Introduction
A week ago, I wrote the first part of
this two-part series, so if you haven’t already read that, this column
will probably make more sense if you go ahead and do that. I’ll
wait here.
Oh good, you’re back. Anyway, as I mentioned then, this week’s post
is about the other half of the equation: skill and education.
The Unskilled Player
Not too long ago, my cousin picked up a copy of BioShock for the PC,
a game which, though it is certainly full of flaws, is probably one
of the best arguments for games-as-art from the first decade of XXI century.
I recommended it to him on the grounds of its philosophically-rich
concept, excellent atmosphere, and also because it is just
generally a great deal of fun. I also recommend it to any of you who
haven’t played it for the same reasons.
My cousin has been playing video games with me since I was five
years old, and while I do not think he would classify himself as a
“gamer,” he is quite fond of Starcraft, Civilization IV, Final Fantasy Tactics, Resident Evil 4,
and several other games. As you might have deduced from above, cousin’s
interests so far have primarily gravitated towards strategy games,
and previous to playing BioShock, his only real experience with a shooter (as far as I know) is Resident Evil 4 for the PS2/Gamecube, which is a substantially different kind of game.
As a result, though he was (and is, as far as I know), quite open to enjoying the heck out of BioShock, he has found himself in a somewhat awkward position– having little-to-no experience with the FPS genre, he has a certain degree of difficulty with some of the basic skills necessary to play BioShock:
moving around in three-dimensional space with the use of a mouse and
keyboard, for instance. This somewhat hampers his ability to enjoy
the game or appreciate its relatively sophisticated narrative.
This may sound like I’m making fun of my cousin, but I’m really not–
there is nothing exceptionally intuitive about the control schemes
and fundamentals of video games that have risen to prominence in
the video game world. Because most of us who classify ourselves as
“gamers” have been playing video games since childhood, we learned the
basics of these control schemes and fundamental conceits a long
time ago, and can thus sometimes be frustrated when confronted with
a relative beginner’s attempts to do things we have long since stopped
thinking of as challenging.
Any gamer who has ever tried to teach a newcomer how to play
a shooter or platformer can understand what I mean– watching someone
else get hung up on pieces of scenery, repeatedly forget which
button is the “shoot” button, consistently miss simple jumps, and
dramatically shoot past the enemies can be a trying experience.
We become frustrated, because these skills and concepts have been
ingrained in us for a very long time– it’s analogous to listening to
a rookie violinist, or watching a toddler try to climb a flight of
stairs.
But it’s not a result of any particular failing on the newcomer’s
part that he or she has trouble with any of these games. There is
nothing inherent in everyday human experience which prepares
a person to be able to move an avatar in three-dimensional space with
two thumbsticks, or to map specific actions to particular motions
of the thumbs. In real life, the badguys do not have “weak points” which
require particular sequences of actions to defeat, and rarely
“telegraph” their attacks. The only way to gain these skills and
understand these conceits is to play a lot of video games.
As a result, it is difficult to imagine someone who lacks these
basic skills and knowledge really enjoying or appreciating the
artistic qualities found in many of these games, and it is indeed
understandable that many such people might be a bit skeptical that
said artistic quality even exists. Thus, the fact that video games
often require some measure of skill to appreciate serves as
a barrier to both appreciation of a specific work, and to
appreciation of the entire medium.
Education and Skill in Other Arts
I am not suggesting that all video games should become easier,
because this is not a problem unique to video games, though it is
perhaps more true of video games than of most other media. Most great
art requires some measure of skill to understand and appreciate.
Literature, obviously, requires the ability to read a particular
language, which is probably a more difficult skill than any found
in video games. Most of the greatest works of literature require not
only proficiency in reading, but a great deal of mastery– how many
people have found Shakespeare or Tolkien boring and uninteresting
simply because they couldn’t read well enough to understand it? To
follow a complicated and twisty political thriller requires some
skill in keeping track of characters and motivations, and a great
deal of the best music in the world sounds only like noise to an
uneducated ear.
We generally understand that some (or maybe even most) works of
art are inaccessible without a certain amount of education. One
would not hand a five-year-old child a copy of Hamlet and
expect him or her to truly appreciate its depth of emotion and
mastery of language, or a non-Russian speaker an untranslated copy of
Crime and Punishment
and then become offended when it cannot hold his or her attention for
even a moment. Similarly, one should probably not direct someone who
has never played an FPS to BioShock, so, sorry, cousin.
But while it’s true that most art requires some skill and
education, there’s something about video games as a medium that
involves more “active” skill. It’s not exactly fair to characterize
reading a difficult book, listening to complex music, etc, as
“passive,” (especially in some instances),
but there’s a way in which the relationship between artist and
audience is generally more one-sided than it is with video games.
This causes me to wonder if a better analogue for the
relationship between game design team and player might be the
relationship between composer and musician than between author and
reader. There is obviously a major difference in that in music,
there’s usually an audience as well as a musician, and usually, in
video games, the musician-role, the player, is also the audience. This
is especially true in the “dance-like” games I mentioned last time
(though that starts to dangerously mix my metaphors).
In music, the “art” seems to be from two sources: the musical ideas
written by the composer, which is then interpreted by the musician.
