Click here for the Amazon page |
I want to start by saying I have mad respect for Dylan Holmes. His politics are forward thinking and he’s a genuine critical thinker. These traits are pretty rare in people and should absolutely be celebrated, even by bitter old men like myself. Of course that I’m starting a review by praising the author is rarely a good sign for the review. Clearly I’m trying to contrast my opinion of the person with my opinion of the work. This is almost true. In reality, I just want to say where I’m coming from with this review, with respect for the author and not with flippant disdain for him or the subjects that are important to him.
This
is also not a typical review, or rather it’s the sort of review that I
find interesting and worth reading but not the sort of review that gets a
place in your local newspaper dailies. If you’re wondering whether I
think you should buy this book, the answer is yes absolutely! We need to
show publishers that there is definitely a market for these kinds of
discussions about games so that more of them can get published. Do I
think it’s worth reading? Yes absolutely, even if I disagreed with every
word in the book it’s a definitely valuable addition to the canon. The
reading level of the book is (I think) around late high school-freshman
year of college and there’s a fairly extensive glossary of videogamey
terms if you’re new to games in general.
I’m
going to assume that most of the readers of this review haven’t read
the book, so I’m just going to go ahead and reproduce the description on
the back cover here, which covers the gist of the work:
“An engaging and entertaining read for veteran gamers and curious newcomers alike, A Mind Forever Voyaging
traces the evolution of interactive video games by examining 13
landmark titles that challenged convention and captured players’
imaginations worldwide. Alternative gaming blogger Dylan Holmes focuses
on games that tell stories in innovative and fascinating ways and
examines the opportunities—and challenges—presented when players are
given the ability to direct how a story plays out. From the text-based
adventure of Planetfall and the interactive cinema of Heavy Rain to the one-act play of Façade and the simulated world of Shenmue,
Holmes showcases the diversity of video game stories that have emerged
in the last 30 years. Along the way, he addresses such questions as:
- How did the introduction of moral choices in video games change the playing field?
- What film techniques have enhanced (or detracted from!) the gaming experience?
- Can video games aspire to be art [Hint: Yes!]
- What are the benefits, pitfalls, and unintended consequences of players’ “right to choose”?[sic]
- Will the robot Floyd make you cry?
Critical analysis, historical perspective, and a gently opinionated personal touch make A Mind Forever Voyaging an enlightening read that captures the best that video games have to offer.”
So
right away we have some problems, but I really only want to highlight
the one. In fact I already highlighted it and then pushed ctrl+b and
it’s right up there in slightly darker lettering. This book and this
author are a part of a semi-recent cohort of individuals that are
attempting to wrest control of the public conceptualization of video
games and re-engineer it as a respected medium full of all of the value
and cultural respect they feel other media has. This book in particular
is aimed at promoting a more academic discussion of narrative in gaming
and is to some degree an attempt at a genealogy of narrative
storytelling. This concept is in actuality quite opinionated and the
book throughout takes shots at a number of perceived norms while
establishing a very specific hierarchy of importance. It’s gently
opinionated in the sense that the author never particularly tells the
opponents of his viewpoints to burn in hell, but it’s far from
positionally neutral.
Oh and before I forget again here’s the list of games he covers:
The Secret of Monkey Island
Planetfall
Ultima IV: the Quest of the Avatar
System Shock
Final Fantasy VII
Metal Gear Solid
Half-Life
Shenmue
Deus Ex
Metal Gear Solid 2: Sons of Liberty
Façade
Dear Esther
Heavy Rain
Planetfall
Ultima IV: the Quest of the Avatar
System Shock
Final Fantasy VII
Metal Gear Solid
Half-Life
Shenmue
Deus Ex
Metal Gear Solid 2: Sons of Liberty
Façade
Dear Esther
Heavy Rain
This
is not a bad list. I’ve played through seven of these thirteen games
and all of them are solid games with some measure of contemporaneous
ambition. It’s still an arbitrary list, especially with the book’s
central goal of asserting that games are a valid medium. I’m not kidding
when I say he’s a part of a cohort. Everywhere you look these days
there are publications and conferences with that goal in mind. For a
quick answer why: video games are now a broad part of the childhood of
nearly every middle class person born in the late 80s to early 90s.
