This is not a post for everyone. Before you begin, I'd like to give you an idea of what this post contains. First, there is a video of the keynote address at PAX by Wil Wheaton in 2007 where he discusses the social aspects of video games to a convention full of self-proclaimed nerds. PAX is a giant gaming convention built on the foundation of a love of games and gaming. Wil Wheaton is an actor, blogger, and gamer. PAX is a phenomenon in itself, but I want to talk about something broader, which is whether video games are good and/or worthwhile. Following the video are three articles that talk about addictive aspects of games. These are not necessary to read, but interesting. And following that, I respond to the bunch. This entry is mainly about posting the keynote speech and a response.
Wil Wheaton Video (Not Suitable For Work: Very Strong Language, 1 Hour):
http://video.google.com/videoplay?docid=-4616592653905673144#Three Critical Articles on gaming addiction:
http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.htmlhttp://www.gamasutra.com/blogs/ErinHoffman/20090916/3065/Life_Addictive_Game_Mechanics_And_The_Truth_Hiding_In_Bejeweled.phphttp://museumtwo.blogspot.com/2007/07/game-friday-when-does-addictive-play.html––––
A second prelude: I am a nerd and I am a geek. That is a fundamental aspect of my identity. Everyone has their own idea of exactly what that entails, but to establish a few implications: I like math, computers, reading, role-playing games, video games, arcade games, card games, distopian universes, speculative fiction, fantasy stories, and dragons. There are other fundamental aspects of my identity, but this is where I’m coming from when I write this. I do not play many different video games, but I have spent a lot of time of a select few.
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Are video games bad for us as a species? Is there anything worthwhile or good about video games? I ask this question because it is common to hear gaming referred to derogatorily. Above and beyond the somewhat rare (though still disproportionately common) accusations of literally killing our youth, the prevailing social thought is that people would be better off not playing video games.
I’d like to begin by comparing video games to art. There
is an art to video games. Video games are multimedia (sight, sound, and sometimes touch or balance), interactive presentations. There are video games that are meant to be visual and aural masterpieces. Just as with movies, there are games that commission original scores, original artwork, original stories, but also original game design. Fundamentally, there is nothing in theater, two dimensional artwork, stories, poems, movies, or music that could not be part of a game. In addition, the interactive component can be utilized artistically. There are those that might criticize the commercialization of games, but we live in a world full of commercialized art. There are derivative video games meant to waste time and earn money, but there are plenty of similar books, television shows, and movies. There do exist video games that follow the mantra of art for art’s sake. There are also masterpiece video games that evoke emotions as strong as and convey messages as well as many revered works of art. Some games that are exceptionally crafted include Final Fantasy VII, Chrono Trigger, Ocarina of Time, Castlevania, and yes, even World of Warcraft. I will probably recall several particularly well executed and awe inspiring sections of World of Warcraft (WoW) for years to come. In other words, the possibility is there. As with art, we take away nothing physically, but rather a sort of social and cultural capital.
What is wrong with video games?
Frequently, video games are subjected to straw man arguments about social interaction and I think that the keynote address is an excellent starting response to that.
A more pressing concern comes from the three articles. On the more dangerous side of the spectrum, there are games where (quoting article one referring to article three), “the point is to keep you playing long after you've mastered the skills, long after you've wrung the last real novel experience from it.” As mentioned before, video games are not the only art form to fall prey to this vice. There are those people who pass the time watching episode upon episode of a soap opera or a reality show or a high paced series like Lost or 24 or Heroes. The first article discusses some "creepy" (and effective) mechanisms specific to video games to create such devotion.
The main problem is that there are games that don’t end. The problem with the famed addictive games such as World of Warcraft is that they are time sinks. Any amount of time that you put into the game just goes rushing down the drain. This is not as big of a problem with games like Solitaire because there is no incentive to play for ten minutes instead of five. However, games with advancement like Farmville or Diablo II, or the many multiplayer online games take advantage of the time invested to lower their own creative standards for late-game content. It is difficult to develop original content for the 5,000+ hours (2,500 two hour movies) that some (albeit few) people have spent on World of Warcraft.
Even within the games that end, there are aspects of game play that do nothing artistically but only exist to encourage game play. Inherently at the moment, games simplify our options and trivialize failure, which is understandably appealing. Even games that do end take advantage of the time we invest to lower standards. This is not the only way. For example, imagine a model UN video game where players make speeches and arguments that are judged and responded to by other players. Furthermore, “grinding” (or very repetitive actions needed to progress) can also be utilized as a tool to instill emotional connections or convey a message. Fine pieces of art can be achieved without the common level of shortcuts.
In many ways, PAX represents some of the best things about video games. PAX is a convention filled with gamers who inherently tend to be critics. There is legitimate interest in games as a creative creation and finding (and playing) truly exquisite games. In a technological age, video games are one of the greatest expanding possibility frontiers for art and culture. As an example, let us think of the strides that graphic design and game design have taken in the last twenty years. Let us be smart consumers of technological art whether it be mixed with games, movies, music, dance, or museum displays.