Book Report
Ian
Bogost is concerned with a critical approach to video games in his aptly titled
book How to Talk About Video Games. In
forming an answer to his titular question, he draws inspiration from other
genres of established criticism like literary or film criticism. However he
suggests that, because video games are inseparable from their platform or
medium, approaching with a lens that focuses just on narrative content is
insufficient. In the introduction he writes, “how to talk about videogames?
Like a critic, not a reviewer, for one, but also: like a toaster critic, not
just a film critic. To do game criticism is to take this common born subject as
toaster and as savior, as milk and as wine, as idiocy and as culture.”
Addressing the duality and natural tension in games and gaming platforms is a
recurring theme in Bogost’s writing. It is important that Bogost here
establishes an apologetic tone, as if he knows that he is going to be asking
more of games than they were perhaps intended to give. He writes that this book
is full of “attempts to take games so seriously as to risk the descent into
self-parody. Such that we can appreciate them for what they are rather than
what we wish them to be.”
What
follows is a collection of essays wherein Bogost explores possible topics of
video game criticism and study. It feels like Bogost is not forging a new genre
of criticism as much as he is surveying the land to determine the richness of
its soil. I examined two recurring themes across his essays that touch on
issues in new media and culture that we have discussed in class. First, in all
of his explorations Bogost considers the intersection between the medium and
the message extensively. Second, Bogost regularly considers aesthetics and how
they materialize in the experience of a game.
Bogost
often considers the way that a medium that a game is distributed on affects the
nature of that game’s content. For example, a study of the feminist subtext in
Ms. Pac-Man is incomplete without an examination of coin operated gaming
cabinets and enhancement kits. As Bogost puts it, “infrastructural details can
help us understand what it means for a game to be what it is.” Because of the
limitations and overhead of running a coin op cabinet, enhancement kits worked
to improve the existing software of a cabinet by using the existing hardware.
Ms. Pac-Man was an enhancement kit of Pac-Man that, due in part to its
technological characteristics, became the “apotheosis of the feminist
videogame, structurally, mechanically, fictionally, and temporally.” This is a
demonstration of platform studies at work.
Bogost
shows that aesthetics is often at the forefront of video game experiences. In
his consideration of thatgamecompany and their trio of contracted games he concludes
that, perhaps counterintuitively, “Its games are about the feeling of being somewhere, not about the feeling
of solving something.” In another chapter Bogost describes the all-encompassing
aesthetic experience of Proteus, an
exploration game that blurs the line between game and art. Both of these are
examples of games that Bogost highlights that incorporate an aesthetic
experience.
Bogost’s
conclusion paints a bleaker picture for the future of video games and game
criticism than the rest of his book would suggest. The heart of the problem
with the video game industry, according to Bogost, is that “encountering games
still requires pledging fealty to gamedom.” According to Bogost “games have
maintained a separation from other forms of human culture and creativity” and “we
have actively cultured and supported this separation in order to come into our
own.” The beautiful characteristics about video games, that they are so unique,
customized and interactive, are the very characteristics that curate a more
exclusive fan base and stunt its growth into wider popularity. Video games as
an industry are not doing as well as gamers might think it is. Bogost claims
that, “like it or not, games are still a niche tricked by the echo chamber of
internal success into thinking that they are approaching the mainstream.”
Bogost assembles here a fascinating academic exercise that is rich with
insights for the subset of gamers that would find it interesting. Although he
is passionate about the importance of a critical approach to video games, he is
realistic about the scope of game criticism, because “game criticism is
subsistence criticism. There’s not enough land to till in games alone. Nor in
literature alone, nor in toasters alone.”
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