Questions Games Make Us Ask
Written by Dr. Gonzo Friday, 10 April 2009 02:31
The Questions Games Make Us Ask
(or, How Impaling a Man Leads to Higher Wisdom)
So my current obsession is MadWorld, the recently released bloodbath for the Wii. In this monochrome piece of wonderfulness, you play Jack, a a burly contestant in a game show where the rules are simple: kill as many people as you can. Actually, the term “kill” is an understatement. What you are ACTUALLY doing is ENDING people in horrifically brutal fashions that lead me to believe there should have been twelve, possibly thirteen commandments in the old testament just to cover the shit you can do in the first level.
Now, I have a rather strange custom when it comes to new newly purchased games, in that I will play through them twice before moving on. The first time is for the fun of it, just to experience the game, and to be entertained. The second time is where I put on my “pretentious hat” and try to actually analyze what I'm looking at, like a coffee house beatnik at an Andy Warhol exhibit. Yes, I tried to analyze, and find intellectual merit, in Madworld. Crazy, I know. Crazier thing? I succeeded.
The academics of the world, no doubt because they are incredibly bored, have a major habit of analyzing pieces of popular culture to find “meaning” behind it, regardless of whether or not the author intended it. You know what I'm talking about, you've seen the critics, standing there all smug in their cardigan sweaters, proclaiming that The Great Gatsby is the shining example of lost love during the early twentieth century, or how the fact that because Zhang Ziyi wore red in Memoirs of a Geisha, that it symbolized the oppression of the working class in Tibet or some shit like that. The quality of any creative work (as judged by pretentious academics) is the level of meaning that the viewer can derive from it. Said pretentious academics (we'll just call them “Smart Dicks” from now on) are particularly fond of things that force the viewer to ask “the hard questions”...whatever the fuck THAT means.
It would be naïve of me to say that games have always been deserving of worthwhile academic study. I don't really see how one can try to relate Pac-Man to Plato, but recent years have seen a sort of maturity come to the games industry. Stories are more involved, realism has gone up, and even some Smart Dicks who previously scoffed at video games have been involved with making them, such as Stephen Spielberg and Harlan Ellison (who has the dubious honor being both a Dick and an asshole....ok, I'll stop now.) But still, there hasn't been much of anything that asks “the hard questions” until very recently.
Let's return to Madworld for a moment. On the surface, it seems to be nothing more than a game where you kill everyone you see by jamming as much metal into their bodies as you can before vivisecting them with a very Bruce Campbell-esque chainsaw, and while there is certainly nothing wrong with chainsaw-related murder (Mr. Campbell HAS made a career out of it, after all), the reality is that the game is actually quite a bit deeper than that. The game is, whether the creators intended it or not, a kind of study with the human fascination with violence, blood and death. This is no more apparent than at the end when Jack asks the villain (who shall remain nameless to avoid spoilers) why said villain has taken over a city and forced the inhabitants to reenact Gladiator on a massive scale. The villain's reply is that it was because he was fascinated by all the killing. It's at this point that I began to subconsciously wonder to myself why it is that humans have such a need to see pain inflicted on other human beings. Madworld is the Fight Club of video games: a casebook study of human nature that's been well disguised by being painted in buckets of blood.
Well played, Sega. Well played.
I already hear anti-game naysayers crying out that this is just coincidence, but this has actually been going on for quite a while now, only its been very piecemeal at first, but the meaning is there if you know where to look. It could be said that the System Shock duology is a study of the dangers of playing God. The Hacker gives SHODAN free will, so she tries to kill him, then in the sequel, she creates a lifeform of her own that tries to kill her, thus repeating a vicious circle. Or, if you're more of a technofear fetishist, it could be said that SHODAN represents the fear that eventually the mechanical creations of man will one day enslave us. Either way, it still made me give a few weird looks any time I read an article about scientists trying to create A.I. And these are games that came out in 1992/99 respectively!
Or what about Bioforge, the story of a mind wiped cyborg waking up in a laboratory, not knowing who he is, how he got there? At the game's start, he doesn't want to hurt anyone. He'll beg and plead for the soldiers to stop attacking him and expresses regret after he's killed them. All he wants is to know “What the FUCK, dude?!” But as his pleas for peace continue to fall on deaf ears, his pacifism is replaced with rage, and by the end, he's a remorseless killer, who couldn't give a damn about his real identity. Its a pedestrian example, I know, but I think Mary Shelley would have been happy seeing the themes of her opus echoed in interactive form. Its games like these, that make a STATEMENT that resonate so much with players.
