and

11 October 2005
Video Games and Online Worlds
as Art
by Raph Koster
To my mind, all arts are based around
communicating something. They use a particular medium to communicate
within the constraints of that medium, and often what is communicated is,
in fact, thoughts about the medium itself (in other words, a
formalist approach to arts--much modern art falls in this category). The
medium shapes the nature of the message, of course, but the message can
be representational, impressionistic, narrative, emotional,
intellectual, or whatever else. Some art forms are solo, and some are
collaborative (and they can all be made collaborative to an extent, I
believe). And some media are actually the result of the collaboration of
specialists in many different media, working together to present a work
that is incomplete without the use of multiple media within it. Film is
one such medium. And video games is another.
The video game requires the collaboration
of a number of disciplines, some of them more technical than others. Yet
to say that it is less of an art because it requires the engineering
discipline of programming code is to also denigrate something like film,
which has an enormously high level of technical competence required.
(It's also to ignore the level of technical competence required for
things like learning color theory or mixing paints, or constructing
sentences or paragraphs, but that's another story).
One of the most common points I hear
about why video games are not an art form is that they are just for fun.
They are just entertainment. But most music is also just entertainment,
and most novels are read just for fun, and most movies are mere
escapism, and yes, even most pretty pictures are just pretty pictures.
The fact that most games are merely entertainment does not mean that
this is all they are doomed to be.
Mere entertainment becomes art when the
communicative element in the work is either novel or exceptionally well
done. It really is that simple. It has the power to alter how people
perceive the world around them. And it's hard to imagine a medium more
powerful in that regard than video games, where you are presented with
interactivity and a virtual world that reacts to your choices. This is a
medium with amazing potential, though I must admit that it suffers on
the abstract level in a way that simpler media do not (film has many of
the same issues though).
Right now, the vast majority of games
don't really have anything to say. Some do, though. It's worth
wondering, I think, why so many of the games and game designers that are
considered legends are those with something to say. Nobody can deny that
there is a clear artistic vision behind the work of say, Will Wright,
Shigeru Miyamoto, Sid Meier, Peter Molyneux, or Richard Garriott. And
it's not just about entertainment. There are subtexts and
implicit messages, and sometimes overt preaching, in these games. And,
yes, sometimes they might be artistic failures as a result. On the other
hand, notice how much scorn gets heaped on games that are perceived as
mere clones or knockoffs. The public already discusses and treats games
as an art form, and uses the same standards of judgment for them as they
do for films or novels or any other artistic medium. They just aren't
comfortable with considering them to be art.
The challenge for game designers, of
course, is whether to decide to pursue the possibilities of the medium.
I'm not worried about the relative lack of this right now -- the medium
is still very much in its infancy. One can hope that it can learn from
the lessons of other artistic disciplines, but even if it doesn't, we're
still basically in the Stone Age as far as designing interactive
experiences goes. And the state of the art is not going to improve
unless we have a decent means of evaluating what it is. Even though
folks like Chris
Crawford have been pushing this perspective for many years, I'm sure
many game developers don't feel that video games are an art form.
Basically, videogames aren't going to
improve as art and fulfill their potential until more people recognize
that they are art, and are willing to discuss them as art. And
that means that, eventually, we must gain a critique of the form.
Game design is an art and a craft,
and like all arts and crafts, it has techniques and approaches, and
that implies that it can support a criticism; said criticism exists
though it is not very sophisticated. Mud design is also an art and a
craft, and it also has techniques and approaches, but there is no
criticism, no self-evaluation, no standards defined, no study of what
has gone before. And without self-critique, it cannot improve except
in fits and starts. If this genre is to evolve into more than game
design, which I firmly believe it has already begun to do, then it
will have to support at least the critical apparatus of game design,
and preferably the critical apparatus of many disciplines that most
people do not bother to link: server design, and writing, and
hypertextual theory, and art (for graphics are coming and will
dominate, it's not worth fighting over), and psychology and
sociology... Game designers today generally do not know even the short
history of computer game design; we must as a community educate
ourselves and each other if we want the community and its art and
craft to grow.
I wrote the above quote maybe four years
ago. Maybe five. I don't know. It's been a while. Since then, I have
seen exactly two websites tackle the tough job of reviewing muds: the
long-standing Mud
Connector and the more recent Game
Commandos. (Editor's Note: Sadly, it appears as though Game
Commandos has since bid us adieu). Many of the reviews are fairly
sycophantic affairs written by players of the mud in question that wish
to boost the visibility and reputation of their favorite cyberspace. But
it's a hell of a lot better than nothing. It is perhaps too much to
expect that the reviews rise to the level of critique, rather than being
merely largely unhelpful reviews.
To make clear the distinction: a review
assesses the merits of something on a fairly simple level: good, bad,
like, dislike. A critique, however, goes deeper to analyze the item, to
suggest its place in context with other things of its type, to elucidate
relationships, uncover archetypes, assess impact on genres, judge how
influential something may be. In the case of a game, a review boils down
to just, "Is it fun?" Whereas a critique must consider things
like "Is it ambitious? Is it important? Is it derivative? Is it
innovative?" Reviews don't give you credit for trying something new
and daring that falls flat on its face. Critiques do.
