Tuesday, November 22, 2011

Video Games evolving into a form of media

What is art? This is a question that has been on a lot of peoples lips since the first introduction of new media. To many, art is a piece of work from which each can draw their own interpretation, and emotional response based on their personal experiences, and personality. What large groups of people seem to agree on however, is what art isn’t. The conservative Christians in the so-called Bible Belt of the 30's and 40's considered the thriving popularity of movies to be the work of the Devil and the parents of the last decade spent their time worrying if little Timmy might learn how to hijack a car by playing Grand Theft Auto 3.

But can video games be considered a stand alone medium of expression? The shortsighted answer is a cold No. The more optimistic answer however is: Not yet, But it most definitely should.

When the general public thinks of video games they often think of them as playthings. A brief escapism from the everyday life, in a video game you can be a cowboy fighting a gang of thieves or a successful manager bringing your football team to the World cup finale. But potentially, video games can teach you about life, and maybe a little bit about yourself. In video games with charisma, a choice that may seem like the most positive at the moment can turn out hurting the people you are trying to help. A good example of this is the fairly recent fantasy roleplaying game: Dragon Age Origins.

In Dragon Age, you play as a warden. The Wardens is a international organization that has treaties with the different species in the world to bring them armies to fight a soon to come blight upon the land. When you go to the Dwarwen kingdom in the mountains, this is supposed to be smooth sailing. The king has recently passed away however and there is disputes between the kings own chosen follower, and his actual heir of blood. At a first glance, the choice seems easy. The prince uses less than honorable methods and the other one seems like a regular saint that has been forced into hiding by hired goons.

But when the game ends, and you get the updates on what has happened in the different nations since your influence, the saint-like heir is actually the bad ending. Instead of making the Dwarven nation a better place, he just carried on the same way the late king did and the land of dwarves plunged into civil war. The prince however, ends up changing the way the whole kingdom is run. People are now free to choose their own careers, where before they were locked into kind of life their parent of the same sex had, in likeness of the Indian caste-system from the real world.

This is kind of a weak example, but choices and consequences like this one could be used to teach players about the world we live in. Strategy games could be used to teach history and First person shooters could be used to explore the single soldier’s role in a war started by diplomats. It may provoke us, make us question ourselves and potentially make us change for the better.

Video games can also be documentaries, but this has a long bumpy road ahead of it. In 2007, a division of the video game developer Atomic games worked with the American military to develop a training simulator. During the process however, the band of soldiers that the division had worked with was sent off to Iraq to fight in the war. There, the band participated in one of the most bloody battles of the entire Iraq campaign and lost a lot of teammates. When the soldiers returned, they contacted Atomic games and asked them to convey the story of the battle through a video game to the rest of the world. What resulted was a survival horror game but not in the traditional sense, the fear would come from uncertain, terrifying unpredictability of an actual city war. It would use the likenesses and retelling of the soldiers and senior officers that fought in the battle of Fallujah to paint an as accurate and respectful picture as possible of not only those six days, but of the entire war.

But as was predictable, some people weren't happy. Once word got out that someone was making a game about such a recent event, people were outraged. Parents who had lost sons and daughters in the battle, and senior officers who didn't even participate started a debate about it. Heads were going to roll. These people, as with many others still viewed games as toys. Their anger reached the press, and the press literally destroyed the credibility of the small video game developer. Konami, who was slated to publish the title soon backed out of the project and Atomic games was left out in the cold. In a matter of a few years, that being as soon as 2009, Atomic games shut down completely. And that with Six Days in Fallujah still a ways behind hitting store shelves, which I suspect it never will.

