So, a while back I said I was going to write a three-part series on Dragon Age II and things like entitlement, but as I’ve repeatedly tried to draft said articles, I’ve realized that they mostly amount to me whining a bunch. So, very briefly, here is a summary of the salient points I was going to make:
1. Gamers: if you want games to be art, don’t complain when developers do things you don’t expect them to do. It’s only not very good art that only caters to what you want and never attempts to expand your horizons. If, however, you only want games to be entertainment, then, you know. Carry on.
2. Gamers: stop whining all the damn time. Seriously. You sound like children. Remember the stat that the average gamer is 33? No one familiar with the average forum post is likely to believe that statistic.
3. Companies (I’m looking at you, EA): while we understand you have to make money in order to make games, don’t turn out half-finished games hoping to pull a fast one. You don’t hurt us, mind, but you do hurt yourselves and your franchises. And you also look like jerks.
So, with those points said, let’s move on to what I really want to talk about now: the concept of innovation, primarily inspired by Portal 2.
The Catalyst
Last week I finally got around to replaying Portal 2, and for the sake of this article, I am going to take it as read that the game is very, very, very good, both as a puzzle game and as art. I’m pretty sure this is an uncontroversial statement, but if you happen to disagree, comment below and I’ll be happy to discuss the point– I’m not going to waste a lot of time preaching to the choir up here in the main article, though.
So, upon finishing Portal 2, as I began to think about what it was that made the game so great, I realized something: the game, for all its brilliance, seems to do relatively little to innovate in the form.
It is far from stagnant, but it generally sticks to the tried-and-true format Valve has used for several games now: strictly first-person, silent protagonist, a “less is more” approach to plot, no (or at least very few) real cutscenes, and a prodigious amount of detail. Further, while there are several novel mechanics not present in Portal 1, most of these come from an existing independent game whose developers were absorbed into the studio. (This was true of the base mechanics of the first game, too).
In short, the game doesn’t really seem to do all that much that is new, yet it’s nearly-universally regarded as brilliant. This seems at odds with the way we usually talk about innovation as being a necessary part of a good game. Games which do not bring anything new to the table are “stale,” or “tired,” we say. We desire “fresh,” “new,” and “novel” concepts.
This seems, then, to raise a few problems.
1. If games need to do new things in order to be artistically worthwhile, how can we understand games like Portal 2 to really be good?
2. If games must do new things in order to be artistically worthwhile, does this mean that a game’s artistic value is entirely dependent on its position in time? Does the same game become better or worse entirely because of its context, or is there anything we can understand to be purely objective about a game’s quality?
In other words, what is it to innovate?
This is obviously a pretty big question, and I’m hardly going to be able to deal with every piece and subtlety it deserves. Further, it has to do with a lot more than just video games, and as such, much of this post will be pretty applicable to any artistic medium. But I think that there is a quick distinction we can make which will help us begin to answer these questions.
This distinction is that between what I will call innovating forward versus innovating upward. Or, in slightly more palatable terms, it is the difference between novelty and mastery.
(As usual, it is important to note that this is not a hard dichotomy– many games and other works of art are very good at innovating in both directions, though some definitely prefer to emphasize one over the other.)
Novelty, or Innovating Forward
Strictly speaking, this is probably what the word “innovation” really means. To aim for novelty in a work of art is to aim for new ideas, ideas which have not been done before, to “think out of the box.” This, I think, is what is usually meant by “innovation.” These new ideas can be technological advances, advances in form, or any other kind of push forward.
Novelty is about breaking the rules, and allowing the artist and observer to experience new things which were not previously considered options in art. Many of the artists, composers, and writers we revere most are known at least primarily for their contributions to novelty. Good works which aim at novelty aim to push boundaries, and great works of novelty shatter the existing rules and paradigms, all the while making us wonder why we ever imposed such stringent rules in the past. Novelty is important because it prevents art from becoming stale or stagnant, and it is generally exciting, and frequently iconoclastic.
The trouble with focusing on novelty, of course, is the risk. New ideas are untested, and while some are brilliant advances, others are dead-ends. Further, even if an artist does create a new idea which works very well, its first few incarnations are likely to be halting and awkward, as the artist struggles to come to grips with the ramifications of the idea. Thus, while most of the great works of novelty are valuable in and of themselves, (Beethoven’s Symphony No. 5 and Kurosawa’s Seven Samurai, though quite novel, hardly sacrifice quality to that end), others are primarily memorable for their effects on the outside world, rather than their own intrinsic quality. As an analogy, we revere the Wright Brothers not for making a particularly good airplane, but for the act of making an airplane at all. As airplanes go, the Wright Flyer is pretty lousy.
Novelty is frequently emphasized in game development, and with good reason. As we are still very much in the adolescence of gaming as an artistic medium, there are a lot of fundamental ideas we still need to sort out. We are barely learning how to communicate stories well in the medium of video games, and are only at the very outermost edge of the sorts of wonderful ways this medium can be utilized for artistic expression. As such, most of what we need are good, new ideas.
Also, let’s not get too full of ourselves, it’s a lot easier to sell a game with a slogan like “new and exciting combat mechanics like you’ve never seen,” than “combat mechanics that are exactly the same as the last several incarnations of the series, but slightly polished.”
The difficulty we face with constantly emphasizing novelty is that we frequently end up with games that are full of a lot of good ideas, but aren’t terribly well-executed. I have played a lot of games lately (L.A. Noire, Metro 2033, Alan Wake) which, though full of great new ideas, fail to hold together when viewed as a coherent whole. The new ideas themselves often need much more attention, or are, in some cases, so novel and innovative that the artists who had the ideas have no idea how best to employ them. We end up with a lot of games that are interesting as milestones to mark the beginnings of ideas, but relatively few games that will stand the test of time as truly worthwhile experiences outside of their immediate context.
