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Made a new Gamasutra article: The danger of letting the gaming industry curate its own history

felipepepe

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Yes, more than a canon, we need a mentality that promotes discovery. I can say "Ultima IV is mandatory for any RPG fan", force every Biodrone to play it and it won't serve a thing. He'll only be more adamant about how games are better now, because he couldn't even figure out how to move in U4.

Also, oh god, I'm out of reddit. The guy just claimed that playing games is more demanding than reading books, and that you can read Paradise Lost "under 6 hours without rushing it". Fuck these people.
 

Jick Magger

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I think game designers, and people who consider themselves 'historians' of video games, should at least try to play and learn of games like Daggerfall, Ultima IV, System Shock 1 and 2, and so on, even if they don't complete it, just to get an idea of what those games did that was so innovative or enthralling.

To bring up another film example, there's The Birth of a Nation; a film which is by most modern standards unwatchable: It's long, extremely boring most of the time, is a silent movie, and based upon an unapologetically racist premise. The film is also a required viewing for a majority of film students out there because it's considered to be one of the groundbreaking films in the art of cinematography. They watch it to see one of the first examples in film history where a tracking shot is used, where dissolves are used to transition from one scene to another, with battle scenes that involve hundreds of extras that're made to look like thousands, where scenes are shot with a natural landscape and not just a backdrop in a studio, and a plot that's actually pretty deep and intricate. They need to get an idea of where all of the things they take for granted in their curriculum came from, and appreciate how each of them came together to make the whole.

I dunno, I just see shit like the devs of Cawa Dooty bragging about how their game is so advanced because it has fish that react to your player character and swim away when you get close, a mechanic that was in Super Mario 64 almost twenty years prior; where Tom Hullet openly mocks Silent Hill 2, a game he apparently loves more than anybody, for having 'bad' gameplay and voice acting, and then goes to list a 'endings that change depending on what you do' as a selling point, a feature that's been in the series since Silent Hill 2, and just think that these people don't know anything about the history of the industry that they're in.
 

Dexter

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Another, much smaller but more pretentious intellectual Reddit discussion: http://www.reddit.com/r/cahiersdulu...e_ministry_of_hype_the_danger_of_letting_the/
That sub looks like pure cancer:
For games to be art, we need better critical theory in popular game analysis. Currently, game criticism ranges from product review to recounting personal experience to more academic essays in game design programs. There is a disconnect between trying to analyze the game as a product or as a work of art. Games are seen by gamers as fun, by popular culture as a distraction, and by those outside the culture as dangerous.

What does this have to do with games?

Warren Spectre famously argued for a Roger Ebert for video games. Before we have a Roger Ebert of Video Games, we need a Cahiers du Ludica. Criticism needs to take both a serious look at games from an artistic perspective, and not as products. From this creates a sense of cultural identity.

What I'm nicknaming the Cahiers du Ludica is to name the movement above, but steps must be taken to popularize it, to make it part of the conversation. At this point, gamer culture seems resistant, and yet there appears to be a market of people who want such a coversation to happen.

What Les Cahiers did was not wait for popular culture to accept film as art, they proudly and boldly stated that it was. They then went and dissected film as artistic works regardless of whether a film is personal or made for commercial interest.

Games and gamers need to do the same. Games being Art is not a matter of avoiding criticism - as has been done far too often. No, Games being Art invites more criticism - whether it be Academic, Sontagian, Marxist, Feminist, Aesthetic, Ludological, Narratological, Populist, etc, etc, etc. True art is carved and formed by critique. It looks at itself as if it has meaning, and allows others to dissect it.

"Problematic" appears in the first sentence of the first comment too.
 

felipepepe

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Pretentious yes, but also valid. Game criticism sucks, either we get a buyer's guide saying "good graphics, fun gameplay and romances, it's okay - 10/10" or academic rants about the nature of fun, the origin of narrativism and how do we define games...
 

Archibald

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I find this whole sub-topic about art kinda irrelevant. It doesn't make history any more (or less) important just because specific subject is recognized as art.

Edit: While you certainly would get less "why are you bothering with this shit" questions if games were recognized as art, but fundamentally history is history regardless of the subject.
 

