Week 4
I cannot wait for the day that they start making games that are more intelligent. Lately I’ve experienced games that are nothing more than a string of button mashing destruction that is somehow dragged on through dozens of levels by a barely plausible storyline.
There are games that attempt to be intelligent. The most recent attempt at intelligent content I’ve come across is in Prototype. Shocked? Frankly I cant believe I’m using the words intelligent and prototype in the same sentence. BUT! It is there should you choose to pay attention to it. If you actively pay attention to the story line, if you hunt down and watch all the memories that you collect, there is something there. It seems that what they are attempting to do is satisfy the destruction craving but also to justify the action through the insertion of the government-experiment-gone-wrong mystery that unfolds throughout. This is just an attempt at intelligence.
I think the problem with both the rants is that they categorize mindless violence and fun together and all the way on the other side is artistic, human condition representations, and intelligence. They say this as though it is impossible to combine anything from column a into column b. Isn’t it possible to have a game that is violent, fun, artistic and represents the human condition? I think it is, all you need is a good storyline and a fixed camera. That’s really all you need.
People like to argue for games as a legitimate art form, so lets take a look at art. If my years of studying art have taught me anything (apart from the 2 thirds rule and the glory of painting the colour wheel over and over again) it is that the artwork is not supposed to be intelligent, it is supposed to trigger an emotional, intellectual or even spiritual reaction from the viewer. The artwork itself is just an object, the viewer has to fill in the gaps.
Look at Blue Poles by Pollock. You may all know it from the boring Australian history classes back in whatever grade that was. It is a painting that creates an intelligent emotional response. Anyone who’s seen it in real life hopefully knows what I’m talking about. The painting itself isn’t meant to be intelligent. Its just a painting. The artist had an emotion and a thought that he wanted to convey and he chose the simplest way to pass it on to the viewer. Some people will get it, some people wont, and some people will be reminded of their aunt, a sandwich or feel really happy. None of these responses are wrong, none are right. The painting isn’t stupid, its not smart, its just a painting, don’t try to make it something that it isn’t. What makes it intelligent is the viewers response. Its not about being complex or deep, its about presenting one idea as affectively as you can. Its about stimulating an intelligent response, not dropping a whole bunch of information on them at once.
If that makes no sense in relation to Blue Poles then try Marcel DuChamp’s ‘Fountain’. If you don’t know Fountain then hang your head in shame. An upside down urinal isn’t exactly intelligent, but when you think about its context, think about its meaning, in other words; think, then you’ve contributed to the intellectual discussion of what makes that one of the most influential and important works in contemporary art.
Proof that you can make something violent intelligent artistic and representing the human condition, the best example in my opinion is the film Pan’s Labyrinth. Could you turn it into a game? Hell yes.
The same thing could be applied to games; one key idea presented in a simple way can turn a game from mind numbing to inspiring.
The problem right now is that in catering to the baseline of taste, games like Halo, Gears of war or GTA whatever, are the Taylor Swift of gaming (*shudder*). Making a game intelligent isn’t about making it boring, its not about taking out the mass murder, and its not about injecting a storyline that is dense and uses every word in the dictionary. Right now they are trying to make games intelligent through the story line, but an intelligent storyline that doesn’t mesh with the game play is pointless. An intelligent game isn’t about making the game complex, if anything the simpler you can make the story the better. As long as the story isn’t in conflict with the action, as long as the two justify each other, the audience will fill in the rest. We do have brains after all. Any game can be intelligent, if you know what reaction you want the player to have, there are always ways to achieve it. Present a simple idea and the player will fill in the rest. It is up to the Player to create an intelligent emotional response to the game, and there is no point if the game crushes any hope of a reaction when over stimulated to the point where nothing comes as a shock. When you spend an entire game just killing everything, or an entire game listening to some overly complex story line, you stop paying attention. Once this happens there is no hope for any kind of intellectual response.
That’s pretty much all I have to say, the game doesn’t have to be smart, it just has to make you think.
(side note; this was proof read by Kacie, who said, and I quote, “yes, it makes sense.” I still think this is a lie. She also said “this ending is a COP OUT.”
Well sooooorrry. After 900 words, the train of thought crashed into a truck of dinner that was ignoring the red light.)
Posted by ushiapples