Introduction
That video games can be art is a truth I firmly believe, and I spend a great deal of my mental energy thinking about all the cool things they have done and can do in the future. But this emphasis on games’ better parts and amazing potential occasionally causes me to be completely blindsided by the fact that the medium is still very much in its artistic adolescence. Much like a cute puppy that will one day be a true and trusted companion, games now still have the tendency to pee on your floor, chew through your shoes and knock people over despite your best efforts to train them. Even the very best contemporary games are still plagued by strange quirks and serious flaws, and Roger Ebert is probably right to say that games have yet to produce a work that can stand in the same category of artistic brilliance as the great works of most other media.
So, when these two facts (video games’ ability to be great art and their continuing refusal to act on that ability) run into each other, I often find myself getting discouraged or frustrated. I played Red Dead Redemption and marveled at the gorgeous environments, the incredible level of detail in the mechanics, the mature themes and ideas raised by the game, but then was soundly disappointed by the mediocre dialogue, repetitive and uninteresting missions, and characters that behave contrary to all laws of reason. I played BioShock and found myself trying to ignore the fact that the game’s balance is all wrong and its last few hours are really just not very good. The list goes on and on and on.
So, what I thought I would do today is outline what I think it would take for a video game to be truly great, to truly shatter the remaining barriers between video games and real artistic achievement. In so doing, I found myself creating a series of characteristics that I believe would be found in any Great Work of gaming. In short, I found myself identifying something like a Platonic Form for gaming’s great works, a Form I will call “The Meaningful Game.”
Everything I am about to say can more or less be summed up by the following two characteristics:
The Meaningful Game is mature.
This does not mean that it can never laugh at itself or make jokes, or that the Meaningful Game is never a comedy. It does mean that the Meaningful Game is grown up, “adult,” in the non-pornographic sense. It treats its characters, themes and mechanics as important, and makes them believable. It engages with its audience, but does not pander to it, and speaks to the artists’ thoughts and emotions without becoming ranting or solipsistic.
The Meaningful Game is coherent.
By coherent, I do not just mean comprehensible, though it is also that. I mean instead that each of its pieces coheres together to form a reasonable, well-structured whole. It contains no random jutting edges or miscellaneous subplots or functionalities thrown in just for kicks. Each encounter, each character, each enemy, each plot point, each mechanic and each environment contributes something to the game as a whole. The Meaningful Game never pads itself for length, because it doesn’t need to. It is exactly as long as it needs to be, with no extraneous elements or underdeveloped ideas. No element in the game distracts from the game as a whole, and every element adds to it.
Everything else falls under one or both of these umbrellas, and so long as an artist keeps these thoughts in mind, he or she will probably be well on his or her way to creating good art.
Explication
For each of these, I shall cite the rule, explain it as efficiently as I can, and list (with some explanation) examples of games which succeed or fail in light of these rules.
The Meaningful Game does not delight in cheap sex or gore.
Where there is graphic violence, it exists for a reason, and while it may trigger some visceral thrills, it also clearly opposes the glorification of violence. It may contain sex scenes or sexy characters, but never drops to the level of pornography or exploitation. Every sex scene adds to the plot, the characterization, or the atmosphere, and every low-cut top serves to tell us something about its wearer.
Bad: God of War 3, which routinely objectifies its women and positively glories in unnecessarily graphic violence, all to no point or purpose. God of War 3 is a game for 15-year-old boys, not adults.
Good: Mass Effect handles sex pretty maturely– it doesn’t shy away from sex scenes or pretend that sex isn’t a part of many human (or asari) relationships, but it does not revel in pointless nudity or softcore porn. Left 4 Dead 2 is a very gory and violent game, but the gore serves to reinforce the horror of the situation, and is never an end-in-itself.
The Meaningful Game has real, fleshed-out characters.
It does not just epitomize characters, and never focuses on escapism or fantasy-fulfillment. Even when the characters are capable of supernatural feats or are very physically attractive, even when they are written to be pastiches or send-ups of tropes, they are written to be real people, with real personalities, vices, virtues, hopes and fears. These characters may occasionally be exaggerated, and each character may not receive his or her own massive story arc, but every character is also an end-in-him-or-herself.
Bad: Halo: Reach, which insists the player should sympathize with Noble Team, yet never bothers to paint them in anything but the broadest strokes. Each character is merely a cardboard collection of tropes, nothing more.
Good: Planescape: Torment contains no cardboard– even characters that seem like incarnations of tropes are complicated, real people, whether they are major companions or minor NPCs. Flying skulls, succubi and permanently burning wizards alike, Torment contains only real people.
