Showing posts with label Modern Warfare 2. Show all posts
Showing posts with label Modern Warfare 2. Show all posts

Monday, 19 April 2010

The Art of Gaming


Games can’t be art, apparently.
Well, that’s if you believe Mr. Roger Ebert, who argues this very point in a recent blog post;
 “One obvious difference between art and games is that you can win a game. It has rules, points, objectives, and an outcome... an immersive game without points or rules ceases to be a game and becomes a representation of a story, a novel, a play, dance, a film. Those are things you cannot win; you can only experience them.”
Tosh. Ebert would not be the first to assume that he had the medium of games figured out. Think of some of the stereotypical images of ‘gaming’ which many see as typical of games – sweaty teens turning the air blue, red in the face, pulling the trigger until they black out from malnutrition. Unwashed football fans ripping one other’s personal pride to shreds in Fifa 10. Even happy families playing Wii Sports golf, rosier though the image is, are a far cry from achieving anything ‘artistic’ when they play.
Well, that’s all true. In the same way that much ‘art’ is unfettered nonsense (cross-sections of Sharks, or diamond-encrusted skulls are not art), or many films are less about serious cinematic issues (Harry Brown, Billy Elliot) and more about inane fart jokes and boobs (American Pie, Road Trip), many games are not about serious artistic direction, but simply exist for the purpose of having fun.
This is where Mr.Ebert, I think, is getting confused. Because in the games industry, for every Modern Warfare 2 there is a serious, art-driven title given much less media exposure.
Games can be art despite also serving a purpose. A painting on a canvas is pretty straightforward – some paint, an image and perhaps a subtle dig at society. A film, similarly, can go about creating whatever representations it wants, because all you need to do is watch. A game, as Mr. Ebert quite rightly points out, carries a goal, requires an input. It’s something you can win or lose.
But that doesn’t mean that they can’t be artistic, or that they can’t carry within them a sense of character, of commentary, of inherent beauty. Think about Okami, the criminally-overlooked Zelda-alike which hit PS2 late in its life, and was more recently (excellently...) ported to Wii. The game had a goal; to push through the story, beat enemies and kill bosses. But the execution of that goal, and of individual aims within that game, was nothing short of an artistic masterpiece. At the press of a button, you could call upon a ‘Celestial Brush’, turning the very environment around you into your canvas. Drawing a line across an enemy in ink would do damage, and encircling a dead tree would rejuvenate it, instantly, restoring rich watercolours to its immediate surroundings. Not only did this form a sense of creating art whilst conquering your goals, but the very presentation of each environment was artistic in itself. The graphics were lusciously poured onto a sort of ‘rice paper’ effect, every tree had a hand-drawn look, every enemy seemed to move as if a painting had come to life. Okami is art.
Heavy Rain is another prime example of a different sort of art. Sony’s hard-hitting, gritty ‘interactive movie’ dealt with serious issues, placed the player in difficult moral dilemmas, and did so whilst maintaining an air of mature realism. Its story-telling was at times clunky, the controls could be chaotic, but as a stab at genuine art, serious narrative and exposition, it showed how far gaming has come.
These are perfect examples of games which can be artistic in spite of the need to ‘win’, or to achieve something. But there are a whole host of games which require no such thing. There are games which outright encourage artistic expression and individuality.
You may not have heard of Korg-10 DS. It’s a ‘game’ which allows the player to create music, a sort of virtual synthesiser inside a DS cartridge. Its bleak black and white presentation, low-fi feel and niche appeal didn’t translate into the hottest sales, but it’s a very versatile tool for music creation. This month, a trio of teens took to the stage in Germany to perform a gig using only their Korgs and DSes.
Similarly, Flipnote Studio, the free DSiWare application, is art. It is actually art. The whole ‘game’ involves drawing a series of slides by hand with the stylus and replaying them to create miniature, amateur movies to upload online. Aardman animations, the studio behind Wallace & Gromit and Chicken Run, have already created several superb Flipnote animations to help publicise the ‘game’.
Ever since Mario Paint on SNES, gamers have been encouraged to get creative. Even today, in the likes of Littlebigplanet, Drawn to Life or the upcoming Modnation Racers, games have allowed people to express themselves.
Whether that expression is by games developers, creating environments which carry the creativity and beauty of a modern masterpiece, creating narratives which ask the player serious questions, or it comes from gamers themselves, constructing their own artistic creations, the truth is that gaming has never been closer to art than it is today.
Just look at Wipeout HD. What a masterpiece.

