“Beyond Two Souls” May be Video Gaming’s Trojan Horse

“Beyond Two Souls” recently sent a gift to some journalists and industry types, and an unusual one at that.

It was 1,999 blank pages bound by two yellow covers, one of which beared the game’s box art and title. The one page that wasn’t blank was the initial one notifying the recipient that what they held was a replica of the 2,000 page script that “Beyond Two Souls” is built upon, as well as a friendly reminder that the game was accepted into the Tribeca Film Festival.

Besides a joyous bearing of free printer paper, the other intent, and message, of the script was a simple one. It was to make everyone take notice that “Beyond Two Souls” will be different.

No…not different.

Unique.

It was the late Roger Ebert who famously raised the question if gaming could ever truly become art. Mind you he didn’t say it wasn’t art, and he didn’t say it couldn’t be art as is popularly cited, but rather it was more of a challenge to the medium to silence the doubters, himself included.

Now any gamer knows that storytelling in games is impressively unique and blazes its own path to create a quality that only the medium is capable of. To summarize the idea, think of “Bioshock.”

What gaming has lacked up until now though is a title that makes people who neither care about or respect video games (but very much do care about and respect films) to pause for a moment and consider the same growth that gamers have been seeing for decades now. Of course for that to truly work, the game must not just impact film lovers in that way, but gamers as well.

“L.A. Noire” came close, as did “Beyond Two Souls” predecessor “Heavy Rain.” Before that, “Grand Theft Auto IV” and as host of others.

However, “Beyond Two Souls” may be the first title that truly needs to be that game. It doesn’t want to be that game because it can, and it doesn’t dream about being that game because it may, but rather it needs to be that game to be considered a success by all parties involved.

And what a coup that would be if it was. While gaming doesn’t necessarily need that game to continue to exist, just imagine the world that would be left in its wake. Just imagine what the world of video games would be like if a game was released that would both satisfy the creative desires of the fans, the financial needs of the industry (like “Heavy Rain” did in a big way), and make people who couldn’t give a damn about either suddenly take notice, and be forced to really look at a video game with artistic respect.

It would be gaming’s Trojan horse. A rebel to even games themselves, under the guise of an expected appeal to the so considered higher authorities.

Then again, it may not be. It’s entirely possible that “Beyond Two Souls” will be a flop, or worse nothing at all. Even if it isn’t the game that shifts the perspective of video gaming though, it is a harbinger that a day is coming where even the most resolute of gamers must question their expectations regarding the capabilities of the medium. A day you could argue hasn’t been experienced sine “Grand Theft Auto III.”

Of course, much like that 2,000 page script, that day may come as soon as “Beyond Two Soul’s” October 18th release date when that very game will be delivered, to the amazement of all, right at the doorstep.

  

Video Game Documentary “Critical///Path” Looks to Examine the Art of Gaming

In 1954, director François Truffaut wrote a piece called “A Certain Tendency in French Cinema.” It was there he posed the ground-breaking theory that a film director could become an auteur. Essentially, Truffaut was trying to tell people that a true director created a film with complete artistic control, much in the same way that an author creates their stories. If this doesn’t sound mind blowing, you must remember that the film industry at this point was still largely under the thumb of the studio system. It was still strictly show business, and there was little mention regarding the higher idea of the art of filmmaking. Truffant openly challenged this idea with an essay, and then spent a career backing it up with works like the film “Breathless,” a movie so dynamic in its presentation and style, that those who “got” it, didn’t hesitate to call it art.

Of course, Truffaut wasn’t the first director to create auteur works of film. Instead, he was just the one to really stand back and look at this ability that a director had over his work, and lend a name to it. Jean Renoir, for example, had been creating “ahead of their time” works of auteur filmmaking all throughout the ’30s. Furthermore, Truffaut certainly wasn’t the last auteur as men like Alfred Hitchcock, Martin Scorsese, and countless others since proved that a good director really does craft a film, and is able to transcend the idea of movies as mere industry in doing so.

I mention this because the truth is that up until this point, there are very few people who openly use the word auteur when talking about game developers. Fortunately, for anyone truly interested in the gaming industry, filmmaker David Grabias does use that word. Specifically, he says, “There are plenty of people who are known, but they aren’t necessarily known as auteurs. Within every studio there’s always one or two people who are really visionaries.”

Even more fortunate is that David is currently working on a series that looks to express and exhibit that very belief called “Critical///Path.”

Details are slowly emerging about the project, which has apparently been in the works for two years and is a culmination of over 30 hours worth of interviews with some of the leading minds in the gaming industry. Produced by Artifact Studios, “Critical///Path” will feature interviews with gaming developers that include Cliff Bleszinski, John Carmack, Hideo Kojima, Sid Meir, Will Wright and more. Each installment will showcase individual developers covering topics that range from industry specific subjects such as “First-Person vs Third-Person” to broader ideas like “Bonding Through Adversity.” Style-wise, the series is being compared by some to “Inside the Actor’s Studio.”