The Meaningful Game does not neglect any of its elements.
The Meaningful Game does not always have a plot, but when it does, it is a good plot, well thought-out and well-executed. The Meaningful Game does not always have characters, but when it does, they are good characters, as mentioned above. The Meaningful Game does not always contain any specific mechanic, but when it does, that mechanic is well-implemented and serves the game as a whole.
Bad: Assassin’s Creed: Brotherhood contains beautiful environments, gorgeous animations, excellent mechanics, and a pointless and preposterous plot filled with shallow and undeveloped characters. Character development is only hinted at, and the plot flits jarringly from worldwide conspiracy theory to science fiction to historical fiction with no links or thematic continuity. Had the narrative aspects of the game received half of the attention of the rest, it would be an amazing video game.
Bad: Assassin’s Creed: Brotherhood contains beautiful environments, gorgeous animations, excellent mechanics, and a pointless and preposterous plot filled with shallow and undeveloped characters. Character development is only hinted at, and the plot flits jarringly from worldwide conspiracy theory to science fiction to historical fiction with no links or thematic continuity. Had the narrative aspects of the game received half of the attention of the rest, it would be an amazing video game.
Good: Portal spends as much time as it needs on every given part of itself. It forces the player to stop and listen to GLaDOS for major moments of plot motion or characterization, and contains appropriate music, beautiful mechanics, appropriate graphics, etc. It contains minimal plot, but what plot there is is well and effectively communicated.
It is also worth mentioning Civilization IV, a game which completely disregards plot and characters and is still somewhat closer to being a Meaningful Game than most.
The Meaningful Game does not allow the player’s choices or possible actions to derail the game or contradict its characters.
The Meaningful Game gives the player as much freedom as it is willing to take responsibility for. It never gives the player the option to kill random civilians unless it is willing to make the player face the consequences of his or her own actions. Furthermore, it never gives the player choices which are completely contrary to the nature of the player character. If the player is to be playing a character, and not merely a Myst–style avatar, then the only choices the player is allowed are those which could be reasonably attributed to the character.
Bad: Red Dead Redemption paints a clear and coherent picture of John Marston as a man who desires to leave his outlaw past behind and settle down, a man who cares nothing for the law in itself, but largely desires to stay out of trouble. Yet the player can murder random civilians, burn down their houses and steal their things. Further, the consequences for these actions are wholly trivial and unrealistic: a few days in jail or a few dollars to pay off the right people in the government.
Bad: Red Dead Redemption paints a clear and coherent picture of John Marston as a man who desires to leave his outlaw past behind and settle down, a man who cares nothing for the law in itself, but largely desires to stay out of trouble. Yet the player can murder random civilians, burn down their houses and steal their things. Further, the consequences for these actions are wholly trivial and unrealistic: a few days in jail or a few dollars to pay off the right people in the government.
Good: Assassin’s Creed (the first one) reminds you, upon trying to commit random violence, that Altair did not kill civilians by desynchronizing the player for every act of random murder he or she commits. Further, every quest obviously pertains to Altair’s goals, and the game’s choices consist of determining the best way to achieve those goals.
The Meaningful Game does not contain sidequests.
It may, however, contain content which is not required in order to reach the credits screen– it may contain subplots which can be avoided, optional content which can be missed, and which exists to reinforce the setting or encourage exploration or better play. This optional content may be structured like a traditional sidequest, and may even have nothing to do with the “main” plot, but the Meaningful Game never contains unpolished or irrelevant elements. This optional content always adds to the overall experience, revealing information or experiences not found anywhere else in the game, and which is generally equal in quality to the game’s “main” content. The word “sidequest,” however, is too thoroughly associated with meaningless faffing about in spite of the game’s main plot, and thus the Meaningful Game never contains sidequests. Furthermore, there is always a reason for the character, and not just the player, to engage with this optional content.
Bad: Nearly any modern RPG or sandbox game, but a particularly egregious offender is Mass Effect, wherein almost every sidequest occurs in one of three copy-and-pasted buildings, contains very little in-depth dialogue, and provides no reasons for Shepard to engage with it. Shepard will take time off from saving the galaxy from imminent destruction to mediate random parenting disputes, hunt totally irrelevant crime lords and resolve hostage situations, and the content all feels tacked on and totally irrelevant.
Good: Baldur’s Gate is 90% optional content, but rarely if ever repeats a room, even for the smallest of optional quests, and provides unique and interesting situations and characters in all of its optional content. Furthermore, it makes sense for the player character to be engaging in these optional quests, as things are not generally very urgent or time-sensitive until the very end of the game, at which point the game tries to discourage meaningless faffing about by turning the local police on the player, making non-essential quests much harder to complete.
