Monthly Archives: June 2006

FIlms are inherently inferior to videogames!

The title of this post is meant as hyperbole. While there are exceptions where such comparisons are useful, I honestly believe that most comparisons between film and games are pointless. A great number of comparisons are simply people who don’t play or understand games saying little more than, “These damn kids today! Why back in my day…” or people who do play games wanting to feel as if their pastime was valid in the eyes of those who don’t play games. Personally, when it comes to entertainment, I don’t really care what people think about the things I like. I mean, I’m basing my graduate school career on videogames and the last conference paper I presented was titled, “If You Don’t Respect the Verbal Artistry of Professional Wrestling, I’ll Kick Your Ass!” so it isn’t as if I”m banging on the door of the gates of Art with a capital A begging to be let in.
However, a post on Shacknews with the title, “Steven Spielberg to Make Us Cry?” got me thinking about just how unfair such comparisons are. The article includes the Spielberg quote, “I think the real indicator [that games have become a storytelling art form] will be when somebody confesses that they cried at level 17. In light of the reposting of this quote and the fairly recent pontificating by Roger Ebert on how much films suck, I thought it might be fun to turn things around and see how well films come out when criticized using videogame standards…

I think that the real indicator that films have become a viceral art form is when someone feels a sense of accomplishment and pride for having finished watching a film. While it is true one may feel a sense of pride for having endured a film that is particularly bad or painful, until films can give viewers a sense of pride not from that enduring, but from the triumphant conclusion of the film, they simply will not be as good as videogames.
While films are quire successful in economic term — although people often claim that videogames are a bigger business than the Hollywood film industry, that only discusses domestic box office sales. When one takes in international box office sales, DVD sales, and revenue from cable and the various licencing deals, Hollywood dwarfs the gaming industry — films are simply not as viceral or as captivating as videogames. WHile there are films that can cause people to cry, to laugh, to be scared or other emotions, that sense of pride and accomplishment is lacking. Moreover, while there are films that people watch again and again, not even the most well loved film is watched as much or for as long a time as the most loved videogame. Online games from Counter-Strike, to Everquest were first released years ago and although they have both received subsequent upgrades, the core game remains and there are still thousands of people who play them hours a day on an almost daily basis. While devoting the equivalent of a 40+ hour workweek to a game may be a form of addiction, if one were to devote 40+ hours a week to watching the same film, it would surely be a sign of a much much deeper problem than any non-physical addiction such as gaming playing.
The fact that these games are online raises another point in which films are simply inferior entertainments to videogames. Such games, whether they are online or played via LAN or with consoles, are inherently social. The same cannot be said of films. While people often go to the theater and watch films in groups of friends or even strangers, in the vast majority of cases, the actual watching is done on an individual basis. ONe may not be alone but, at least in most western contexts, any sustantive communications with other people in the same room are minimal. In multiplayer games, communication is the key to success. These games build the kind of efficient and meaningful communication that films can only dream of. Numerous relationships in these games have resulted in marriage. It is difficult to imagine how two people that have never met before watching a film and had no contact outside of the time the film was being watched could fall in love.
Moreover, the fact that there are professional game playing teams indicates that playing these games could easily be said to develop teamwork. Again, I find it hard to imagine how watching films could be said to either require or develop teamwork if watched in the typical fashion. SImilarly, if one could imagine competitive film watching where people were paid simply on the basis of their film watching skills — and not on how well they could write about having watched films — then that person has a more creative imagination than I.
This is just a brief overview, but from this is should be clear why films are inherently inferior to videogames.

See how easy it is to totally ignore the merits of one medium when comparing it to another? I”m not attempting to say that such comparisons are entirely meritless because of this. I am attempting to say that while it is good to occasionally point out the failings or deficiencies of current videogames, it is not good to focus on those weakness to such an extent that we forget the things that current games are good at and that films are not the final word in entertainment.

You can lie about your age online? Oh no! What about the children?

Now that we have solved all the other problems of the world, the US government has once again turned to the most pressing issue of the day: videogames. This week “Politicians lash[ed] out at video game industry” and “Lawmakers slam[ed] FTC for video game actions.” Most notable were the comments of Illinois Democrat Jan Schakowsky:

Rep. Jan Schakowsky, Illinois Democrat and ranking member of the subcommittee, criticized Wal-Mart for the ease with which consumers under age 17 can buy explicit games on its Web site simply by checking a box certifying they are the proper age.
“That age verification is a joke,” in an era when 13-year-olds can be issued credit cards and other children have access to their parents’ cards, she said.

