niedziela, 26 lutego 2017

I’m Batman


I just fin­ished play­ing Arkham Asylum for the first time, and, to my great sur­prise, I think it has helped me to fall back in love with video games.
Axiom VII of the Fundamental Axioms I came up with when I first start­ed this blog (axioms which could prob­a­bly do for some revi­sion right about now) states that “If your writ­ing is bad, I don’t care how fun your mechan­ics are.”  This, I find, is one of the defin­ing fac­tors of how I look at video games.  A game with bad writ­ing tends to be bad art, and, per­haps because I am a writer, I tend to find poor writ­ing and sto­ry­telling very dis­tract­ing.  I used to worry that I didn’t like video games at all.  After all, if what I real­ly want are good sto­ries and well-written dia­logue, maybe I should just stick to films and nov­els?  Nearly all of my favorite games pri­or­i­tize story and dia­logue over flashy graph­ics or game­play mechan­ics, to the extent that some of the ones I value most are actu­al­ly very clum­sy to play.  (I’m look­ing at you, Torment.)
I say all this because Arkham Asylum is not the best-written, best-acted, or best-plotted game I’ve ever played.  It’s prob­a­bly not even in the top ten.  The plot is real­ly very silly, (why would the Joker need super-soldiers?) the dia­logue is ser­vice­able but large­ly unre­mark­able, the voice act­ing is com­pe­tent but large­ly not par­tic­u­lar­ly inspir­ing, (Hamill and Conroy except­ed).  It ends ter­ri­bly.
Imagine my sur­prise when, upon fin­ish­ing the game, I real­ized I absolute­ly did not care.  Sure, the game would have been bet­ter if they had addressed some of these issues, but that absolute­ly doesn’t mat­ter.  So, why do I enjoy this game so much?
Because you get to be Batman.

No, Seriously.  Batman.

That’s not a flip­pant answer.  And I don’t just mean that the game’s avatar is shaped like Batman, or that he’s voiced by Kevin Conroy.  The sim­ple fact that one is play­ing a char­ac­ter named Batman in the game is not what sells it to me.  It works because the game’s mechan­ics, com­bat sys­tem and physics engine allow you to actu­al­ly be Batman.  When you move the analog stick, the char­ac­ter moves like Batman.  When you punch a crim­i­nal, the char­ac­ter punch­es like Batman.  When you grap­ple onto a gar­goyle and then swoop down onto an unsus­pect­ing mani­ac, leav­ing him dan­gling from your perch, scream­ing and soil­ing him­self in ter­ror, you do it like Batman.
It’s the game’s rhythm, the way it allows you to calm­ly walk into a pack of fif­teen felons with crow­bars and know that you’re going to come out vic­to­ri­ous, that makes the game work.  It’s no sur­prise that it may orig­i­nal­ly have been planned as a rhythm game prop­er.
I had heard all of this before, but it’s one thing to hear about how a game real­ly makes you feel like Batman, and anoth­er to actu­al­ly play that game.  (Which may ren­der this whole post moot, come to think of it.)  It wasn’t until I played the game and gig­gled like a first-grader for hours on end that I real­ized how truly unique it is.
See, about the fifth time I entered a room full of armed felons and qui­et­ly dis­patched each of them with­out tak­ing a bul­let, the truth of the mat­ter hit me: Arkham Asylum is exact­ly what a cer­tain kind of video game does well.  What Arkham Asylum does is some­thing that video games may do bet­ter than any other medi­um: it allows you to step into some­one else’s shoes, and learn some­thing about what it is like to be a dif­fer­ent per­son.
Namely, Batman.
And Batman is kind of a big deal.  Who do geeks revere more than Batman?  If, in any argu­ment, you can prove that Batman approves of a par­tic­u­lar point of view, you win.  “Appeal to Batman” is a respect­ed rhetor­i­cal tech­nique.  If you walk up to a geek and say “think about some­thing cool,” he or she will think about Batman.

Comic is Zach Weiner’s at SMBC.

Loss of Self

I wrote an article with the title “Better Storytelling Through Loss of Self,” and while I was pri­mar­i­ly inter­est­ed in the way a good GM can reduce dis­tance between play­er and PC in a table­top RPG, the idea struck a chord with me.  The best works of nar­ra­tive art coerce you into per­fect sym­pa­thy with the pro­tag­o­nist.  They cause you to feel what the char­ac­ter feels, see what he or she sees, and, think how he or she thinks.  A great work can make you inhab­it, if only for the briefest of moments, anoth­er person’s mind– can make you leave your­self behind and tem­porar­i­ly become some­one else.
This is the art that can change lives, the sort of art that alters world­views, and video games might be unique­ly suit­ed to this kind of rad­i­cal shift in per­spec­tive.  It is one thing to read about a person’s life, and quite anoth­er to actu­al­ly live it.  This is not to say that video games will nec­es­sar­i­ly eclipse all other art forms — I am not one of those so fond of video games that he will refer to them as the apoth­e­o­sis of all artis­tic endeav­or.  Even in the realm of “media about Batman,” The Dark Knight and The Killing Joke are bet­ter art than Arkham Asylum.  These other works, in addi­tion to telling great sto­ries, let me imag­ine what it might be like to be the Caped Crusader, give insight into Batman’s psy­chol­o­gy, the myth sur­round­ing him, and the uni­verse in which he oper­ates.  But in Arkham Asylum, I actu­al­ly get to be Batman.  The dif­fer­ence is cru­cial.
So, video games can allow you to expe­ri­ence what life is like through some­one else’s eyes.  That’s neat, but why talk about Arkham Asylum, when I could talk about Torment?  Because Arkham Asylum lets you expe­ri­ence what it’s like to be a very par­tic­u­lar per­son.
Some peo­ple ask “Would it be as good if it wasn’t about Batman?”  Of course not.  Would The Once and Future King be as good if it wasn’t about King Arthur?  Would The Last Temptation of Christ be inter­est­ing if it wasn’t about Jesus?  Like these other works, Arkham Asylum doesn’t just “hap­pen” to be about Batman.  It is entire­ly about what it is like to be Batman.  If it wasn’t about Batman, it wouldn’t exist.

