Category: Gaming

On the Eve of the Playstation 4

It’s become kind of a cliché, because technology is the basis for the delivery method, but there’s never been a better time to be a gamer. I was perusing my game collection on my iPad the other day and in a portable high quality format I have a perfect edition of almost every single solitary arcade video game I have enjoyed since I was 5. On my Xbox and PS3 I have faithful renditions of many of my favorite 90’s PC and console games, and my Wii has me covered with Mario and other titles.

The present console generation has unfolded in a way unlike any previous. 

The Wii managed to illuminate an entire user base no one really had figured out how to tap.  Its lower resolution was almost a comfort to parents who wouldn’t have to upgrade the entire living room, and the motion control paved the way for technologies like Kinect.  Most of all, while Sony and Microsoft were concentrating on connecting distant players, Nintendo reminded us what fun four people in a room could have. To say it sold like hotcakes is a disservice.  Hotcakes could only dream of Wii sales numbers.  “Hotcakes”, to be clear, is not a euphemism.  They are delicious.

The decision to include an ethernet port in the original Xbox over a modem was lambasted by the industry in general. Remember that in 2000 when it was announced Wi-Fi b with its paltry 6 to 12 megabits a second was still a corporate luxury and your average home connection was either dial up or 1-5mb broadband.  But from the beginning the idea of connected services being the long term bet that differentiated the Xbox was firmly cemented in that decision to go with a network port over dial up or some type of adapter. When the Xbox 360 launched in 2005 the whole landscape of home Internet had changed.  And with it a new service launched in Xbox LIVE that incorporated not just multiplayer, chat, and messaging but quickly evolved into video and music. It introduced achievements and system-wide leaderboards. Most importantly, it made the Xbox 360 a general purpose entertainment device by constantly upgrading and changing the capabilities and experience. Today Xbox LIVE is the gold standard all console services are compared to, and many of the services other devices have were pioneered first on Xbox LIVE. Titles that are cross platform sell by far more copies for Xbox because of LIVE’s user base.

The PS3 launched in 2006 with the promise it was a better console than the 360 in terms of raw power, and the strength of Sony’s amazing first party exclusives. But what really resulted in the PS3’s success was a pretty bold choice on Sony’s part to pack in an expensive Blu Ray drive.  A bold bet that paid off, as within 2 years they killed off HD-DVD through the strength of the PS3 sales and the Sony movie catalog. It was the only “future proof” Blu Ray player, as the device was much more powerful than a standalone one.  While some Blu Ray players became quite literally obsolete and had to be replaced due to changes in the Blu ray spec, Sony simply updated the PS3 firmware. Sony also did very well with first party exclusives such as the God of War franchise, the Uncharted series (fantastic games, I’m a huge fan) and wonderful titles like Little Big Planet. But Blu Ray was the bet that paid off the most.

I’m leaving out a lot here, Nintendo had some huge success with their own exclusives, Microsoft took motion and voice control to the next level with Kinect, and Sony adapted their own services to make their moves in video streaming and by far the easiest digital game purchasing system.

The point is, back in the earlier generations people talked about “winning” and “losing” a generation.  The Winner usually sold an outsized number of consoles more than the Loser.  Sometimes the loser flat out killed their console (RIP Dreamcast Never Forget).

This generation all three could be said to have won in some key way, and all are on track to break 100 million units (Wii got there this month I believe) assuming certain price cuts over the next three years as the new generation starts.

And all of this happened in the course of 7 years while at the same time the iPhone and iPad came about, and Android tablets, and oh by the way let’s not leave out PC gaming which is stronger than a lot of people think between standalone titles, Steam, MMO’s, and flash games.

Games are *everywhere*.  Characters play them to unwind in our sitcoms now, and our dramas and movies. Bitching about losing in Words with Friends is reaching an epidemic level. Halo has crossed over to have top science fiction authors like Greg Bear writing in its universe. We now demand even single player games have some level of online capability to issue challenges to friends or check leaderboards. Games are living and breathing forms of entertainment with downloadable content and the capability to provide instant fixes or tweaks on server backends. As of December 31, 237 million consoles have been sold across three platforms not even counting iOS or Android or PC/Mac.

All this happened in this current generation.  What’s going to happen in the next?

There’s only one clear winner of the “Seventh” generation of console gaming.  Us.

The Walking Dead might not just be Game of the Year, it might be one of the most remembered games of the decade.

