ESSAY Lev Grossman The Art of the Virtual Are video games starting to—gasp!—mean something? TEVEN SPIELBERG SPOKE OUT ON VIDEO games last month at the EA Game Innovation Lab at the University of Southern California. "I think the real indicator," he said, "will be when somebody confesses that they cried at Level 17." Spielberg was talking about video games and art, and the increasingly less absurd question of are-they-or-aren't-they. The mere fact that U.S.C. has a Game Innovation Lab is probably an indicator that something is afoot, but I'm here to accept Spielberg's challenge and come clean. A video game made me cry. The game is called Halo, and it wasn't actually Level 17; it was Level 5. I had been slugging it out for what seemed like — and probably was — hours with a bunch of aliens in an icy canyon. Just as all hope was fading, I seized an alien aircraft and made my escape. I sailed up into the darkening sky with light snow sifting down around me. Moody music, like something from Carmina Burana, swelled in the background. The sounds of battle faded beneath me in the dusk. It was like the end of Platoon, and I was Charlie Sheen. Then the waterworks started. Listen: I am a grownup, nodorkier-than-average person. I don't consider myself susceptible to hysterics (my eyes remained miraculously dry throughout The Terminal, Mr. Spielberg). So what happened on Level 5? Right now video games are the world's largest cult phenomenon. Those who play them (fully half of all Americans ages 6 and up) love them, and those who don't play them regard them with virulent distaste. It's time that changed. Those of you in the latter group, if you have any curiosity about the future of your own culture, and if you haven't already put down this magazine in favor of Flaubert or croquet or whatever, take a look at three new video games that expand our notions of what a video game can do. Grand Theft Auto: San Andreas (for PlayStation2) sounds like a game that glorifies delinquency, juvenile and otherwise. And it does. But it's also an extraordinary experiment in interactive storytelling. You play a playa, a Snoopstyle gangbanger wandering through a vast, absurdly detailed virtual version of California. There's no hard-and-fast narrative. You go where you wish and do what you like, and the game makes things interesting accordingly. This is something that's possible in no other medium. San Andreas combines the richness of art with the freedom of real life to create something entirely new, totally unclassifiable and really, really cool. I've already confessed my unmanly affection for Halo, which may be the single most perfect video game ever made. Halo 2 (for Xbox) hits stores Nov. 9, and it offers more of the same adrenalized, flawlessly orchestrated, hyper-realistic combat (the new game lets you rock two weapons simultaneously, John Woo-style, which is not actually that useful but hella fun), but its real genius lies in its architecture. It's staged like Wagnerian opera: you fight through vast, Olympian structures, combating mind-hurtingly titanic forces, and the effect is precisely that mixture of awe and terror and wonder that the philosopher Edmund Burke called the sublime. The original Half-Life borrowed technology from hard-core shoot-'em-ups and used it to spin an absorbing tale about a scientist on the run from scary-gross interdimensional aliens. This had never been done before. Half-Life 2 (PC), which arrives Nov. 16, after six years of work, is one of the most frighteningly atmospheric games I've ever seen. Humanity came out of its interdimensional scrap holding the silver medal, and now we live in an alien-run police state enforced by collaborationist thugs and towering three-legged monstrosities. Long, ringing silences, too bright sunlight and empty streets deepen the sense of Orwellian despair. Art is generally supposed to mean something, although it's not always easy to say what. Whatever these games "mean" to the people who play them — whom, ah, ever they may be — they mean a lot. Fifteen years ago, video games were barely more than a cottage industry, if by cottage you mean the sticky back corner of a strip-mall bowling alley. Last year game sales hit $7 billion, in the same exclusive ballpark as movies (about $9 billion). We should count ourselves lucky. The video game is a brandnew medium, and we get to see it evolve from the very beginning. Are video games art? Nobody knows yet, but the cool thing is, we're the ones who get to decide. Should games be like Hollywood? Or like interactive novels? Or maybe the NBA is the model? China already sponsors a national video-gaming team, and ESPN is covering the launch of Halo 2. So grab a joystick, sink back into the couch, and get in on Level 1. I promise, nobody has to know. Just keep some tissues handy. ■ TIME, NOVEMBER 8, 2004 ADVOCATES OF THE VIRTUAL WORLD HAVE GONE TOO FAR. HAPPINESS IS A WARM AVATAR BY MALCOLM KING One expects a little spin in some news stories and features but the on-line gamers and the virtual worlders have gone too far. It’s time to take out this intellectual trash. The following paragraph written by Peter Lalor appeared in The Australian (Sept 15-16, 07) in a feature article called ‘Game On’. “The growth experienced by the computer industry doesn’t seem to be coming at the expense of book sales in Australia, and that’s fascinating. I would argue that computer games, being fairly text-heavy with their