Although videogames have been around for some time now (long enough in a rapidly expanding, adaptive culture to have mutated beyond anything that people could conceive in the days of Pong and Frogger – indeed long enough that museum retrospectives like the Game Masters exhibition recently held at the ACMI in Melbourne, Australia are starting to emerge) – timeline-wise, we in the gaming sphere are still in what, comparatively, was the black-and-white days of film. Games are still just taking their first thrilling steps into exploring the boundaries of their communicative potential, testing how far they can push in any one direction and still be considered a game:
‘Hey, that looks like one enormous, tedious cut-scene.’
‘Nope, it’s Heavy Rain.’
‘Hey, that looks like a gigantic fully-realised Lego play box alive with limitless potentialities.’
‘Hey, that makes my heart sing. I feel that I am being bathed in the raw unfiltered majesty of creative potential. I weep uncontrollably, but my soul is emblazoned with newfound life, ascending to a state of purity beyond space and time. ‘
‘Yes. It’s Petz Pony Beauty Pageant for the DS.’
Sure, at the moment (and perhaps for some time onward) games are still hampered by processing limitations that can stifle creative decisions in a manner not quite as evident in film; but just as in the early days of cinema (look at Metropolis, or The Maltese Falcon, or Charlie Chaplin’s work), in these burgeoning years of this new medium we are seeing some exceptional examples of creators working within the limitations of their technological canvas to communicate extraordinary works of Art.
I think in many ways there is value in thinking of the current state of gaming as analogous to the paintings in the Lascaux Caves in France.
If you’ve not seen them before, they are considered to be the earliest surviving recorded images made by human beings. They are tucked away in caves so dark that they required their artists to bring firelight with them in order to even see what they were painting - and they still remain utterly, stunningly splendid.
Sure, in theory, before you look upon them, it’s easy to dismiss these Palaeolithic images as mere scrawl on a wall, but if you actually let one of those visuals wash over you, the effect is truly sublime. You realise that on every possible level, these paintings are aesthetically and communicatively exquisite. You look at the coiled calligraphy of those horses hooves, their rotund proud haunches, that soft delicacy of their manes peppering the length of their neck. There is a solemn gracefulness to the bulls; while the unflinching menace of their horns, like unsheathed sabres, remain ominously erect. The trammel of thunderous footfalls seems to thunder from out of a stampede.
In every image the grace, the artistry, the respect for subject matter with which these images were brought into being, swells them over with meaning. Indeed, it’s why Picasso drew from these very cave paintings, inspired by them to try and fuse primitive expression with modern technique in paintings like Guernica (1937), and his many (perhaps rather too many) images of bulls. …Really, what was it about him and the bulls?
I would – without the slightest hesitation – call these images on the walls of the Lascaux caves ‘Art’. Indeed, in many ways they are the purest Art ever conceived. They are a vision of the world produced and communicated by an artist who understood his/her subject matter, and who was able to deftly render an experience to the viewer (whoever that might eventually turn out to be) – fashioning it in the most compelling manner he/she could with the tools he/she was able to utilise.
Some (no doubt videogame nay-sayers like Roger Ebert), might revolt at me likening the burgeoning brushstrokes of humankind’s attempts to render life with the advent of the double-jump, but really, I see striking similarities. Human beings express themselves in any number of adaptive ways, and just because videogames may at first appear superficially crude (particularly in these early years when we see developers taking their first experimental steps, stretching the limits of what this medium can convey) this does not discount them from consideration. I have laughed and wept at a videogame (in a totally manly way); I have felt pride and achievement at a videogame (look it was a very emotional game); I have been swayed by the elegance of a game’s mechanics (hey, you would have cried to if you’d played that game); and lost myself in its alluring design (and I had something in my eye… okay, I don’t need to be judged by you right now).
Videogames may struggle with depicting sex-scenes that aren’t laughable, realistic eye movements, or the incalculabilities of character interaction, but when they are at their best they capture pure human expression, inviting their audience to invest wholly in an experience. And that is the very foundation of all that is Art.
And I firmly believe that video games are capable of communicating such human experiences in ways that no other medium can. Indeed, with videogames, like no other Art form, we actually get to exist within the text, to react to it, to engage with it. It invites us to participate in the way in which the text itself makes its meaning; we can help charge it with purpose if we decide to buy into what it is attempting to express.
Often videogames therefore attempt to convey triumph or success: they show characters overcoming obstacles; they invite us to use lateral thinking to expand our comprehension; to fight tenaciously; to become lost in a vast, dangerous worlds of creeping horrors; or to dress like a plumber in a racoon suit and save a princess from a mutant dinosaur who heavilly invested in castle real estate. …Yeah. Okay, some are more abstract. Like Dada.
But in every case, if the game has performed its intended purpose, it has transported us into an experience. Although the definition of what can be Art is sometimes dauntingly vast, it is almost always communicating a human truth, in many cases, one that could not be said in any other way; and games most certainly do what no other medium can with such visceral immediacy.Whether something is good or bad Art, however, is an entirely different question…
We are currently seeking Gaming contributors on WhatCulture. To find out more about the perks of being a Gaming contributor, click here.