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Videogames as Art: Mo Money, Mo Problems?
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Wednesday, July 15, 2009

Editor's note: So it's our time, not just our characters, that's getting fracked every time we play a game? Nicholas explains how videogames are out for our most valuable currency. (Hint: It's not money) -Jason



My first post began, in a way, as a response to an article from Omar Yusuf on the consequences of death in videogames, but by the end I found that it had become a monster of a different nature. However, this preamble is crucial to my argument later on. This is a controversial topic, but I hope to approach it from a fresh angle.

Death, fundamentally, is a communication breakdown between the user and the device. In other words, the player does not experience anything within the virtual world posthumously (it's important to distinguish between the death mechanic and death within the narrative, which does not necessarily entail this disconnect).

"Kicking" the player off of the machine is clearly an archaic methodology, a holdover from when quarters were a significant source of revenue and arcades were, well, relevant. Today, many designers have implemented less jarring interruptions, choosing to encourage success through tangible reward systems rather than chastisement.

The proliferation of RPG elements, like Call of Duty 4's rankings and even Microsoft's meta-Achievement system, offer permanent "benefits" for exceptional performance, and both have proven to be exceptional motivational tools. Of course, today's indisputable champion of character growth, World of WarCraft (with a respectful nod to Diablo), functions as an immersive and addictive player experience by providing a number of obtainable items, titles, mounts, and achievements.

With this in mind, I encounter a rather obtuse question: Death, from its humble arcade beginnings to its mellow and progressive form today, is a necessary tool in the videogame medium that must either be included or suitably substituted for -- but what is its ultimate purpose?

The answer, I'm afraid, is a little anticlimactic and painfully obvious.

 

The true cost of death in a videogame is time, the universal currency that you're endowed with at birth. The disconnect between man and machine brought about by death is not favorable, but in simpler times it was a sufficient, albeit frustrating, tool to occupy the player.

Today, game designers have implemented mechanics that ensure greater time investments by limiting breaks in the immersion of the experience. Death and the "Reward Stream" serve the same purpose: to extract more of your time. Yes, every major company on the planet is desperately competing to occupy as much of your life as possible, and the videogame industry is no exception.


Thom Yorke and Daniel Day-Lewis -- best friends?

This applies to the entertainment industry as a whole. It is, of course, their role in the grand scheme of things. But consider the last film that you saw or album that you listened to. Did Thom Yorke get to track 8 and then force you to listen to tracks 4 through 7 again because he made a mistake? Did you have to endure a corpse run through the state of California at any point during There Will Be Blood? It's unlikely.

Yet if either of these situations ever came to fruition, the general public would undoubtedly pan the piece for being repetitive or meandering. But these seem to be qualities that we value in videogames. It's not because the scope of the narrative or sequence of events is impossible to condense into a three-hour movie. Videogames, more then any other division of the entertainment industry, benefit from the consumption of your time. The notion of "bang for your buck" breeds a ludicrous amount of customer loyalty given the steep initial investment most games require (when compared to, say, a movie ticket).

This brings me to my final question, and it's a big one: Can one consider games as an art form when many (but not by any means all) of the fundamental mechanics of the medium are designed to occupy as much of your time as possible?

In other words, when such a great deal of the average game experience is dedicated to consuming the player's time, can there be legitimate, untainted expression akin to a Radiohead album or a Paul Thomas Anderson film, which are essentially undisturbed by content-volume prerequisites? Where other entertainment mediums often predate the growth of their own industries, videogames originated as a marketable product and continue to focus on consumerism. If you compared the intended artistry of the videogame to, say, cocaine, 99 precent of the material on the market would be a 10/90 split of the good stuff and baking soda.

I think the question may be a little more complicated than stated above. While significantly larger than it was even five years ago, the potential audience for videogames pales in comparison to the recording or film industry. The time and manpower invested into a game necessitates the price tag, given that there are relatively few customers to purchase the product in the first place.

Videogames have the unfortunate privilege of being the new kid on the block in the world of entertainment, and they've entered at a stage where corporate control at all levels of production is practically mandatory. And while services like iTunes have enabled a resurgence in independent game design and distribution, it's important to remember that the videogame medium was born and developed in a period of time that demands commercial success.