In addition, my personal belief is that
reviews do diddly to advance the state of the art. They just help
someone decide whether to buy a game. Developers may as well skip the
reviews, honestly. They are frequently hurtful, occasionally
ego-boosting, and they can affect sales. They may, sometimes, help the
developer learn what must be done differently in their next venture,
yes. But they are not written for the developer. They are written for
the buyer. Critiques, on the other hand, are useful to the author as
well as to the reader, they are useful to the developer as well as to
the player, and they are, if well-done, useful to the industry and
useful to the state of the art.
While at a recent GDC, I attended a panel
on the relationship between developers and the press. It was moderated
by Bernie Yee, who is an avid player of Ultima
Online, writes a periodic column
on UO and other online games, and who as of recently, worked in the
online games industry at Sony Online Entertainment. During the panel, I
sat huddled in the back, because I knew that much of the discussion was
going to center around the reviews, awards, and raspberries given to UO
upon its ship (And, rest assured, that is not what I want to talk
about!). During said panel, the point Bernie stressed was that there is
a difference between a review and formal critique, and that the latter
is perhaps non-existent in the industry today. The panel, which
consisted of notable editors from major gaming magazines and notable
developers such as Doug Church, largely agreed with him on that point.
And I agree as well.
The reason why it prompts me to write,
however, is because at least for the larger game industry, outside of
online, there is enough of a history now and enough press and enough
practitioners for there to emerge a shared vocabulary of sorts, with
which certain writers with a broad enough perspective and sense of
history can indeed venture towards the realm of critique, and thus have
a chance to advance the field. It's not common, but it does happen. And
those writers who have this perspective often become columnists and
editors, and generally speaking, are popular fixtures in their various
media. Steve Bauman of Computer
Games Online/Strategy Plus described the role of the gaming press to
me after that panel as being largely like Car and Driver
magazine. Or, in another comparison, it's like TV Guide. It's not
truly critique, but there are gestures towards it, and someday perhaps
we will see the emergence of a Cineaste for the gaming crowd. I
don't doubt that plenty of the stalwart journalists working in the
gaming press today eagerly await such a day as much as developers do.
So, if we all agree on that point, what
am I writing about? Well, about the fact that online gaming, despite a
history that is as long as that of standalone video gaming, is largely
lacking in said shared vocabulary in mainstream press. And as a result,
even the slightest shading of critique is pretty much missing from
mainstream coverage of online games. And this is all the more ironic
because there's a much higher level of awareness of design patterns and
issues among mud designers than there is among most commercial computer
game designers.
This is the point at which cynics
exclaim, "Ah, he's going to complain about UO reviews!"
But you see, I am not. There's basically no reason to quarrel with a
review's conclusions. Best to just take them all as being right,
and don't try to reconcile the contradictions. Rather, the point I'd
like to make is that until there is such a shared vocabulary, until
there is a greater understanding of persistent world games, all the
games released are being done a disservice simply because the reviews
aren't necessarily going to focus on anything that matters. And, as a
case in point, I've been reading a lot of reviews of EverQuest
recently, and couldn't help but notice that the positive reviews
generally completely failed to single out the features of that game that
to my mind are truly outstanding; and likewise, the negative parts
tended not to single out the things I consider weak spots in the design.
Obviously, given that EQ and UO
are in competition, I shouldn't (and won't) go into any detail on this
opinion of mine. It would be bound to simply be taken the wrong way, as
bashing of a competitor. Well, I've got friends over there at Verant,
and have no intention of bashing their product. (Editor's Note: This
is a good example of why one shouldn't burn bridges. Since originally
penning this article, the esteemed Mr. Koster has joined the Verant team).
It's a good game, and nuff said. Instead, here's the things that I
would want to see in a review of online games, speaking as a longtime
player of them.
- How many game mechanics are there?
Online games are not designed to be played for a month until
completion. They are places to live in, not games to play. Yet most
reviews pay little attention to this issue. What's more, the magic
is not in how many races, classes, skills, spells, miles of map, or
purple foozles the game offers. It is in how many different game
mechanics it has. It does me no good to know that I can play a
merchant with fifteen merchant classes if they all have the same
mechanics. It does me no good to know that there are 1500 spells if
1400 of them are the first 100 with new graphics. If there's only
one path to advancement, only one goal to the game, then the review
must touch on that. Successful online games must offer more
than one to sustain interest over a long term. All the currently
operating commercial online RPGs have this. It is why they are still
operating, and a great thing to cover in a review would be what
these features are.
- How easy is it to meet, make, stay
in touch with, and remain friends?
In final analysis, the game part of an online game, which
I covered in the above point, is still going to pale. A very
important question is how much the game supports community building.
