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Posts Tagged ‘art’

Videogames, Art and Ebert

Going back to the old well of the videogames-and-art debate, film critic, Roger Ebert is once again trolling the entire internet by pronouncing from the mount, that video games can never be art. For writers, these kinds of articles are a great way of generating ad revenue, since they represent a massive source of ‘clicks’ and comments. For contrast, an insightful article about uncovering the meaning of Michael Haneke’s Cache got 224 comments in three months, in three days his anti-videogame piece has gotten over 1200. I ususally try to avoid feeding internet trolls – especially one who makes a living criticising movies and yet whose contributions to that same medium are completely appalling – but I’m making an exception here. Mainly because of a couple of things Ebert has said that I feel are completely bone-headed.

The first, talking about Braid:

Her next example is a game named “Braid”. This is a game “that explores our own relationship with our past…you encounter enemies and collect puzzle pieces, but there’s one key difference…you can’t die.” You can go back in time and correct your mistakes. In chess, this is known as taking back a move, and negates the whole discipline of the game. Nor am I persuaded that I can learn about my own past by taking back my mistakes in a video game. She also admires a story told between the games levels, which exhibits prose on the level of a wordy fortune cookie.

I can’t argue with his criticism of the prose in the game. It really is that hackneyed and bullshit. However, the issue is that he clearly has not played, nor sat down and watched anyone play, Braid. If he had, he would have realised that the going-back-in-time mechanic in the game is not just some giant “undo” button. It’s not a ctrl-z for your mistakes1. The game relies on your ability to manipulate the flow of time, and it’s this mechanic that really sets this game apart from other platform-puzzling games. Not only because you play it and are completely awed by how someone could create something this clever, but also because it’s also the thing that gives the ending the emotional impact that it has – the time mechanic allows a level of reflection and re-evaluation that feels cheap and manipulative when done through more conventional storytelling methods (As in BioShock, for example).

For fun, contrast Ebert’s dismissal of Braid to his love for Harold Pinter’s Betrayal, a film which uses a similar storytelling device. Writing about the film in 1983, Ebert says

When Pinter’s stage version of “Betrayal” first appeared, back in the late 1970s, there was a tendency to dismiss his reverse chronology as a gimmick. Not so. It is the very heart and soul of this story.

Now in 2010, here comes Ebert, dismissing Braid’s time-manipulation device as a mere ‘gimmick’. He’s wrong. It’s the heart and soul of this story2.

Talking about Flower, Ebert says

We come to Example 3, “Flower”. A run-down city apartment has a single flower on the sill, which leads the player into a natural landscape. The game is “about trying to find a balance between elements of urban and the natural.” Nothing she shows from this game seemed of more than decorative interest on the level of a greeting card. Is the game scored? She doesn’t say. Do you win if you’re the first to find the balance between the urban and the natural? Can you control the flower? Does the game know what the ideal balance is?

I think this passage highlights precisely why Ebert will never ‘get it’ – he still thinks that games are about competition. He’s still stuck in the Pong mentality of ‘avoid missing ball for high score’. For him, games are strictly about ‘winning’. This is not the case, any more than films are about using narrative devices to tell a story (‘sup Koyaanisqatsi?). For reference, no, there’s no score in Flower, and there’s no ‘winning’. This is a game that you play just for the joy of playing.

And it’s completely divisive. People either hate it or love it.

Personally, I’m firmly in the ‘love it’ camp. Let me explain why. Like most people, I went through a fairly rough patch when I turned 30. Anxiety, depression, all that fun stuff. All stemming from an overwhelming fear, not so much of death, but rather of non-existence. And everything I read or watched exacerbated this fear. For example, I made the stupid mistake of reading The Road in the middle of this funk. Even more stupidly, I watched The Wrestler. It seemed like everywhere I looked, things just made me aware of my own mortality and how fragile it is.

Flower, by contrast, made me aware of the beauty of life and nature. More importantly, it delivered this message with an experience I could not get anywhere else. People talk about how it’s the interactivity of videogames heightens the emotional impact of whatever you’re doing, whether it’s shooting some fool in the face or trampling prostitutes. Flower shows this swings both ways. Transcending the TV-controller interface, I was a gust of wind, bringing life to the environment. Although it sounds simplistic, it is precisely this simplicity that helped the game have such a profound effect on me. Think back to American Beauty, an Ebert favourite. This is a film that beat us over the head with its message, and so we are treated to five minutes of staring a plastic bag blowing in the wind, with some weird gargoyle-looking man telling the audience “this is beautiful”. Fuck this didactic bullshit. Flower lets us experience this beauty for ourselves. It doesn’t tell us, it shows us.

And this is exactly what videogames can be so good at. Showing, not telling. In a world where elephants can splash about paint and people call it ‘art’, I think it’s a bit much to say that videogames can never be art. Especially when they’re doing such a great job of beating movies at their own game.

Footnotes

  1. Ebert’s bone-headed argument here seems to be that this mechanic is seen as antithetical in the game of chess. This is like complaining that the rules of Poker go completely against the ‘discipline’ of the game of chess. What the hell is he talking about? []
  2. That’s not to say that it’s all about the mechanics. The Misadventures of P.B. Winterbottom has a similar time-manipulation mechanic, but has no emotional payoff. The story and the writing in that game just aren’t able to pull it off. []
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EffecTV – real-time visual effects

There’s a discussion on Thumped about the merits of ‘visuals’ at gigs/shows. Personally speaking, I’m all in favour of some sort of visual show to accompany the music, especially when the music of the particularly chin-stroking variety. Although I can see where many people’s complaints are coming from: it gets very tiring seeing the same handful of movies being chopped up to make a visual backdrop.

