THE MISSING PIECE
Something is missing.
It has been said before, but is cannot be said enough. Games
stink. Digital gaming today represents an embarrassment of cowardly imitation,
an avalanche of adolescent male power fantasies, a risk-adverse business of look-alike
clones, a procession of unsophisticated cultural ideologies
masquerading as innocent fun. And even the little online shareware titles are
just watered-down wannabees of what the big boys are doing.
Don’t get me wrong. I like games. No, I love games. I play
games. Shit, I make games for a living. There is nothing wrong with
indulgent, escapist fantasies. But something is definitely missing. I don’t know exactly what it is, but I know it isn’t there. There has
got to be more to games than ten kinds of high-powered killing and cute
Japanese characters jumping on the heads of cute Japanese monsters. There has got
to be something beyond cheesy sci-fi games that desperately imitate bad film
and licensed sports games that desperately imitate bad television.
What gaming needs are margins, borderlands, mestiza habitats. Let’s start with new ways of funding, developing,
and distributing games. And new languages for discussing, arguing and theorizing
games – the more uselessly esoteric the better. What else? Gaming needs more
points of contact with the global ecosystem of pop culture, transfer stations where
the universe outside gaming can invade, colonize, and transform our tired
industry. Enough with braindead genreware and military
fantasies. Enough with high-tech shovelware sporting bleeding edge
particle systems. I want deadpan gaming manifestos, games oozing with kitsch
irony, self-imploding game happenings, anarchic game hoaxes, epic games with more
than a scrap of literary intelligence, games about sex and art. I want game
punk rock. Is that too much to ask?
What’s missing? A hell of a lot. How
do we get there? I’m not sure.
But maybe, just maybe, the secret is in the games
themselves. Look past the glittering pixels and barking soundtracks of the
latest console releases. Look down deep past fingers twitching on button triggers.
At the heart of every game is play. From the athletic balletics of Quake and
Tennis to the intellectual gymnastics of Starcraft and Go, play is the key.
Play, the uncertain outcome. Play, the dance of interaction. Play, emergence
personified. The play that plays you as you play with
it. The play that transforms. There is
something about play, that staggeringly ancient and eternally youthful impulse,
which contains the seeds of gaming’s metamorphosis. Somehow, play is the model
for changing games as a whole. I don’t know why, but I am certain of it.
Something is still missing. But maybe not
for too long.
Now excuse me. I’ve got some lapels to rattle.
May 2003
copyright © 2010 eric zimmerman |
be playful |