Recently, I was perusing my usual gaming news periodicals when I saw something that caused my brain to explode out of the back of my skull. Konami has announced plans to create a game based not only on the Iraq War, but on the totally true REAL LIFE battle in Fallujah. It's called Six Days in Fallujah, and its not even in beta, and its already causing a controversy. After retrieving my freshly blown brain, I sat to think of the consequences of this, and the implications are staggering. If this game is made how they say its going to be, then we have a game that, for the first time in industry history, is going to dare to make a bold, political statement. And people are not happy about this.
Now, before I continue, I want to say that I am not in any way belittling the war, or the brave and men and women who serve in it, nor am I degrading the families who have lost loved ones to the war. I'm not trying to push politics, nor make any point beyond my thoughts on the game industry.
There are countless books and films that have made political statements. Heck, within the past year we've seen films like Rendition, Stop-Loss, W, and Home of the Brave that have spoken on the politics in, around and behind the Iraq War. Some have supported these works because they agree with whatever point its trying to make, and others have hated them because of it. And yet, Smart Dicks LOVE this kind of shit, BECAUSE of the controversy it stirs up. If it can get people talking and discussing their beliefs, then they're all for it. So why is it that movies and books are allowed to make political statements and games aren't? Isn't this exactly what “games are toys” naysayers have said needed to happen before they'd take gaming seriously?
If the best works are the ones that ask the “hard questions” then Six Days in Fallujah, if done the right way, could be one of the most noteworthy games in history. It takes a set of stones to make a creative work that makes a political statement, and if Fallujah can pull it off, then think of what this could mean for the future. Think of an era where the game DEVELOPERS took the message of their games as seriously as the gamers do!
I personally look forward to the days when I'll be able to have a serious discussion with someone about the merits and meaning in video games. I would love one day to walk into a bookstore and see a book of philosophy according to Final Fantasy. And it would make my day if I were to learn one day, college classes on ethics, philosophy and psychology were being taught with games as teaching aides. But none of this will be possible if games don't continue to grow in their depth and in their meaning. And it most certainly won't come to pass if we don't continue to look beyond the blood, and beyond the pixels to find the hidden meanings in our treasured medium.
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04.27.2009 - 14:56 | DrGonzo - Six Days in Fallujah Canceled.
Son of a bitch...there goes my whole thesis.
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04.28.2009 - 11:34 | RikkuSWiRLs
Canceled? Well, only by Konami apparently.
http://kotaku.com/5229698/the-fate-of-six-days-in-fallujah
I guess we'll see what Destineer decides to do. :o
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04.12.2009 - 13:03 | LUrabbi
Great article Dr. Gonzo, although I'm a little surprised that you didn't mention Bioshock. That has to be one of the deepest and most thought-provoking games I've ever played.
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04.12.2009 - 13:36 | Lotus Prince
Dr. Gonzo, I can't provide you with a philosophy book according to Final Fantasy, but I think that you'll still be satisfied with this.
http://www.opencourtbooks.com/books_n/legend_zelda.htm
Also, a surprisingly deep game was No More Heroes. It also appears to be killing and more killing, for the sake of getting to a boss, pausing only to raise money to open the next level to kill some more. But the game itself is a very amusing commentary about videogames in general.
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04.14.2009 - 03:58 | krystlemonster - I must have this game!
I like your article. It was informative, interesting and has about the same flow as having a conversation with you. ^Gives thumbs up^ I must purchase this game, funny that I haven't heard of it before. *feels dumb* Xp
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04.14.2009 - 06:30 | krystlemonster - Okay, so I have more to say.
Unfortunately, most games are begun with code first, without any clear storyline to speak of. They are based on the mechanics of the game, effects that need to be achieved; physics of enemies and the game engine available. Everything else is painted on later, skins, environments, weapons, actual models and then comes the game play. Characters and story line come last. Most games are made for money like the countless sports games that barely improve from year to year or to achieve a certain level of mechanical and visual awe. Take Devil May Cry, that game was rumored to be a resident evil, zombie type game and they installed marionettes and other odd characters last minute instead of the zombies and like characters. Kinda sucks that games get re-formatted all the time. I don't know if what you are purposing will ever happen in a normal extended learning institution. It might pop up in a gaming specific literature class, game philosophy class or a 21st century society class for liberal arts might be the best bet to get something of that nature published.