There's a lot of blame to go around for this affair. It's easy for an enthusiast like me to just say that those that lost loved ones should have ignored the release of the title completely or even backed it up. After all, it seemed like a really entertaining title. But that's just it. Video games are still at a social standpoint where it's merely escapism. While Atomic games should have been credited for wanting to take the medium further, Six Days in Fallujah would still be released in the golden age of Modern war-based shooters. To many, Six Days wouldn't have stood out much in the flood of first person shooters that comes out these days and it would have been shrugged off as yet another Call of Duty- or Battlefield-like title. That said, to me the blame goes to Konami. Konami is a huge video game publisher, and has followed the medium since the beginning. Konami was originally one of the backers of the project before they eventually left it and that means they simply lost their spine. This is a huge publisher, they must have known that making this game was quite literally sticking your hand in a hornets nest. This was like if as huge a movie-company as Universal Pictures had backed out of a movie, simply because it said something the general demographic didn't agree about.

But that's the thing about freedom of expression. If you want to have a right, you have to accept the responsibility that comes with it. And you have to be ready to defend your points when confronted about them. There will always, always be someone who disagrees with you. If you're planning to use a medium as young as video games to express yourself, you have to understand that you will most likely be on your own. Even video games that was supposed try and teach children about the second world war has been stopped in development because of moral outrage, and that's even though it might have had the best intentions.

So that brings us to my conclusion. Video games are a very young medium. Older and more respected mediums has gone through exactly the same challenges that video games face today. Comic books still face them. Movies won them all. Rock N' Roll won them as well. We have a unique storytelling and teaching opportunity in front of us, now we just have to make people respect it. And once they do, we have to know how to live up to the responsibility that comes with it.

Monday, October 31, 2011

15 Things I've wondered about that you probably haven't

Before we go on with my crusade against cultural ignorance, here's some random stuff:

1. In both Adventures of Sonic The Hedgehog and Sonic X, a ring will give Sonic superspeed even by his standards. In the games, you collect a bunch of rings each level, yet no extra speed. Why is that?

2. Exactly what kind of ghost is Slimer supposed to be anyway?

3. Why do I know people that doesn't watch fantasy or science-fiction movies because they're too strange, yet hold a firm belief in supernatural phenomena?

4. Is it strange that I can see why people would be attracted to both Catwoman, Harley Quinn and Black Canary, yet I can't see it in Wonder Woman?

5. I wonder if Mr. & Mrs. Hitler lived to see their son become a historical douchebag

6. So. Capes. I'm still waiting for them to get back in fashion, please let it happen soon.

7. Wouldn't the world just be a scary fucking place if photographs were sentient like in Harry Potter?

8. So if everything we imagine becomes real in Fantasia... I don't think I have to finish that sentence.

9. Barbar's King of the Elephants right? I wonder if he can open diplomatic negotiations between the Ratqueen and the army of Nutcrackers

10. Whatever happened to Disney's Atlantis franchise? That stuff was awesome.

11. So where does Beetlejuice, Candyman and Biggiesmalls go when they aren't called upon? Puerto Rico?

12. So If I've gotten this right, Dr. Wily wants to take over the world, and replace everyone with robots so he can... what?

13. I wonder if my nephew will grow up with the same respect for Darth Vader as I had..

14. How exactly did no one notice that one of the nurses was the Joker? And when did he wire all those bombs?

15. I pray every day.... That there will never be a serious action movie make-over of Inspector Gadget.

Friday, October 28, 2011

East and West - Emotions and Archetypes

Eastern and Western Entertainment. Some people can love both, others choose one side and live with it, and even others choose one side and start mocking the other. I'm here to clear up what the ACTUAL difference between the two sides of this apparent argument is. I'm a fan of both, but seeing both sides making strawman arguments against the other has reached a sickening point. I'm sick of this, none of these are 'genres' and should never be regarded as such. This can't really be covered in one article without being kinda overwhelming, so I'm going to touch two subjects at a time.
Emotions


Emotions are an important part of storytelling, if your characters don't have emotions it will be hard for the reader/listener/watcher to get into the characters and plotline. What I've basically tried to illustrate is the difference in which Western and Eastern animation/comics will show the emotions of the characters. Of course neither case is exclusive to the region and vice versa.

