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              ...A plumber of infinite jumps, of most excellent platformer: he 
              hath borne me on Yoshi's back a thousand times; and now, how abhorred 
              in my N64 it is! My gorge power-slides at it. Here hung those floating 
              coins and fleeing Mushrooms that I have kissed I know not how oft. 
              Where be your "It's a'me
 Mario" now? Your barrel-jumping? 
              Your repetitive jingles? Your flashes of Mario Party merriment, 
              that were wont to set the table on Donkey Kong's roar? Not one now, 
              to mock your own mustached grinning? Quite chap-fallen
 no 
              lives left? Now get you to my Princess Peach Toadstool's chamber, 
              and tell her, let her Mario Paint an inch thick, to this favour 
              she must wall-jump; make her laugh at that. Prithee, Bowser, tell 
              me one thing
 where are the masterpieces of videogame storytelling; 
              the stories that resonate with the human condition? 
            Where is the meaning? 
            Pardon the silliness, but I was thinking about 
              narrative in video games. The existing narrative mediums, be they 
              movies, novels, poetry, television, plays or comics, have their 
              classics their art pieces. Now, these works aren't simply classics 
              because of the writing. In Mike Mignola's "Hellboy," the 
              art is as much the storytelling medium as the words. In "Apocalypse 
              Now," Francis Ford Coppola crafts a mood that transcends the 
              script. Movies have directors and conductors, television has the 
              writers, plays have the actors
 in short everyone is a part 
              of the narrative process as much as video games rely on writers, 
              artists, programmers and animators to each fill in one color of 
              the mosaic.  
            Taking that a step further, existing classics 
              may also carry a message or serve as social commentary. In Alan 
              Moore's "Watchmen," the message is: Who watches the Watchmen. 
              Ingmar Bergman makes films about the dignity of people and their 
              relationships to one another. Choose your medium and you'll find 
              a relevant message that affects and changes people. 
            But can games make the same claim? Where are the 
              morality plays? The reflections of the human condition? The rage 
              against the dying of the light? Many mediums have their measure 
              of expressing and evoking the human consciousness, but why haven't 
              games developed a deeper meaning or significance? Is "Metal 
              Gear Solid" our closest benchmark to a thoughtful warning? 
            I'm not saying games are crap or insignificant. 
              In matters of gameplay, or storytelling, or graphics, or technology, 
              there are some truly innovative games out there, be they "Civilization" 
              or "Half-Life 2" (more complete lists of the "greatest 
              games" can be found here: http://www.gamespot.com/gamespot/features/all/greatestgames/ 
              and http://pc.ign.com/articles/082/082403p1.html). 
              What I am saying is that writers have been so focused on searching 
              for the medium's voice, that I think they've overlooked the capacity 
              for the medium's message. 
            Now admittedly, some games do try. As my friend 
              Amy said, the Japanese have tried placing deeper meaning in some 
              of their games. Villains may not be truly evil, but may operate 
              from a skewed sense of good. They discuss themes of heroes and villains 
              fighting their fate, either to be destroyed by it or embracing it 
              to survive. But again
 there are few parables and morality 
              plays in games. "Fable" and "Knights of the Old Republic" 
              may allow you to choose your destiny as either good or evil, but 
              there isn't any real consequence for that choice. There is no wrong 
              or right in that choice. 
            Amusingly, Rockstar's "Grand Theft Auto" 
              series has some of the best potential to explore drama and human 
              relationships, responsibility and repercussions. Do they do that? 
              No. But could you imagine Rockstar making "The Godfather," 
              not as excuse to deify violence or embrace slaughter, but as an 
              exploration of family and obligation? Unfortunately, Rockstar does 
              the exact opposite, not only ignoring the true potential behind 
              the communities whose skin it glorifies (and often misrepresents)
 
