Thank you, everyone who commented on the post yesterday. I was pleased with the results and I’m excited to see what happens in the coming weeks. If you missed it, comment here.
A few days ago, Ars Technica had an interesting interview with the x-box cofounder, Ed Fries, and produced an article named Why Gaming Should Embrace Impressionism.
The premise is a familiar one: we have all of this new technology to create more lifelike game worlds, but should game developers devote energy to that or to more creative aspects of the game? Frankly, I remember this argument from when Nintendo 64 came out in 1996, so it’s not a fresh argument by any means.
However, Fries makes interesting comparisons when he compares video games to film:
“I don’t think we can ignore art when we talk about games unless we want to just be purely about making money,” he told Ars. “Look at film. There’s certainly very commercial films that you would never call art, but there’s also a really rich community of people who make art films. Why don’t we have more of that in the game business? What can we do to encourage that? I think Hollywood’s connected those two together in a way, so that ideas can bubble out of the art world of their community and into the commercial world. …”
My first reaction was, “What the heck? I play a fair amount artsy/experimental computer games by indie developers, so it’s not like there’s no artistic games out there.” But then I realized that Fries is probably talking about console games. I can’t really speak to that point because I took a long break from console gaming – after ten years of console gaming, I stopped playing in 2005 because of peer pressure and didn’t pick it up once I got into college due to the fact that I didn’t have time and money.1 Therefore, I don’t have a huge amount of knowledge in this area, so I am going to take Fries’s word on that point.
My second reaction was to dissect his film analogy.
Personally, I’d class the modern American film world in three broad categories: experimental art film that very few people are interested in, mainstream film, and studio-financed indies.2
- Experimental: I’m thinking of films that sometimes bend the rules so far that they sometimes have no clear storyline. The entire point is to break the rules and see if you can still come up with a coherent film. For example, Stan Brakhage comes to mind. His most well-known work is Mothlight, which is a 1963 film that he created by pasting moths to the film strip.
- Mainstream film: Pretty self-explanatory. I’m thinking of things like Avatar.
- Studio-financed indies: I’m thinking of things that are published under an independent label of a major studio. Juno, for example, was released under Fox Searchlight, which is the indie division of Fox studios.
Like most categorizations, there are definitely shades of grey between categories. Avatar certainly had experimental elements, even though it’s a mainstream film, and there are independent filmmakers who don’t create experimental films but aren’t financed by major studios either. Still, those are the categories that come to mind.
If I try to apply these three categories to gaming, I can’t envision experimental games as being successful on consoles. One primary obstacle is cost. Console gaming is pretty expensive – the console itself costs a couple hundred dollars, and game disks cost about $50 new. Plus, if you do console gaming, you end up with this piece of hardware that is used for nothing but gaming, which I think is harder for a modern audience to accept than people in 1985 or 1995.3 I have a difficult time envisioning somebody who would be willing to shell out a large amount of money to purchase a game that is pure experimentation in the vein of Mothlight. So, for that reason, I think that computers are a better place for developers who really want to try to break every single rule of gaming.
However, with regards to studio-financed indies – I think that this model would work well in gaming. If a company set up an independent label, that’d let the fanboys know that the games that they purchase from this label are going to experiment with the rules a little bit. And, hopefully, it’d attract a greater number of non-gamers to the gaming world and build up a little bit of artistic cred. Maybe a greater degree of experimentation would then result because there would be more money going around to finance experimental developers.
Like I said, though, console gaming is expensive. When I think of a compelling reason to buy a console rather than play a computer game, the biggest one is that you can more easily play multi-player games with friends who are in the same physical space as you are (as opposed to online). An artistic multi-player game? Now, that’s something that I’d like to see, just to see what people come up with!
-~-~-~- I have now inherited the family wii, but that only happened two weeks ago. [↩]
- Before I go any further, let me be clear: I am not making a value judgment on any of these categories of film. They all have their place. [↩]
- Companies are starting to offer things like Netflix streaming so that the console can perform more tasks, which I think is a really smart move. [↩]


