There’s a good writeup of my talk on the Meanland site here, and they’ll be putting up video, but for those who can’t wait (or want a transcript of sorts), I thought I’d put up my slides & notes.
Click through the fold for the content.
There’s a good writeup of my talk on the Meanland site here, and they’ll be putting up video, but for those who can’t wait (or want a transcript of sorts), I thought I’d put up my slides & notes.
Click through the fold for the content.
Recently, there has been a resurgence on question of ‘can games be art?’, with the film critic Roger Ebert categorically saying that they can’t, and the writer Lynden Barber echoing Ebert’s position.
One of the cornerstones of their argument is that are defined as competitive pursuits built from rules and states and goals, and that within that definition, nobody has produced art. The call, then, is to reframe what we are talking about – that the word ‘game’ doesn’t properly encapsulate the evolution of the form.
Except neither do the descriptors ‘film’ or ‘novel’ or ‘writing’ or ‘comic’.
Every other form has evolved beyond it’s initial frame of reference and gone on to encapsulate a wide range of expressions and forms – and games and play are no exception. Should we stop calling what children do when they play at being firemen or are recreating scenes from their favourite shows ‘games’ because their rules are fluid? Should we say that the story-driven epic-poem Sharp Teeth isn’t a novel because of its form? Should we say that Koyaanisqatsi isn’t a film because it doesn’t hew to narrative conventions? Should we say that Bioshock isn’t a game because there is no score as there is in Pac-Man? Should we say that Braid isn’t a game because the levels can be tackled in any order? Should we say that Mass Effect isn’t a game because it isn’t competitive?
The traditional elements of games – rules, states, and goals – are elements of what makes all of the above examples work, but they aren’t the only thing. Play is central to the experience, but it isn’t everything. Games (and play) are a synecdoche – where a single element of the thing is used to describe the whole. Other mediums are inclusive, and are synecdoches in their own right, so it seems strange that games should be treated any differently.
Another argument against games as art is the notion of authorial control – games cannot be art because they aren’t guided experiences, the audience takes some responsibility for guiding the experience. This presumes that the audience has complete control over the shape of the experience or the story, something technically infeasible, or that control and choice can’t be used in interesting thematic ways. Taking Bioshock as an example again, its central theme of control, of ‘what makes a man a man?’, and the subsequent mid-point reveal that your sense of control and the choices that you’ve made have been an illusion is an incredibly powerful storytelling moment precisely because the player has spent hours making choices and feeling in control.
A game like Mass Effect, again exploring themse of control and power, works because secondary and party characters reflect various aspects of the themes, and those elements are explorable within the narrative’s overall goals – stop the Geth, save the universe – but by giving the player the ability to explore those themes as they want, a greater engagement with the narrative is possible, and some choices carry greater personal weight because you as an individual make them. If you’ve spent 20 or 30 hours shaping your character as a reflection of you, the choice to wipe out the last of a species is your choice – not the characters, not the author’s, but yours. The ability of games to communicate experiences, to explore the inner world as a reflection of the outer by giving the player choice and a level of authorial control is an incredibly powerful tool.
But are these games art? What separates art from entertainment?
Watching the documentary Indie Sex on SBS the other night, one commentator made the point that one distinction between sex in art and sex in pornography is the intent of the sex and whether it contains subtext. The same argument can be made for games. How does something like Bioshock distinguish itself from Doom? Both are first person shooters, but Bioshock is about more than just exploring Rapture and killing Splicers. It’s about family, control, about the danger of unchecked power, and about a world built on a precarious philosophy. While it could be argued that these may not be particularly deep themes, they are there in the subtext of the player’s actions, the presented narrative, the game’s space, and it’s eventual resolution. The same argument could be made for many of the other games put forward as art – Shadow of the Colossus, Braid, Flower, Passage, or The Path. They all attempt to be about more than what is presented, and about more than the player’s actions.
Games (in their synecdoche form, not their dictionary definition form) have evolved – as film has evolved, as writing has evolved, as comics have evolved – to contain a wider range of creative possibilities than would have originally been possible. We should, as a broad creative culture, be inclusive rather than exclusive. We should look at the creative possibilities of choice and audience authorship rather than dismiss it as inferior to other forms. We should consider that games are made by adults, with adult concerns, and with aspirations to use these new tools at their disposal to create emotional experiences for their audiences.
In short, we should consider them as being art.
The Emerging Writers’ Festival just launched their program, so it’s time for the obligatory spruiking blog-post.
I’m running a 2-hour writing for games workshop with Express Media on May 22nd from 2-4. Details here. I’m going to cover the key similarities and differences between games & more traditional media and how to approach the process of games writing.
I’ll also be on the panel ‘Never Surrender’ on May 29th at 1:45.