There are countless tactics to do this, and it was nice to see the
press home in on the interesting system that Asheron's Call
uses (and yes, those guys are friends of mine too, and I'm not going
to bash them either--just assume all of us working in this field
know each other, OK?). But that system is not the only thing
going on in that game, and there are countless factors in other
games that serve much the same purpose yet rarely get discussed. The
key here is not just examining the means of communication provided
with the game, but to look at the social structures provided by the
game, the flexibility the code offers for creating new ones, and the
forms these structures can take: Political? Economic? Military? Feudal?
Communal?
- How much is recycled from other
designs?
This matters a lot. It's important because it can be a good thing.
It's all too easy to fall into the trap of thinking that old systems
are bad ones (and many who criticize UO might argue quite
plausibly that this is a trap I myself have fallen into). It's also
important because right now much of the online game playing
community is familiar with the offerings of the past, and know what
they liked and did not like. Familiar features, or better yet (to
get back to the critique thing) features which are emerging as de
rigueur, common consensus basic features that should be present
in online gameplay, are something very very worth talking about. One
of my greatest pleasures has been seeing certain features present in
UO become these kinds of "standard features" in
other games. It helps define, and thus advance, the state of the
art. Likewise, we knew perfectly well that UO would get
criticized for its departure from certain "standard ways of
doing things in online games" such as PK switches, avoidance of
a class system, etc; but sometimes you can only extend the
boundaries of the art by reacting against what is considered to be
the optimum solution.
In all of the above, I've barely touched
on one other, even more controversial, aspect of regarding games as art,
and that is the responsibility of the artist. At a recent E3 convention,
someone in the press asked Warren Spector what he thought of the trend
of dumbing down games to make them accessible to a wider market. Now,
Warren's a pretty opinionated and blunt guy (he's also a pretty good
guitar player) and his answer was, "I don't want to make games for
stupid people." At that same time, Richard Garriott was
demonstrating Ultima
IX: Ascension, a game clearly intended in part to make the
narrative RPG experience more accessible and immersive. Either way, each
of them was living up to the artistic responsibility to themselves: the
responsibility to pursue their vision (and, lucky them, they are at
points in their careers where they are free to do so!).
These are what we call "artistic
differences." They're common, and at some level, the audience will
have to go where the audience wills. One designer might end up with a
small, elite audience, but know that he is designing to the standards he
sets and to his own satisfaction. Another might believe, as I do, that
if art is communicative, then communicating only to an elite is a
self-imposed limitation on your audience. (While I was in graduate
school, I was crushed when my thesis advisor told me that she didn't
think that my poetry was the sort that could cross over to wider
audiences, probably because it was too densely allusive and too densely
packed). And designers may choose to take different artistic tacks with
different projects. There was a lot of verbiage thrown around about how Ascension
was doomed to be a failure--and it all boiled down to the audience
stating that the designer had a responsibility to them to keep to the
same type of expression. But with this medium, the only responsibility
the artist has to the audience is that the game be an enjoyable
experience.
This is not something the audience likes
to hear, by the way. "Hey, you don't like the way this game is? Go
pick up another one off the shelf." Then again, I didn't like it
when Suzanne Vega added trip-hop into her folk music, and I didn't like
it when the TV show Homicide dropped some of the camera work they
had used in their early episodes in favor of a tamer, less jarring
style. I complained a lot about the Suzanne Vega thing on a folk music
board I participated in, in fact, and got slapped back by a wiser head
than I who basically said, "I'm happy to just follow this artist's
vision wherever they happen to go." And isn't that why we seek out
particular people's songs, movies, paintings -- or games?
There's another potential type of
responsibility that merits much discussion. And that is the artists'
responsibility to society at large. This is not an easy subject. Games
are getting a lot of attention for their supposed influence. I am not
going to say much on this subject, except to note that all artistic
media have influence. And free will also has a say in what people say
and do. Yes, games right now sure do seem to have a very narrow palette
of expression. But let them grow. Don't do something stupid like the
Comics Code, which stunted the development of the comics medium severely
for decades (the artistic gap between the EC Comics of the Fifties and
Art Spiegelman's Maus is not that huge -- the time gap that
resulted from the imposition of the Comics
Code arguably set the medium back by thirty years). Not all artists
and critics agree that art has a social responsibility. If there was
such agreement, there wouldn't be the debates about the ethics of
locking up Ezra Pound, about the validity of propagandistic art, about
whether one should respect artists who were scoundrels and scum in their
private lives. It's not surprising that we wonder whether games or TV or
movies have a social responsibility -- once upon a time we asked the
same thing about poetry. Nobody really ever agreed on an answer.
(For what it's worth, my answer is
"yes, but." Make of that what you will.)
BIO
Raph Koster is a game designer in
Austin, Texas. He's also a musician who plays acoustic guitar and
composes his own material. Or maybe he's a musician in Austin, Texas who
is also a game designer. In any event, his rst CD, After the Flood,
is available at MP3.com.
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