Dexter

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Pretentious yes, but also valid. Game criticism sucks, either we get a buyer's guide saying "good graphics, fun gameplay and romances, it's okay - 10/10" or academic rants about the nature of fun, the origin of narrativism and how do we define games...
If you are interested in having someone take a critical look at old games and evaluate things like their gameplay mechanics and other innards and worth of the storytelling from an objective standpoint and how they compare to today, the crowd that are pushing for critical theory and are still hung up about Roger Ebert not recognizing games as "art" is exactly the wrong crowd to explore it, you'll get them waxing lyrical about the newest Screensavers: http://www.rpgcodex.net/forums/inde...hates-complex-games.94137/page-3#post-3487501 and explain to you how games shouldn't be fun and Arena is racist and ableist or otherwise "problematic", but will likely not get that much more. What they mean when they say games need to be "art" isn't King's Quest, Ultima, Civilization, X-Com or Monkey Island but Dear Esther, Gone Home and Mountain. Any kind of Gameplay or complexity is most often not regarded as part of the whole but some sort of obstacle to overcome so that we can have "art".
 
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tuluse

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If you are interested in having someone take a critical look at old games and evaluate things like their gameplay mechanics and other innards and worth of the storytelling from an objective standpoint and how they compare to today, the crowd that are pushing for critical theory and are still hung up about Roger Ebert not recognizing games as "art" is exactly the wrong crowd to explore it, you'll get them waxing lyrical about the newest Screensavers: http://www.rpgcodex.net/forums/inde...hates-complex-games.94137/page-3#post-3487501 and explain to you how games shouldn't be fun and Arena is racist and ableist or otherwise "problematic", but will likely not get that much more.
This is the internet, you don't get to pick who reads your articles.
 

tuluse

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*shrug* We still have access to PS:T's vision document and it's perfectly readable.

Because somebody took pains to keep that particular document handy. I assure you that's a rare case in game development.
If I was tasked with making a SMAC game, the first thing I would do, well I would have already played it a lot and wanted to make it because I found the original interesting. So, they already failed on that one. The second thing I would do would be call Brian Reynolds on the phone and pick his brain rather than read wikipedia. I mean c'mon.
 

mondblut

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The second thing I would do would be call Brian Reynolds on the phone and pick his brain rather than read wikipedia. I mean c'mon.

Brian Reynolds is likely a pretty busy man who can find better ways to waste his time than retelling memoirs to estranged ex-coworkers who aspire to profit from the legacy of a game he once made.
 
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Hey Black , I did it again: http://gamasutra.com/blogs/FelipePe...he_gaming_industry_curate_its_own_history.php This time I even quote BN raging at journos at No Mutants Allowed. :3

:greatjob:

Can you imagine that in any other creative industry? A movie critic telling you that Chaplin's City Lights is an outdated movie - mute and in black and white - so you should just wait for the re-filming, now in 3D, with 5.1 audio and a 30s-something protagonist with brown hair and stubble?

Of course not, movies are art, the result of the combination of actors, techniques, directors, etc.


The difference is that movie critics in general are knowledgeable people who love cinema and are paid to say what they think, although most game critics are causal gamers who are paid to they praise the newest triple-A game. You say that a movie critic would not dismiss black and white movies as outdated, but the average Joe will, and most game critics are just average Joes who are paid to talk about games. They are not specialists or knowledge people; they are just laymen with poor ethics and questionable tastes. Their “this is outdated” line is only an excuse to praise the newest triple-A game because a good score is all that matters for their business. This tells a lot about most of the game journalism, but has nothing to do with the nature of games. Games (as movies) are art, since they require a unique craft. If the fact that the average Joe only sees in movies an instrument of mindless entertainment does not prove that movies are not art, the same can be said about games.
 

felipepepe

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I never said otherwise. That's precisely why my point is that having the gaming industry curate its own history is bullshit. We need experts, historians and critics.

An interesting thing, tabletop RPGs were born more or less at the same time, but are much more evolved in this sense. The books on tabletop RPG history are fantastic, way better than anything we have for video-games.
 

Archibald

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I imagine that tabletop RPGs aren't making as much money as all this AAA bullshit so there is less money floating around which naturally results in less "corruption".
 

Dalek

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Very good article that raise good points.
I think I will stalk your account if you write more of those pieces. I encourage you to do so.
 

