Daily Archives: April 25, 2010

Video Games As Art

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About a week ago, Roger Ebert, who is basically the overlord of the film criticism universe, wrote in his blog that video games are not art.

Ebert’s post is a response to Kellee Santiago’s talk at TEDxUSC that proposes that video games are art. Unfortunately, subtitles are not currently available, so I cannot respond to her video.

A cursory Google search reveals that Ebert has been writing about this subject for several years and that he has not budged in his position.

As a fellow film aficionado, I am rather disappointed in Ebert’s lack of imagination.

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Super Mario World screencap showing the title screen of the game: Mario holds a koopa shell and stands under the words SUPER MARIO WORLD.

I was approximately six years old when I began playing the very first video game that I can remember: Super Mario World.
I was immediately captivated by the visuals: its colors were bright and fun to look at, just like Captain Planet.
Narrative-wise, it was more like reading a book than watching a movie. I was following a definite storyline and could control the pace at which I played. I couldn’t press “pause” on Captain Planet, but I could put down Goosebumps or the Super Nintendo controller to play outside, then resume from where I had left off.
What really captivated me, though, was the fact that it was so interactive. Mario became an extension of my imagination: I had free will. I could choose to drop Yoshi into a pit to save myself or fall into the pit with Yoshi and die.

As a small child, I told my parents that I wanted to “make video games” when I grew up.
What I meant was that I wanted to design the storyline of a video game’s universe: I was fascinated by the fact that the narrative of a video game falls somewhere on the spectrum between “linear” (go rescue Princess Peaches) and “non-linear” (explore the Star World or take the shortcut to Bowser’s castle). Of course, six-year-old me would not have put it in quite those terms, but the underlying sentiment is the same.

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A screenshot of Amnesia, a text-based game from the 1980s.

When I started college, I began playing games that were created before I was born. There were several reasons behind this: I could not afford a wii, I experienced intense nostalgia for the past, and I discovered that “old school” games can be incredibly fun.

This screenshot is from Thomas Disch’s Amnesia, which was released in 1986, before computers could display graphics.

Like Super Mario World, the narrative falls somewhere on the spectrum between “linear” and “non-linear.” You guide a protagonist through the city in a quest to regain lost memory, and there are several different endings. (Since the game is brutally difficult, most of these endings are not happy.)

Eye candy is a definite advantage in many areas: paintings, photography, film, video games.

But in video games, as in film, a narrative structure undergirds the visuals. Here I see a close parallel between video games and film: both are an interplay between the image and the narrative. Some films place more emphasis on the visuals; some video games place more emphasis on the narrative.
Many video games and films experiment with this interplay: there are some wholly visual films such as Stan Brakhage’s Mothlight, and even though modern computers are capable of displaying graphics, some people still create entirely text-based games known as interactive fiction.

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Reading Ebert’s blog, one aspect of his thesis that does not quite make sense to me is the fact that he seems to be saying that, since one “wins” a video game, it is not art.

Frankly, this makes no sense to me, and, even if he had not admitted it, it is obvious that Ebert has never played a video game in its entirety.

I recently watched Maya Deren’s Meshes of the Afternoon for the millionth time. (I love it, but sometimes I really do wish that film classes would screen her other work.)
Even though I had seen the film more times than I care to count, I noticed something new. When the protagonist first approaches the house, before the dream sequence begins, a man can be seen walking away. This brought a new level of meaning to the film for me: I interpreted this man as being transmuted into the tall black figure when the protagonist begins dreaming.
When Maya Deren created the film, she purposely placed that man in the frame. It was I that had not seen him the first several viewings. Art ultimately exists in the eye of the beholder.

Likewise, when I finished Ocarina of Time for a second time several months ago, I saw new things that I had missed when I was ten years old. And, if I wanted to, I could have gone back to complete all of the side quests after rescuing Zelda. (I am not that type of gamer, though.)

The beautiful thing about art is that one can constantly revisit it and mine further meaning from it. An artist can place “signposts” that point to a work’s meaning, but the work ultimately exists in the mind of the audience.

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Why Subtitles Matter To Me

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It is 1995. Toy Story has just come out in theaters. I am seven years old. My mother and father take me to the film in the hopes that the visuals will be interesting enough.

But there are no captions. My parents try to translate the film for me, but the characters talk too fast for them to keep up and it is tiring to glance back and forth between the screen and my parents.

So, even though the big screen is fun to look at, I have no idea what is going on.

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In 1990, the Americans with Disabilities Act was passed. It mandates that businesses provide “reasonable accommodations” for disabled people.

Even though captioning is, in my opinion, a “reasonable accommodation,” movie theaters have historically refused to caption their films. Nearly all theaters will provide the viewer with headphones, but this is roughly the equivalent of giving a kaleidoscope to somebody and telling him to enjoy the show instead of letting him into the theater.

When movie theaters do caption their films, the captioned film is usually screened several weeks – even months – after the film’s opening weekend. To add to this heaping pile of insults, the film is usually captioned during a low-traffic time such as the Wednesday matinee.

Claims that I have heard in the past include: “it is too expensive,” “nobody wants to read a movie,” and even “deaf people make too much noise and will disturb our regular patrons.”

All of this sends a very clear message to me: “We do not care about you because you are a deaf person. Sure, you love movies, but you are not allowed in our club because your very existence is distracting. We will not waste money on a simple technology that will allow you to understand the movies. Now go away.”

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It is 2001. Lord of the Rings: Fellowship of the Ring has just premiered. I am glumly sitting in the homeroom of my middle school while all of my friends chatter on and on about Frodo this and Legolas that.

Over the course of the next several weeks, I try to calculate how long I will have to wait for it to come out on DVD so that I can watch it with captions. After all, even the most gorgeously shot epic quickly becomes dull if one can’t understand more than ten words during the three hour runtime.

The math is not skewed to my favor: the more popular a movie is, the longer its theater run will be. And this movie is extremely popular. According to imdb.com, the opening weekend in the United States alone nets $66,114,741.

Therefore, it is about a year before I am able to watch Fellowship of the Ring with captions.

Viewed on a small screen in a context removed from the original excitement of the premiere, watching The Fellowship of the Ring is an incredibly bittersweet experience.

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Fast-forward to today.

Web 2.0 has changed the world. Many people download movies instead of watching them in theaters. A large segment of pop culture now originates from the Internet. Previously unimaginable concepts are now commonplace: imageboards, vlogs, cloud-based computing.

In so many ways, the world has changed dramatically over the past twenty years.

And yet, nothing has changed at all: Movie theater owners still refuse to provide subtitles for most English-language movies.

Nowadays, I mostly watch foreign films or older English-language films. If you asked me what was playing at the local theater, I would have no idea.

But I keep thinking about the deaf child that is surely, even now, glumly sitting in homeroom while her hearing friends chatter incessantly about the latest blockbuster that they have downloaded and wondering when the .srt file will be available so that she can watch it with captions.

Even now, after being desensitized, I just can’t wrap my mind around the whole situation. It is discrimination, no matter how much you try to beat around the bush and claim this and that.

What is the harm of providing subtitles?

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