The Art of Video Games

The Art of Video Games

Title: The Art of Video Games from Pac-Man to Mass Effect
Authors: Chris Melissinos and Patrick O’Rourke
Year Published: 2012
Publisher: Welcome Books
Pages: 215

I am going to be critical of this book.

I actually really like The Art of Video Games; and, even though I wasn’t able to attend the exhibition, I think the curators who organized it are superheroes. There need to be more books and more exhibitions like this. Plenty of people have written about how fantastic the book is, and I especially enjoyed Becky Chambers’s review on The Mary Sue. Since she did such a great job of explaining what the book is and why it is great, I’m going to focus on the structure and organization of the book and why I think these elements are flawed.

In short, I don’t think the video games featured in this book should be collectively considered as canonical or representative of the entirety of the beauty and artistry of video games.

It is my personal opinion (and I am willing to be corrected if I am wrong) that there is a huge gap between the video-game-related knowledge of people who play video games and the video-game-related knowledge of people who don’t play video games. People who play video games will generally have spent hundreds (if not thousands) of hours engaging with video games, reading about video games, and discussing video games with other gamers in person and online. They will generally be fairly well informed about their areas of video game expertise and have strong opinions about the games they have played. Even gamers who don’t have the skill set to play certain games are assisted by online walkthroughs and “Let’s Play” videos on Youtube, and most gamers generally read or watch reviews of more games than they have actually played. This applies not only to “hardcore” gamers, but also to “casual” gamers who spend an hour or two every week fooling around with games on their tablets or smartphones. To gamers, people like Katie Couric and Lauren Simonetti, who make broad generalizations about video games without ever having played them, are being highly intellectually irresponsible – it’s like saying Shakespeare is all about killing and violence without having read more than the top paragraph of the Wikipedia page on Macbeth.

To non-gamers who want to know more about video games, a book like The Art of Video Games may seem like a great source of information and a reliable guide. Make no mistake, this beautifully published book, which features dozens of titles and developer interviews, is a great place to start, and the institutional weight of the Smithsonian lends an undeniable air of credibility to the endeavor. Nevertheless, this catalog is far from complete, and it reflects the biases of the exhibition’s curators.

What I would like to argue is that, although the selection of titles featured in The Art of Video Games is obviously not random, the video games featured in the book don’t collectively form any sort of artistic canon and should not be treated as such.

To begin with, the organization and selection criteria of the games considered for inclusion have resulted in several peculiar idiosyncrasies. The book is organized in two ways: first, by gaming generation and console; and second, by four arbitrarily demarcated genres of video games (target, adventure, action, and tactics). What this means is that video game consoles with relatively limited libraries (such as the Sega Dreamcast) are given equal representation with video game consoles with enormous libraries (such as the Sony PlayStation). Also, even though the four genres are so nebulous as to be almost completely meaningless, the curators did their best to ensure equal representation between genres. What this means is that successful and popular games will be excluded in order to include niche games that fit neatly into one of the four genres.

In order to get an idea of how this organization limits the games that appear in The Art of Video Games, consider the book’s section on the Super Nintendo and the Sega Genesis. The Super Nintendo sold 49 million units, while the Sega Genesis sold 29 million units across its eight different releases. Although the two systems had comparable libraries in terms of number of available titles, the Super Nintendo had far more bestsellers in terms of millions of units worldwide than the Genesis. (I am not making these numbers up, by the way.) Still, in The Art of Video Games, both the Super Nintendo and the Sega Genesis are represented by four games each.

The single most iconic game of the Sega Genesis is Sonic the Hedgehog, which almost single-handedly rescued the Genesis from complete obscurity. Because there can only be one “action” game included, however, Sonic the Hedgehog is missing from the catalog, as it has been supplanted in the action category by Gunstar Heroes, which is just as excellent a game as Sonic (and Sonic II) but far less well known or influential. The strict genre categories thus limit effective representation of the strengths of the system and the unique characteristics of its game library.

Meanwhile, on the Super Nintendo side of the 16-bit section, the games featured are Super Mario World, A Link to the Past, Star Fox, and… SimCity? In their introduction to the section, the curators directly refer to all of the glorious role-playing games that sprang up like mushrooms in the console’s library, but the game they selected to represent the glory of the golden age of the RPG is a port of a simulation game that was released for personal computers. The organization schemata simply do not allow for the type of flexibility that would allow for both A Link to the Past and one of the role-playing games for which the system is so well known.

In 2011, the curators launched a website with 240 preselected games, which were divided into the aforementioned four genre categories. The website placed an open call to the online public to vote on which games would be included in the exhibit. According to Chris Melissinos, the chief curator of the exhibit, more than four million votes were tallied, and thus the eighty games featured in the exhibition and the catalog were selected.