              but they actually draw more scorn against the game industry for 
              their gratuitous portrayal of violence and sexual content. Then 
              again, it isn't their responsibility to push the envelope.  
            Unfortunately (and admittedly), videogames suffer 
              from several limitations that hamper their ability to create a critically-acclaimed 
              work of art, one that transcends the mediums. No "War & 
              Peace" or "Romeo & Juliet" or "Lord of the 
              Rings." Oh certainly, we will borrow and steal from true genius, 
              but quash any attempts to truly push our own boundaries. But still, 
              it's a daunting task to create something with meaning. The problems, 
              as I can see them, are: 
            1) We are a young industry. To paraphrase J.T. 
              Petty (script writer for "Prince of Persia" and "Splinter 
              Cell 1 & 2") and to quote the MTV.com article, "Petty 
              
considers game development to still be in its silent-film 
              stage." 
              www.mtv.com/news/articles/1508709/20050831/index.jhtml?headlines=true 
            But is that entirely true? I'm not sure. Silent 
              films gave us classics like "The Cabinet of Dr. Caligari" 
              and "The Ten Commandments." Do we have equivalents in 
              videogames that went beyond just redefining game play or technology? 
              We are young, yes, but we're still so enraptured by the technology 
              that the narrative itself remains largely unexplored.  
            2) Action is not Conflict. Yet action is the bread 
              and butter of videogames, and it seems to be our principle tool 
              for portraying conflict. Understandably, the same conflict that 
              fuels something like "Who's Afraid of Virginia Woolf" 
              is not what constitutes good videogame action. Conflict in videogames 
              remains external; we rarely explore the character's head in games 
              because the exterior world is visceral, immediate, more interesting 
              and more satisfying; the world of the mind as portrayed in games 
              is, at best, a terrifying, twisting landscape (cue the final level 
              with twin bosses Basal Ganglia and Cerebellum). Until then, everything 
              about the character's internal workings and struggles either becomes 
              heavy-handed exposition or non-existent or a part of the action. 
              Take "Max Payne." Good game that carried off the characters 
              emotional turmoil relatively well because:  
              a) The first-person narrative 
              b) The character wanted revenge, and revenge is supported by game-play 
              through killing.  
            3) In making goal-oriented action games, do you 
              rob the resolution
 the message of its impact? Face it, to 
              deliver a message, you may sometimes need to rob the player of a 
              satisfying resolution the way a story's protagonist must suffer 
              to bring the moral across. Not everything ends happily, ask Willy 
              Loman from "Death of a Salesman." But videogames are about 
              empowerment, which means you must either steer the player to the 
              unhappy ending - in which case the resolution feels wholly unsatisfying 
              to the player who made an investment of time and cash - or you rob 
              the player of their control to enact the final moment in a cut-scene, 
              which can be a game-killing colossal sin.  
            4) The Play for the Casual Gamer. Face it, the 
              Holy Grail of videogames is attracting the interest of the casual 
              gamer
 that untapped motherload of promised success and fame 
              beyond the dreams of avarice. Unfortunately, casual automatically 
              limits the ability to craft a narrative masterpiece. Casual implies 
              something that is quick and fast, capable of rewarding the player 
              after a minute of play. I'm talking about narratives as full course 
              meals when casual is all about the fast food of gaming (immediate 
              gratification, no waiting). Tack on to that the fact that around 
              10% of gamers finish games, which means close to 90% will never 
              see the ending of a game, and companies are resistant to the idea 
              of putting too much effort into crafting a game beyond reusing their 
              resources. That's not to say companies don't care about story or 
              the ending
 simply that it's difficult convincing them that 
              the effort is worth the investment. 
            5) Speaking of companies
 another major problem 
              is that games pass through so many layers of criticism that what 
              emerges at the end is a story that appeals to the lowest common 
              denominator. Essentially, any significance that the story might 
              have possessed is often stripped away through attrition. A word 
              removed here because it's too politically charged; an idea changed 
              because it might offend the wrong group. At first, each change seems 
              innocuous enough that it doesn't merit attention. Eventually, though, 
              the sum of changes is somehow greater than the whole.  
            I guess that while I do understand the quest of 
              storytellers to create a new narrative framework for games, I think 
              some have lost sight of the fact that HOW we say something is not 
              as important as WHAT we have to say. 
             
            
             
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