I love this concept, and the roll call of talent on hand so far is pretty incredible. What I especially love is that, unlike other video game documentaries and similar works, this isn’t a defense of the industry as much as it’s a celebration and exploration of it. When people like the developers mentioned are approached to defend the gaming industry (which happens far too often), they are naturally going to let their passion overwhelm them and come out with closed fists and defensive minds. An open forum like this instead allows them to take that same passion and come out with open arms, allowing anyone with a true interest into the artistic side of gaming, an unprecedented chance to gain an honest look at the processes and ideas that fuel it.

Besides, of course, providing these developers their deserved levels of exposure, that’s the other function I hope this series will ultimately serve. Because much like the film industry at the time of “A Certain Tendency in French Cinema,” the seeds for a true artistic evolution in gaming are well sewn. Really all we need is for everyone in the industry, from developers to fans, to enter the mindset that such a revolution is possible, because it’s already happening.

  

Can videogames be art? The discussion continues

Jackson Pollock.You may recall an article by Roger Ebert this past April in which he claimed video games could never be art. The question has become sort of synonymous with the collision of tech and culture, and it serves as a rallying cry for people trying to justify their gaming addictions. The big problem with Ebert’s stance, though, is that he’s not a gamer. The New Scientist wanted the perspective of people who actually game, but who are still well respected in intellectual circles. The responses the magazine was able to elicit are disappointing, mostly mundane sidesteps of a question that I think people should take a harder stance on.

Here’s what Nick Montfort, a professor of digital media at MIT, had to say:

People tend to mean several things by this question. First, can video games be sold by art dealers, appear in galleries and museums and be an accepted part of the art world? They already are: just look at the creations of Cory Archangel, Mark Essen and Eddo Stern. Second, can video games tackle difficult issues and sensitively present us with different perspectives? They already have: see the work of Terry Cavanaugh, Jason Rohrer, Molleindustria and Tale of Tales, and commercial games such as Bully (also called Canis Canem Edit) and Indigo Prophecy (Fahrenheit). Finally, can video games present an experience of aesthetic beauty that is particular to the medium? Indeed they do: see Tetsuya Mizuguchi’s Rez, a game dedicated to Kandinsky and which I first discovered and played in the Museum of the Moving Image in Queens, New York. It’s a great time for those interested in this question to see what work is already out there.

I think he gives the best response of the bunch, but he gives it in that snide, I-know-things-that-you-don’t kind of way. Those are the questions people are asking, but why do we want the answers? To justify the amount of time that gets dumped into games and gaming?

I don’t think it’s a stretch to say that gaming is a less thoughtful narrative medium that the others we have available to us. Very few games that get made are telling an interesting story or challenging the player’s view of the world in any significant way, likely far fewer of them than books or movies. Games, for the most part, aren’t being designed with story in mind. They are designed directly for a consumer, and they come out of a booming business. If you’ve ever heard the saying “art from adversity” then you know what I’m getting at here. It’s not difficult to throw billions of dollars at a project and market it to expectant masses. There is no struggle, other than the struggle to meet artificial deadlines so you can hopefully keep your job at a top developer instead of packing up and moving your office ten or fifteen miles to the closest competitor. For the most part, video game design is a pretty cushy environment, so it becomes less and less likely as the world gets more and more enchanted by gaming that we will see Sophie’s Choice from someone like Activision.

It’s entirely possible that smaller development houses are turning out some good stuff, but I can’t honestly say that I believe development will reach a point that the smallest, most artistically minded pieces of work will be discernible from the crap like that Columbine game. That game has likely been the most contentious where the art debate is concerned, and I think it’s a good example of why games aren’t art now, and why they might never be. As much as that game wants to be a social commentary, wants to draw the audience in to what the Columbine shooters were feeling, it’s still a game, which is where games will fall short. As long as there is an objective to be met, a quota to reach, a number of infiltrators to be dispatched, games will be no more than a skinner box with an overpriced script, providing gamers with the thrill of objective completion instead of the challenge of a real story. That’s not a slight against games, it’s just the nature of interactive fiction. As soon as the reader has to be pandered to, has to be asked what decision to make, the story has been compromised by the intent of the audience. That’s not what art is about. It’s not about trying to please a viewer, trying to appeal to the artist’s desired protagonist. It is about creating something with which we can can resonate, something that makes us feel about the world that which we may never have felt on our own. The moment a game provides the player a choice, that decision is gone, lost in a player’s desire to “win” the game, to beat the system. Granted, that may change over time, but for now, games can’t be art, because games are designed to be beaten or, even worse, to siphon money out of the consumer. That’s not art. That’s as far from art as we can possibly get.

  

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