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04.15.2009 - 08:55 | Wowbagger - Great work "Mr.Thompson" ;)
Man, you could have chosen a name easier to live up to!
But your writings are really good! I would be more carefull with the typefase etc.. cause it's really exhausting to read now, espechially on a computer screen. :s
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04.16.2009 - 15:24 | krystlemonster - re: Great work "Mr.Thompson" ;)Wowbagger wrote:Man, you could have chosen a name easier to live up to!
But your writings are really good! I would be more carefull with the typefase etc.. cause it's really exhausting to read now, espechially on a computer screen. :s
I was going to comment about the same thing.
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04.16.2009 - 16:18 | RedCoyote - re: Okay, so I have more to say.krystlemonster wrote:
Unfortunately, most games are begun with code first, without any clear storyline to speak of. They are based on the mechanics of the game, effects that need to be achieved; physics of enemies and the game engine available. Everything else is painted on later, skins, environments, weapons, actual models and then comes the game play. Characters and story line come last.
I agree with this statement for the most part; from what I know of games (and I am a gamer and am planning on entering the field after I graduate college), the game play concept comes first, because a game, no matter how psychologically deep or introspective it may be, is not entertaining if the actual game play is not fun.
However, games are getting to a point where less time can be spent on game play concepts and more on the aesthetics. Quite often, the game that succeeds as a runaway hit is one that combines aspects from several other games while at the same time making these game play aspects their own. Though it's not the case in all games (and it should not be, because innovation is good), the question is changing from, "What new game play aspects can I create" to "How can I make this aspect my own".
If I might borrow a quote from someone I know, "Take the chair that you are sitting in; it is made up of molecules. Now, take yourself; you are made up of molecules. Fundamentally, you and the chair are made of the same thing, but it's how you are constructed that makes you unique from each other." Granted, this is not a scientifically sound quote, but the general idea is there. With games becoming more about differentiating themselves, there's more room for deep story and psychological questions. Even games that entirely revolutionize the genre are beginning to posses in depth stories, or in the very least entertaining narratives.
The point I am trying to get at is, while game play is very, very important (they are called video games), story is becoming increasingly more important and it's hard to say if one takes priority over another. I've played games that, if I really analyzed the game play, I would have to say that they weren't all that thrilling when compared to other games, but had me more intrigued than these other games because of the story. Likewise, I've played games with little to no story that have kept me entertained from start to finish and on into the replay.
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04.18.2009 - 15:36 | krystlemonster - I can agree with you in some aspects.
Most games that I have been involved with have a general platform to conform to and general PC game coding, I am on the creative side of gaming design coding or the art and most of the time when I get a game, it has all ready had it's major coding done, all I have to do is come up with a story and art that corresponds with that platform and make it work.One does have to start with a specific type of game play in order to "make" a game work and then the "pretty" stuff goes in later once all of the kinks are gone from the game play. What good is a pretty game that crashes or freezes? Game Mechanics are the most important first.
Also Most games that are successful PC/Console games are made by big companies or are made by private leagues/groups that have received some huge endorsements for their game.
I like when games have in depth story lines and look great, but some games you are like WTF is going on?
I would like to one day see more games integrate US game play mechanics together with Japanese/Korean game companies attention to detail, artwork and story.
It really depends on the person and what kind of game you like to play.

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04.17.2009 - 06:41 | surfingmullet16 - Aw, man!
You made my brain blow up when I read about that game about the battle in Fallujah! That's not cool, man.
Still, great article. It's actually very thought-provoking, and I didn't exactly expect that. But then again, I haven't read any of your articles before. I've got some catching up to do.
Plus, the idea that video games could evolve far beyond their current medium and fanbase is an EXTREMELY crazy idea. In a good way, though.
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Since, evidently, nobody has heard of Six Days in Fallujah, here's the wikipedia link.
http://en.wikipedia.org/wiki/Six_Days_in_Fallujah
Also, if you own a wii, buy Madworld. Trust me, you won't regret it.