The Dark Knight Rises

So why is this good or impor­tant?  Does it just allow young men and women to act out the ado­les­cent fan­ta­sy of dress­ing up like a bat and punch­ing peo­ple in the face?  Well, sure.  It does that.  Certainly part of the fun of the game is final­ly get­ting to appease the 10-year-old that ran around the back­yard in a blanket-cape and jumped off of trees.  And it’s impor­tant to note that there’s absolute­ly noth­ing wrong with that.
In all seri­ous­ness, Batman is a lot more than an ado­les­cent fan­ta­sy.  Batman is a leg­end.  Tom Bissell put it best when he said “Batman may have come to us through the comic book, but he belongs to American mythol­o­gy now, and it is as hard to imag­ine him hav­ing been cre­at­ed by Bob Kane as it is to imag­ine Jesus hav­ing been cre­at­ed by Mark.”  Batman is a Hero, with a cap­i­tal H– a leg­end, a sym­bol of jus­tice and pro­tec­tion and good­ness in a way that even Superman isn’t.  Batman always has an answer for every sit­u­a­tion, can always tough it out through what­ev­er any­one throws at him.  You can try to write him off as “a dude in a bat­suit,” but you would be wrong to do so, just as if you were to say Robin Hood is “a dude in tights,” or King Arthur is “a dude with a sword.”
Why do we all want to be Batman?  Because he’s bril­liant, tough and strong.  Because Batman always beats the badguy, and he always looks cool when he does it.  Because although he doesn’t play by the rules every­one else does, he is hon­or­able to a fault.  He will never kill the Joker, because he knows it would be wrong to do so.  Batman is self­less when we are self­ish.  Batman is strong when we are weak.  He can sur­vive any­thing and beat any­one, but he is just human and bro­ken enough to be believ­able.  Superman is untouch­able because he’s from anoth­er world.  No one of us could ever be Superman, and so the desire to be Superman is always thwart­ed, but Batman — you almost think you could be Batman.  He’s just bare­ly pos­si­ble.
Why else do we keep com­ing back to him, almost eighty years after his ini­tial debut?  The Dark Knight is a pow­er­ful arche­type, an inspir­ing leg­end, the sort of Hero that res­onates with every per­son.
The Adam West Batman still exists, and so, sadly, does the Clooney one, but Batman as an idea tran­scends all of that silli­ness.  Everyone who ever boot­ed up a copy of Arkham Asylum brought an idea of Batman to the table.  Every sin­gle per­son who plays the game knows who Batman is, and even where they might prefer Nolan to Miller, or dis­agree about the specifics, they agree about the fun­da­men­tals of the Batman mythos, and the fact is that Arkham Asylum sat­is­fies all of those dif­fer­ent pre­con­cep­tions.  When you play the game, you are step­ping into the shoes of a leg­end, and there’s some­thing pow­er­ful and beau­ti­ful about that.
I don’t wish to over­state this: Arkham Asylum, for all I’ve just said, is prob­a­bly not Great Art.  It’s a fun video game, and I rec­om­mend it whole­heart­ed­ly, but it didn’t give me any great epipha­nies about human nature.  But what it did is cause me to remem­ber one of the rea­sons I love video games and find them as utter­ly fas­ci­nat­ing as I do.  The great ones allow you to briefly aban­don your own expe­ri­ences and take up another’s, to re-enter the real world hav­ing lived for a while in a dif­fer­ent one, and to be bet­ter for it.  For a short time, I was Batman, and while I still eager­ly await a game which real­ly exam­i­nes the psy­chol­o­gy of the char­ac­ter in a more mature way, it was beau­ti­ful and fun, and com­plete­ly worth my time.
So, play Arkham Asylum.  It prob­a­bly won’t change your life.  It’s unlike­ly to make you rethink the nature of human­i­ty.  You’ll prob­a­bly spend most of the time gig­gling mani­a­cal­ly at the newest ridicu­lous­ly cool thing you just did.
But you know what?  It’s beau­ti­ful, and spe­cial.
And it lets you be Batman.

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