Videogames have been in my life since I was kid starting with the Gameboy and Super Nintendo. I’ve invested a lot of hours in playing, reading, and talking about them. I have entire friendships that started with a controller.
And yet these days, I play cribbage on my phone.
Maybe part of that is growing up into a career and life that doesn’t revolve about videogames.
But also part of it is that I think a lot of games are in the uncanny valley for me. The ability for a game to replicate realistic landscapes and worlds is incredible if I think back to those 16-bit days and all the blocky pixels.
And yet the closer they get to reality, the more unsatisfying and detached I get.
I think about my 10th grade English teacher. Who was known for being harsh. And she had an interesting grading philosophy. If you shoot for the B, she’ll grade you sorta whatever. But if you shoot for the A, then she’s grading you on a whole another caliber.
I think I’m the same way for “realistic” games. If you’re closer to an abstract end of things then it’s kind of like cartoons for me, you’re allowed to certain amount of slack to build your universe and get me involved.
But if you start getting closer to what reality is then I just expect so much more.
I’m watching a “Let’s Play” of someone playing a brand new AAA top-tier game released, and it’s one of those “kill all the things” games. It’s known for its high-level of difficulty and creative bosses.
So I’m watching this great set up of the hero having to defeat mounted knight on a horse. And you can slash your sword, and jump around with a rope. It’s great mechanics, but I’m just not into it.
Why?
It’s one “health bar” for both the knight and the horse. Slashing the horse or the knight does collective damage to this one magical metric of health. And the knight never falls off. Slashing the knight’s neck or horse’s butt has the same effect.
Now to the what I grew up on, that’s fine. Mario jumping on Bowser’s head or throwing a turtle at him does the same time — sure why not.
But when you make the creative decision to be closer to reality than to cartoon physics…my brain switches expectations. I hold Jack Kirby to a different set of criteria than Vermeer. And when it comes to Alex Ross, then I put him closer to Vermeer’s expectations than the former.
As a extension of the thought, but looking at the other end of the spectrum I played Super Mario Odyssey when it came on the Switch. And I was enthralled. Not because of nostalgia because truth be told I suck at platforms, and never even could finish Super Mario World. But I think Nintendo intuitively knows the limits of its resources and its technology. From the fluidity of the movements to the physics and dynamics that feel good to play in.
It made me think of the recent film of “Spider-Man: Into the Spider-Verse” as compared to 1) Toy Story and to say any cutscene in a video game where characters are talking. Spider-man the film knew itself so well in terms of a visual coherency but to play with its medium. It’s a 2-D projection onto a large flat wall. And knowing that, it made confident odes and homages to its history with using Kirby dots and offset registrations as composition tools. Which is a markedly advanced and complex usage from the early days of Toy Story. But Toy Story did the extraordinary thing of both pushing the limits of rendering technology of the day, but by pushing it — it knew its boundaries like Nintendo. Pixar knew skin and water and fur were hard to do well, so hence plastic toys.
Meanwhile, the gulf between a video game dialogue cut scene and any two human actors in a scene is so wide, that for me the strength of that cut scene relies heavily on the player being invested into the game already and the momentum of whatever happened before it. The limits of facial expression and emoting limits the range of characters to basically “anti-heroes who bottle up their feelings.” Which for this era is still the primary trope protagonist.
Anyways, I both marvel and expect more simultaneously for the medium of videogames.