Although this information may make it seem as if the games were selected by popular vote, what people were allowed to vote on was in fact severely limited by the curator’s decisions. According to the criteria established by the curators, voters had to choose only one game from each genre, and there was no option to switch a certain game between genres or to suggest a game that wasn’t listed on the form. Such voting mechanics effectively established a rigid quota system, which shut out evergreen gaming mainstays such as the Final Fantasy franchise.

Another major limitation of the selection of games in The Art of Video Games is that it does not include games from handheld consoles. There is thus no Pokémon, which is the second most profitable video game franchise in the world (after Mario). None of the amazing work that Nintendo did with the phenomenally successful Nintendo DS system (as exhibited in games such as Phantom Hourglass and Bowser’s Inside Story) is mentioned, nor are the bestselling social games popular on the PlayStation Portable, such as the many titles of the Monster Hunter franchise. Smartphone and tablet games such as the groundbreaking Angry Birds series are also notably absent.

Another obvious limitation on the exhibition is took place in early 2012, which is already more than a year ago. Thus, the catalog includes BioShock but not BioShock Infinite, and Flower but not Journey.

Furthermore, there are no sports games, no fighting games, no lifestyle or party games (like Wii Fit or Guitar Hero), and no MMORPGs. It’s almost as if these sorts of games don’t fall into the category of “art” that the curators are trying to promote. On the other side of the spectrum, the catalog also excludes the more experimental and artsy games released for direct download on platforms like the Xbox Live Arcade, such as Limbo and Fez and Braid. Steam and its vast library of indie games are also not mentioned.

Finally, fan favorite games that never officially made it to the United States, such as Mother 3 and Terranigma, are completely ignored. Shūkan Famitsū magazine (probably the most respected video game periodical in Japan) ran a survey in 2006 polling Japanese gamers on their favorite games; and, to no one’s surprise, the list is dominated by Final Fantasy and Dragon Quest. No Dragon Quest titles appear in The Art of Video Games, however; and Final Fantasy X, which is at the top of the Famitsū list and extremely well received worldwide, is absent as well. The “visual novel” games that are popular in Japan (and popular abroad when they are imported and localized, such as in the case of 999: Nine Hours, Nine Persons, Nine Doors) are also ignored.

In fact, the entire project feels very centered on the United States. Of the fifteen creator interviews included in The Art of Video Games, none are with anyone working primarily in Japan or with a Japanese company. It’s almost as if Japanese people had nothing to do with video games at all. Of course the institution hosting the exhibition is the Smithsonian American Art Museum, but many (if not most) of the video games featured in the catalog are Japanese in origin, and Japanese industry professionals such as Kojima Hideo were invited to participate in the events surrounding the exhibition. The Art of Video Games therefore does a great job of demonstrating that Japanese video games are very popular with American gamers, but it doesn’t explain how or why this is.

As I wrote earlier, I admire and appreciate The Art of Video Games. It’s beautifully published, the gorgeous layout and page design make flipping through the book feel like an adventure, and the text is informative and concise.

Still, I hope I’ve given a convincing argument for why I think the collection of games featured in The Art of Video Games should not be considered canonical or representative of the relative merits of any single title included or not included. Moreover, the games represented are not necessarily the most innovative and influential video games to have ever been released. I believe that the inflexible organization and arbitrary genre-based selection criteria play an important role in what games made the cut for this exhibition and its catalog. As with any sort of “anthology” of this type, the selection of titles included has a great deal to do with the personal experiences and life histories of its compilers. I have to hand it to the curators: they did a fantastic job. My criticism of the book they’ve put together is not a result of any failure on their part, but rather indicative of the extraordinary development of video games as a medium of artistic expression.

Dōjinshi (Part Three)

By adding scenarios, suggesting alternate endings, offering different interpretations of characters, and by allowing the reader to view the original work in a different narrative tone or context, dōjinshi challenge the authority of the original works (原作) on which they are based as monolithic entities reflecting the specific and singular vision of an auteur. Instead, they raise the possibility of a plurality of receptions and interpretations, perhaps as many as there are viewers. In other words, the intentions of the director – not to mention those of the producer, the screenwriter, and all the other artists involved in the production of a film – effectively disappear as soon as a work enters the eyes and hands of an audience. In fact, I believe a film (or any text) is interesting to an audience precisely because it is capable of multiple meanings and interpretations.

Fan works like dōjinshi can be used to explore these multiple meanings, building and adding on to the original work, if not openly defying it. Moreover, in breaking down and rebuilding the original text, dōjinshi also raise the possibility of disassembling other conventions, such as those of genre and sexuality. I personally believe that artists use dōjinshi to fill in the gaps created by the original text in a way that will make the text satisfying to them as intelligent adults seeking a more nuanced story and more complicated, three-dimensional characters. In this way, the bathhouse of Spirited Away becomes a brothel, and the relationship between Howl and Sophie comes to have a sexual component. The characters of a children’s movie like Ponyo on a Cliff by the Sea, which are necessarily seen from a child’s perspective, take on adult attributes, like worries relating to parenting. Therefore, I believe that dōjinshi both show appreciation for a film (or television series or novel or video game) and challenge it, augmenting and replacing the elements given by the auteur (or artist or author) with personal and individual interpretations and desires.