Never surrender
Writing isn’t all about success stories! Join our writers as they speak candidly about rejection, creative risk-taking and projects that took ten years from creation to publication. Why do they stick with it, and is it all worth it in the end?
With — Paul Callaghan, Elizabeth Campbell, Sean Condon and Dee White. Hosted by Simonne Michelle-Wells.
And 20 minutes before the program launch, I was interviewed for the Arts Alive program about my experiences with the festival and why I think it’s a Good Thing(tm). (Summary: Writers > Readers for inspiration!)
Thanks to Lisa Dempster, I was at last month’s Format Festival in Adelaide talking about writing & technology on the Non-Paper Publishing panel. One of the other speakers, Estelle Tang, recently interviewed me about games writing for the Kill Your Darlings podcast. You can listen to it here.
And lastly, I reviewed The Pleasures of Computer Gaming for RMIT‘s Second Nature Journal. You can read that review here.
I’m going to be running a 1-day intro to games writing on May 3rd at AFTRS here in Melbourne. Anyone interested can register here.
This’ll be different, and way more in-depth, than the 2-hour Express Media workshop later in the month.
And if you didn’t hear – we announced this year’s Freeplay festival too.
It’s rare that I feel the need to write any sort of opinion piece on this blog, but over the past few weeks, there’s been a sudden upsurge in the number of poorly researched and negative games pieces in the mainstream media, and I wanted to draw attention to them all in the one place and maybe start a discussion about what we can do to address some of those issues.
Every new medium, no matter how similar to what has come before, has had to deal with the cries of the earth falling or our youth corrupting or the very threads that hold our decent society together fraying and unravelling, and games are no exception, but recently the number of mainstream articles with exactly that form have appeared online in the mainstream news.
I’m running a writing for games workshop with Express Media and the Emerging Writers’ Festival on May 22nd.
Details from the Express Media site are:
Express Media in partnership with the Emerging Writers’ Festival presents:
How To Write Computer Games with Paul Callaghan, 2-4pm. The Wheeler Centre, 176 Little Lonsdale Street, Melbourne.
$10
Games, like all mediums, have their own strengths and weaknesses as a storytelling medium. This workshop takes a look at what makes games tick, what you can learn from traditional forms, and what you should know about the expressive power of mechanics.
2010 is shaping up to be a pretty interesting year…
I’ll be at the Format Festival – Academy of Words in Adelaide on March 13th. Definitely talking about non-paper publishing, but might also be chairing something else. Details here.
I’m also taking part in the next Meanland event – Reading in a Time of Technology – on May 19th at the Wheeler Centre. Details here.
And, lastly, I’ll once again be talking at the Emerging Writers’ Festival, sometime from May 21st to May 30th.
As the year scrabbles to a close, the steady stream of conferences and presentations comes to an end.
World Congress of Science and Factual Producers
On Friday December 4th, I took part in a speed-networking event at the World Congress of Science and Factual Producers. What was interesting about this was being able to step away from the traditional pc/console space and think about new opportunities to use games and games technology.
In talking to the directors and producers, I had the thought that perhaps games were closer to documentary features than to narrative features. The topics explored – happiness as a contagion that can be tracked using network theory, or a man who built his own 300-million search-and rescue empire – were built on the film-maker exploring the world, creating theories, and constructing the narrative as they go, which is a clear analogue for what players do in games.
Not to say that there isn’t room for narrative in games, but modelling gameplay & the reveal of narrative in more of a documentary style might prove to be a useful template.
Game Connect Asia Pacific
Or GCAP as it’s less mouthfully known, took place at Crown from December 6th – 8th. I gave two presentations – one on games and games literacy (which was attended by only 5 people due to a last minute room change) and one on the creative process of writing and how that applies to games. Due to meetings and general schmoozing (and also pulling together my writing presentation), I saw almost none of the conference itself (other than Tim Stellmach’s keynote & the indie games that I was judging), but came away with the overall impression that from an art & design perspective, the content was unfocused and weak – which is reflected in a single stream that contained all of the art, design, and audio talks. As design is one of our local industry’s challenges, it would be nice to see an increased focus on it next year.
Details on the presentations after the fold.
As a followup to my local data breakdown, I thought I’d link to some other interesting findings:
Added 17/11/09: Marketing influences games more than ratings
Survey: Game Score-to-Sale Theory Again Disproven
A study from 2006 that concludes no correlation between sales & score.
When Pundits Attack: Game Sales vs Game Quality
This compares metacritic rating to overall sales for 1281 games during the PS2 era.
Each metacritic point is worth 7.7 extra sales per day
Some data extracted from between March 2007 & March 2008
The influence of metacritic on games sales
A more recent study from May 2009.