In an essay by Chris Crawford which I read some time ago, he referred
to computer game designers as having "movie envy." What he meant
by this was that many computer game designers in some ways wish they were
making movies instead of games, and hence try to get their computer games
to emulate films. One of his most salient examples was that of scrolling
credits in computer games, where the names of the designers, programmers,
artists, and so forth scroll by the player much as they would at the end
of a movie. His conclusion was that "movie envy" has resulted in
particularly poor computer games, and that we'd all be better off if game
designers concentrated on making games instead of making half-assed movies.
You Say There are Similarities?
Computer games can trace their roots back to games played between multiple
humans, whether these are in the form of board games such as Risk, Monopoly,
or Diplomacy, role-playing games such as Dungeons & Dragons, or games
of "war" that children (and sometimes adults) play with each other.
There were also some "solitaire" games, such as the card game of the same
name. (One may also be able to trace the development of computer
games back to the likes of pinball and other coin-operated "amusements."
But I think these by and large have little relationship to the games which
are being created today, and comparisons with such early forms are more
appropriate in the way in which games are sold to the public – through
arcades – than to what actual content and form of computer games.)
Similar to movies, many early games, some of which are still very popular
today, are little more than straight adaptations of established non-computer
game forms. For instance, often when I talk to a non-computer game
player and mention that I design computer games for a living, they're bound
to say: "Oh, computer games! Those are great! I've got
solitaire for my computer and I just play it for hours!" I'm often
tempted to answer "That's not really a computer game," conceding that though
it is a game and one can play it on one's computer, it's not significantly
different from the gaming experience one has if one uses a deck of cards
and plops them down on the table in front of oneself. In the same
way that a filmed stage play isn't really a film - or at least isn't different
enough to be considered a unique art form - strict adaptations of board
or other "traditional" games to the computer can't be considered a district
medium. In order for a game to truly be considered a "computer game,"
for me it must present a gaming experience which would be impossible without
the computer. (Special aside: can anyone tell me why people
play computer solitaire? Please? Someone? If you have
a good explanation other than "can't afford the cards" or "don't have a
big enough table" I'd love to hear it.)
So I've listed the similarities between computer games and films that
spring to mind. What's different about them, then, you may ask?
Everything else. The biggest, of course, is interactivity.
In films one watches and experiences the art form. In games one acts,
watches, and experiences the art form. For a film, everyone in the
movie theater has the same experience of watching the film: they
may enjoy it more or less, some may understand some sections better than
others, and some may react differently to different stimuli than others.
But they've all seen the same thing. In computer games - or well
designed ones, at least - nearly every player has a unique experience,
which was generated as the result of the actions they chose. In movies
the film-maker only has to worry about one-way communication: how
is he going to deliver his message to the audience? In computer games,
designers must be concerned with both how information is communicated to
the player, as well as how the player communicates back to them via their
surrogate, the computer. A computer game that cannot do both of these
well is a failure.
Of course, scrolling credits can hardly be considered the ruination of a computer game, but what about when the designers put movie-copying elements into other points of the game, where instead of interacting the player spends most of his or her time just watching? Then we end up with bad games, as we've seen time and time again as poorly made movies have been sold to us as hot new games. Still more important is that we must realize that making broad-based comparisons between computer games and movies is hardly useful, and may in many ways be damaging to our understanding of where our art-form is and how it should develop. So when someone says that computer games right now are at the same technological level as films were in 1910, careful thought will reveal that this is a ludicrous, absurd statement. How can one compare something so different as movies and computer games in such a manner? It's just about as useful as comparing pulp fiction novels and pop songs: sure there are some similarities, but the two forms are more different than they are similar, and broad-based analogies drawn between them are likely to be useless. Of course, that's not to say that computer games cannot learn valuable lessons from film, especially in terms of storytelling. When I recently interviewed Jordan Mechner [look for the interview itself elsewhere in this issue IMG] and asked what he thought of the potential use of film techniques in computer games, he answered: "Film has an incredibly rich vocabulary of tricks, conventions, and styles which have evolved over the last hundred years of film making. Some of which have been used in computer games and really work well, others which are waiting for someone to figure out how to use them, and others which don't work very well, and which kill the games they get imported into." Mechner isn't talking about merely slamming full motion video sequences into games that don't need them, but rather examining film techniques such as cross-cutting and changing perspective and determining how best these can function in a computer game, if they can function at all. A lot of game designers are big fans of movies (as is a very large portion of the U.S.A.'s population) and I must admit that I'm one of them. Probably I'm a bit more of a fanatical movie buff than most. And I'd be lying if I said that, if someone up and offered me the chance to write and/or direct a film, I wouldn't jump at the chance. But right now I've decided to devote my creative energies to the creation of computer games, and I must not try to pursue my potential movie career through the games I design. Because if I did I'd have neither a good computer game nor a good movie, and what good would that be to anyone? Sure computer games and movies have similarities as art forms. But we as game designers must realize what medium we're working in, and realize that designing a good game has very little to do with directing a good movie.
This column was originally printed in Inside
Mac Games.
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