As such, we can refer to two distinct artistic entities: the Bach
unaccompanied cello suites, and Pablo Casals’ performance of said
cello suites. Bach’s cello suites are beautiful works of art of their
own accord, but they are more obviously so when performed by Casals
than by Smith. Similarly, a “dance-like” game like Prince of Persia
is a pretty decent (in my estimation) work of art, but more so when
performed by a skilled player than by an unskilled player.
This is less true of non “dance-like” games, where the player’s skill
does not necessarily create art, but there’s still some truth to
it, I think. Mass Effect is much more artistically
interesting when its player selects dialogue options which portray
Shepard as a consistent personality than if he or she wavers
schizophrenically between Renegade and Paragon options with no
consistency or rationality, and in order to appreciate BioShock’s
moral dilemmas and atmosphere, as mentioned last time, the player
has to be skilled enough that he or she can, in fact, defeat the Big
Daddies and numerous splicers wandering through Rapture, rather than
simply avoiding them or being murdered by them.
Critics of Games-as-art
One area where this problem of “skill” really raises its head is
when defenders of games-as-art attempt to get critics of the same to
play some of gaming’s greatest artistic moments. After Ebert’s
various famous denouncements of games-as-art, many people responded
by telling him to play Shadow of the Colossus. Yahtzee Croshaw’s response to said suggestion was “…whoa, for a first timer? Don’t book yourself on the London marathon before you can walk.”
Since presumably most critics of
games-as-art have not played many video games in the last decade or so
(or, I suggest, perhaps rather facetiously, they would not be
critics), it is difficult to imagine that they would have very many
of the skills and vocabulary necessary to really enjoy and
experience most of the great video games. Most of those games are
aimed at established gamers and, as such, don’t make much allowance for
people still learning the basics.
This seems like a problem, but I’m not sure that it really is, in
practice. As mentioned above, most artistic media have similar
barriers-to-entry, and I don’t think video games need to apologize for
theirs. The likelihood that Roger Ebert is ever actually going to
listen to the suggestions of the gaming community and pick up an
Xbox is slim, and similarly, I expect most critics of games-as-art
will not be very interested in playing games in the first place.
Frankly, that’s fine. We in the gaming community should probably quit trying to get various older critics of other media to pay attention to ours. I doubt that new authors particularly care what Roger Ebert thinks, or that filmmakers pay much attention to what a book reviewer might say of their work. The fact is that anyone who categorically denies video games any artistic worth and also refuses to play them is simply not worth our time. These folks are not likely to change their minds any time soon, and it’s not worth beating a dead horse to try to get them to. They just don’t know what they’re talking about.
Frankly, that’s fine. We in the gaming community should probably quit trying to get various older critics of other media to pay attention to ours. I doubt that new authors particularly care what Roger Ebert thinks, or that filmmakers pay much attention to what a book reviewer might say of their work. The fact is that anyone who categorically denies video games any artistic worth and also refuses to play them is simply not worth our time. These folks are not likely to change their minds any time soon, and it’s not worth beating a dead horse to try to get them to. They just don’t know what they’re talking about.
New Players or Less Vitriolic Critics
But in the case of people like my cousin, newer, relatively
unskilled players who would still like to play these games, there is
a problem. Furthermore, one can imagine that not all critics of
games-as-art are quite as certain or vitriolic as Ebert has usually
been. What sort of games should adult non-gamers play if they wish to
become gamers, and to learn the basic skills and vocabulary
necessary in gaming? And what sort of games should we use to show
critics who are nevertheless willing to possibly engage in
discussion? For my own two cents, I recommend cooperative games
that place the newcomer on the same side as more veteran players,
thereby enabling the newcomer to learn from more experienced
players, as well as providing a literally “safer” way to learn, as,
presumably, the newcomer’s every mistake will not be punished by
death as it would be in a competitive situation or in many
single-player experiences.
Specifically, for the budding shooter enthusiast, I would recommend Left 4 Dead,
for a myriad of reasons, including its relative simplicity,
cooperative bent, endless replayability, and bite-sized duration.
It’s also just generally an excellent game, and so will presumably
help sell the new player on video games both as entertainment
and art.
In Conclusion
Over the course of the last two posts, I have talked about two sides
of the same coin: the problem of difficulty, and the necessity of
skill. Games need to have some semblance of difficulty, or they
become uninteresting, inconsistent or unrelatable, and players
will, accordingly, need to have some degree of skill or they will be,
at best, simply unable to engage with the game and experience
whatever it might have to offer.
This is a problem for games developers, as they have to decide how
hard to make their games, and what audience a game will be
accessible to. It is worth keeping in mind as players, as well–
especially when interacting with less-experienced players. Not
everyone has sunk hundreds or thousands (if not hundreds of
thousands) of hours into video games as many of us have– and will
therefore have a harder time understanding why BioShock or Shadow of the Colossus is really all that exciting.
A Question
Having mentioned above that most games are a little inaccessible
to the budding gamer or reasonable but inexperienced critic,
I ask you, the Audience of the Analytically About Games, to give me some
suggestions for five games that might be helpful to a new player.
These games should be relatively easy but still possess some
artistic worth (so not just Super Mario Bros, probably). They should be interesting to play but have a relatively easy difficulty curve, and should
in some way show off what video games can do, whether in graphics,
sound, writing, characterization, or any number of other
qualities.
Please comment below with your suggestions.
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