The central premise of this book is that computer games constitute a
new and as yet poorly developed art form that holds great promise for
both designers and players.
This premise may seem laughable or
flippant. How could anybody classify the likes of SPACE INVADERS and
PAC MAN as art? How can TEMPEST or MISSILE COMMAND compare with
Beethoven?s Fifth Symphony, Michelangelo?s Pieta, or Hemingway?s A
Farewell To Arms? Computer games are too trivial, too frivolous to be
called art. They are idle recreation at best. So says the skeptic.
But
we cannot relegate computer games to the cesspit of pop culture solely
on the evidence of the current crop of games. The industry is too young
and the situation is too dynamic for us to dismiss computer games so
easily. We must consider the potential, not the actuality. We must
address the fundamental aspects of computer games to achieve a
conclusion that will withstand the ravages of time and change.

There
are many definitions of art, few of which make much sense to the
uninitiated. I will present my own pedestrian definition: art is
something designed to evoke emotion through fantasy. The artist
presents his audience with a set of sensory experiences that stimulates
commonly shared fantasies, and so generates emotions. Art is made
possible only by the richness of the fantasy world we share. Art is
nevertheless difficult, because there are so many practical problems
associated with stimulating fantasies deep inside another person?s
mind. A major problem is getting the attention or participation of the
audience. Most art allows very little participation. You sit quietly
and listen to music that other people created and perform, or you
stroll through a museum and stare at pictures or statues other people
made. You sit passively and read a novel, or a poem, or a short story.
With all of these art forms, the role of the audience is passive. The
artist does all the active work, makes the biggest emotional
investment. The audience is expected to absorb quietly the fruits of
the artist?s exertions. Active participation is severely curtailed.
Without participation, attention dwindles and impact crumbles away.
This
is in no wise a criticism of art or artists. The technologies of art
preclude participation. If we had every klutz jump into the orchestra
pit, or prance on the opera stage, or slop paint with Picasso, we would
have some great parties but no art. it seems the curse of art that
artists can say so much in their work and most people will hear so
little because they cannot participate in the art.
Enter the
computer. Conceived long ago, born in war, reared as the servant of
business, this now adolescent technology has exploded out of the
computer room and invaded shopping centers, pizza parlors, and homes.
Popular characterizations of the computer alternate between the old
image of the computer as omniscient, cold blooded, giant calculator,
and the new image of the computer as purveyor of video thrills and 25
cent fixes. Originally developed as a number cruncher, the computer
assumed a new personality when it was given graphics and sound
capabilities. These capabilities gave the computer a powerful asset: it
could now communicate with the human, not just in the cold and distant
language of digits, but in the emotionally immediate and compelling
language of images and sounds. With this capability came a new,
previously undreamed of possibility: the possibility of using the
computer as a medium for emotional communication art. The computer game
has emerged as the prime vehicle for this medium. The computer game is
an art form because it presents its audience with fantasy experiences
that stimulate emotion.
Unfortunately, the current generation
of microcomputers cannot produce a sensory experience as rich as that
produced by, say, a symphony orchestra or a movie. This weakness is
more than offset by a fundamental advantage lacking in most other art
forms: a game is intrinsically participatory in nature. The artist has
here a tool that is more subtly indirect than traditional art. With
other art forms, the artist directly creates the experience that the
audience will encounter. Since this experience is carefully planned and
executed, the audience must somehow be prevented from disturbing it;
hence, non participation. With a game, the artist creates not the
experience itself but the conditions and rules under which the audience
will create its own individualized experience. The demand on the artist
is greater, for s/he must plan the experience indirectly, taking into
account the probable and possible actions and reactions of the
audience. The return is far greater, for participation increases
attention and heightens the intensity of the experience. When we
passively observe someone else?s artistic presentation, we derive some
emotional benefit, but when we actively participate in a game, we
invest a portion of our own ego into the fantasy world of the game.
This more sizable investment of participation yields a commensurately
greater return of emotional satisfaction. Indeed, the role of
participation is so important that many people derive greater
satisfaction from participating in an amateur artistic effort than from
observing a professional effort. Hence, games, being intrinsically
participatory, present the artist with a fantastic opportunity for
reaching people.
Until now, games in general and computer games
in particular have not been very impressive as art forms. The computer
games especially are downright puerile. This is because the technology
of computer games has been in the hands of technologists, not artists.
These guys (and they are almost all male) can write beautiful operating
systems, languages, linking loaders, and other technological wonders,
but artistic flair has heretofore been treated as subordinate to
technical prowess.
Another contributor to the fecklessness of
our current computer games is the timidity of the marketplace. These
machines are new; the public is unfamiliar with them and the
manufacturers are hesitant to press the public too hard too fast. We
therefore opt to build inhibited little games pathetically whispering
some trivial emotion. Truly intense emotions or situations such as
pathos, ecstasy, majesty, rapture, catharsis, or tragedy intimidate
use. We hide behind the defense that we are in the entertainment
business, not the art business, but that defense only betrays a
profound misunderstanding of art. Art can be starchily elitist, but
good art can also be a foot stomping blast. Elitism arises from the
intellectual content of art; impact springs from its emotional honesty.
Fortunately,
times are changing. Already, we see a backlash developing against
computer games. It expresses itself in many ways: in ordinances against
the placement of arcade games in some areas, in statements by educators
denouncing the games, and in more vigilant regulation of children?s
game activities by parents. This backlash is viewed by smaller minded
members of the industry with anxiety. More visionary thinkers watch the
backlash with eager interest rather than defensiveness. The American
people are telling us something here, something very important. It is
imporant enough to them that they are willing to compromise their
traditional reluctance to interfere with other people?s business. While
the arguments presented in public debates normally focus on formal
issues such as delinquency from school, creation of large groups of
rowdy teenagers, and so forth, the concerns expressed privately reflect
a distaste for the games, a vague suspicion that the games are a waste
of time. You can?t fool all of the people all of the time; they are
beginning to realize that the world of computer games is as yet a vast
wasteland.
Computer games are much like candy, comic books, and
cartoons. All four activities provide intense or exaggerated
experiences. Whether they use sugar, exclamation points, or animated
explosions, the goal is the same: to provide extreme experiences.
Children appreciate these activities because their novelty value is
still strong. Adults, jaded by years of experience with such things,
prefer diversions with greater subtlety and depth. We thus have the
panoply of culinary achievement, the vast array of literature, and the
universe of movies as the adult counterparts to candy, comic books, and
cartoons. Yet, we have no adult counterpart to computer games. This
deficit is pregnant with possibilities, for it suggests a momentous
upheaval in computer game design.
This developing revolution
has nothing to do with the rapid technological developments of the last
few years. While technological improvements will surely continue, we
are no longer hampered primarily by the limitations of the hardware.
Our primary problem is that we have little theory on which to base our
efforts. We don?t really know what a game is, or why people play games,
or what makes a game great. Real art through computer games is
achievable, but it will never be achieved so long as we have no path to
understanding. We need to establish our principles of aesthetics, a
framework for criticism, and a model for development. New and better
hardware will improve our games, but it will not guarantee our artistic
success any more than the development of orchestras guaranteed the
appearance of Beethoven. We are a long way from a computer game
comparable to a Shakespeare play, a Tchaikowsky symphony, or a Van Gogh
self portrait. Each of these artists stood on the shoulders of earlier
artists who plunged into an unexplored world and mapped out its
territories so that later artists could build on their work and achieve
greater things. We computer game designers must put our shoulders
together so that our successors may stand on top of them. This book is
my contribution to that enterprise.
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