[QUOTE=lissener]
Doesn’t this question take it as a given that there’s as much, and as much of value, and as much of as *much *value, to write about *in *video games as there is in music? Don’t get me wrong; I’m not dismissing them out of hand. I’m just suggesting that the things that “serious” critics write about in music–or art or movies or whatever–are not necessarily the same things that people who value video games, value *in *video games.
That is to say, do the things that people enjoy about video games *necessarily *lend themselves to the kind of writing you’re talking about? I’m not convinced of it yet. Personally, mind you.
No doubt there are video games and video games. And no doubt, as the games evolve, a Bangsian chronicler will make himself (or herself) heard. (How old was the Rock and the Roll before serious critics took it seriously?) But I don’t think it’s a given that such a thing should already have happened by now.
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Well, video games have existed for over thirty-five years, dating from the original Pong cabinet released by Atari in 1972. I’m pretty sure people were writing serious criticism of rock’n’roll before the mid-eighties.
But, that’s not really a fair comparison. While rock’n’roll was new, music certainly wasn’t. Video games are arguably the first wholly new artform since the invention of the novel. There’s really no other artform that compares to it. It borrows elements from a number of other artforms, particularly the cinema, and so is often compared to those forms to its own detriment. The best video game ever won’t ever be as good as the best movie ever, when compared using the criteria of a good movie. But videogames work in an entirely different manner than movies. Many of the truly great video games use cinematics that don’t compare to the visuals in the absolute worst works of the cinema. Many of the great video games have writing that would make Danielle Steele blush with embarassment. Because what makes a video game work as an artform is not the narrative (although it helps) or the cinematics (although it helps) but rather the game play mechanic. And there’s no analog to compare that to in other art forms. Once people started recognizing how much depth the genre held, rock’n’roll could be compared to earlier forms of music, and take concepts and vocabulary from that. The early cinema critics could borrow from the theater critics. Serious video game critics have to start, literally, from ground zero, creating entirely new paradigms of quality and expression to define what makes a video game uniquely a video game, and why that’s important artistically.
Look at something as simple as Tetris. This is probably the single most succesful video game ever made. There are thousands and thousands of different iterations of this game. The number of hours cumulatively spent by people playing this came in incalcuable. But what draws them to it? There’s no story to it at all. There’s no characters. There’s really no music - there’s a distinctive Tetris theme that we all remember from the arcade version, but that music isn’t central to the experience, the way the music is central to, say, the opera. We’ve likely all played versions of Tetris that didn’t include that particular music at all, and found that the gameplay itself - the thing that makes Tetris Tetris - is unchanged.
Critics from other mediums dismiss video games as being unable to reveal anything profound about the human condition. But people have spent hundreds of hours of their lives fitting little colored blocks together. Tell me that isn’t expressing something fundamental about the human condition. The problem is, we’re still trying to figure out what it’s telling us about the human condition, because no other artform has ever touched on that aspect of humanity in the way video games do. It’s entirely uncharted territory, and we’re only now starting to map it out. But to do that, we need to get away from the expectations of other media: you can’t map the new world if you assume it’s going to be the same shape as the old one.