complex plots and instructions require literacy, traditional literacy,” said Lalor. So computer games are good for childhood or teenage literacy because they have to read the instructions? I would argue that pigs might fly. The fecund fields of imagination are greenest when one is allowed to travel through literature unguided, rather than be directed by a computer programmer’s vision, like a rat in a Skinner Box. A Sydney ‘cyber academic’, Lauren Papworth, who was quoted in the same article, said, “It (on-line game playing) is an escape born of necessity for the young. In the modern world, parks and streets are considered too dangerous for games or meeting friends and fretting parents insist their precious offspring spend more time indoors than out.” Kids are going to be better off learning to play guitar, lacrosse, karate, cricket, chess or simply whacking a stick against a corrugated fence with mates, than sitting alone in a darkened bedroom battling god-knows-what coming at them in 3D through their computer screen. Let’s cut to the chase. Many ‘cyber academics’ make the astounding claim that the medium of online virtual worlds, such as Second Life, is reality. So virtual worlds are as real as you and me. That’s right: conception, love, sadness, ecstasy, reflection, and death. The whole existential merry-go-round. One argument goes like this. Cyber worlds are forms of life just as works of art are more than the sum of the materials that comprise them. And here’s where they introduce the linguistic slight of hand. Therefore, all consciousness is virtual because it stands apart from the object in question. If all consciousness is virtual then cyberspace (which is nothing more than a mass of networks) must also be virtual and is simply a part, by extension, of human consciousness. This type of thinking means that when I go fishing, my fishing rod and me form an irreducible bond of ‘oneness’ simply because in order to go fishing, I need my fishing rod. There’s nothing about consciousness that is virtual. One can try describe it in terms of metaphors such as consciousness operates like a machine, an organism or a hologram, but whatever consciousness is – that most defining mark of the human race – it isn’t virtual. It’s primary, apparent and real. The brilliant Scottish philosopher David Hume, who had problems proving the existence of reality, admitted that it ‘does seem pretty concrete.’ In Second Life the players are living in the program designer’s world. The players are engaged in what sci-fi novelist William Gibson called ‘the consensual hallucination of cyberspace.’ My 10-year-old niece clearly knows the difference between virtual worlds and the apparent pressing material world of this. By switching off her computer I have acted – if only temporarily – as Kali, destroyer of virtual worlds. If you don’t have that flow of electrons, you’re not even history. You’re nothing. My favourite in-world ‘proof’ for ontology is nicked from Watson and Crick (not forgetting Rosalind Franklin either), the discovers of DNA. Some virtual worlders say that all life in-world is made up of mathematical code much the same as the protein ribbons of the double helix. Therefore avatars are ‘alive’. Can happiness be found in the arms of a warm avatar? I’m feeling the ‘consensual hallucination of cyberspace’ coming on. It’s hard to say where or when deduction went out the window. I used to jokingly blame Fritjof Capra and The Tao of Physics who rabbited on about particle theory being Zen-like in its construction. He was talking about the Heisenberg’s Uncertainty Principle. What he was actually doing was employing a metaphor to suggest that sub atomic particles/wave action displayed some Zen-like qualities. On the other side of the ledger we had the post structuralists saying that language was nothing more than the application of signifiers to objects and further, any meaning we gave to texts (especially literary texts although some took this further to scientific texts) was essentially subjective. What it meant was that the social sciences, while going down some very bizarre back streets of intellectual thought, failed to engender in its students a comprehensive understanding of logic and argument. Everything was up for grabs. There can be no doubt that 3D animation and multimedia in general has been an incredible tool for medical diagnostics, architecture and for the computer gaming industry. A number of surgeons use electronic 3D models to practise complex operations online but they also attend real operations and assist. Academics talk about the existence of ‘social space’ in cyberspace. It’s hard to pin them down on this as there is no syllogism in any social science or philosophical referenced journal to support this position. They need to prove that 3D on-line communication, without the recognition of context, voice, scent, touch and body language, constitutes a ‘social space’. I believe it’s an electronic phantasmagoria, which is highly entertaining but a poor medium to discuss matters of academic import. It’s the stuff of carnival. Neil Postman’s central thesis in his book Amusing Ourselves to Death - Public Discourse in the World of Show Business (1985), was right. Very little serious intellectual exchange has taken place through a medium, which is more akin to a fashion show or the intellectual equivalent of a ‘blue light disco’.
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