As a note, the idea of “optional content” is more or less unique to video games. Novels do not contain chapters which are only found on certain readthroughs or based on certain choices the characters make. Some plays involve audience participation, and a few films have multiple different endings, shown on different nights, but that is not exactly the same as optional content. Yet the idea of the “sidequest” has not, so far as I know, really been explored in any great detail. If anyone has read anything seriously discussing the concept, please send me a link to it.
The Meaningful Game does not apologize.
If the Meaningful Game invites controversy, either through a major change in design philosophy from similar games or through subject manner which is likely to offend someone, it does so with an appropriate amount of class and polish, but it also does so without apologies. It does not seek to appease naysayers by only making half of a change, and it does not skirt around its difficult socio-political issues. It either engages with an issue or doesn’t; makes a change or doesn’t.
Bad: Dragon Age 2 dramatically changed the inventory system from its predecessor and similar games, but did so only halfway as if to save some face with the tactical RPG crowd. In so doing, it comes off as weak and half-hearted, angers the hardcore crowd and continues to alienate those who don’t wish to muck about with inventory systems.
Good: Mass Effect 2, on the other hand, went all the way with its mechanical changes, thereby providing the smooth, more shooter-like experience it aimed for. It still irritated the hardcore tactical RPG crowd, but actually achieved its goal, and didn’t apologize for it– whether or not you like the new system is irrelevant, as it is a coherent, complete system.
The Meaningful Game innovates with purpose.
The artists behind the Meaningful Game understand that novelty is not an end-in-itself, and that an innovation in game design is only really good if it works. Thus, the artists behind the Meaningful Game will not seek to break tradition or disregard existing norms simply for the sake of being different. Many of the current rules of video game design can be broken (and in some cases need to be), but some exist for very good reasons. This does not mean that artists should only break rules when they know exactly how it will turn out– experiments need to be performed, and sometimes even the noblest experiments fail. Thus, the Meaningful Game breaks rules and pushes forward without fear (see above re: not apologizing) but only when it has a clear picture of why.
Bad: Final Fantasy X attempted to distinguish itself from other contemporary JRPGs by removing the “experience points” model of character advancement and replacing it with what was supposed to be an interactive, detailed experience called the Sphere Grid. But because it didn’t seem to have a real clear picture of why it wanted to get rid of the experience point system (a tried and true system), it constructed a strange and confusing grid, which, until the characters were very far along indeed, mostly still functioned as a class-based experience system.
Good: Mirror’s Edge, on the other hand, attempted to innovate by creating a freerunning game played from the first person. It didn’t quite work, mind, but there were good reasons for the change: actual people seem to freerun from a first-person perspective all the time. It could allow for a more intuitive, flowing kind of motion than is usually found in a third person game. Thus, even though it didn’t quite work, the innovation was interesting and worth exploring.
Finally, and perhaps most importantly,
The Meaningful Game is made with artistic integrity.
There is nothing wrong with making money from art. There is even nothing wrong with producing art primarily for the purpose of making money. Further, there is nothing wrong with trying to create said art in an efficient, cost-effective and organized manner. What is wrong is skimping on a work of art, or rushing out a work of art before it is ready to be shown to the public. The Meaningful Game is not released until it is finished and polished. It may not be perfect, and there may be things that the artists involved wish they could have done differently, but at no point will the Meaningful Game feel as though it was rushed or phoned in. Every artist involved in the production of the Meaningful Game will dedicate a great deal of effort and time to it.
Bad: Dragon Age 2 could well have been the greatest roleplaying game ever made, but was, for whatever reason, rushed out the door only three-quarters finished, lacking the depth of experience and detail that would have transformed it into a beautiful artistic experience.
Good: Really anything by Valve, a company which can perhaps be faulted for being too perfectionist in their games. I do not agree with every design decision or artistic choice behind Half-Life 2, but it is never rushed or incomplete, and the level of detail and polish on the game is absolutely amazing.
In Conclusion
The Meaningful Game is that game which stands a chance of co-existing with other important works of art, a game which is created, first and foremost, to be good art. It can be of any genre, can be single- or multi-player, can be for any console or device. The Meaningful Game is the game which shatters any serious argument about whether or not games can be art, the game which can be shown to the world and recommended without reservation or disclaimer, no “it’s great, but,” no “pretty good for a video game.” The Meaningful Game is a masterpiece, on par with Beethoven’s Fifth and To Kill a Mockingbird; its appearance will conclusively prove that videogames can not only be art, but great art.
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