This short series of essays has probably raised more questions than it has answered. I would therefore like to give the titles of several books and articles that expand on the topic of dōjinshi and explore it in greater depth. Sharon Kinsella’s Adult Manga: Culture and Power in Contemporary Japanese Society gives an overview of the dōjinshi market and how it functions. Henry Jenkins’s seminal study Textual Poachers: Television Fans and Participatory Culture offers many interesting insights on the value and implications of fan culture in general. Matthew Thorn has a thought-provoking article entitled “Girls and Women Getting Out of Hand: The Pleasure and Politics of Japan’s Amateur Comics Community” in an anthology dealing with Japanese fans of all persuasions called Fanning the Flames: Fans and Consumer Culture in Contemporary Japan. For a more casual reader, Frederik Schodt’s classic Dreamland Japan: Writings on Modern Manga remains invaluable. Perhaps the best reference, however, is the Wikipedia article on dōjinshi, which provides an excellent summary of the major issues related to the art form, lists numerous dōjinshi artists and circles (like CLAMP) who have gone on to become successful professionals, and links to many other online sources, including a lengthy essay on copyright issues.

Finally, for those of you who are interested in getting your hands on actual, authentic dōjinshi, I suggest spending some time browsing on eBay (your search term is “doujinshi”). In fact, I heartily recommend it. Many dōjinshi are beautifully published, beautifully illustrated, and beautifully written; and, in my opinion, their status as one-of-a-kind art objects only adds to their value.

Part One
Part Two

Origins of Modern Japanese Literature

origins-of-modern-japanese-literature

Tile: Origins of Japanese Literature
Japanese Title: 日本近代文学の起源
Author: Karatani Kōjin (柄谷行人)
Translator: Brett De Barry, et al.
Publication Year: 1993 (America); 1980 (Japan)
Pages: 219

Is this book really an academic work? I wonder. If I had to guess, though, I would have to say no. Origins of Japanese Literature belongs to a genre of non-fiction writing called hyōron in Japan. This sort of writing, while focusing on an academic topic, is more of a discussion than a well-researched argument with a thesis. The writer, generally a professor, draws on his or her vast knowledge of a subject in order to discuss it at length, centering on a few key ideas that other, more scrupulous scholars, can be inspired by.

The chapters in a book of the hyōron genre tend to be only loosely tied together thematically, as they were written over the course of several years in the life of the writer for various occasions. One chapter may have been an afterward to a zenshū (“Collected Works”), one may have been a guest lecture, and another may have actually been written as an academic paper. Footnotes and other references are few and far between, although many texts are quoted at length. As a result, reading a book of hyōron is like sitting down with a professor over a cup of tea in his study and listening to him talk about whatever he finds interesting at the moment. If you share the same interests and know enough about the topic to catch the references, it can be quite an enjoyable experience.

Karatani Kōjin is, for the moment, very interested in Japanese modern literature, or the literature of Japan during the Meiji (1868-1912) and Taishō (1912-1926) periods. During the Meiji period especially, Japan underwent the process of modernization at an extraordinarily rapid pace. Along with Western science and technology came modern ideas such as “nation,” “an interior self,” and “literature.” The formation of “literature” is especially interesting to Karatani, because, through literature, we can see the development of so other important elements of modernity.

If Karatani can be said to have a central thesis in this work, it would involve something that he calls “The Discovery of the Landscape,” which is the title of his first chapter. Before the onset of modernization, Japanese artists and poets, such as Buson and Bashō, understood the physical landscape of the natural world to be a reflection of their inner selves, which extended outward indefinitely. In pre-modern literature, for example, there is no distinction made between narration and speech, nor is there any distinction between the voices of different characters. Karatani argues that, during the process of modernization, Japanese artists and writers came to see the physical landscape as something outside of themselves that they could depict objectively and realistically. Other people, in the form of fictional characters, could be treated in the same way. Naturally enough, this discovery of exteriority led to a discovery of interiority, and these two phenomena together worked to create all sorts of modern concepts, such as illness, confession, the child, and literature itself. It’s an interesting argument, even if you don’t happen to agree with it.

For those of you interested in modern Japanese literature, Origins of Japanese Literature reads like a “Greatest Hits” playlist, as Karatani touches on most of the canonical modern authors while delving not so much into their fictional work as into the fragments of literary thought and criticism they left behind. Brett De Barry and her team of translators has done an excellent job of rendering Karatani’s text into polished and enjoyable English, and Ayako Kano in particular has undertaken the grueling task of annotating the text. The translators have helpfully provided a glossary of key figures and movements in the back of the book, and Fredric Jameson has not so helpfully provided an interesting yet characteristically unintelligible foreword at the front.