The best idea ever

OK, so, we're in month.. I dunno, 4? .. of the world's financial meltdown. Obama's been in office for a week, and the last of the TARP money (for now) is being disbursed.

Anyone else see the Daily Show tonight? Jon Stewart's idea is really goddamn simple:

-Give TARP funds to the people
-People pay back their debts on their belly-up cars and mortgages (because that's what people do with economic stimulus money)
-Banks get money
-People crawl out of their credit holes
-Everyone gets back to zero, equilibrium, a nice place to be.

I can't find a problem with this idea.

Are video games art?

The gaming writing itch has settled back in after a month away. Time to scratch it. This entry's pretty long, so grab some coffee and get comfy.

Every so often The Internet gets together and decides to have a fight about whether video games are, or can be, a form of artistic expression. Unfortunately, that debate always devolves into a debate over the definition of art itself. While that is, in fact, a necessary discussion to have, the net's master debaters tend to overlook that that exact discussion has proven inconclusive for all of mankind since the Renaissance.

Roger Ebert raised the ire of gamers when he categorically said that games aren't art. There's not total authorial control, therefore they aren't art. He truly made a solid argument, even if kids experiencing Internet Rage didn't agree at the time. Ebert said that we, as players, could co-opt what a game auteur wanted you to do. It's true: you could watch Sonic the Hedgehog, controller comfortably sitting out of hand, for hours and hours and Sonic would stand there and not do a damn thing until you did something with him. At the most essential level, nothing unambiguously forces you to watch Sonic's progress. I'll share what I really think of Ebert's opinion later on, but for now I'll say that I think he does the most inspired, grandiose virtual worlds - Liberty City in GTA4, or Azeroth in World of Warcraft - a great disservice.

Since the definition of art itself quickly grinds game-related discussion to a halt, I agree with those who sidestep the issue and say that games can be a medium of artistic expression, in the same vein as TV, film, and radio before it. Sure, much of what we get is mindless drivel, whether on TV or on Xbox, but the potential for art is there, just like The West Wing is much better than a reality TV show and like The Legend of Zelda is better than the latest Shrek game.

As a gaming evangelist, presenting games to the outside world, I take the common shortcut of putting games' value in economic terms. Given the time and money spent on creating and playing games in this day and age, how are we not to take them seriously? How can there not be a de facto cultural impact of something that takes up so much of our attention?

So suppose the evolution in creative mass media goes like this: radio, then TV and film, followed by video games here at the current peak. Those who explain the "medium" of video games in terms of TV and film, as often happens, are doomed to describe the medium in too constricting of terms. What about a competitive, strategic multiplayer game like Halo? What about the "demoscene," the subculture of hackers who create digital, non-interactive scenes that make you go 'ooh' and 'ahh'?

Games can give a compelling experience without narrative, to the point where games become more like jacking into the Matrix than watching a story with a pigeonholed genre. Game publishers like Microsoft get this idea, but their marketing departments are at a loss for words to describe what you actually do with games, so they resort to calling everything an "experience."

Which brings me back to Ebert: I think The Internet is quick to brand him as this jealous "old guard" of That Which Can And Cannot Be Art, but I think he's just innocently basing his conclusions on ideas that are on the brink of going out of style.

Using the existing conventions of film - or music, or literature - games have the unique luxury of crossing boundaries. A single game can use a close-up camera shot, a tense musical cue, and textual metaphor near simultaneously, which is something that a movie, symphony, or novel can't do. But games get even better, because interactivity is inherent to the form. And interactivity - like any other artistic tool like the close-up and so on - vivifies the experience.

Take Metal Gear Solid 3. At the game's end, you're finally confronted with the baddie you've been hunting since the game started: The Boss, a deadly female agent with innovative combat tactics - and your one-time mentor who speaks with a motherly tone. At the game's start, she defected to the Soviets, and your character, Snake, is the only one with the potential to track her down behind enemy lines and dispose of her. The fight's dialogue is a jarring mix of her familiar motherly tone with an almost forced "bad guy" line here and there - "Finish your mission! Kill me!"

Once you win the fight, she's not dead. She lays silent, barely moving. Snake is locked in place, posed at The Boss's feet, gun in one raised hand, barrel pointing at her head. Suddenly, none of the controller buttons work. You can't open menus, pause, change weapons, or move. The only button that works is the one that pulls the trigger.

There's no escaping it: you kill The Boss.

We've seen dramatically significant killings in movies tens of thousands of times, but no matter how spectacular the method, no matter the relationship between killer and victim, film is simply incapable of conveying this act in the second person.

Thanks to scenes like that one, I strongly believe that games already are art, and that games might even expand what we consider to be art, if certain Matrix-esque, psychological experiences are poignant enough to warrant it. Either way, we would be wise to be spending our time establishing the conventions of the video game form. I've already written 60 pages on the topic, but that's just a rough idea from one guy. Imagine what an industry full of game designers and writers could do with such a concept.

Stuff I love and do not love

Stuff I love:

My Mac. Sorry, it's a snooty Apple User thing to say, but I started window shopping for a new machine earlier today and realized I just plain didn't need one. Back when I was a hyper gamer, everything in my machine would've been painfully old after a year and a half. Yet I've had my little Mac for well over a year and a half and I haven't had to reformat the thing once. I used to do that at least once every 6 months in my previous life. I might be lucky enough to go computer shopping once I head back to school, but honestly, I think I just need a big monitor more than I do new hardware.

