Tag: Games as Art

  • Video Games Can Never Be Art: The Myopia of Roger Ebert

    This was a statement made by famed movie critic Roger Ebert.

    And it affirms something to which I’ve long attested, that the film critic’s pathetic lot is to forever claw and scratch for recognition by other film critics, since no one else – namely those other film students who went on to actually make films – gives a damn.

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    What is art?

    This question is one that has been debated perhaps since the beginning of human history – indeed I would venture a guess that even the cave painters Ebert mentions in his post argued the validity of those works, unaware as to how they would inform historians of the social context in which they were created.  It is only at the modern heights of arrogance that could one claim to be able to answer this age-old question with any certainty.  And it is hardly possible to be any more arrogant than making a universal truth claim, let alone one expected to hold for eternity. The whole thing is laughable.

    I have argued in the past that video games are the ultimate form of expression, and what is art if not expression?  Indeed video games are a convergence of art from just about every medium – audio, visual, literary – and their social impact is ever-increasing.  Ebert makes his statement by observing video footage of a few games offered up as art, already prepared to deny the possibility.  Aside from the sheer fallacy of denying art as a form of expression, there is also the matter of his evaluation not being made from the proper standpoint.  As I’ve argued in the past, what sets video games apart from film, television, music, books, and other mediums is their interactivity.

    That one thing [that sets video games apart from other media] is interactivity. You can rip a page out of a book in frustration as a story takes an unfavorable turn, or you can yell your lungs out at movie screen as the stupid teenage girl wanders down the dark hallway alone towards the lurking killer, but chances are that you’re not going to change anything. In a video game, however, a person is given a measure of control over the characters and environment presented.

    To evaluate any video game without playing it is as dubious as evaluating a piece of music by only reading the lyrics or reading the sheet music, or evaluating the merits of a film based on – insert laughter here – a critic’s review.

    If the art is expression argument alone doesn’t validate video games’ status as an art form, then allow me to speak from a more personal place, because is not the meaning of art in any context entirely subjective?  I can attribute to two single moments in the games Chrono Cross (Playstation) and Lunar: Eternal Blue (Sega CD), the abstracts that would expand to become the cornerstone of my personal philosophy.  The former, in that one moment, had me question how color could correspond to sound, and the latter had me considering the relationship between creation and destruction, which I would later come to understand more abstractly as two forms of change.  In that art has often sparked philosophical inquiry and introspection – for the creator and the audience – video games clearly fit the bill.

    Furthermore, my ethics – manifest in my sense of justice – if not founded in, was certainly bolstered by the lofty ideals of good vs. evil I found in video games as a child.  The evolution of video game conflicts from black and white conceptualizations of good and evil in the “old school” to the shades of gray now explored through the tough moral choices players have to make in the “new school” not only showcases video games’ increasing complexity, but also their increasing relevance to the real world.  Art, as a medium, is nothing without its flexibility, and its ability to evolve as a reflection of the surrounding social atmosphere.

    My inspiration to write came from video games as well, at first little more than an emulation or reworking of video game plots, but soon thereafter the expression of a burgeoning imagination, forged in outlandish worlds and impossible situations.  Video games spoke to me in ways that other mediums simply did not, and if we are measuring art in terms of social or personal impact, then Ebert’s claim is not only false for me, but a personal slight to me and others like me, for whom games have been either a subtle or direct influence.  His claim invalidates me, personally – dismissing the countless hours in which I was visually, aurally, physically, and emotionally invested and engaged – as frivolous, or a waste of time.

    This is saying nothing of how it invalidates the creators of video games – themselves musicians, painters, 3D modelers, programmers, writers, choreographers, actors, and more – each of which, outside the context of the video game itself, Ebert could hardly argue were not artists.

    So, on what sort of project, exactly, could established artists from many different fields come together, only to miraculously create something that is not art?

    To propose that such a project could even exist is to stand at the very apex of stupidity.