Tigranes

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One interesting point is that film, almost from its birth, enthused learned and scholarly types as well as the public. You had Walter Benjamin, Kracauer and others show a clear interest in film and communicate the epoch-changing significance, allegedly, of that medium - something that helped elevate film over the long run, along with of course directors like Eisenstein. Hell, Bergson's theory even 'anticipates' film - not that it predicted film, but it all goes to show that from the beginnign film was subject to serious analysis, and so you had many educated people then grow up with a respect for the medium and a desire to analyse it philosophically, theoretically, etc.

In the case of games, this simply did not happen. The history of computing proceeded without many nods to games (perhaps an unfortunate side-effect of specialised consoles, though that can't explain all of it), and scholarly analysis of the Internet for a long time had trouble legitimating even itself as serious and useful scholarship (partly because so much of it was shit, even more so than the usual proportion of shit to good academic studies). There were some well known studies like Nancy Baym's 90's study of MUDs, but these weren't really interested in games as a medium, they basically analysed games as part of chatrooms and other online practices that were apparently changing the nature of human sociability.

These days you do have people who study games for their PhDs and try to get an institutionalised expertise going, but this still remains marginal. That's a long story and I don't have time right now, but basically, a lot of games research wasn't very good; there is still no accepted, quality theory or model for understanding games, as developed in film theory; gaming has gotten so big and diverse in the meantime while scholarship lagged behind, so everyone's sort of wandering lost in the huge maze; and of course many studies just go for the predictable things like gender representation, escapism, etc., so large aspects of it get left behind; and finally, there isn't a huge amount of crossover between game developers and game scholars.

All this combines to produce a situation where you don't really have a community of educated game enthusiasts who are able to draw upon existing, legitimated scholarship and expertise.
 

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We don't need academia to provide the foundation for legitimate game critique. We can definitely do without the attendant agents of culture change trying to dominate the conversation for political agendas, which is what happened with graphic arts. From what I've seen so far, "grassroots" game analysis is out matching what academics are putting forth.
 

felipepepe

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Gaming is... weird. Even the best books we have on the subject are mostly about the market, the companies and sales. Is all like "Super Mario was released and sold a ton, become a cultural icon and paved way for Nintendo's sucess...". Almost nothing about the game per se. Only REPLAY actually delves more into games, and unsurprisingly it's the best book an the one with the most extensive bibliography, list of references and overall research.

Still, I finished reading Jon Peterson's amazing book "Playing the World" some time ago, and it is the only one I would actually call the work of a historian. Everything is extensively researched, referenced and explained in minimal details. Althought it's mostly about tabletop RPGs, its section on CRPGs is honestly much more detailed and researched than Matt Barton's book.
 

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I read some of the links, and I'm more concerned that people, whether consumers or producers, seem to believe that a sequel or update to an old game is lossless, e.g. Skyrim just an improved version of Daggerfall, there isn't anything that the latter offered that the former doesn't. Personally, the most important thing about the history of a craft is that it sets a standard. So I say DF set a standard with its character creator, and Skyrim's is a regression in terms of build diversity, flavor, detail*. It's not my concern whether a person enjoys a new game more than an old one, but whether they are aware of the possibilities and how new games aren't building upon them or even trying to brush up against them; that they, the player, are being sold short. That there are things lost or ignored that are good things, interesting things, satisfying things, better things.

*I suggest using this term in stead of complexity when dealing with the unwashed. It will save the monocled gentleman time from having to explain how complexity is a desired thing in certain genres (RPG, strategy, sims) and how, yes, it does enable depth. Detail is almost always exalted by the unwashed though.
 

Jaesun

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An interesting thing, tabletop RPGs were born more or less at the same time, but are much more evolved in this sense. The books on tabletop RPG history are fantastic, way better than anything we have for video-games.

If modern "RPG" Developers actually read some of the old D&D PNP modules they would shit their pants.
 

Tigranes

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We don't need academia to provide the foundation for legitimate game critique. We can definitely do without the attendant agents of culture change trying to dominate the conversation for political agendas, which is what happened with graphic arts. From what I've seen so far, "grassroots" game analysis is out matching what academics are putting forth.