Stuff I don't love:

LittleBigPlanet. Yeah, the first level is outrageously charming, but now that I'm 4 worlds in, it's just another platformer. Thanks to my newfound hatred for The Internet, I'm also not interested in user-created levels, either. Imagine my surprise when every comment left on every level is "Play my 6 new Super Mario levelz!!!" Nor do I have the desire, or the time, to make my own platformer levels.

It doesn't matter how many palettes or options or tools they give you, it would never be enough to satisfy a truly creative desire, no matter how many raving reviews come in saying that it's a "create your own.. thing" tool instead of a "create your own platformer level" tool. The reason editors for games like Warcraft III are so good is that they're built on top of phenomenally deep games - something LBP isn't. Warcraft III managed to spawn levels and modifications so good that they became their own genres, "games" like Tower Defense (now its own genre of game within iPhone games) and DOTA (whose developers are moving into full-blown game making).

LittleBigPlanet, however, is at heart a platformer, and the bulk of its creations are Super Mario Bros. homage levels as a result. I don't doubt the possibility of a few gems coming out of its online level-sharing system, but there's doubtlessly going to be too much nonsense to sift through.

This is why we pay people called game designers money in order to use research, intellect, and talent to make games that are objectively good. LittleBigPlanet is objectively good, but at this rate I may not even bother to finish the game that's actually on the disc. There's nothing to look forward to at the end of the road.

On growing up

I've waited a while to mention it, since some Internet Detective-type users might've followed me as I exited the game site Shacknews. And in case any of them are reading now, I won't say anything about it here, but I've explained what's up to most of the people I talk to regularly.

My time there taught me a lot - namely, that being a professional blogger, specifically a "video game journalist," is just digital blue-collar work. It's not journalism, it's an extension of the cottage industry for video game PR. There's nothing professional, much less glorious, about "informing" the masses of Internet users who strive to be uninformed.

In short, it's not a dream job for the ambitious and it's really turned me off of the 'net in general, and I spend less time online than I did before. I'm more productive, just because my shiny new iGoogle homepage gets me my info much faster so I'm not surfing aimlessly.

So what to do with this newfound time and distaste for YouTube commenters?

Enter grad school.

I was finally convinced to give it a shot after years of hesitation on my part due to a fear that I'd get boxed into some mundane, super-specific kind of study and wind up living out my days being the world's leading expert on Japanese Economic Inflation From 1951 to 1953.

Thankfully, International Relations saves me from that pain, and lets me flex my cerebral muscles based on the skills I picked up in school - foreign languages, writing, people skills, and generally being a flexible kind of guy.

While part of me still mildly fears joining the rat race - as opposed to doing something dramatic and risky, like funding my own video game or TV show or suddenly becoming a musician - I've been convinced that taking the IR route through grad school will let me do real, ambition-satisfying work that I don't dread when I wake up in the morning.

And that dread is a serious issue - I've seen it take a serious toll on my mom over the years, and it instilled in me a deep distrust of work and of bosses.

It's indicative of a larger trend, the whole twenty-something issue with getting over graduating from college and resorting to The Rat Race.

But I think the biggest transition I might face is going from more self-centered to less so. I don't mean in a sense of charity or niceness to others, though I do hope to work on all that. No, I mean that our primary motivations shift from self to others. I suspect that many are forced to confront it at some point - "Oh, you got her knocked up? Time to quit the band and get a job. And a marriage license." Others, on the other hand, might consciously choose the time to make the shift, and perhaps they're better off for it.

My friend Lisa put it this way:

I have lately been thinking that the most important thing for me, rather than trying to be a famous concert pianist (which isn't really my dream anymore anyways), is to have my own loving family and to raise a child. then i would think about my own life. Is that bad?

I definitely don't want to be a famous video game writer anymore. And I'm still ambitious as hell - I'm applying to tough grad schools, and I like Type A women - but I had a taste of a simpler life in Japan, where I was a more generous and easy-to-please person, and it wasn't all bad. There's a lot of that life that may come back to me in several years, and I'm not afraid of that.

4 weeks and I'm jaded

If I've done my calculating right, I'm 4 weeks into my new writing gig. I still love it, for all the reasons I listed the last time we talked, but I've learned about The Media very quickly from working here.

The big, big thing I've learned is that absolutely everything said on TV isn't said for the sake of being spun - it's already been spun. Not to get political here, but the spin on Sarah Palin, for example, isn't "She's an oil-drilling charmer" vs. "She's an insane, corrupt babymaker." The story came pre-spun - make a VP selection so bad that the world's incredulity monopolizes what's on TV.

The result? Barack Obama's face hasn't been seen at all in the last 10 days.

I'm not getting political here, I'm making a point that Karl Rove is alive and kicking, and his mastery of The Media is more clever than ever.

The last thing I want you to think is that this is just about politics. I'm seeing first-hand how - even in video games - bleeding leads, controversy leads, even on occasion speculation leads because it gains traffic from your own users bitching at each other and at you. It's the tabloid effect in full force. I've already passed up countless interesting articles on great game design, or genuinely interesting news about games that aren't big enough to draw any sort of traffic.

All in all, I get the impression that maybe 10% of what we see as 'the news' is the interesting stuff, and the rest is what sells ad banners- I mean, commercials.