Saturday, 10 April 2010

Modern Warfare 3 is imminent...

Well, it looks like there's a lot more Warfare on the way. Activision today let slip that Modern Warfare 3 is in development (like they weren't going to make one after MW2 sold more than 15,000,000 copies in just a few months).

The bad news? It was let slip as part of official court filings by two ex-Infinity Ward employees (the Modern Warfare developers). Not only was the split between Activision and these key IW members very acrimonious, it seems unlikely that the top talent will return to the series any time soon.

So, let's get this straight: some of the top devs have left the series, they're making lots of spin-offs (hello, World at War and the upcoming COD: Spec Ops) and the series is going to continue because it's making lots of money. Get ready, because Call of Duty is about to go the way of Guitar Hero.

You think they'd learn, wouldn't you?

Monday, 15 February 2010

When The Music Stops


Plastic-axe shredders are a fickle bunch, it seems. No sooner than the Guitar Hero franchise exploded into multi-billion dollar sales, churning out titles quicker than Nintendo re-releases portables had the rhythm action genre suddenly died, like an exploding star that fell in on itself.
Harmonix this week announced that Viacom, one of their complex-legal-license-partners for Rock Band, had asked for a refund ofa bit of bonus money they’d handed them. $200 million, if you want the precise figure. The reason? Flat-lining music game sales that had seen RB’s revenues plummet.
This is obviously a problem, not least for the company being asked to repay almost a quarter of a billion dollars that were bonuses – not loans or agreed finance – but for the games industry as a whole. The games economy is too reactionary, throwing money at anything that looks popular then quickly cutting off the cash supply when players have lost interest.

Case in point: ‘casual’ Wii titles. There are literally hundreds of the things. Baby Shopper Party, Family Potato Farmer, Dress My Kitty and such drivel. Not even I'm sure if those are real or I just made them up. It's gotten that bad. So bad, in fact, that last month, Best Buy, a large American department store, announced they’d no longer stock ‘casual’ or ‘mini-game’ titles. The market, it’s clear, has become oversaturated.The games economy simply isn’t set up to take the kind of hits that result from these sudden changes of plans. Activision blew, it’s rumoured, over $100 million on Call of Duty: Modern Warfare 2. Luckily, the game shifted ten million copies a second, roughly, but imagine if it hadn’t. Imagine if the games-playing populace had already moved on to the ‘next big thing’? Only a couple of years ago, Halo was the shooter of choice. Stretching back a couple of decades, the likes of Doom and Quake were the top trigger-happy titles.

Times change fast, and every shift only hurts the industry when the big guns and the little guys bet on their game making big bucks and lose. Activision will undoubtedly give Modern Warfare 3 an even bigger budget, and it may well pay off, but if gamers have moved on by 2011, they’ll be in big trouble.


 It looks highly doubtful that Final Fantasy XIII, out next month, will recover the multi-multi-million dollar development costs from the four years it took to make, what with the slightly cold reception it's received from its initial reviews.
The games industry, then, needs to calm down and get better at predicting the tastes of tomorrow rather than aping the top titles of yesterday. Brain Training clones soon saw that market stagnate, and the landslide of shooters we’ll see over the next two years may see the same thing happen to the FPS genre – MAG, Battlefield: Bad Company 2, MW3, New Call of Duty Spinoff, Killzone 3, Spec-Ops: The Line.The list goes on and on. If racing, or action titles (like Uncharted 2 and Assasin’s Creed II) become more popular, for example, all those FPS developers will just be shooting themselves in the foot.
As with the fall in popularity that rhythm action games have suffered, no doubt due to the sheer volume of plastic-banding titles released recently (GH:Metallica, GH: Greatest Hits, GH: World Tour, GH:5,GH: Van Halen, Band Hero, Rock Band: The Beatles...), if the gunfire ceases, it sure won’t be pretty. Games developers need to learn the Guitar Hero lesson before it’s too late.