Yes, finally, an elected official takes on the real issues! If the Internet had been available when I was 17 I know that buying videogames would have been the first thing I would have done. Well, of course as a 17 year old, I would have been more interested in looking at porn, but luckilly, there isn’t any of that online or anything…
However, if we accept for a minute that Rep. Schakowsky’s concerns are valid, her complaint is still horribly misguided. Let’s look at her statement again:

“That age verification is a joke,” in an era when 13-year-olds can be issued credit cards and other children have access to their parents’ cards, she said.

From that quote, it seems clear that Rep. Schakowsky feels that there is something wrong with 13-year-olds having credit cards. So what does she do? Does she attack the credit card companies? No, she attacks the businesses that accept credit cards. Now, I don’t really care about credit cards, but look at her own logic. Kids having redit cards is bad, so we’re going to attack companies that accept credit cards because the worst thing that kids will do with a credit card is buy a videogame. This just illustrates how sad our government has become. Instead of dealling with real issues, we are going to freak out about people buying videogames online. (insert your own joke about how this is a waste of time since the government is monitoring everything we do and knows everything we are doing anyway…)

Chamillionaire is such a poser

So yesterday I got up five or ten minutes before the top of the hour and rather than start watching the end of something, Ihit the music video channels. The first video I ran across was some crappy ballad, so I kept flipping and ran across Chamillionaire‘s Ridin’ video (both links have sound). It was ok. That is untill her to to the lines: “Ride with a new chick, she like “Hold up.” // Next to the Playstation controlla // There’s a full clip in my pistola; // send a jacker into a coma.
However, the video clearly shows the “new chick” holding an Xbox controller. Nice one Chamillionaire. What a poser…

Now I”m seriously getting jealous!

What does a guy have to do to get some press around here? First fellow IU Communication and Culture grad student Konrad Budziszewski gets to teach his class Games, Gamers, and Gaming Cultures this summer, but he also gets written about in an IU Daily News article, “Course examines video game culture” (and called a professor even though he is, like me, still a PhD student!) and has that article picked up by Game Politics and even Gamespy!
Now, CMCL instructor Cynthia Duquette Smith gets mentioned in a IU Daily News article, “Professor studies how online games affect gender views.”
What about me? What about THE Bryan young?
Seriously, though, it is great to see friends and colleagues here at IUs Department of Communication and Culture get some attention. Mad props all around!

Episodic Content – pros and cons

Call me a sucker, or call me hardcore. I’ve bought both SiN Episodes: Emergence (which I found pretty sinful) and Half-Life 2: Episode One (which doesn’t make any sense, does it? If this is episode one of half-life 2, then what was half-life 2?)
Half-Life’s episodic content was a lot more polished (not Polish) than Sin’s. You have to hand it to Valve, their games are allways extremely well thought out. I’ve played through episode one one on normal and I’m playing through it again with the commentary track. The commentary track really illistrates how much thought they put into it and is a nice feature.

The main question, however, is, “Is it worth $20?” The answer? “I’m not sure.”

On one hand, you have the marketing hype: “Episodic content let’s the game makers release games more quickly.” While I’m sure that is true, I can’t help but be troubled by the other hand, the economic reality: “It let’s the game makers suck consumers dry.” I’m glad I bought the first episodes of each game. Nothing ventured, nothing gained and all that crap. However, I don’t think I will buy Sin episode 2. I’m not sure about Half-Life 2 Episode 2.

The fact of that matter is that this episodic content is right up there with subscription model sofware for ripping off customers. Countless others have done the math: 3 episodes =$60. I don’t know when the last time I paid more than $30 for a games! –OK, atually, I do. It was when Half-Life 2 came out…

Another aspect of episodic delivery is the fact that customers will expect better and better graphics as time goes one. Sin is talking about 9 episodes or something. I doubt that gamers will be happy if episode 9 visually has the same look as episode 1. This presents some interesting challenges. It will be an odd situation where the first part of a storyline looks worse than the last part. Moreover, there is the fact that gamers will expect a new graphics advances in every episode. So what happens if the company develop two or more advances? Will they withhold one of the upgrades untill the next episode — risking fans finding out and being further pissed off?

There is also the question of continuing the revenue stream. As the comic book world knows, first issues sell better than second issues and every issue after that generally sells less and less. This isn’t the case for games. In many cases, the sequel will sell better than the original. However, by removing the one, two, or more year wait between gameplay experiences, Valve is certainly moving into the realm of comic books and other monthly entertainments. So how will they get someone to buy episode four if they didn’t buy episode three? With Valve’s habit of endlessly repackaging the original Half-Life, I wouldn’t be suprised if they didn’t offer package deals where you could get several old episodes at a discount — which makes me want to skip the rest of the episodes so I can get them for cheap.

Oh well, only time will tell if these questions get answered or if I cave in and buy episode two when it comes out…