Column: Video game criticism often unfounded
By Randall Stricklin • November 19, 2009 • Category: Opinions“Why don’t you put that video game down and do something productive, like read?” Most gamers have heard this question, but video games have grown into a sophisticated medium capable of telling intellectually stimulating stories with literary value.
Critics like Roger Ebert argue that video games are inferior to films and novels, writing in one blog post, “Video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.”
This person does not understand the role video games play in today’s youth and mass culture in general. It is an easy assumption to make when all one may know is “Pong” and “Super Mario Bros,” or the controversial violence of Grand Theft Auto.
However, anyone who has thoroughly explored the video game medium will find that there is now value in these interactive stories.
Stories in games like “Mass Effect” or “Final Fantasy” provide social commentary. They offer a compelling story and characters with whom players can empathize, plus conflicts that explore ethics. Even game authors are receiving more recognition in a circle once reserved for film and literature.
In 2007, the Writers’ Guild of America created an award for video game writing, which was most recently given to the writing staff of “Star Wars: The Force Unleashed” in 2009. The game’s story was so successful that it spawned a novelization that reached the number one spot on the New York Times Hardcover Bestsellers list.
Video games have become a serious medium capable of telling stories with meaning and value. Many point out the inherent differences between movies or literature and video games as a reason for video games’ inferiority, but this is simply what makes the medium unique, much in the same way the introduction of a continuously moving visual elements made movies unique.
Granted, just like in movies or literature, there are plenty of video games that do not offer the player any real substance; this is just the freedom of the medium. Gamers who are interested in getting an intellectually satisfying and stimulating experience out of their video game platforms will not have to look far. Anyone who doubts this premise needs only to explore the medium more fully to see what the crafters of the interactive creations are capable of.
Randall Stricklin
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