2 March 2005

Edge 148

It’s six years since I began writing a little book called Trigger Happy. Back then my usual explanation of the project, when I was chatting to people at parties, was that it was about “the aesthetics of videogames”. It was an impressively efficient conversation-killer. Blank stares and silence while the interlocutor carried out a rapid internal monologue: “Okay, now how am I going to get away from this geek?” Almost worse was politely feigned interest - a long-drawn-out “Oh!”, and then, hesitantly, “You mean, how they look?” Well, not exactly. Not only. Can I have some more beer?
This phrase about aesthetics, once received as a pure oxymoron - a baffling juxtaposition of high philosophy and low entertainment - now seems to be more generally palatable. People know about Grand Theft Auto et al - if they haven’t played them they’ve seen someone play them, or they’ve read scurrilous newspaper reports about them. And they accept more readily the idea that there’s something interesting going on. Meanwhile, both within academia and without, there are more and more good writers who don’t feel embarrassed to be writing about this form of art.

It’s a slow process, to be sure. When my book was reviewed in the august pages of the Times Literary Supplement, a mysteriously fatigued woman complained that it was “far too long”, and, in a borderline libel, accused me and my editor of deliberately spinning the subject out to fill the covers. As if a whole new genre of creative endeavour did not merit even 250 pages accorded to it! Her response is typical of a kind of prejudice that still exists in certain quarters today.

I was fortunate to receive a somewhat more positive review from Tony Parsons, music writer turned professional dad and sentimental novelist, who performed a nice rhetorical trick. After saying that Trigger Happy was “almost certainly the best book that could be written about videogames”, he proceeded to explain that this was because videogames were essentially worthless. In his day, you see, youth culture was punk - rebellious, cool, creative. A youth culture of gaming, on the other hand, just means that we are all placid slaves of corporate dream factories. It’s a clever argument, designed to appeal to ageing reactionaries everywhere, but it won’t hold up. We are no more force-fed the mechanized results of other people’s imagination in videogames than we are in the cinema. And just as in cinema, among the wealth of works produced, there is always a mix of cynical blockbusters and original, stunning works of beauty.

I’ve been gratified to see that many of the arguments I made in the original book have been brilliantly answered by the best games to have appeared since. (I am not egotistically claiming to have altered the course of gaming history, just that certain gifted designers had independently noticed the same things I had.) I argued that games should create coherent, beautiful spaces to engender an emotion of wonder, and then along came ICO. I suggested that games mightdraw on the non-realist traditions in art history, and then there was Rez. I insisted that a feeling of dramatic involvement would arise from improvements in AI rather than in prescripted cutscenes, and we got Halo. I hoped that games would widen their scope with new control systems: hello, EyeToy.

These jewels of recent gaming history do not quite make the book’s arguments obsolete, since there are still mountains of dull and incoherent gaming fodder. The stylistic shift between Prince of Persia: Sands of Time and its sequel I find depressing, an acknowledgment that marketing a clichéd aesthetic to teenage boys is still seen as the best way to assure profit. And for every MGS3, pushing the boundaries with ideas of complex corporeal peril, there is a Doom 3, a glorified tech demo whose symbolic paucity and spatial failure would have been risible 10 years ago.

Meanwhile, games still have a long way to go in treating the political arena with any consistent maturity. What does it mean to put terrorists and law-enforcement agents in a game after 2001? Episode five, season four of 24 plays out like a cross between Metal Gear Solid and Time Crisis; conversely, I look forward to the first game that explicitly takes place in the world of swirling propaganda and arcane geopolitical strategy of our current “War on Terror”.

This column, dear readers, has a retrospective feel because it’s the last one. I am hanging up my thumbsticks and working on a new book about political language. I would like to say that it has been a privilege to write for Edge, and to engage in many conversations with its consistently intelligent and passionate readership. It has also been most stimulating to rub up against my fellow columnists. I thank Messrs Mott and Diniz-Sanches for indulging me. And I look forward to continuing to observe the world of games as a consumer. As long as we have a Kojima or a Mizuguchi around, I think it will be a very interesting ride. Stay trigger-happy, won’t you?

5 comments


chris kaaring

9.34 Monday 15/10/07

as close as i can come to call my self a fan of something- i am a fan of steven poole. i hate blogs, but i find myself enjoying yours. trying not to seem to desperate, i wont indulge in more superficial appraisal, but i thought you deserved some credit.

´trigger happy´ is on the curriculum for a subject on computer games at the university of oslo, and im enjoying every logical nexus and subtle humorous twist.

also, thank you for introducing me to writeroom via your beheading of msword.

just in case you too have a confirmation seeking child inside of you- in the myriad of bullshit, you make a difference.

chris
-psychology student from oslo, norway.

 
Steven

14.28 Monday 15/10/07

I am happy to admit the existence of said child - thanks!

Brendan Scully

22.11 Friday 22/2/08

I’ve been doing research on the aesthetics of video games and the means through which certain games achieve immersion. Your articles are great man, I’d love to read the book as soon as possible. I’m curious what you’re currently investigating, hit me back if you have the time.

-Brendan Scully, Dartmouth ‘10

Alex Boland

22.18 Monday 24/3/08

I can sympathize with this, I’ve talked to people about video games as a rising form of art, and I’ve been ridiculed and shied away from countless times. So I usually don’t even try anymore; there are a handful of people that are interested in my attempts, but for the rest, I pretend that video games have been and always will be for kids.

I hope that at some point in my life I’ll create something to prove them wrong, or maybe I won’t, but it’s well worth it either way. My study has led me to have to think in so many different ways: about process vs. data, how to think mathematically, what play means and what it says about our biology and ancestry, why art is important, etc. etc.

That must have sounded a bit long winded and tangential, but my point was to say that I’m with you in your beliefs. I’m more purist I suppose in thinking that 99% of all games created are complete garbage, but nonetheless we both believe in the possibilities of this medium.

-Alex

Souvik

12.15 Sunday 6/7/08

Not sure if any one else hasn’t already pointed it out (since the book has been around for so long), page 132 of TH has the following error: ‘Films based on videogames are even worse, as anyone will testify who has giggled throughout the truly spectacular artistic abyss that is Street Fighter: The Movie, starring sex symbol Jean-Claude Van
Damme and renowned pugilist Kylie Minogue’.

Maybe, you can correct it in the pdf version. Quite funny though.




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