The dark side of novelty, of course, is that it’s addictive. It’s fun and exciting to break the rules, and this leads to the creation of novelty for its own sake in art. That’s the sort of behavior that results in random, nonsensical “performance art” pieces that serve little purpose beyond simply being odd or novel (note - I'm not saying every performance is nonsensical!). So far as I know, no one has sat, naked and cross-legged, in the middle of Times Square with a baked potato balanced on his head while a woman plays “Scotland the Brave” over and over again on an ill-tuned bagpipe for three straight hours. That would certainly be novel. But it would probably not be terribly worthwhile if there was no thought behind it.
That, of course, is an extreme example, but the point holds in games, too. It is important to remember that novelty is not an end-in-itself. When one experiments with new ideas, the goal is to find better ways to communicate ideas or create experiences. The goal of thinking outside the box is to allow yourself to see things from a different perspective, thereby enabling you to notice details or concepts you might have missed. It’s not that there is something inherently more valuable about the outside of the box.
In this way, novelty is forward-moving innovation– it takes the medium into new and interesting places, and opens up new ways of experiencing games.
Mastery, or Innovating Upward
Johann Sebastian Bach is not a composer generally associated with innovation or novelty. Bach did not really introduce new forms of music into the baroque lexicon, nor did he substantially change the types of instruments usually used in baroque music. Towards the end of his life and after his death, he was regarded as being somewhat old-fashioned when compared to the new and exciting “classical” style. Bach, in short, is not particularly famous for breaking the rules.
What Bach did do is take the existing rules and forms of baroque music and use them to produce most of the best examples of that style of music in history. No one before or since has shown such utter mastery of the forms of baroque music, and it is difficult to imagine that anyone ever will. Bach, then, did not break the rules or push music forward, as such. Instead, he explored and unlocked the true potential contained within the existing ideas — pushed them upward to greater heights than they had yet seen.
I believe this should be understood as a kind of innovation, because while you would not say that Bach generally did things that were novel, exactly, neither could you say that he was stagnating the form. He pushed music to great things, and stands pretty much undisputed as one of the greatest composers of all time.
We value this brand of innovation because it allows us, generally, to have deeper experiences than those concerned purely with novelty. Observing or interacting with a masterful work of art may not always be as initially exciting, but by choosing to worry less about how to break the rules or where to push the envelope forward, the artist can focus instead on creating the deepest, purest experience a given set of rules or conventions allows. In other words, while it is definitely good that not all poetry needs to be in sonnet form, the sonnet can be used to produce wonderful works of art.
Focusing too much on mastery is not without its drawbacks, however. It is a relatively short step to go from “obeying the rules of the sonnet is a great way to write poetry” to “all poetry must be written in sonnet form.” If a medium or a culture focuses too much on mastery without any room for novelty, it will eventually stagnate. After Bach, there were really only so many more things that could be done with his conventions. It is rather unlikely anyone is going to write a better baroque chorale.
Gaming, as I mentioned before, does tend to focus on novelty over mastery, and I think that makes sense. Many of the rules and conventions of gaming are so new and untested that it makes sense to keep trying on new ideas. But it is nevertheless helpful to sometimes take a step back from the arms race and simply use the tools one has to produce something like a great work of art, and that’s the sort of game Portal 2 is.
Portal 2 isn’t perfect. For one, there are a few too many sweeping environments with little to do other than “look really hard for the one patch of concrete you can portal to.” (Though I think “there are too many pretty things” is a pretty good problem to have.) I don’t exactly mean to suggest that it is the apotheosis of the current first person puzzle genre, or that it ought to be understood as a Meaningful Game (though I think it maybe stands a better chance at that title than most). That said, it is very hard to imagine what Valve could have done to make Portal 2 substantially better. For while it does not seem to push the medium forward that much, it certainly shows mastery and innovates upward by using Valve’s conventions about as well as we’ve ever seen them used.
Upward moving innovation, then, or mastery, seems to be the process of taking primarily existing rules and creating the best work of art one can out of that system.
Conclusion
As I said before, these are not hard, strictly-delineated categories. Most games that innovate do so in at least some of both ways, and many of the true greats in art simultaneously restructured the way people viewed the medium and showcased excellent execution of the new ideas they spawned.
So, I wish to conclude with a few bullet points.
First, that novelty is not an end-in-itself, that forward innovation must be done with purpose, and not just for kicks.
Second, that you should never be afraid to try out new ideas if you think there is any chance the new ideas will better serve your ends than the ones you’re comfortable with. Gamers: remember that you are not entitled to games remaining exactly the same, and never changing the formulas you like. Developers should be free to try new ideas without fearing constant screeching of fanboys at every change.
Third, that even as we struggle to push the medium of video games forward through the introduction of novel ideas and constant forward innovation, occasionally it is good to take a step back, look at the tools we have created, and showcase the wonderful things we already know how to do. Games like Portal 2 may not reshape the medium the way Doom or Super Mario Brothers or World of Warcraft did, but they do showcase the great things that artists can do with games, even as they help pave the way for the next great works of art.
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Postscript:
I had intended to work in a link to this article, but the paragraph in which it was to reside has since been proven unworthy. So, though it’s not immediately relevant to this topic, it’s about Portal 2, and it’s an interesting question. The blog on which it was posted is also very much worth checking out– the author had some very interesting and intelligent things to say about games, and I find it particularly interesting because he frequently talked about racing games, a genre with which I have little experience.
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