Thursday, November 1, 2007

Video Games and Philosophy: I Play, Therefore I Am

(I presented this originally at the 19th Annual Meeting of the Far West Popular Culture/American Culture Associations in January of this year. I hope to use it as the basis for a book of game criticism.)

Wrongly considered by many to be strictly a form of children’s amusement, the medium of the video game is actually a rich field for academic inquiry. This field has been exploited rather famously in recent years by psychologists and sociologists studying the effects that gaming may or may not have on human behavior, and the graphic design aspects of games have also been explored to some extent, although there is a certain reluctance on the part of academic and cultural establishments to take that particular endeavor very seriously. Likewise, there has been a general neglect in the field of game studies to look at games in relation to the humanities, particularly philosophy, and yet to anyone familiar with games, they raise profound questions in those areas. While this paper does not seek to correct this neglect, it is with some of these questions that this paper is concerned. Specifically, who plays video games and why? How do games define reality or shape our perception of it? Finally, are games art and therefore valid forms of expression?

The first question: who games? As noted, there is a general belief that video games are the domain of children, or of teenagers at the very least. There is a coincident belief that the people who play games are overwhelmingly male and socially dysfunctional. However, according to the Entertainment Software Association[1], 69% of American heads of households play video games. The average game player, or gamer, is currently 33 years old, with the majority of gamers, approximately 44%, ranging in age from 18 to 49. Gamers aged under 18 account for 31% of the market and those aged 50 and up make up 25%, which is the smallest share. In terms of sex, males currently have a slight majority at 62%, with females at 38%, a difference of only 12 percentage points. This disparity is more likely a matter of marketing than of interest; magazines and television networks and programs that are male-oriented feature prominent game advertising as opposed to those geared to females. In terms of socialization, 44% of gamers play games online in large gaming communities. Gamers constitute a sophisticated culture with its own linguistic norms and code of conduct. Of course, we must remember that these numbers come from a biased source—the ESA is the game industry’s chief public relations organization—but these numbers are generally supported by gamer experience. Gamers can vouch for them.

Why, then, is it assumed in the popular imagination that gamers are children? Certainly, children do play games, though not apparently to the extent that would justify this belief. It has been suggested that since video games are a relatively new medium they appeal to youths and have been a part of youth culture more or less since their inception. This does not make for a compelling argument, however, because since their early days video games have been directed traditionally at an adult market. Pong, for example, the first commercially successful video game, was first installed in bars, which one would presume would be devoid of children. Home gaming consoles have been relatively expensive, even today costing hundreds of dollars, being priced not for children but for adults with disposable income. The vehicle for games, whether it be the home console, the personal computer or the cell phone, is likewise geared to adults. The video game is and has been an adult medium. The notion that it is a medium for children likely comes from a cultural bias regarding the term “game.” “Game” connotes “play” and playing is regarded as juvenile behavior. Video games are toys, the thinking goes, and mature adults don’t play with toys. Of course, we all know that this is completely untrue. Adults have always loved games and toys; the games and toys just get bigger and more sophisticated as we mature. It is this fact that may help explain the appeal of video games to children; children play video games because adults introduced the games to them and to play the games is to emulate adult behavior.

But if video games appeal to children because adults like the games, why do the games appeal to adults in the first place? Why do adults feel compelled to engage in play? Probably for the same reason that children do: play is a form of interaction with our social environments that allows us to identify, formulate and practice our social roles. In his thesis on the game Return to Castle Wolfenstein, Marshall Smith shows that a society’s leisure activities reflect the forms of work that is done within that society.[2] People in industrial societies which emphasize physical labor tend to spend their leisure time playing and following athletic sports. Members of technological societies, by contrast, whose work is less physically demanding and more mental, play games that likewise employ less physical and more mental exertion, such as board games, cards and gambling, darts and billiards, and video games.[3] The games that we play reflects the work that we do. This is especially true with video games. Gonzalo Frasca, one of the leading theorists in the field of ludology, or the study of play, points out that video games are simulations.[4] They are models that allow us to explore cause and effect, right and wrong, winning and losing. They allow us to do what we cannot do or are discouraged from doing in our everyday lives. This is especially true in MMORPGS, in which gamers fashion avatars to represent themselves more or less out of whole cloth, imbuing those avatars with the characteristics that the gamers want to possess themselves. It is a process of self-fashioning at a most literal level. Games are thus simultaneously a means by which we engage in wish fulfillment and achieve a sense of agency and power that is frequently absent from reality.

