undeadexistentialist said:
Now, on to the topic.
Lots of people are suggesting that games are not respected enough as an art form, not mature enough, not successful enough (in this endeavour I mean, not in general) and that we ought to be trying to make the industry more progressive, more mature, more nuanced, and that all of this would add to the legitimacy of the claim that video games are art, and I agree with this. I also think I know of a way in which this could happen.
Just to address the "respect" thing from an angle that too many people approach it from (I know you're not making these arguments, but others do)...
The whole idea that a lot of people hold of video games being "respected" as an art form is wrapped up in notions of high art vs. low art. Fact is, things are only deemed "high art" in retrospect. Practically everything we revere nowadays was considered vulgar and degenerate in its time. Shakespeare's plays essentially threw all the "proper" genre conventions of the day in the garbage, and the Globe was basically his age's equivalent of a trashy drive-in movie theater. (Also, dick jokes. So many dick jokes.) Caravaggio's emphasis on theatricality and emotion in his paintings was considered brutish in comparison to the highly refined Mannerism that dominated art. Manet's depiction of naked (rather than "nude") women was horrifying in his time. Etc.
Practically all of art history moves in cycles Artists rebel against the status quo, their work is considered "not real art," then avant garde, then the new status quo that someone else inevitably rebels against. It's actually fascinating how quickly it happens in some time periods... impressionism went from "sucks, not art, gtfo" to "clearly the art of our era" to "sucks, too mainstream, gtfo" inside like 40 years.
Essentially what I'm saying is I don't think we need to worry about respect. To put on my hipster hat for a second, Duchamp, Warhol, and postmodern lit murdered the high art/low art distinction, and modern technology buried the body. It's not relevant in an age when everyone has equal access to all art, as opposed to when "high" art was too expensive for anyone but social elites to see or experience. Those who decide what art is "high" art are anachronisms, and besides, our medium won't get respect from them until
decades after we've demonstrated we deserve it. We shouldn't concern ourselves with what the "art world" thinks. Instead, we should be making, supporting, and discussing what we think is important. Film critics and gallery organizers won't "legitimize" gaming. It'll be people who get into the avant garde in their 20s who legitimize it when they're in their 40s. (Then our kids will think it's fine and conventional and our grandkids will think it's stuffy and old-timey!)
Ok rant over...
undeadexistentialist said:
What I'm thinking is that games need two essential things in order to help their integration into the artistic community. The first is games with messages. Now, let me say that first I'm not such a big consumer of indie games as I probably should be (especially given putting this suggestion in a positive light). I'm perfectly willing to accept that some, if not many indie games are out there to put forward a message. But it seems to me, in my inexperienced opinion, that we tend to be an all-or-nothing bunch. Either we're making a gloriously fun and ludicrously shallow gaming experience that's all about surface entertainment, or we're putting together one that's so unnecessarily deep that you'd expect to encounter anglerfish and so on before you get halfway down, and any ultimate meaning is lost in the ocean of vague, half-defined, open-to-interpretation possibilities about what it MIGHT be trying to say. What I think is needed is more of a middle ground; depth and complexity, but not snobbish disdain of actually having fun and intermediate goals and story-telling. An example of this would be the Path. I bought it, played it, was told about how open to interpretation and artistic it was, but to be honest.... I got nothing from it. To me it seemed like a bunch of different girls walking slowly around a forest occasionally encountering random collections of items with snippets of impressive-sounding words and not much else. I say (and I'm happy to both be corrected and to take suggestions for titles I should look for in this area, thanks to all willing to help) we need to stop with the one camp or the other, and try for a little mixing between the two.
Definitely agree on the middle ground. (Well really it's a spectrum, but we're on the same page.) The industrial processes that define how most games are made make analogies to film really applicable imo. Essentially we have our Michael Bays and our David Lynches, but we're sorely lacking Lucases or Spielbergs. I think it'll come in time. The problem is we have tons of people with vision and no resources, and tons of people with resources and no vision.