Certainly. My point is that there are a number of sources where an educated, expert community that takes the medium seriously and hands down knowledge can be bred, academia is one possible option, but it is not doing it for games whereas it did for film. The other places would be the industry itself in places like GDC and Gamasutra, and then places, in fact, like the Codex (or Reddit's games criticism subreddit or whatever it was). We can see that some work is being done across all of those places, but it's arguably more4 marginal and less supported than in music or film, etc.

That's where the role of games journalism would be important - to transmit the work being done by the enthusiasts and industry experts to the wider gaming public, and to legitimise it. Sadly, games journalism is broken, not primarily because they are biased or corrupt to begin with (who is born into the world that way? Or whyu would only people that love new games become journos?), but because of again institutional factors. Games journalism does not have enough people that have education or experience in other areas of journalism, or media production, etc. Neither does it have a robust set of theories, manuals, experts, within games journalism itself to teach the newcomers. Where does a games journalist go to learn more about his/her craft? You come out of school with a BA in Creative Writing and you play games a lot. You become a journalist. Nobody around you has much more of a clue. Meanwhile there's a lot of badly built institutional pressures bearing down on you a la Doritos. It's no surprise it ends up this way.
 

Damned Registrations

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The thing is, people doing proper critiques do exist. The guy who does Super Bunnyhop is a good example, he's actually got the right background for this shit, academically at least (he seems to be rather lacking in knowledge of old games, which isn't that surprising given his age), and understands a lot of basic things about design and has some insight to offer. But he doesn't get picked up by any sort of mainstream site that could give him clout in the industry.

The root of the problem isn't the lack of decent journalists, but the lack of a platform for them. The only platforms that exist have been bought and paid for already, and they have such a market dominance now that edging your way in is akin to trying to become a youtube star.
 

Melan

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Good article. Unfortunately, it is an article which could have been written fifteen years ago, and unsurprisingly, it was. In Greg Costikyan's 1998 GDC speech, Don't Be a Vidiot: What Computer Game Designers Can Learn From Non-Electronic Games, he lashed out at designers who were merely copying safe and modern design formulas, blind to the traditions gaming had to offer:
Don't Be a Vidiot
What Computer Game Designers Can Learn From Non-Electronic Games
by Greg Costikyan

This is a speech I gave at the 1998 Game Developers Conference.

When you look at our industry, it's easy to get worried about the enormous number of dull, derivative titles, and the paucity of innovation in a field that was once known for originality and creativity. The best-seller lists are filled with licensed drivel--Barbie titles, games based on old mass-market boardgames. Developers produce shooters and real-time strategy games in enormous numbers, often finding it hard to articulate how their games differ from other games in the same genre because, fundamentally, they don't, much. Other sub-genres stagger on--graphic adventures, computer roleplaying games, flight sims--but innovation seems increasingly driven by technology rather than creativity in game design--as if a 3D graphic adventure is somehow qualitatively different from a 2D game.

For someone familiar with both software and games, this is a puzzling development. Software is an enormously plastic medium. You can do almost anything with software. If you can define it, you can develop it. And games are an enormously plastic medium, too; there is a staggering variety of games, an entire universe of weird and wonderful gaming styles.

There are those who claim that the consolidation of computer gaming into a handful of recognized sub-genres is merely indication of maturation of the industry, that we have now established the types of games people want to play, and that in future our task is to ring the changes, play with the tropes, explore the variations permissable within those established genres. I have a hard time believing that this is true. This field has only existed for twenty years. And the capabilities of the machines we work with grows by leaps and bounds, year in and year out. If an artistic form as old as the novel continues to see works of amazing creativity every year, then surely it is too soon so say that we have explored the basic configurations of the computer game.

The question is one worth thinking about, not only because we, as artists, wish to accomplish innovative and creative work; but also because the history of our industry shows that the games that succeed best, that spur enormous movement down the retail pipe, are often those that are truly novel. That was true of BALANCE OF POWER and SIM CITY and M.U.L.E. and TETRIS and DOOM and MYST and COMMAND & CONQUER; and it was true of DEER HUNTER, which for all its flaws as a game qua game was still something we hadn't seen before, not a mere variant on the same-old same-old.

But if this is true, if the plasticity of software and the plasticity of the game mean truly novel products are possible, and if the market often rewards innovation, what is it that conspires to channel our efforts into reworking the same basic themes again and again? What is it about our industry that makes it so dull?