And that brings us to the issue of reality and our relationship to it. According to Plato, most people have an imperfect grasp or perception of reality, one that is limited by our lack of intellectual rigor. In his Dialogues, Plato articulates what is referred to as the “Allegory of the Cave.” He describes a scenario in which prisoners are chained in a dimly lit cave and are forced to watch shadows projected on the wall; these shadows constitute the conception of reality for these shackled cave-dwellers. Because they don’t know better, because they have such a limited frame of reference, they accept the representation of reality, the projected shadows, in place of the real thing. Now consider how complicated the issue becomes if instead of looking at shadows they played video games. Whereas Plato’s shadows were merely representations of reality, games and virtual reality raise the representation to the level of simulation. Games don’t simply represent reality, they let you interact with it and control it, to experience it in a way that a shadow, or a painting or a film for that matter, do not. Plato felt that representations were dangerous because they tricked people into accepting their false versions of reality instead of forcing people to search for the truth of reality and experiencing the real thing for themselves. What about the simulation? Does it pose a similar or greater threat? Will we come to prefer it to reality, or fail to make distinctions between the two? Opponents and critics of video games think so. We hear horror stories all the time of people who become addicted to games, preferring to interact with virtual people rather than real ones. We are warned that violent games promote violent behavior because gamers, particularly younger ones, cannot distinguish between fantasy and reality. This idea is conveyed in the many reports about how the Columbine shooters played a version of Doom in which they had modified the game world to resemble their high school. Can this be true? Can games reconfigure our perception of reality to such an extent that reality itself becomes a simulation?

Aristotle would have said no. Unlike Plato, who felt that the representation served to distance people from truth, Aristotle saw it bringing people closer to truth through the vicarious experience of it. In his Poetics, Aristotle discusses how poetry, specifically tragedy, is an imitation of great men and how these characters’ experiences and changes of fortune are internalized by the audience. Through these characters, the members of the audience are given permission to explore their own darkest desires in a socially acceptable and safe way. The ultimate effect of this exploration is catharsis, the purging of those dark and negative desires and drives. The internalization of the imitation acts as a safety valve, letting the audience blow off steam before they explode. If this is the case, then games should fulfill the same function, but to a greater extent. Because the interactive nature of games makes them more real than mere representations, then the vicarious experiences they impart should result in more satisfying catharsis, one that is potentially even more socially responsible than that derived from drama or other forms of art. It would seem better for people to work out their aggressions in a virtual environment than in the real world. When people cut you off in traffic, don’t run them off the road; just go home and run cars off the road playing Burnout Revenge. The streets will be safer that way.

Of course, this line of thought is likely to raise objections. For one thing, both Plato and Aristotle were considering specifically the value of art to society. There is a reluctance in our culture to consider video games as art, and so it’s questionable whether the arguments Plato and Aristotle put forth can be applied to games. Can games be considered analogous to other forms of art? There is, as has been explained, a fundamental difference between games and shadows or plays: the latter are representational whereas the former is simulational. We don’t consider physics simulators or shooting galleries or games of chess, for that matter, to be examples of art. And yet, video games employ many of the elements that we find in more traditional art forms. There is design, for one thing, although that design frequently has more in common with architecture than painting. Still, architecture is considered to be an art form. Another element is a sense of narrative. Although many games don’t tell stories in the traditional sense, many of them do, and those that do not can be read as narratives, albeit simple ones. Fighting games like Mortal Kombat have characters in conflict with each other; there is a crisis point at which the gamer’s avatar (the protagonist) is in danger of losing; there is a logical progression of events from start to finish that displays a logical chain of causality: if the avatar gets hit, it falls down. Games also convey messages and function as a form of communication. In order to finish games successfully, the gamer must enter the mindset of the game designers and learn their logic.[5] Even the early and relatively simple and primitive games (Pac-Man, Space Invaders) communicated meaning: these games were not about winning; in fact, winning was impossible. The goal instead was to play a good game and earn a high enough score to have your initials recorded for posterity or until someone better came along and beat your score. That’s a profoundly Classical ideal, akin to Achilles setting out to attain glory in the short lifetime that is allotted to him. Finally, the best games showcase creative thought and originality, operating in surprising ways, sometimes even to the designers themselves. The celebrated game creator Peter Molyneux describes an experience he had programming the game Black and White: one of the game’s creatures was programmed to eat the most edible items in its environment, a program that it tried to fulfill by eating its own leg.[6] The game’s AI, or artificial intelligence, showed emergent behavior, taking the rules of game play that he had programmed and interpreting them in an unexpected way. If the purpose of art is to make you think, then that is certainly what happened here.