These kids are in their mid-twenties and either going through or just
completed college educations where they (hopefully) learned to
critically examine their surroundings. Hence we’re at critical mass (28,
Yi Jing) here and the gates are being battered.
The
problem I have, and the problem I keep insinuating, is that I feel like
the necessary ingredients for an academic examination or appreciation
of games is already there and has been generated by this broad array of
publications. That “unsophisticated” or “vulgar” venues for discussion
of games is largely irrelevant. Look at other media. Books, for example.
There’s a huge academic branch about the creation and usage of the
novel form to express things. Most people don’t interact with this
branch at all. They read Game of Thrones or James Patterson or whatever
is popular and critics in local news book sections offer milquetoast
ratings based on how well the book helped them ignore their suicidal
tendencies.
This
is a whole section of “casual” “dabblers” who are “dilettantes” who
would describe themselves as major “geeks” for reading Game of Thrones
in public. In the meantime Serious Scholars ignore things like GoT
sheerly for its popular value and probably for the fact that it’s really
not particularly ground-breaking in any of its writing. Long books?
Done all the time. European epics? Like white dudes write anything
else. Books with sex in them? You’re fucking kidding right?
The
same goes for television, which has been unanimously voted a complete
waste of time since, what, the sixties? Movies have always been
respected as little more than pornography, only truer in the last five
years of nonstop sequels and remakes. Music has had a longstanding habit
of huge disrespect for newer styles in favor of the old, from the
devil’s music rock to rap to dubstep and Justin Bieber. True respect for
all of those mediums comes only from a certain subset of the people who
enjoy that medium, the same people who are now busily practicing the
sort of evangelism that this book does.
So
in many ways I’m set against the premise of this book. I think games
have already achieved legitimacy and they’ve achieved it with the people
who matter, those with years of practical experience with games and the
necessary enthusiasm to formulate obscure arguments about the narrative
importance of game x over game y. That I’m sitting here and writing
this review is the principal evidence of this. But fortunately that’s
not the only goal of the book and I’m more interested in the genealogy
established.
At
the start of the book, Holmes introduces handful of ideas that he’s
working off of. He’s interested in a definition of narrative games that
include games with a specifically designed and overtly presented story
(some would describe it as being grafted to the mechanics) and not
necessarily games that feature relatively little story and are instead
vehicles for mechanics. This is the difference between games like Super
Mario brothers and contemporaneous text adventures, or Zool and Final
Fantasy 4.
This
is an important distinction here, since one of the stronger claims of
games design is that the mechanics should influence the narrative. A
story about the passage of time should feature some changes based on
time. A story about overcoming impossible odds should find some way to
express their impossibility in gameplay. Things like that. The original
Mario was set up with an idea of freedom of movement and it expresses
this through the tight controls and bouncing mechanics, as well as the
colorful and varied worlds. Stuff like that. It’s more apparent in
modern indies like Braid or Fez or some other critically acclaimed
darling. Larger games are more tied to what they expect people want than
necessarily a creative vision.
Anyway
this distinction forms the basis behind what Holmes refers to as a
division between narratology and ludology, which Holmes characterizes as
the difference between being interested in the way games present
stories versus only being interested in the elements of games that
separate it from other media, chiefly the gamic mechanics. Like most
academic distinctions, the best approach to this is a holistic
embracement of both viewpoints, since they’re both interesting and valid
conceptualizations. However like most academic distinctions, they form a
sort of intellectual umbrella to huddle under with peers that agree
with you on this point at least. Academia is kinda messed up.