One factor is unquestionably the conservatism of publishers. If you're a producer for GT Interactive or EA or Eidos, say, and you green-light another COMMAND & CONQUER clone, and it doesn't sell, well, nobody can really say you failed. A lot of COMMAND & CONQUER clones get published. Some of them sell really well. Yours just didn't hit the nerve. You're not likely to get fired. If you green-light something truly offbeat and it fails, you must be a fool. What could you have been thinking? Your job is on the line. It's the old Hollywood cover-your-ass syndrome, and it's endemic in our field. Going with the flow, making the safe bet is easier.

Well, I'm not in a position to fund game development, so I can't do anything about the publishers' failure of imagination. But it occurs to me that computer game designers are at least partly at fault, too. Maybe it's true that the publishers are reluctant to fund novel notions; but I suspect that they aren't pitched many really creative concepts either.

Why not? Partly because of self-censorship by developers, who are unlikely to invest in a prototype if they know it won't get funded, and off-beat titles don't, often. But I suspect it's partly because most game developers just aren't aware of that entire universe of weird and wacky gaming styles I spoke about. Their own imaginations are constrained.

Tom Disch, a brilliant science fiction writer who has since gone on to a brilliant mainstream career, has a term for science fiction writers who have little understanding of any literature other than SF. He calls them "science fictionoids," and says that their lack of knowledge limits them to a handful of literary techniques, blinds them to the importance of character, and constrains their imagination. He insists that a writer who wishes to master his craft must read widely, in work from all eras, in and out of genre.

I think an analogous situation exists among computer game developers. If your sole experience of games derives from the arcade, the console, and the home PC--particularly if your sole experience derives from games published within the last five years--your imagination will be constrained. You will see only what exists in the here and now, and you will naturally be inclined to ring the changes on the apparently possible, rather than exploring more interesting alternatives. Your palette of techniques, your grasp of the possible, will be limited. You will be, if you will pardon the term, a "vidiot," a person whose sole understanding of games derives from video games.

If, on the other hand, you explore that weird and mutable thing we call "the game" in all its manifestations, you will see that the universe is large, that the range of technique is enormous, that this truly is a medium of great plasticity. You will have a bigger grab-bag of ideas to draw on, a wider range of ideas to steal, a broader set of shoulders on which to stand.

(article goes on much, much longer)
This was long, long before he was challenging people to duels on Gamasutra.
 

Melan

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I actually think this is a good reason why we shouldn’t have a list of must play classics.

Most people you run into who hold up Shakespeare as brilliant or one of the greatest writers of all time don't show any interest in Elizabethan drama beyond him. Most would probably be hard pressed to name any of his contemporaries; the few who could would probably be limited to 1-2 of the most famous ones, struggling even then to name more than 1 or 2 works for each (and good luck finding someone that's actually read them). This isn't just the equivalent of proclaiming you're a massive fan of the Elder Scrolls and only playing the newer titles. It's more akin to claiming that Skyrim is brilliant and the best game of all time, and then admitting that it's the only RPG you played and you've only played a few video games at all.
This is important to note. Many people's experience with silent movies starts and ends with Metropolis, The General and Something Something Chaplin. Even if they enjoy them (which most people do), they often assume they are the odd exceptions among many more unwatchable films. A reading list is valuable in orienting people, but when it becomes a closed catalogue of The Official Must See List of Must See Classics, they end up as limits, not jumping-off points.

To bring up another film example, there's The Birth of a Nation; a film which is by most modern standards unwatchable: It's long, extremely boring most of the time, is a silent movie, and based upon an unapologetically racist premise.
That's interesting. I watched it last year in its latest restoration, and if you aren't triggered by the frankly hilarious racism, or the melodramatic acting style, it actually comes off as a classic Hollywood superproduction. You have eye candy, majestic battle scenes, tension-building, tragedy, romance, cute little animals, and a message of peace and brotherly love
(also, Gus the Renegade Negro, who tries to rape the heroine after a hilarious chase sequence).
Since it pioneered the modern Hollywoodian film language, it is immediately understandable to a modern moviegoer 100 years after it was made.

...although this also begs the question: what is the Birth of a Nation of video games? :troll:
 

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