Basically, you can compare Western emotions to movies from the sound era. The story will be told in close-ups and facial expressions. There is a difference in which a human being can show sadness, and the detailed drawings of the west have the opportunity to capture this, if done well. A prime example of human facial expressions captured in animation is Dreamworks' The Prince of Egypt. Particularly in the scene where Moses returns from having met God. He meets up with his brother Rameses, now Pharaoh of Egypt. Rameses hopes that everything will turn back to normal. Unfortunately, Moses returns a ring given to him as a gift earlier in the movie, asking Rameses to free the Hebrews. Rameses' facial expressions through his reaction is beautifully animated, it manages to show by my count at least 6 emotions in about 40 seconds of animation. The Nostalgia Critic has also mentioned this in his video "Old Vs. New, The Ten Commandments vs. The Prince of Egypt" Which you can find HERE. (Around the 6:34 mark, but I really recommend watching the whole thing, it's good stuff!)

While the Western audience is treated to a more 'subtle' approach when it comes to conveying emotions, Eastern series often resemble what you would see in a silent movie or in a stageplay. One of the first rules I was taught in drama class was to never face away from the audience. The audience can't be allowed to see your back unless it's absolutely nescessary. In the same way, you have to 'emote with your hands'. Words have little meaning on their own, and since those in the back of the room can have a hard time conveying your emotions from your face, being able to emote with your whole body is a pretty good tool. Take a look at any silent horror film and you will understand. I especially recommend the public domain movie "Phantom of The Opera" starring the man with a thousand faces himself, Lon Chaney. Both of his parents were deaf, so he mastered the art of body language. Good news, it's public domain now, Go get it!

A good example of the Eastern animation making use of the whole body language thing is apparently best in their fighting scenes. Every punch and kick, however weak, is given special attention. The lights seems to dim around the action, and only the most important things are animated. My nifty drawing above also illustrates the difference in showing emotion in the two kinds of media.

Archetypes.

Here's where it gets fishy. When it comes to archetypes, the Eastern audiences are treated to archetypes way more often than in the West. Or at least, the Eastern creators are more open about it. A bad example of archetypes being put to use can be found in the series 'Naruto'. The creator himself, Masashi Kishimoto, has stated that when he first pitched the series to his editor at Shounen Jump (the biggest shounen manga magazine in Japan, and possibly, the world) his editor told him to add a rival for the titular character. Thus Uchiha Sasuke was born.
Masashi Kishimoto has stated that in order to create Sasuke, he studied the archetypical rival character in other manga, and he created what he himself has named "the perfect rival". Sasuke bears all the typical signs of a rival character: he has a tragic past (which only became more complicated as the series went along), he's adored by the main character's love interest (nevermind that the main character is oblivious to someone else loving him as well) and he's a bitter, emotional mess. He is the complete opposite of the main character. Sasuke has since gone on to be one of the most notorious examples of cardboard cut-out anti-heroism in the modern era of the genre. Among elitist manga fans, he is outright and publicly loathed and he bears a large part of the guilt in Naruto cosplayers being looked down upon. Don't trust me? Try cosplaying Uchiha Sasuke at a convention sometime. See what happens.

In the west, a more common archetype is the villain who is evil 'just because'. I'm not talking about a villain who is supposed to be a demon, that in itself is pretty obvious. I'm talking about the villains who just got out of bed one day and decided, "you know what? I'm gonna fuck it up for everyone but me!". Not that such a character can't be well-written, but there's the example of Victor Kruger, the Kurgan (played by Clancy Brown). For those that don't know, the Kurgan is the main villain of the first Highlander movie - his entire purpose in the movie is to go around killing off the other immortals so he can become a formidable enemy for Christopher Lambert's character, Connor MacLeod, the Highlander. While the Kurgan's background is fleshed out in the novelization, he just comes off as a mass murdering brute. Throughout the movie, in the modern era (I use the term loosely, the movie was made in the 80's), he wears punk clothes and hangs around in motels, and in the past he "killed Ramirez and raped his woman before his corpse was cold" (Ramirez being the teacher and friend of the Highlander). This could of course be explained by the Kurgan being born into a barbaric tribe in Russia around 1005 BC, but it's really not that much of an excuse. You'd think that after more than 1000 years the guy would at least have picked up some basic understanding of morals, but apparently not.

Share