Huh. I think Errant Signal guy mistakenly mixes together culture and politics. Game narrative elements will obviously follow cultural ideas and values of people who created them. Politics though is more about country's self governance, and while it's not disconnected from values and ideas of people, it's just a part of culture. Culture is second nature (the first one is one we inherited from monkeys) like one of my teachers in university used to say, so saying that games are political because they are cultural is just playing captain obvious and it has nothing to do with the problem.
There is nothing inherently "American" in winning a space race, building a large city or conquering your enemies. These activities are universal for many human cultures and represent human progress. But most importantly, they play well for game mechanics. What's more difficult - building a small town or a large city with highways and millions of people to take care of? What will you do when you've built a small city? Build another one? Running and expanding a megapolis just has more options than running a smaller city. Managing an army is more difficult and has more easy to comprehend consequences than managing food supplies, and it means you can battle other AI's, unlike games like Transport Giant where AI is there just for ranking tables. Not to mention that making your citizens happy, fed and healthy is an important part of the challenge of both Civilization and SimCity games.
The "politics" gamers object to is a here-and-now, routine in the kitchen, first-world, local internet politics which is about issues some country suffers and can't govern properly. It's not something people are interested to sit and think about afterwards, but rather what they can't solve. And games are just not the right media to do that. How do you solve prejudice to something by playing with that? You can write a cool story, or make a movie, to make people see your point, but is it possible to make them see your point by playing with interactive toy? I think it would just feel awkward and wrong to simulate that sort of thing.
Developers can place black people mopping floors in their generic shooters as much as they want, but as long as these are just immortal bots or facade to killing shit with your super armsaw, indeed, games would get nothing from being "political". Although, I don't think games would win much even if they make this stuff more complex. And something can still be "art" even if it's not "political", but then we are going into "what is art?" territory and that shit would quickly get out of hand.
The way he presents gamers in the beginning as pretentious morons who can't tell apples from oranges sets the tone for the whole video anyway. Games can have good gameplay and bad stories, bad gameplay and good stories, sometimes even good gameplay and good stories, but these values will not solve any political issues people experience. And yes, games are expensive and complex products, and they should be judged for that first, instead of being an afterthought to journalist's personal political issues, if even existing in the first place, like in RPS articles or who sucks from drama>hit>dollars tit today the most.
IMO, best stories in games usually revolve around themes we can contemplate after, not themes which are "here and now". I think it's because while playing we learn about them in simulation, while remaining neutral to them, we observe them instead of processing them, and then in the end we can relate to experience we had with them. Because we are not attached to authors idea to "what can change the nature of the man" yet, we kinda let gameplay carry us as we slowly form our opinion on the game and it's themes. Because a game is that little world with it's own rules, if we are neutral to it's themes, it does not hurt our suspension of disbelief when we are acting inside it, and oh shit I am at ludonarrative dissonance territory again am I.
Damn sometimes I wonder who is worse, the feminazis and their other allies or people who try to explain those and politics and narrative and artfags who battle other artfags to learn the true nature of games and art and so on.
Maybe they are all shit and a waste of time. Gonna watch guy with dinosaur head.
There is nothing inherently "American" in winning a space race, building a large city or conquering your enemies. These activities are universal for many human cultures and represent human progress. But most importantly, they play well for game mechanics. What's more difficult - building a small town or a large city with highways and millions of people to take care of? What will you do when you've built a small city? Build another one? Running and expanding a megapolis just has more options than running a smaller city. Managing an army is more difficult and has more easy to comprehend consequences than managing food supplies, and it means you can battle other AI's, unlike games like Transport Giant where AI is there just for ranking tables. Not to mention that making your citizens happy, fed and healthy is an important part of the challenge of both Civilization and SimCity games.
The "politics" gamers object to is a here-and-now, routine in the kitchen, first-world, local internet politics which is about issues some country suffers and can't govern properly. It's not something people are interested to sit and think about afterwards, but rather what they can't solve. And games are just not the right media to do that. How do you solve prejudice to something by playing with that? You can write a cool story, or make a movie, to make people see your point, but is it possible to make them see your point by playing with interactive toy? I think it would just feel awkward and wrong to simulate that sort of thing.
Developers can place black people mopping floors in their generic shooters as much as they want, but as long as these are just immortal bots or facade to killing shit with your super armsaw, indeed, games would get nothing from being "political". Although, I don't think games would win much even if they make this stuff more complex. And something can still be "art" even if it's not "political", but then we are going into "what is art?" territory and that shit would quickly get out of hand.
The way he presents gamers in the beginning as pretentious morons who can't tell apples from oranges sets the tone for the whole video anyway. Games can have good gameplay and bad stories, bad gameplay and good stories, sometimes even good gameplay and good stories, but these values will not solve any political issues people experience. And yes, games are expensive and complex products, and they should be judged for that first, instead of being an afterthought to journalist's personal political issues, if even existing in the first place, like in RPS articles or who sucks from drama>hit>dollars tit today the most.
IMO, best stories in games usually revolve around themes we can contemplate after, not themes which are "here and now". I think it's because while playing we learn about them in simulation, while remaining neutral to them, we observe them instead of processing them, and then in the end we can relate to experience we had with them. Because we are not attached to authors idea to "what can change the nature of the man" yet, we kinda let gameplay carry us as we slowly form our opinion on the game and it's themes. Because a game is that little world with it's own rules, if we are neutral to it's themes, it does not hurt our suspension of disbelief when we are acting inside it, and oh shit I am at ludonarrative dissonance territory again am I.
Damn sometimes I wonder who is worse, the feminazis and their other allies or people who try to explain those and politics and narrative and artfags who battle other artfags to learn the true nature of games and art and so on.
Maybe they are all shit and a waste of time. Gonna watch guy with dinosaur head.
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