Friday, December 14, 2007

'You' Suck

So some of you might've seen by now that, in my top five piquant characters list, I decided to identify "you" as the character of the year, nodding to the explosive trend we've seen in games and online worlds that demands we be able to personalize everything, to express ourselves through gameplay, to build and share stories rather than have a character imposed on us and a story given us to complete like a workbook.

In writing about virtual worlds a lot this year, I've learned that the promise of insane amounts of advertising dollars is motivating this drive to really pin down what makes people have fun with interactive media -- in order to keep them engaged and feeling positively about the experience as much as possible. The virtual worlds space is somewhat disparate from the game world, but that doesn't mean that these two spheres don't have heads together in spots. Virtual worlds folks are looking to game professionals for their experience in creating rich, lifelike worlds, and game folks are seeing that virtual worlds have (or at least have the potential to garner) something they don't -- millions and millions of users that encompass a broad range of ages, that can be fifty percent (or more) female, that are willing to personally invest in a world, take stewardship of building it, contributing to it, and creating the game-like content therein themselves.

In my opinion, one of the biggest problems with games these days is not necessarily with games themselves but with the relationship the audience has to them. We gamers are largely a professionally dissatisfied lot, and everyone's a game critic. I'm not sure when we came to have such high, vast expectations of games. I theorized recently that the hostility and negative attitude from some parts of the gamer community comes from having those expectations go unmet. And I'm not advocating we should not have high expectations of games, or at least certain kinds of games -- there's no experience quite like gaming, and I think we've only begun to scratch the surface of the manifold things we can do with them and get from them.

But, for example, the response to BioShock. The mainstream media loved BioShock, because they could finally put Ayn Rand into a video game article, as a cheap shortcut to making people understand the potential and depth of games. I loved BioShock, because it gave me an experience that hinged primarily on my own self-generated story, my intrinsic emotional response to things. I said a lot at the time that investing in the game, making the Little Sister choice meaningful, was the player's decision entirely.

And I don't ever foresee a day when we'll be able to sit in front of the screen, glaze out and have a game change our lives while we sit still and stare at it. But what surprised me about the way some people responded to BioShock was that they were angry that the game hadn't made that connection for them; because it hadn't, they were dissatisfied. Plenty of people, after participating in anticipation, speculation and excitement about the title's release for months, one week after it arrived on shelves, promptly tired of the topic and asked, "so what's coming out next?"

Which raises a crucial points about this whole Web 2.0, user-generated content, world-building age that some rather smart people are certain is the future of games. We don't all want to make our own stories, characters and worlds. To some, if "you" really is the "character of the year," it's not good news. And I've said I wish I'd added a "for better or for worse," clause in there, because haven't I just written a lot recently about how, as The Plush Apocalypse tidily put it, "'You' is an anonymous, homophobic, misogynistic dickhead?"

While I don't think I have quite so little faith in people, I do feel like this massive trend of open-world, do-it-yourself characterization that's been gathering so much steam might steam out before long. Like any big-big trend, we'll synthesize the useful lessons from it and integrate them into what we already know, for a neater and more subtle evolution on our familiar baseline.

The uncertainty comes in when you realize we're talking about a medium that is only a bit older than I myself am -- we're beyond calling games "nascent," but we could call them pubescent, maybe, even as of only this year. Gaming hasn't been around long enough to even parse out a single solid baseline; the idea of considering them with more depth than simple arcade toys is fairly new, if not for all of us, than for a good majority of us. So the crystal ball looks a little foggy.

But "you" is not the star for everyone. At the end of the day, we love games for the experience they give us and the worlds they create. If it were about us, and about other real people, we'd just go and play laser tag with our stupid friends, or something, and then bitch about them on the internet later.

7 comments:

Ben Abraham said...

Beautiful post. Beautiful in content, beautiful in execution. Beautiful.

Is there a 'Blog post of the year' award somewhere that I can go nominate this for? :P

said...

I'll never forget the time I was first actually drawn into a video game character. I grew up with games, but suddenly finding myself even vaguely interested in what Gordon, Snake, or the Portal subject would feel!? Wow.

You spoke about how we expect too much of games. I think the game community can seem an impetulent little girl, stomping her foot and demanding an epic.

Games like Portal reminded everyone that a few lines of dialogue can make a short, but good game into a phenomenon.

Anyway, I'm off to do science.

Robert said...

Web 2.0 means playing Laser Tag while bitching about your friends online! In fact I think an iPhone tool that instantly updates your Facebook was recently released to do just that!

My biggest question for all these social networking sites is how long can they actually maintain an audience. I mean LiveJournal is still around but has been mostly swept away and it was what was all of 5 years ago. I personally don't care enough to keep my MySpace page together, I'm hardly going to spend hours connecting across all these different platforms.

beylita said...

Hey, I always up for venting hatred towards Ayn and Her Randroids. If Bioshock can give me that let me love it regardless of how insipid it is that not harvesting ADAM from little girls completely trumps the fact that I'm turning myself into a genetically modified murder machine who beats everything to death with a wrench that freezes people into icicles as it shoots lightning into them when it comes time to determine my moral makeup.

Eric said...

Terrific post.

Have you been reading Kundera lately?

I think video games have been indulging in some form of graphomania and games like Uncharted are a move away from that...hopefully poor sales of such goodness doesn't deter those kinds of games' re/survival.

SVGL said...

Eric,

Thank you -- I'm afraid I don't know who/what Kundera is. Nor have I played Uncharted, actually -- I'll be one of those folk who buys a PS3 for Metal Gear, no doubt.

DMC said...

Wow! There's nothing I love more than reading insightful commentary on user/gamer experience.

The relationship the audience has to games-- I don't think I've ever been able to verbalize it quite so well as you have. As you put it, there's no experience quite like gaming-- from 'interactive fiction' to 'virtual worlds', we're often at a loss for how to describe the potential the gaming possesses.

You're quite right, we've only begun to touch on the what can be done with games. I think perhaps part of the reason we've had this year of 'You' is that games are reaching a point where the enumeration and interaction of potential experiences is significant. Not that games haven't always been improving, nor that their haven't been unique and moving game experiences, but games are perhaps reaching a point where genre no longer applies as it does in other forms of entertainment.

"And I don't ever foresee a day when we'll be able to sit in front of the screen, glaze out and have a game change our lives while we sit still and stare at it." Indeed, much the same way sleeping on my textbooks never managed to imprint The Red Badge of Courage on my brain. If gaming is entering its pubescence, perhaps one of the hallmarks will be that genre applies to the type of experience rather than the flavour of the content.

Bioshock does present an interesting example. For people who enjoy reasonably linear character arcs, who manifest personal responses to stories that are told, or even just respond strongly to well-executed aesthetics, it's an incredible experience. But it's only one kind of 'You': the sort we see in the small amount of fiction that uses the second person (something like Bright Lights, Big City comes to mind). This 'You' has a path or two already laid before it, and your choice to connect with it generates all the pathos.

It seems to me that just as in any other medium, there's a massive challenge when attempting to connect with the audience via the second person (let alone the first-person experience/second-person narrative present in many games). Of course, gaming has the benefit of having entirely different types of 'You.' There's the sort of 'You' one finds in virtual worlds, the 'quasi-You' in games like Mass Effect, and all possible 'You's in between. All have the potential to yield great experiences, but some types of experiences may not be to my taste.

At the very least, I'm glad we'll never run out of epics. Whether the Web 2.0 user-generated 'You' endures, it rarely produces epics to which broad audiences relate. Just as surely as we'll always have good storytellers, I figure we'll have good narrative experiences available in games. I just hope I don't have to use Second Life to access them.