A lot gets lost in the discussion of video games as entertainment, and whether or not video games are art, etc.  I consider the medium to be in its infancy, much like film was in the 1920’s.  Video games are still awaiting their “Wizard of Oz” and “Gone With The Wind” and “Casablanca” and “Citizen Kane.”

When we think about games today we often confuse them as being “competition” to each other.  Battlefield competes with Call of Duty, Halo could be said to compete with both of them.  Cityville competes with Simcity, or even Sony competes with Microsoft and both compete with Nintendo.

The reality is with the ubiquity of electronic entertainment today, these titles and platforms are competing for people’s time.  We have reached a level of saturation that there is simply way more incredibly entertaining content than there actually are hours to consume it, even if one had all the hours in the day to do so.  When I decide to do something not specifically designed to earn me money to pay my bills, etc, I have more choices than I could possibly know what to do with.  Play scribblenauts on my iPad? Civilization 5 on my PC? X-com on Xbox?  Watch a blu-ray on my PS3?  Play my bass? Read a book on Kindle?  Watch a show on netflix?

This is somewhat of a longwinded way for me to describe my criteria for calling something “Game of the Year.”  For me, game of the year simply means that dollar for dollar, minute for minute, I got more pure enjoyment out of something than any other entertainment experience that year.  At the end of the year I would say “I would gladly give up all the other experiences I had with other titles this year, for the enjoyment this title gave me.” One might think that definition would lend itself to a bias to multiplayer games since those tend to be ongoing and don’t have a set “start” or “end”. Except I include one extra vector  in the equation: Did the experience also have an emotional impact, beyond simple fun?

This year, even though the year is not over, my Game of the Year is hands down The Walking Dead by Telltale games. In fact, it might very well prove to be one of the most important games of the decade. That it achieves such an accolade in my mind is somewhat amazing given that:

Its graphics are simple, stylized, and designed to scale across a variety of devices.  This means it’s certainly not the best looking game out there by far in terms of graphics quality.

Its play mechanics are alienating.  A combination of industry lightning-rod-for-controversy tropes like Quick Time Events and Point and Click exploration, just trying to describe how to play the game makes a hardcore gamer turn their nose up.

It’s based off of an admittedly popular comic book which has spawned a TV show of uneven quality. Few games based off of another medium have proven to be good, let alone great.

It’s produced by a small studio, without any big name publisher or marquis AAA game designers affiliated with it.

It’s only just now available as a whole, for the past several months chunks of the game have been released sporadically, leaving players easily distracted by the plethora of options out there free to drop it in favor of other things to play especially in the holiday cycle of Black Ops 2, Halo 4, and Assassin’s Creed 3.

The odds against this title even being entertaining were already stacked against it. 

And yet again, clearly and without reservation I call it the Game of the Year, and perhaps will have more impact beyond.  Why?

It’s a combination of several factors.  The first two are quite simple to state but the hardest to get right: The actors and the writing.  The Walking Dead game is an adventure story in which your choices impact both the story and the way the non-player characters interact with or treat you.  This is not new, many games do this, such as Mass Effect.  But by focusing the cast on just a few members, then throwing them into the “Zombie Apocalypse”, small choices have deep weight.  The choice to not give a character some food might mean they are not strong enough to escape the zombie horde. In another game you might not care, because the game wants to make sure *you* survive.

But take some stellar writing and *outstanding* emotional voice performances and roll them into a plotline that quickly reveals the game doesn’t really care if you as the player are happy or feel successful or not, and put you in charge of a little girl under all the same survival pressures that you are, and you apparently can achieve a story arc that left me sitting in my chair emotionally devastated as the last scene played out.

I can’t tell you how many times I shouted “NO!” at the screen, not out of frustration but out of denial and disbelief as it is revealed a choice I made several play hours ago had a tragic and horrific impact to the plot.  I can’t tell you how many times I paused the game and set my controller down so I could spend a few minutes processing what had just happened.

 

***WARNING: HERE BE SPOILERS***

The game is definitely a Role Playing Game couched in an Adventure Game structure.  I chose to make each choice as if I was the one making the choice, as if it were me in the game.

This led me down paths where I found out I might make some choices in certain end of the world scenarios that make me not-a-very-nice person. And when you have to make a choice, the game only gives you 5 or 6 seconds to choose (not choosing anything has it’s own implications). During a heated argument that I thought I was handling well, someone got shot in the head.  In a choice whether to rescue someone or let them sacrifice themselves I chose to let them go, almost as much because they had repeatedly put the group at risk through their bumbling actions as much as their death would buy us time.

