Thursday, October 13, 2011

I Don't Know What Video Games Are



A few weeks ago I wrote about how the most common media to compare video games to was  film. At the time it seemed a bit strange to me that the easiest comparison was films and not other types of games, as one might expect given the title "video games." That games don't readily come to mind when talking about video games, to me refects a confusion about what the medium actually is. personally, architecture always seemed a fitting comparison. I can imagine looking with awe at a work of beautiful architecture from a distance. I can also image exploring it, walking through it, interacting with it, as I would with something like Mario 64. And as I think more and more about the question of what games are, I’m inclined to the position that most video games are not in fact games, but a new type of media entirely that contains aspects of games within it.


What do we know about video games though? We know what they are not. We know video games are not films...or books or plays for that matter. And for a moment, I’d like to assume they aren’t games either. So what are they? In the article linked above, Most computer games aren't games at all... Mike Jones examines the nature of games, comparing various definitions of "game" to four popular video games (Tetris, Bioshock, WoW and The Sims), ultimately concluding that, of the four, only Tetris truly constitutes a game. In looking for the proper term, Jones suggests a fragmenting of our concept of video games, implying that there is no one category for all of them to fit under. In doing so, he suggests the terms puzzle, simulation, interactive story and virtual world, before eventually using the term “screen-based media entertainment and art,” a few times to refer to our broader cultural category for video games. This term seems overly broad though, applying to television shows, films, the Wii news feed, and any number of the diverse forms of entertainment that now inhabit our screens. It also applies to many games in the strict sense of the word like Solitaire or Snake. But I don’t think Jones sees it as a true definition either.  


Like Jones, I don’t endeavor to provide a successful definition of video games in this post. As Rick Altman writes in Silent Film Sound, "New technologies are always born nameless. Assimilated to multiple possible models, new technologies always begin life with multiple monikers rather than a single stable name." Maybe, as video games become widely accepted enough to demand more attention and increased variety, we will get to the point where multiple names become more appropriate than a singular name. And so I’m not going to try to re-name “video games,” but only to add some thoughts to help better understand what they are. I believe the concept of “crisis historiography” will be helpful here. First developed by Altman in a work that focuses mainly on the development of the cinema in relation to a host of other mediums- radio, vaudeville, photography, theater and others, crisis historiography provides a helpful twentieth century paralell to our twenty-first century dilemma. 


Altman uses cinema as his main example, but broadens his scope to highlight the ways that we conceptualize and define all new technologies and the resultant art that comes out of them. He argues that all representational technologies are socially and historically contingent. Moreover, they are defined specifically in relation to previously dominant modes of representation. For our purposes in looking at video games, literature, film, theatre and painting are the culprits. He writes,


Successful representation has always depended on the ability of new media to disguise themselves as old media, to meet the requirements established in existing media. Because new representational modes are perceived and appraised according to in-depth training received in the school of previous modes, proper understanding of representational technologies must always start with analysis of one medium’s attempt to do the job of another. (17)
In highlighting the ways in which we, perhaps by necessity, use standards established by previous media to explore the newer mediums, Altman defines nearly to a tee our current discussions about games. Consider the following quotes from Roger Ebert, G. Christopher Williams and myself:


– Ebert, “Video Games Can Never Be Art
No one in or out of the field has ever been able to cite a game worthy of comparison with the great poets, filmmakers, novelists and poets. 

We appreciate the design of the narrative circumstances in Hamlet because we are not involved in any way in the action…It’s a bit more difficult to make such an argument about the player’s experience in Catherine…
– G. Christopher Williams, "Why Video Games Might Never Be Art

When my game experience felt so much like my literary one, and not at all like my experience with the film, it brought to mind the overlaps between games, films and movies. 
–Myself, "Final Fantasty VI For the First Time: Why (Some) Video Games Might Be More Like Novels Than Films"
In each quote, we see the inability to escape from notions about how art and artistic mediums do and should function...notions that are based on our experience with previous forms. There are established standards that develop in large part from the previous media available to us and from the previous thinking about art through these media. And by assimilating our new experiences with newer media to our old standards from old media, we are able to make sense of what is undefined and novel. But are we accurate? And if we are not accurate, what elements of meaning, representation, truth, exploration and understanding do we miss out on by applying standards for what constitutes good theater or literature to a video game or internet video?

Given the blossoming nature of the medium in discussion, it seems like a safe bet to say that we don’t totally understand video games. Bur do we even understand the old standards and values that we use to evaluate art? If, like Altman argues, our understanding of media and art is socially constructed, then how can the theories and artistic standards that surround these artistic texts not be socially and historically contingent as well? Writing about the changing attitudes towards Shakespeare in America over several centuries, Scott Juster touches on this issue in an eloquent peice arguing that definitions of art are inherently mutable:

Herein lies the most insidious aspect of our historically-relative cultural hierarchy: we are compelled to position specific games and the entire medium along some theoretical, fallacious grand chain of artistic merit.  The chain is powerful and restrictive.  It brings order to a chaotic world by telling us what pieces of art are higher than others.  The chain feels like it has existed forever and is immutable, but we know that this is not true.  As is demonstrated by Shakespeare’s history in America, the boundary between mass entertainment and high art is composed of little more than social beliefs.
In our discussions of the validity of video games, we use definitions and terms as if they are settled and absolute, occasionally paying lip service to their ultimate subjectivity without really believing those disclaimers. However, the limitations of our own experience prevent us from knowing either the nature of art or of video games themselves. From Plato to Nietzsche to Barthes, there are innumerable theorists to back up whatever position we want to take about art as we attempt to define constructed and abstract concepts in ways that suit us. But the question is never settled. Both the mediums and the standards are in constant flux. And it seems at this point, we don't even have settled terms to discuss either.

Image via
Girl Gamer UK

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