This
being a “soft” narratological book and not a “hard” ludological book,
Holmes feels comfortable using a somewhat reflexive style, inserting
himself and his life into the chapters that he writes. I’m a huge fan of
this approach. Most science is subjective interpretations of gathered
data and it’s of utmost importance that the particular subjective point
of view is revealed in itself so that the works are contextualized. This
includes being able to recognize things like “Oh, I see, he included
this game because it’s important to his early life” or “his viewpoint
was strongly influenced by this significant event in his life.” It’s
moments like these that provide the qualitative data needed to
comprehend a worldview, or if you’re more interested in approaching
objectivity, it’s these sorts of things that expose the biases we have
and make a work more intellectually honest.
In
Holmes’ case, they’re well used, adding a personal voice to what
potentially could have been a dry affair. They’re well used until the
chapter on Final Fantasy Seven, that is. Holmes really likes Final
Fantasy Seven. He really really likes it, so much so that he spends not
only its chapter extolling its praises, but the following two chapters
include comparisons and more praise for the game. It doesn’t become much
of an issue until he starts making some pretty broad claims about the
impact of FF7 that cross the line from analysis to blatant fanboyism in a
cavalier and apparently unselfconscious way. It’s pretty jarring, given
the relatively serious and muted tone of the rest of the book.
This
sort of thing is one of the major issues I have with this movement in
general. Games are a corporate enterprise above all else and boosting a
more seriously look at games means legitimizing what are ultimately
products designed to be sold en masse to people with a great deal of
disposable income. At the end of the book Holmes includes a section on
suggested games to play that explain how to acquire the games both
listed in this book and those he finds tangentially interesting. All of
them require the purchase of the software, in some cases along with the
console required to play it. As a bibliography it’s shockingly expensive
and it’s in an industry that does not have significant library support.
You’re looking at shelling out at least $500 for just the games in this
book (unless, of course, you already own a PS3 and PS2 and Dreamcast),
only more with the suggested additions. Games are products of a
capitalistic system of entertainment first and foremost, with the
increasingly relevant but still marginalized indie movement
notwithstanding. So boosting games as serious works of study and
attempting to establish academic discourse inevitably sound like
attempts to boost the system that creates these games, an academic lobby
of the Entertainment Software Association. It’s an awkward position to
be in, but it’s the crux of why games haven’t been readily accepted as
important cultural artifacts. They’re not produced as important cultural
artifacts, they’re produced as a consumer product. They’re still
ultimately cultural products, but of a tainted, dishonest sort where
they frequently show their colors as only interested in your $60 with a
vague story about American values tacked on. It’s like an endlessly
recurring series of Dan Brown novels.
I’m
not sure Holmes understands this, but honestly I’m not sure any gamers
under the umbrella of this movement understand this. Ultimately Holmes
is writing a book about people perfecting the craft of tacking a
narrative onto games, chronicling a series of iterative and reiterated
trends in a homogenous environment.
The
ardent exceptions to this are the two Metal Gear Solid games listed. As
Holmes correctly notes, both games were designed from the ground up to
create a narrative experience that smoothly flowed into the gameplay.
Much of this has to do with Hideo Kojima’s creative control and
directorial sense. Later games in the series lost touch with the
ambitions of the first two as the usage of cutscenes ballooned while the
gameplay remained mostly static. There’s an interesting discussion to
be had somewhere about the differing philosophies between development
studios regarding individual control or talent. Kojima games are Kojima
games and they’re always identified as such. Miyamoto is the creator of
Mario, Schafer of Psychonauts. Who made the last Call of Duty?
I
hope this doesn’t sound too negative. This book is pretty good and
interesting and I’d love to see more things like it. I’m just skeptical
of the aims of the book for reasons outlined above. I appreciated
Holmes’ FAQ section and overall enjoyed the amount of research put in.
This is a field that I’m very well versed in, so I can’t say there were
many surprises here, but it was presented well and I think it achieved
its goal of being an introductory book to narratology. I would happily
use this as a text for an intro class to that sort of thing.
No comments:
Post a Comment