To be sure, I am biased when it comes to these issues. I love my games and do not like to have my beloved pastime denigrated or disparaged. But even with that in mind, it would seem that video games do meet the criteria for works of art and that games have much to teach us about ourselves and our own world. Descartes famously asserted “Cogito, ergo sum”: “I think, therefore I am.” He felt that the only fact that could be truly knowable, the only thing of which he could be certain, was his own existence, an existence that was defined by thought. For us gamers, existence is increasingly determined not by thought but by play, not by what we think but by what we do. Our avatars provide us with a sense of volition and self-awareness; they are an objectified form of ourselves. For the gamer, Descartes’ maxim is revised to read, “Ludo, ergo sum”: “I play, therefore I am.”

[1] All statistics come from “Game Player Data,” Entertainment Software Association, 20 January 2007.
[2] Marshall David Smith, Ideology and Interaction in Internet Action Video Games (master’s thesis for University of Nevada, Las Vegas, 2004), 23.
[3] Ibid., 24-25.
[4] Gonzalo Frasca, “Simulation versus Narrative: Introduction to Ludology” in The Video Game Theory Reader, ed. Mark J. P. Wolf and Bernard Perron (New York: Routledge, 2003).
[5] Mark J. P. Wolf, ed., The Medium of the Video Game (Austin: University of Texas Press, 2001), 4.
[6]“The Frankenstein Factor,” in Video Game Invasion: The History of a Global Obsession, dir. David Carr and David Comtois, 2 hr., Game Show Network LLC, 2004, Digital Video Disc.

The Literate Gamer

One of the things that excites me about video games is their capacity for storytelling. Games have the potential to provide for an immersive storytelling experience, one that is intelligent and profound. Many games succeed in fulfilling this potential to such an extent that they border on being great works of literature. Truly, games are poised to become the new great narrative medium and it's exciting to be here at the start of this literary revolution. Can you imagine being there for the creation of the play or the novel or the film? We're there now with the game.

Now I know many people, both those who keep an eye on the game industry and those who don't, will scoff at such an assertion. Games as literature? Games are toys, the thinking goes, with little redeeming social value. This is the snobbery that underlies much of the political debate about games. Those who object to video games do so largely I suspect because their exposure to games is limited to Pac-Man and Donkey Kong—or worse, Pong—back in the days of yore. They associate games with children and are therefore appalled that contemporary games deal with mature and sophisticated subject matter because they don't recognize that the children who grew up with games have, well, grown up. Just as works of children's literature are often bizarrely ghettoized as not being works of serious literature, so video games do not receive their due as serious art.

Games as literature? Yes. What is literature but a narrative that is composed in such a way as to illuminate human experience? If we buy into the Horatian school of thought, great works of literature are those that simultaneously teach and entertain. In the right hands, games can do these things just as well as books and films. There is no credible reason to reject games as literature. Doing so simply reveals a person's ignorance.

Granted, games are different from other works of literature by virtue of being interactive to a much greater extent than those other works. There is a great debate amongst game theorists over whether games are primarily narrative or simulational. I don't see why games need to be one or the other. Why can't they be both? A novel is a narrative that is representational. A play or movie is a narrative that is performative. No one questions the literary merit of these mediums. So why can't there be a narrative form that is simulational?

Part of the problem with viewing games as literature is the apparent lack of literary thought that has traditionally gone into them. Sure, there have been games that tell great stories but those stories seem almost to have been happy accidents. Rather than deliberately setting out to create narrative experiences in their games, designers seem to have lucked into finding narrative techniques. Now imagine the power of a game that is designed with narrative technique in mind, one that fuses narrative theory with game theory. It's not that far-fetched. Many classic works of literature were designed in ways that are remarkably similar to games.

Think about the typical structure of games. Games begin in crisis: monsters kidnap princesses, zombies besiege towns, terrorists steal WMDs. The hero sets out on a quest to save the princess, destroy the zombies or defeat the terrorists. He or she traverses many levels, fighting bosses along the way. Finally the hero triumphs and order is reestablished to the world. Now consider Homer's Odyssey. After Odysseus fails to return home from the Trojan War, Penelope is faced with the negative prospect of remarriage (crisis). Odysseus sets out on the sea to return home to Ithaca and prevent the loss of his kingdom (quest). He travels through many strange lands (levels) where he confronts and defeats figures like Polyphemus, Circe and Calypso (bosses). He makes it to Ithaca where he slaughters Penelope's suitors and regains his position as king (triumph). Is it any coincidence that classic works of literature like the Odyssey are structured like games? Far from it; both games and great literature deal with universal themes and archetypal ideas. Games are perfectly suited to producing great literature.

