poniedziałek, 12 grudnia 2016

Going the Distance

In one of my previous posts, I intro­duced the idea of dis­tance. I haven’t stopped refin­ing my under­stand­ing of the con­cept since then, and so today I’m going to share some of my thoughts regard­ing its ram­i­fi­ca­tions and inves­ti­gate some incred­i­ble artis­tic pos­si­bil­i­ties that gaming’s nat­u­rally low level of dis­tance opens up.
To that end, I am going to begin by iden­ti­fy­ing an impor­tant func­tion of art that is often simul­ta­ne­ously a sig­ni­fier of qual­ity art: the cri­tique of struc­tures and styles of thought, and the offer­ing of a fun­da­men­tally dif­fer­ent per­spec­tive. I am going to stand on the back of my post on art way back when, as well; read it if you haven’t already, because I think it is quite good, and I see no rea­son to trek back over the path that I've already laid down.

Art That Burns Down Your House

Art is a slip­pery thing, and its traits are noto­ri­ously dif­fi­cult to define, but what I have to say here shouldn’t be too con­tro­ver­sial. I sug­gest that most fan­tas­tic art causes us to revise our knowl­edge of the world, as opposed to just telling us what we already know. In other words, good art is rev­e­la­tory, if not to us then rec­og­niz­ably rev­e­la­tory to an other. Art tends to smudge con­tem­po­rary bound­aries, and art often plays a part in the re-drawing of bound­ary lines. Dickens chal­lenged aspects of indus­trial London’s social struc­ture; Van Gogh painted a world of such vibrancy that changed the way we view starry nights; any poet worth any­thing offers star­tling insights about the nature of an expe­ri­ence, draw­ing con­nec­tions so per­fect and sub­tle that we can’t help but see and feel dif­fer­ently about his or her sub­ject.
An artist, and an artist’s work, must often destroy some­thing in order to offer a new view, or the expe­ri­ence, when it becomes art, must involve a revi­sion of one’s per­spec­tive. The “vic­tim” can be as sim­ple as genre con­ven­tion, or as com­plex as a mas­sive social and cul­tural assump­tion about the state of the world, but gen­er­ally speak­ing good art will crack a viewer’s under­stand­ing of the world, even if just a lit­tle and just to make space for some new, minor insight. Good art changes the way we view the world.
A piece of art need not engage with social issues or time­less human strug­gles in order to reveal. A great deal of poetry does just fine by exam­in­ing a sin­gle, intense expe­ri­ence. In fact, the video game medium, like poetry, is uniquely capa­ble of ren­der­ing intense indi­vid­ual expe­ri­ences. Where video games most clearly diverge from poetry is in “reader agency,” and in ideal length. Poetry shares insight; the author takes the reader by the hand and inves­ti­gates a sin­gle (or small series) of thoughts and images, but it is ulti­mately one, pre-determined path. The reader does not have agency, even though the reader’s expe­ri­ence of the poem will be unique. Video games (as they exist now, due to both indus­try and styl­is­tic expec­ta­tions) are more suited for length­ier inves­ti­ga­tions of broad expe­ri­ence, sim­i­lar to what one would find in a novel, and yet the focus on a sin­gle avatar char­ac­ter resem­bles the merg­ing of “author” and “reader” that occurs in poetry. This is par­tially because agency has a lot of impor­tance in sto­ries that fea­ture char­ac­ter devel­op­ment, and giv­ing that agency to the player can be an incred­i­bly pow­er­ful expe­ri­ence.
However, as I noted before, not all games have such lofty aspi­ra­tions, and they don’t need to. For instance, the inter­ac­tive expe­ri­ence found in Guitar Hero is enough to make the player feel a lit­tle bit like a rock god; its a huge por­tion of the game’s appeal, dis­cov­er­ing that you’ve got bits of Clapton or Hendrix in you, then caper­ing about and show­ing off in front of friends. Guitar Hero offers lit­tle nar­ra­tive trap­pings; any nar­ra­tive is mostly pro­vided by the player, or by the social con­text in which the game is being played. But what is there is enough to place the player in the shoes of a gui­tar player on stage. Is it enough to spur a revi­sion of per­spec­tive? I sus­pect yes for some, no for oth­ers. Art isn’t nec­es­sar­ily uni­ver­sal.


