One thing that remains constant in people is this: We play.
Thats not the only thing that remains constant, and its not even the thing
that makes us unique as human beings, but it is true. We love play. At least, we love it
when were not so concerned about abhorring it as frivolous and useless, an attitude
thats been injected into our society in completely unfair and detrimental ways. More
and more were realizing just how important play is. Again, this isnt
revolutionary: Weve known how important play is for a long time, and weve long
respected people who are good at playing, specifically playing games. From sports heroes
like Babe Ruth and Joe Frasier to Chess masters like Bobby Fisher and Big Blue, our
society does laud its gamers.
Gaming is a big world, and the idea of thinking about gaming in a serious way has been
around for a long time, as anybody whose read Gamesmanship or Greek Myths can tell
you. There are millions of games out there, and they all tell us stories. Perhaps
its a very simple story: You plant seeds faster than me, in our made-up arbitrary
way of planting seeds called Mancala. However, the fact that the story involved in most
games is so shallow is a testament to the impact that a game can have on us. Because a
game allows us to assume roles in a narrative framework, we dont require much from
the narrative. We will fill in the blanks. Monopoly is an incredibly simple game: Players
run around town, buy up property, and gouge each other on rent. But the actual playing of
the game reveals that Mom is a shady bank teller and ruthless slum lord with Baltic and
Mediterranean, and Lil Sis is dirt poor, living on the street in the rich district.
Dads been in jail for the past 12 turns, mainly because hes afraid of landing
on Moms property, and Jimmy landed on Free Parking, bought up Park Place and
Boardwalk on the first round, but hes still a good guy because he loaned his sister
$1200 to get her past GO and (hopefully) through Moms gauntlet of high-rent
projects.
Games are interactive in a fundamental way: You control the action, and you affect the
story in basic areas such as where you move, how you fight, how well you fare. In the
realm of electronic gaming, videogames, this interaction is foregrounded and expanded
upon. In addition, the narratives of electronic games tend to be more complex and
involving than most board games. Seeing the end of the story depends directly upon the
gamers success or failure. While games retain some of the authorial nose-leading of
more traditional forms of storytelling, they also reach toward more open-ended realms.
Gaming simultaneously seeks to offer authors new tools with which to tell stories, and
readers (gamers, audience, whatever) new experiences that are much less preconceived.
What makes videogames different from many other burgeoning art forms is that it is
already a huge industry. The girth of the industry, which became as large as the movie
industry in 2000, has put some strange constraints on gaming, at the same time as it has
allowed gaming to develop at a highly accelerated pace. In spite of the artistic blows
that are dealt by bottom-line capitalism, videogames and developments in the games
industry are on every artists and theorists mind. The appeal of videogames
stretches into all realms of technology and digital media. Games allow us to experiment
with radically new systems of correlating information, interfacing with data and programs,
and creating virtual worlds to inhabit. It all seems like play while youre in it,
but the ramifications stretch far beyond our off-time.