So that’s why I think something like EffecTV is such a good idea. Armed with a computer running Linux and a webcam, you can create some pretty interesting visuals in real-time, for a tiny, tiny budget. Installation (on Ubuntu, at least) was a snap. And it goes some way to providing a middle-ground for the people who don’t want to spend the night looking at a DJ nodding his head and people who don’t want to see the same old stock footage soaked in irony.

Here’s a shot of me playing with it earlier – not mind-blowing, but bear in mind that this was being displayed on my desktop in real time.

Side-note: Jesus, I really need to trim my beard.

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Retrospective: Koyaanisqatsi

Koyaanisqatsi has no plot. Nor does it have any characters or dialogue. Apart from the credits and a translation of the Hopi prophecies from which the film takes its name, it includes no text nor attempts at explanation. By all accounts, it’s not a movie at all.

But it’s the most extraordinary movie I’ve ever seen.

My first experience with Koyaanisqatsi came when I was about 14. My art teacher in school — a lovely guy whose heart was in the right place, but just could not control a bunch of teenagers — spent an entire class raving about this movie, and eventually brought in a book of stills to ‘inspire’ us, but these didn’t do any justice to the movie so my imagination remained unsparked. But when I began to see its name used as an adjective, I knew it was something I had to check out.

I never did. In days before DVD, it was just too hard to get a hold of. I could have imported it with no small amount of trouble, but it was so costly and the quality of my VCR was so awful from years of abuse, it never seemed worth it. So when I got my first DVD player (first generation, baby!), this was the first thing I imported. When it arrived, I called up a friend of mine who was also interested in seeing it and we made an evening of it.

We giggled at the beginning. Uncomfortable giggles: Is this it? Pictures and music? What’s the big deal? But the film just starts off slow; fifteen minutes in, it started building up to an acceptable pace, and our jaws started inching towards the floor.

I’ve since noticed how much of Koyaanisqatsi’s images and visual techniques have been repeated by other movie makers, but none have managed to achieve such amazing results. The visuals are, at worst, stunning. At best, they are absolutely breathtaking. Filmed by some of the best cinematographers in the world, everything is in such a way to add extra gravitas or a new layer of meaning to the subject matter. For example, a long panning shot of a waterfall gives you an extremely effective sense of the scale involved – likewise, a time-lapse shot of people getting on and off an escalator demands that you view this everyday activity in a completely new way.

Likewise, Philip Glass’ score is equally incredible. It is easily the best and most accessible of all his works, and stands apart from the visuals as a beautiful piece of music in its own right. The story goes that director Godfrey Reggio presented the movie to Glass for scoring. Glass composed a score to fit the movie, and sent it back to Reggio. Then Reggio re-cut the movie to fit the score a little better. Then Glass changed his score slightly to fit this new cut of the movie. And so on. I can’t think of another movie where this has happened on such a grand scale

By the time the film finished, myself and my buddy looked at each other and realised our jaws were still on the floor. We’d experienced something completely new to us: a movie as art. Art as a movie, beyond the casual lip-service thrown thrown about for ‘experimental’ movies like Warhol’s 8-hour film about the outside of the Empire State Building.

I fell in love with Koyaanisqatsi that day. I think I watched it three times that week, never once getting bored and each time discovering something new. I still come back to it every few months, especially when I’m drunk – there’s something especially fascinating about this movie when my brain isn’t going at full speed. I remember saying that I don’t take hard drugs, but Koyaanisqatsi made me want to start, just so I could take advantage of a fucked-up view of the world to see this movie in a whole new light. Think 2001: A Space Odyssey‘s “Stargate” sequence on a whole bunch of new drugs, and you’re in the right ballpark.

The comparison to 2001: A Space Odyssey is useful because besides both movies presenting a really strong case for recreational drug use, there is a message at the core of both movies. Both are, essentially, social allegories. Koyaanisqatsi has a very deep message telling us about our past, our present and our future. On one of the DVD extras, Reggio explains that he didn’t want to hit people over the head with his message – he dislikes movies that attempt to force a particular message or opinion on its viewers, so he doesn’t mind that, sometimes, people miss Koyaanisqatsi’s central message completely.

And that’s okay, because they’ll still have experienced one of the most beautiful films ever made.

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Real-World Half Life 2

Some boffins have started playing with a bunch of consumer-level tools (well… 3DS Max is sort of consumer-level) to create photo-realistic images of Half Life 2 characters in real-world situations.

The result is something extremely creepy and amusing at the same time, and strangely reminscent of Charlie White’s Photography. There’s a tutorial for anyone who wishes to give this a go for themselves.

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First steps in Blender

I’ve been playing with Blender on and off for a couple of years now, and have only recently become confident enough to use it for showing things to other people. I’ve found it’s an amazingly useful tool to have around, if only for the amount of design work I get asked to do. Recently, I used it to create a pretty swish rocket ship logo, which was eventually scrapped because it was too similar to something a competitor used. (As a side-note, I often wonder if our competitor’s rocket was also created as a result of an over-indulgence in Tintin. I guess we’ll never know).

Here’s the first things I’ve posted over on Blender’s community website elysiun. It’s part of a series I’ve been working on, rendering NES characters in 3D pixels (click for the hi-res version)

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