    For someone who is without a doubt – no matter how one chooses to define art – not an artist himself, and one who has never been touched by the myriad forms of expression contained within a video game, Ebert only proves himself incapable of making such a judgment.  He also proves, for his increasing detachment from an evolving media culture, his sheer cultural irrelevance.

  • Pearl-Clutching, Stereotypes, and Ethnic Representation in Video Games

    The Escapist – an online publication best known for analyzing and discussing video games as a cultural phenomenon, rather than a mere form of entertainment, is currently discussing racial [in]sensitivity in games. The article Gangbangers, Victims, and Whores by Christina González, which discusses how Latinas are depicted in games, is a particularly insightful read.

    The timing for this week’s Escapist happens to coincide with a bill proposal in the New York State Assembly also taking aim at racial insensitivity in video games. Sponsored by Assemblyman Keith L.T. Wright, the bill seeks to:

    Prohibit the sale to minors of certain rated video games containing a rating that reflects content of various degrees of profanity, racist stereotypes or derogatory language, and/or actions toward a specific group of persons.

    While this bill may just be the latest in what seems to be an endless crusade on the part of the state of New York against the gaming industry, the concerns raised by Wright are legitimate. Race and ethnicity, and how they are depicted in video games, has been a point of contention ever since games started receiving serious consideration as media. One point that is often made – and that I have made myself – is that video games are severely lacking in hoisting non-white characters to the status of main protagonist.

    Those of us who are not white, but hope to identify with the characters we play in games the same as anyone, find the industry to be deficient.  At best we have had to settle for ethnically ambiguous characters, often in non-Earth settings, which while fulfilling an aesthetic need still leave players wanting for a more substantial connection.  When characters of non-European ethnicities are depicted in video games, it is true that they are often stereotypes.

    Barrett
    Barrett from Final Fantasy VII

    Part of the reason for this is that a large number of games come out of Japan, which being nearly homogeneous in terms of ethnicity, and insulated – both physically and culturally – may lack a strong frame of reference for depicting a diverse cast of characters.  Where the games are made in the Europe or the United States, where ethnic variety is more common, stereotypes may instead emerge as a consequence of one-dimensional writing.  Perhaps a developer cannot be bothered to do the research into all of the nuance and idiosyncrasies that rise from a character’s ethnic experiences.

    So Wright is valid in his concerns about racial stereotypes in that they not only leave players without a character with which to identify, but with a caricature that debases them or their culture.  Where I think Wright is wrong, however, is in thinking that the solution to the problem lies in more restrictive legislation.  Most games with racial stereotypes are also mature-rated games, and laws are already in place to protect minors from playing them.  The efficacy of these laws is questionable, and so simply imposing a second and redundant law is not likely to fix the situation.

    In my opinion, it’s necessary for lawmakers to start recognizing games themselves as an extension of culture, to place them within the general category of “the arts”.  Viewed that way, games may be held to a higher standard, as are film and literature.  Rather than restrict the sale of a game with objectionable material, perhaps it would be better to encourage developers to release material that is less objectionable, or that at least places it in its proper context.  For example, were game developers to be provided an incentive, such as an arts grant or tax subsidy, they may be more inclined to develop culturally relevant and accurate games.  Recognizing games as art could inspire more developers to create games as art, rather than simply to turn a profit.

    The restriction on mature-themed games, up to and including the blacklisting of anything receiving the “Adults Only” rating, has done nothing to stop younger players from experiencing them.  Even where parents are educated as to what’s out there and mindful of what their children are playing at home, they cannot monitor what their children are playing when they aren’t watching, or what they learn by proxy from peers who have played games with objectionable content.

    It would be more more effective to reward developers who perform admirably, who raise the bar in creating games as art, rather than punishing those who produce fluff.  The fluff will continue to exist, of course, because sometimes those games are just plain fun.  But they could be balanced by an increase in the alternative – games with real substance.

    Game developers could then take the time to craft characters and settings that are three-dimensional – in how they’re written as well as how they’re rendered.  Three-dimensions allow for dynamic characterization and provide room for development beyond stereotypes and caricatures.