I don't point out the similarities between games and the Odyssey in order to suggest that the Odyssey should be made into a game (though I think it would be a very cool game and would like to get in on that action. Take note, game developers!). I point them out in order to show that narrative theory can be applied deliberately to game design in a way that is not artificial. We stand at the cusp of a literary revolution. It's going to happen whether we mean it to or not. Let's not squander our opportunity to consciously take part in it.

Why Movie-based Games Suck

It is practically a truism to say that video games based on movies are guaranteed to suck. There are countless examples of crappy movie-based games from which to draw as evidence: Enter the Matrix, Jaws Unleashed, The Godfather. If it's big at the box office, odds are there's a terrible game based on it. The process of adapting a movie into a game is often a paradigm for gaming masochism. But why?

Part of the reason for this suckage is simple greed. Game producers want to capitalize on the success of a blockbuster movie. The thinking is that if you enjoyed the movie you'll enjoy experiencing the action first hand even more. So the producer buys a license to the property, has some programmers slap together something that resembles a game, and then ships it. Such was the case with the infamous E.T. game which set the template for the Movie-Games-that-Suck (MGtS) syndrome. Naturally, the resulting "game" is an unplayable mess because the publisher has ignored that which makes a game what it is.

Games offer a fundamentally different entertainment experience than movies or other forms of media do. A movie, for example, has to be structured according to a plot. There has to be action in the Aristotelian sense in order to engage the audience and allow them to follow the story. While it's possible to make a movie without a plot—horror movie directors have been doing it for decades—those movies unsurprisingly suck. A game on the other hand does not have to be plotted. It can be, of course, and my favorite games are, but plot is not a necessary component of games. Poker has no plot nor does chess. The main component of a game, that which makes it fundamentally a game, is repetition. Repetition is necessary to gameplay because of the very reason that games entail play.

Observe the way children play. A child doesn't play with a jack-in-the-box only once. He or she will crank that handle repeatedly, much to the parents' chagrin, despite the fact that the outcome of cranking the handle is known and always the same. Similarly, hopscotch is simply a series of repeated physical moves that don't allow for deviation. In a baseball game, someone throws a ball, someone else hits it and then runs. Rinse and repeat. This kind of repetition is intolerable in a movie, but is desired in a game. Why? Because unlike a movie, which puts its payoff at the end and rewards the viewer for sitting all the way through it, the repetitious action of a game is a reward in itself. That's why it's play.

Even though video games and movies are both visual media, games based on movies are almost guaranteed to suck because of this fundamental difference between playing and viewing. Indeed, this is why movies based on games are almost as likely to suck as the games based on movies. Whereas games require repetition, movies that are repetitive are barely watchable. The gaming-themed horror movie Stay Alive, produced in consultation with game designer Cliffy B, succeeds in feeling like a video game but is a chore to watch. What makes Uwe Boll think his movies will be any better?

So what's the solution? Personally, I think games and movies should remain separate mediums. I wouldn't want a game that I made to be turned into a movie or vice-versa. I'd rather maintain the integrity of the original work. Of course, this sensibility isn't likely to catch on with producers as long as there's money to be made. Moreover, movie-based games need not suck. Anyone old enough to remember the original Star Wars arcade game will recall how fun it was. This game didn't try to retell the story of the movie—not that the software limitations of the time would've allowed it. Rather, this game took a single moment from the movie (the attack on the Death Star) and let the gamer play through it. Repeatedly. Far from being tedious, you actually felt like Luke Skywalker piloting the X-Wing. Of course, the game's interface helped sell the illusion, since you sat inside the game's cabinet like a cockpit while speakers behind your head let you hear the music and sound effects and, occasionally, Obi-Wan telling you to use the force. The game was extremely simple, but extremely thrilling and addictive.

An alternative to such simple satisfaction is to create a game/movie hybrid. Some people are trying this, though not with much success as of yet. Atari's Indigo Prophecy (known as Fahrenheit to the rest of the world) is a case in point. Although this game has an intriguing storyline it plays more like an interactive movie than a game, making the gameplay fairly boring. Another option that has proven more successful is to create movies and/or games that utilize the same characters or environments as their other-medium counterparts but provide distinctly different experiences. This is part of the reason why the Star Wars game worked so well. It wasn't rehashing the story, it was letting you inhabit that world.