As it matures, perhaps the industry can rework the fundamental components of its product into something that can be appreciated in the absence of consumer-oriented hooks. But I feel that the gaming community should take a moment to appreciate the fact that reaching that plateau is by no means a necessity or eventuality, and as such that plateau may never be attained.

What do you think? Leave your thoughts below.

 
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Comments (7)
Why__hello
July 11, 2009
Artfully crafted article. I think you've done an inspiring job of unconvering a fundamental truth concerning the "video games as art" debate.

Well done!
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July 11, 2009
One of the problems, as you mentioned, is games being artificially extended through achievements or other meaningless experiences or objectives.

For an experience to be "art" it has to have more significance than some numbers or a meaningless trophy. While these goals do extend play time and can be very fun, they are by no means "art". It makes good business sense to increase the time factor you're writing about, but it often results in turning potential art into plain old entertainment.

WoW is a great example to use because it uses an intensely frequent reward system to keep players interested, thereby using artificial elements to extend play time. Find a new area? Get exp. Kill a boss? Get an achievement. Acquire certain items? Get an extra vanity item. It's the implementation of these "exceptional motivational tools", as you put it, that annihilate any chance WoW ever had of being considered art and reduces it to a Pat On The Back simulator.
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July 12, 2009
AWESOME!!:D
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July 16, 2009
If you compared the intended artistry of the videogame to, say, cocaine, 99 precent of the material on the market would be a 10/90 split of the good stuff and baking soda.


At first I thought that meant you think 99% of games are 90% crap, but I figured that’s a lot of hatred for video games for someone writing on a video game enthusiast site. So, I reread that to mean that you see only 10% of video games being intended as works of art, and I can agree with that. I would rate movies at about 20% (generously) and music at maybe 60% on your coke purity scale. But really, that’s irrelevant to why I take umbrage with your article.

Video games were devised as a form of plain old entertainment, as Nick put it. It's only a relatively recent development that the medium has had the power to try to be artistic. Video games are still evolving, not just in terms of graphics and interface, but in terms of ambition.

So my problem is that you're pitting the artistic qualities of a 30ish year old growing media (video games) vs. the artistic qualities of a 100 year old media (film) vs. the artistic qualities of what might have been Man's first form of creative [removed]music). The inequity of that comparison dilutes your argument, in my eyes, though it is well written.
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July 16, 2009
I don't know why it [removed] the word expression, but it did. :'(
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July 17, 2009
I wrote up a comment for your article, which I liked and agreed with for the most part, but it kinda blew up like yours did as your own response to another article, but mine was messier: http://www.bitmob.com/index.php/mobfeed/Games-as-Art-Artistic-Language-of-Games-Parallels-between-Film-and-Game-History.html. I agree with your points on death in video games, I agree with not wasting player time meaninglessly, but I disagreed with your last two big paragraphs, the bulk of my massive meant-to-be-comment addressing/relating to those. Thanks for your post!
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July 17, 2009
to Jonathan: I'm working through your post, but I hope to mount an intelligent response to it soon. Thanks for taking the time to collect your thoughts.

to Mike:I hesitate to compare film, music, and video games, but find that I must given that they are heavily marketed, technologically driven, and have mass appeal on a scale beyond that of visual art or theatre today. They are the most closely related divisions of the entertainment industry, but it is very true that they are not on even footing developmentally. What I tried to highlight in my article was the very fact that video games are a new medium, concieved and delivered in a time period that is vastly different from the origins of both film and music. The aforementioned have had years to evolve to the state that they are in now. Of course, the decades (centuries) head start has not necessarily improved the quality of the product. In fact, I think the argument could be made that the increased pressure to be profitable has drastically changed the developmental procedure for both film and music (see boy bands, idol programs, summer blockbusters, sequels etc.)over the past 30 years or so. Video games, like film and music today, are a product, not unlike shoes, cars, and vacuum cleaners. The emphasis is on obtaining and maintaining a consumer base for the product. But unlike film and music, the basic "tools" or the developers tool kit, the colours on his palette, are primarily market oriented time sinks. While any of these forms of entertainment require a time investment, video games profit the most from it, and so I find it much more difficult to separate "video game" from "video game industry" than "music" from "music industry". At this point I risk venturing into material I'd like to address in another article,but I hope I clarified my piece a little. I intended for the piece to create some creative dialogue about the subject, and posts like yours are exactly the type of responses I was hoping for.
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