“Extra Lives”: Are video games the next great art form?
Developers are pushing the limits of storytelling, interactivity and design. Why aren't they getting any respect?
Topics: Books, Nonfiction, Entertainment News
Video games have come a very long way since the 1980s, when we were all still blowing into our Super Mario Brothers cartridges and admiring the graphics in Metroid. Over the past three decades, they’ve gone from a geeky and often-ridiculed kid-centric pastime to a cultural juggernaut with a massive adult consumer base. The average gamer is now 30, and the gender ratio is approaching equilibrium (the male-female ratio is roughly 60-40). Video games are now the most consumed medium ever, with annual sales topping $20 billion.
But it’s not just the audience that’s changed. As Tom Bissell, a journalist, former Salon writer and lifelong gamer, explains in his new book, “Extra Lives: Why Video Games Matter,” the graphics, storytelling and interactivity of gaming have all made tremendous leaps forward in recent years, allowing players to intermingle with nuanced, fleshed-out digital characters in near-photo-realistic environments. Among the most notable recent examples is Rockstar’s “Red Dead Redemption,” a game the New York Times hailed as a “tour de force” for its ability to submerge players in a complex and believable world. In his book, Bissell argues that it’s finally time to take video games seriously as an art form, and give them the formal analysis they deserve. (He also describes what it’s like to play “Grand Theft Auto 4″ while high on a cocaine binge.)
Salon spoke with Bissell about the video games that blew his mind, the industry’s violence problem, and what Roger Ebert doesn’t understand about gaming.
What’s changed in video games in recent years to make them worth writing a book about?
Around 2006, 2007, a handful of games started coming out that, as someone who played games but didn’t think of them as like a viable artistic medium, made me think, “Wow things have gotten extremely compelling formally.” I mostly associated video game storytelling with unforgivable clumsiness, irredeemable incompetence, and suddenly I was finding the aesthetic and formal concerns I’d always associated with fiction: storytelling, form, the medium, character. That kind of shocked me.
What were these games?
Games that changed the paradigm, at least for me, were “Portal,” “Grand Theft Auto: Vice City,” and “BioShock.” All took their storytelling seriously in different ways, and brought to the table a relatively unusual level of sophistication when it came to video-game storytelling. They simply didn’t seem unnecessarily dumb in the way a lot of video-game storytelling games feel dumb.
“Portal,” for example, is a game, more than any other game that I’ve played that took pains to disguise the tension between narrative and gameplay and actually incorporate it into the game. In the game you wake up — you’re a woman — and you’re in a laboratory and you don’t know why you’re there. You have a gun, which is actually a portal gun, not a weapon. You shoot it at the wall and a hole opens up in this wall and if you walk through that wall, you come out of the room on the other side. So it seems like a pretty simple mechanic but as the game gets more elaborate these spatial puzzles become weirder. Throughout the game, there’s a voice that tells you what to do, which, you slowly realize is your enemy. It’s really creepy. From start to finish it’s this riveting game where you get the antiseptic beauty of this strange, spare laboratory world, the physics fun of playing around with this really interesting mechanic, and the encroaching dread of this antagonist. It’s great, and it’s really an experience that only a game can give you.
The first ten minutes of “Bioshock” is maybe the best opening of any game ever. And all the storytelling is very hidden. It’s not like that. All the storytelling cues it gives you feel naturally embedded in the world itself. So you don’t ever feel that artificial moment where someone just starts declaiming to you stuff the game designers want you to know. But you know “Bioshock” is also about running around an underwater city shooting lightning out of your hands at psychopaths.
Roger Ebert has famously argued (and recently restated in a blog post) that video games should not be considered art. What do you say to that?
I really admire Roger Ebert a lot, but on this issue he’s just wrong. I think he even kind of knows he’s wrong, and he’s kind of Custer in a battle that he knows he’s outnumbered on, but he’s actually asking the wrong question. The question is not, “Are video games art?” The question is, “Can artists express themselves through the video-game medium?”
He based his argument on footage of the games in question. He made fun of the aesthetics of “Flower,” which is a really beautiful game. He’s kind of right in the sense that this isn’t going to stand up against impressionist painting, but it’s not supposed to. The whole experience of the game is floating through that world and steering yourself with the controller. So it’s this totally kinetic experience of mind, movement and atmosphere. It’d be like giving sex advice after having watched “Debbie Does Dallas,” but never having fucked anyone.
Game producer Kellee Santiago claimed that video games are now where film was in the early 1900s or even painting in its earliest iterations. Do you think that’s true?
I think video games are way beyond that. For film at the beginning of the 20th century, they didn’t even know what editing was yet. Actors didn’t know how to perform in front of the camera. There wasn’t sound. Often the art in a video game is like glorified Thomas Kinkade, but some of it is genuinely enchanting and compelling. So I don’t want to overstate the case for games, but I also don’t want to say that they’re really in this primitive stage of development.
But there is still little formal agreement about the best approach to to assembling a video game. With movies, we pretty much know. You have like a set of editing, cinematographic and performing options. I think those options are just exponentially more numbered for video games right now.

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