All the gamer really wants from a movie-based game is to feel like he or she is playing in the movie's world, not to play in the movie itself. Likewise, the most successful game-based movies—such as the Resident Evil series or to a lesser extent the first Tomb Raider—are those that take place recognizably in the game's world. If the gamers want to see the movie, they've got the DVD player. If they want to play the game, they've got the console. What they want from the game and movie is the fundamentally different experience that comes from playing a game and watching a movie.

The Virtue of Violence

I was watching an episode of the X-Files last night called "First Person Shooter." It was co-written by cyberpunk writers William Gibson and Tom Maddox and was about a killer video game. Naturally, it pays lip service to that tired old debate about media violence. As Scully says, "Mulder, what purpose does this game serve except to add to a culture of violence in a country that's already out of control ? . . . You think that taking up weapons and creating gratuitous virtual mayhem has any redeeming value whatsoever? That the testosterone frenzy that it creates stops when the game does?"

This issue is omnipresent in American culture and not limited to video games. Decades ago the government complained about comic books warping the minds of impressionable children. Then there was the "video nasty" issue in cinema. The music industry wasn't immune either: witness the PMRC insanity. Video games are just the latest form of media to get this inevitable treatment. First there was the Mortal Kombat hysteria and then the "Columbine massacre linked to Doom" witch hunt and now the ESRB's restriction of Manhunt 2 and Hillary Clinton's crusade against games. (I find it odd that it's always the liberals who are opposed to "offensive" content in media: Hillary Clinton, Tipper Gore, Joe Lieberman, Herb Kohl. The self-righteous conservatives aren't saying peep. You'd expect it to be the other way around). What I find interesting is that all this sturm und drang serves to obfuscate two assumptions that underlie the anti-violence argument: violence is bad and exposure to non-violent media will alleviate violent tendencies.

These assumptions are absurd. Humanity is a naturally violent species. That's why we're dominant; we fought and clawed our way to the top. It's part of our d.n.a. A case in point: the Virginia Tech slayings of April 2007. After Cho Seung-hui went on his killing spree there was an immediate—and expected—attempt to blame his actions on him being steeped in violent media like the Columbine killers. Ah, but there was a snag—Cho didn't watch violent movies or play video games. His need for violence was innate. To think that removing violent ideas and imagery from our culture will result in breeding violence out of the human species is disingenuous. Does anyone really believe that if Cho had only played games full of fuzzy bunnies and cute little kittens he wouldn't have done what he did? I don't think so.

The truth of the matter is that American culture is predicated upon violence. The Puritans were driven out of England because of their little habit of persecuting people, a habit displayed spectacularly in Salem. Then there were the Revolutionary and Civil Wars, showing that we get what we want by violence (Iraq, anyone?). Both capitalism and democracy, the hallmarks of American society, are inherently violent. They both hinge on competition where one company or candidate sets out to destroy another. This is neither good nor bad: it's just the way it is. Recourse to violence is the way we do business. It is our coping mechanism. Consider what happened after the terrorist attacks of September 11. Did people stop and say "Oh, those poor terrorists!" or "I accept it"? No—people were all revved up to go kick some terrorist ass. As Toby Keith put it, "We'll put a boot in your ass, it's the American way" There's a truth in that.

Of course, this will-to-violence isn't unique to American culture but is part of the human condition. So is scapegoating, the ancient process whereby people alleviate their guilt and fear by projecting them onto something else and then banishing it. By getting rid of the scapegoat you get rid of those aspects of yourself with which you do not or cannot deal. It's a powerful drive, but one that is ultimately self-destructive. Look how well it worked out for Hitler . . .

So who's to blame for this culture of violence? No one. That's the kicker. Because of our primal need to assign blame, to ascribe meaning to the meaningless, we are deeply frustrated when there is no one to blame. All that we can do is try to prevent such extreme outbursts of violence by giving our violent tendencies a safe outlet such as playing violent games. Like Mulder responds, "I mean, maybe the game provides an outlet for certain impulses, that it fills a void in our genetic makeup that the more civilizing effects of society fail to provide for us." By acting on our frustrations and aggressions in a virtual environment we are less likely to take violent action in the real world. We must be aware though that there are some people who are so damaged that virtual violence cannot satisfy them. Playing Gears of War won't make up for being raped by a pedophile priest. But that doesn't mean we should take away the potential means of helping these people cope with their rage.