World-view and Art


To focus this dis­cus­sion a lit­tle more closely on the sub­ject of video games, it is worth address­ing what makes video game art dif­fer­ent from any other form of art. The cur­rent state of video games means that the tar­get demo­graphic are young American or Japanese indi­vid­u­als (mostly American males on our side of things; Japanese mar­ket is a little bit more complex), at least for the sort of high-profile, A-list games, which, inci­den­tally, is where most of the devel­op­ment dol­lars for push­ing the bound­aries of the medium are likely to be found. This is not to say that star­tling games-as-art won’t be found else­where; in fact, one could make an argu­ment for cer­tain Indie games as some of the most influ­en­tial and star­tling exam­ples of games-as-art in the last few years, but gen­er­ally speak­ing those games have bud­getary lim­its that form an insur­mount­able wall in cer­tain areas of devel­op­ment.
What this means is that the most high-profile games that have the most poten­tial of reach­ing the sta­tus of being good art are also intended to be appeal­ing to the young American male demo­graphic (so they can sell, so the game pub­lisher gets a good return on their huge invest­ment), and the pri­or­i­ties of those pur­suits are some­times mutu­ally exclu­sive. This means that cer­tain risks are down-right dan­ger­ous for pub­lish­ers, and that cer­tain per­spec­tives and tropes within game gen­res become vir­tu­ally uni­ver­sal.
This can be prob­lem­atic for video games, since pre­sent­ing the same per­spec­tive over and over again can get stale, and can thus ham­per the qual­ity of the over­all expe­ri­ence a game can offer. Here’s an exam­ple: When was the last time you encoun­tered a first-person shooter that doesn’t place you in the shoes of an American or an American ally? Now, most FPS games are made in America (I will just ride on the coat-tails of Extra Credits here), so there’s good rea­son why game devel­op­ers make their pro­tag­o­nists fit that mold. But pre­sent­ing the pro­to­typ­i­cal everyman/hot-blooded-American tough guy with a heart of gold/granite with­out fail means that the expe­ri­ence has become a lit­tle stale.
I’d like you to play a quick game of pre­tend with me, so bear with me and with­hold judg­ment. The American FPS pro­tag­o­nist is a tried-and-true model, so let’s do our best to invert it; what if an FPS had you play as an insur­rec­tion­ist fight­ing the American or pseudo-American forces? This could make for some inter­est­ing art. Imagine intense sce­nes of war­fare, punc­tu­ated with the ills that a large occu­py­ing force nat­u­rally gen­er­ates. Homefront made an attempt at work­ing in sim­i­lar themes, and I have no idea how suc­cess­ful they were, but I think we can all agree that it’s a lit­tle strange that the insur­rec­tion­ists in their story are Americans.
Let’s take this one step fur­ther: what if an FPS fea­tured an honest-to-god Muslim insur­rec­tion­ist? What if the game tried its best to real­is­ti­cally por­tray the effect of an American occu­pa­tion on Iraq? I’m going to ignore the fact that a polit­i­cal storm straight out of hell would con­sume this project and, in all prob­a­bil­ity, result in actual vio­lence, and focus only on the “game” here; the real­ity of the mar­ket and the soci­ety isn’t exactly what I’m focus­ing on here, though it is impor­tant to the dis­cus­sion. Such a game need not take sides, nor actu­ally sup­port vio­lence, but rather seek to human­ize inno­cents and the “enemy” side of the con­flict. The impor­tant part of such a game would be to recast cer­tain arche­types and char­ac­ters, caus­ing us to con­sider the assump­tions we have about such char­ac­ters, and thus about such peo­ple, even if our con­clu­sions are the same. That’s what good nar­ra­tive art does. Of course, this is an extreme exam­ple, and there’s a great spec­trum of other expe­ri­ences the player can have between the Terrorist game and the FPS games of today.
A game need not even be a first-party title or have a high bud­get to encour­age this recon­sid­er­a­tion (though it can cer­tainly help). The game Spent is a phe­nom­e­nal exam­ple of a sim­ple game that pro­duces empa­thy and under­stand­ing of a life that is some­what alien to most middle-class Americans. Regardless of soci­o­log­i­cal out­comes, such a game reveals a dif­fer­ent sort of life to the player, and that alone can make it a wor­thy expe­ri­ence.
On a side note that is par­tially related, one issue that video games rarely (never?) tackle is reli­gion, or if they do it is through a sur­ro­gate, non-existent faith. It’s a strange deci­sion, espe­cially since a character’s nation­al­ity is hardly ever up for debate and in some cases actu­ally implies faith. For instance, it is a fact that every con­flict in the Middle East right now, and every con­flict por­trayed in games, has reli­gious over-tones, but games have failed to engage with it, prob­a­bly because it is a risky endeavor. I under­stand, but would also note that some risks are worth tak­ing.

In Conclusion

I have just scratched the sur­face of inves­ti­gat­ing how the rev­e­la­tory power of art dif­fers or is the same in video games. I’d love to hear your opin­ions on what I have writ­ten here (and I’m sure you’ve got some, some of it’s a lit­tle volatile), and am espe­cially inter­ested in fur­ther sug­ges­tions along the same lines. What big themes do you think are absent in video games today, and what themes are well-represented? Why do you think that is?

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