Chris Ware, but anyone who's
read comics written by Grant Morrison
("Animal Man," "New X-Men" and "All-Star Superman"--MTV News' Stephen
Totilo would do us grievous bodily harm if we didn't mention Morrison's
"Seven Soldiers" as well), Warren Ellis ("The Authority," "Planetary), Alan Moore ("Swamp Thing," "V for Vendetta," "League of Extraordinary Gentlemen") or Neal Gaiman
("Sandman") knows that the best writers of superhero books are
constantly smuggling in greater complexity than outsiders would
presume. How different are these stories from the legends and fables of
Greek, Roman and Viking gods; from novels by Alexandre Dumas or Jules
Verne? Just because videogames haven't en masse entered their
"literary" phase doesn't necessarily mean that they won't in the
future--it may just mean that we can't yet picture it in our mind's eye.
One
of the great things about the best superhero comics is the way that
over-the-top action can sit alongside thematic and emotional
complexity--or complication, at the very least--which is something that
writers of modern literary fiction rarely allow themselves to do. That
sounds like a good place for commercial videogames to start; we've
already seen some games do this, and we're seeing more games do so with
every passing year. Manhunt interrogated the designer-as-dominant,
player-as-submissive model that characterizes just about every
videogame. BioShock
wedded its first-person shooter mechanics to a superficially
superficial exploration of Ayn Rand's philosophy. Call of Duty 4 took
us inside a military coup and subverted our expectations about the life
expectancy of the characters we inhabit in a first-person shooter.
And given that Will Wright's previous games like SimCity and The Sims
incorporated his
philosophies and critiques of urban planning and consumerism,
respectively,
we're curious to see how Spore will engage evolution, intelligent
design, expansion, conquest and other subject matter within its toy box
design.
So when Gaynor writes that "[L]ike comics, video games
are never going to grow up. Some sixty years
after the wartime comic book boom, the vast majority of comics are
still male wish fulfillment trash sold to children, poor drawings of
stills from movies that no one would want to fund or film," we may
understand his impatience and sympathize with his despair, but we still
say, baby steps. Let the bulk of commercial videogame developers take
it one baby step at a time (it's what they're going to do anyway, so
there's no use getting worked up about it) while others--including a
handful of their peers--take bolder strides.
Next: In which we tackle developer-blogger Borut Pfeifer's suggestion that bridging the uncanny valley will make it easier to engender emotion. For Part I, click here.