The shitfest that is the AAA industry right now reminds me a lot of the death throes of Hollywood's studio system, and that's
really exciting to me. If, God willing, we follow the same trajectory, we'll see AAA dev continue to stagnate. Then a AAA house with foresight will pull some indie devs in and give them medium-sized budgets and a lot of creative control. From there it's just follow the leader. This is essentially how American New Wave played out, taking us from empty 50's shlock to Coppola, Kubrick, Woody Allen, etc, all because
every studio wanted to put out the next Bonnie and Clyde.
It's not a perfect analogy... I don't know that game dev has a singular position comparable to a movie director than can deliver a singular vision, and Hollywood was in dire straits b/c TV crowded them out of their "mindless entertainment" niche, while gaming has no real competition. (Perhaps mobile gaming will be the TV to console/PC gaming's film? Who knows.) Plus the dev/publisher model is... less than ideal, to say the least. But I think it's a realistic prospect, even strictly from a business POV. Everything now is about huge budgets and spectacle. I think it'll be a goldmine for the first AAA who goes for medium budgets and soul. If you can sell half as many units of a game made at a third of the cost, that's a pretty nice profit. Great writing and great design require way,
way fewer manhours than great graphics... but they require vision, while graphics only require time and money.
And if you get people raving about how your games are pushing the medium forward, that's a good chunk of your marketing for free. Especially if they get the branding right--the whole "gotta build a franchise" problem can be fixed if you change the convo from "can't wait for the next ____ game" to "can't wait for the next game by ____."
If Activision had tied a "creator" to CoD 4, they'd be able to sell anything with that
creator's name instead. And if they just wanted to build franchises anyway, that name would be a franchise-creating machine. I don't buy the argument that "average" gamers wouldn't notice those things. Everyone knows who Spielberg is, because he was marketed. Game creators aren't.
Incidentally, we already have a model for how this would work: Ken Levine. (Not that his name gets any marketing either, but y'know. It should. Put it in the ads and on the box and then name recognition will move units of future games for free.) Rather, Ken Levine is exactly how you can take AAA resources and combine them with a visionary creator to get games with mass-market appeal
and artistic merit. We'll always have "popcorn games" like the CoDs and Maddens, and we'll always have our "arthouse" games too. And that's a good thing; they all serve their own niches. But I honestly think we're one step away from a
hell of a lot more Bioshocks.
undeadexistentialist said:
My next suggestion is one I'm pretty sure isn't about, and that's a movement or two. My girlfriend does art history and can tell me all about the tens and hundreds of artistic movements there have been across the ages and cultures, what they were about, how they worked. I'm sure, with little research, I could find the same in movies, and as an occasional student of theatre, I KNOW there are some there too. All of these are recognised art forms, and all have movements. So I say, why not us? Initially, many of you might say (and you're not wrong), that games cost a crapload of money and take up a crapload of time, even with an entire dev-team at your beck and call, so it's not like any small groups of enthusiasts can just band together and make stuff of their own. And my reply to this would be, while it's still true, it is becoming less so. Indie games are becoming more of a thing, there's software packages out there that can help aspiring game-makers who (not unlike myself) have a desperate hunger to tell great stories, and know less than sweet F.A about coding, drawing, animating, voice-acting, and everything else that's needed to make games. With the increasing focus (among certain genres at least) on user-made content and create-your-own-experiences, I think it's only going to get easier for people to get a jump-start into making their own content, and so I think this could be a happening thing. Game movements, I like the term already.
This is something I'd love to see in gaming as well, but I haven't really thought on how it'd come about. (Obv "big" genres come and go, but more like styles.) So can't really opine on it.
ANYWAY. As you can prolly tell, this is something I care a lot about.
Edit: Rereading, I notice I say "dev" a lot when I should prolly say "publisher," specifically re: dumb business practices. Not my intention to misplace blame. I tend to think of publisher-owned devs and publishers themselves as one unit, and I don't know enough about the industry to judge whether that's a fair assessment or not.