My first post. Videogames are art, and the medium is the message.
Well I gotta start the blog somehow am I right.
"The medium is the message."
You ever hear someone say this?
Well I think this might be a good way to kick off my angle on things.
I promise this is going to be about games at some point. Bear with me.
The edges of the page are where art begins and ends. Outside its edges, what you see is just the habitable chaos of life. You don't think, looking at a knocked over trash bin, that there's some kind of "point" to that. It's just a thing that happened. Gravity, or something. Who cares. There are doughnuts to eat.
Within its edges, that maelstrom of natural forces vanishes. Intentionality appears in its place. Within those edges, you know everything within it was intended for you to see. Contained there is something that existed in someone's mind. And they chose to show it to you.
Their body was the interstice between their mind, and the physical existence of the object they made, that you now get to experience. Their muscles, their firing synapses.
And they used it to communicate, by pressing their thoughts, into a confined space for someone to see. Everything within it is a choice.
The original intent of the phrase "the medium is the message" was to say that a medium, like TV, or a song delivered to you by Spotify, is itself, something with more culturally changing force than whatever art the medium is containing, might be. The TV gets you sitting on your couch. The Spotify digital library and a pair of earbuds get you occupying every spare minute of your time with some kind of curated audio.
But from an artistic perspective, the phrase takes on a different meaning.
In the same way that the artist chose what to put on the canvas, they also chose what medium of art they wanted to use to express themselves, in the first place.
Consider, being a musician of some kind. If you're a modern musician, probably, you play songs. Roughly, a 2 or 6 minute long piece of music, that probably gets played on a music app, Youtube, the radio, and so on.
But if you're a 18th century musician, probably, concerts are your thing, right? You play in huge orchestras. There's a composer. The music is complex, necessitating pages of sheet music. A crowd is meant to show up and quietly experience it.
Probably, someone writing music for an 18th century orchestra, makes something different than someone making folk songs. Songs that are meant to be easy to relate to and memorize, lyrically and melodically. Meant to be hummed to, maybe.
That folk musician would probably never think to make a melody like an electric guitarist might. The electric guitarist's melodies, aren't necessarily meant to be memorized. They're often meant to be challenging, or stimulating to follow. A crowd shows up, but they aren't meant to be, in a relaxed, quiet state. They're meant to get to a very heightened state of excitement and satisfaction.
The medium, is itself, part of the point of getting you to experience what the artist wants you to experience. Books, no matter how evocative they are, are not lesser paintings. They aren't a clumsy substitution for an image, outsourcing the skill of painting to the power of your brain.
The experiencing of the written word, is itself, the point. Language. Pulling you through the haze of possibility and imagination down a specific path, with words, is the craft of books.
But poems are not small books. The goal of a poem is different from a book, but the only thing that changed is the constraints.
Less is not more. But more is not less. Less isn't less, and more isn't more. Get me?
The size and type of canvas determines what form the artistic expression can take. Not the value of it. A bigger book isn't a better book, a smaller poem isn't a better poem. 10 instruments in a song isn't better than 2.
It's all about intent. The constraints, define the range of intent.
So, the medium, as well as the genre, set constraints that force artists to work within the specific, material and social context, where their vision can be communicated. It ends up encouraging different kinds of work.
Games are strange as an artistic medium, for a lot of reasons. I won't get into all of them here. For now, I'm just concerned with just that concept, of defining the edges of the page.
Games are an interactive, audio-visual experience.
The type of interactivity with the experience that a game gives you, is itself, part of the message.
Is it a game that is meant to keep you on your toes, reflexively pressing buttons in response to a changing situation? Or does it want you to focus your tempo into highly considered timing?
Does the game let you turn the camera? Is looking around a 3D environment, mechanically important to it? Is it asking you to explore, or is it purely something to do with combat design?
Does this game ask you to have precise button inputs? Can you get more out of it by having good input technique? Is it an accident, than you can? Is memorization important?
Does it make you responsible for putting together something that can mechanically overcome obstacles? Do you need to make sure you do enough damage and have enough health? Do you need to decide what your own difficulty spikes are going to be?
What is it asking you to learn or improve at, if anything? Does a certain level want you to learn to control your movement better? Is an area intended to make you feel desperate for healing items or ammo, forcing you to second guess even your mechanically correct choices?
What is it trying to make you feel? Does it want you to physically feel how stupid and hopelessly untalented the Covenant thinks Grunts are when you use a Needler? The unavoidable casualty and human cost of war, maybe?
This is essentially the case for making games difficult. Games that are easy for you, can't ask you any of these questions. They cannot get you to unpack their design.
A game that you find easy, will allow you to barrel through it without ever needing to inspect any detail the devs included. What "the point" is, of any mechanic, attack, event scenario, or tuning, just cannot be uncovered, without the interactive aspect of this medium forcing you to engage with it. You'll never truly feel Mario's momentum, until you're forced to account for it to succeed.
It is also worth mentioning that difficulty also makes glaringly obvious, where bad choices were made, or where there was a lack of care.
In any case, difficulty makes you see the edges of the page.
This is something unique to videogames. I know of no other medium where, the point where the art starts and stops, isn't immediately apparent. It is special to games that you only get to know, by touching it, and feeling it out.
In this respect, It is also very annoying and condescending, to be sold shallow ways of trying to make the medium more appealing.
What if it were bigger?
Bigger levels? More content? Voice acting? More dialogue? More characters?
What if you could hit harder and harder, so things died faster? What if you died slower?
What if every single object that a human could conceivably carry could be fit into the player's inventory?
What if there was just more.....stuff? To interact with?
Yeah man, what if the page was just, like, huge. Then the writer could write even more words onto a page.
Don't get me wrong. Vast can be good. Voice acting is great, sometimes it's cute when you can turn the in game TV on and off, sure.
But the mentality, of simply adding more, is vapid and immature.
What if the painter had a canvas big enough that they could paint beautiful mountains on one side, but still had enough room to play Tic Tac Toe on the other side with their homies?
It becomes obvious when you look at any other medium, how just adding more, dilutes what the art is trying to communicate.
What if there were just, more dialogue, re-emphasizing the same point over and over? Or sections where characters just chill and nothing happens?
Have a tragic death scene? Well what if there were two?
What if my poem covered two topics instead of one? We can do how dusty roads are, AND how to beat the devil in a fiddle contest.
There ARE experiences that are exclusive to each other. It's real hard to have a serious romantic tragedy, also be a meta, post ironic, quip delivery system.
One can only make one painting at a time. It cannot be two images.
I would love to ask of game devs, to stop hedging their bets. Please stop going through the checkbox list of things that have been shown to sell well, and putting them all in one game.
Focus. Constrain your ambition into a single form. Don't make me wonder which aspects of your game I'm supposed to interpret and take seriously.
Give me your sharpest cheese only, please. On your finest bread.
Don't dip the sandwich in coffee. I'll drink that separately.