I made the call to have my arm cut off after I was bitten by a zombie, to try and slow the spread of the zombie infection.  When it came down to deciding if I was really the best person to take care of Clementine (your ward the entire game) I very nearly handed her over to a deranged lunatic who talks to his dead wife’s head in a carpet bag, solely because the accumulated guilt of the severity of all my choices to date left me feeling that she would be better off with anyone other than me.

At the end of the game you’ve saved her, but you’re bitten.  You’re about to turn right in front of her eyes into a zombie walker and you have to decide whether or not you want to have this eight year old girl go through the trauma of shooting you in the head.  I chose to advise her to save the ammunition since I was safely handcuffed to a radiator, but the real reason was I didn’t want to have to force this child I had worked to save all this time to have to kill me, even though in a previous moment she had already taken a human life when it was required for survival.

Before she left, I made the dialog choice to tell her to always remember to keep her hair short, so the zombies couldn’t grab at it.  It was a callback to an early episode of the game. I was pretty emotionally involved when I decided to make that choice, because that felt like the right way to say goodbye.  Lee, the person you play, is a murderer sentenced to jail at the beginning, and takes up Clementine as his salvation.

It seemed only right since I was bitten and I told her to leave me, and keep her hair short, that I was still trying to do everything I could for her survival, but also to not make her experience more horrible by having to kill me.

 

***SPOILERS DONE***

To say this game is an emotional rollercoaster is to do disservice to the game, emotions, and rollercoasters all in one.

I’ve never been so invested in my choices as a gamer.  I’ve never thought more about how simple and trite the “You’re either Jesus or Hitler” binary morality choices in most games are compared to this one.  In this game you can make all the right choices, and everyone suffers horribly.  Or you can play it bad boy, and find that those choices end up having a positive impact.  Or you can play like I did, right down the middle doing everything I thought was the important choice at the time be it harsh or gentle, and end up really wrestling with what you have done as a person to these people in this world.

The Walking Dead isn’t our Citizen Kane we’ve been waiting for in the Video Game world. But it may very well be The Kid, or Birth of a Nation.

It’s not without its flaws.  In the second and third episodes some dialog choices seem out of whack in how the NPC’s react compared to previous events.  In places the game mechanics commit the old video game sin of “teaching the player what to do by killing them until they get the one thing right”, and as mentioned before the stylized graphics tend to low resolution textures and some world geometry can be wonky.

And yet I think it’s the game people will look back on in 2020 like they look back on Half Life 1 (or even Half Life 2 for that matter) as being a memorable emotional experience that made them laugh, or cry, or look in awe at a moment and wonder how some pixels on a screen have put you into an emotional state.

But the best thing about this game?  It’s big enough, and different enough depending on your choices, that you can play it again immediately and get a totally different experience. They even keep statistics on everyone who has played the game so you can see where your moral or survival choices map to the larger playing population.

I view this game as my Game of the Year 2012.  Congratulations TellTale Games on making something so important to the genre. The Walking Dead game is an accomplishment those of us in the industry aspire to, and you guys nailed it.

[EDIT: It’s been pointed out I might be somewhat biased as I know the overall story consultant and author of episode 4 of the game, Gary Whitta.  So I’m calling out that yes I know him, and he’s an extremely nice person.  However he and I never once discussed the game, plot, or anything about The Walking Dead other than the fact I was playing it episode by episode and he was working on it.]

[SECOND EDIT: Stay through the end credits of the finale, there’s a brief Epilogue.]

Dear Blizzard, Let Me Give You Protips re: Hack Statements

First of all let me reprint in its entirety without my comments, Blizzard’s comments in regards to potential Battle.net hacks:

Battle.net® Account Security & Diablo® III

We’d like to take a moment to address the recent reports that suggested that Battle.net® and Diablo® III may have been compromised. Historically, the release of a new game — such a World of Warcraft® expansion — will result in an increase in reports of individual account compromises, and that’s exactly what we’re seeing now with Diablo III. We know how frustrating it can be to become the victim of account theft, and as always, we’re dedicated to doing everything we can to help our players keep their Battle.net accounts safe — and we appreciate everyone who’s doing their part to help protect their accounts as well. You can read about ways to help keep your account secure, along with some of the internal and external measures we have in place to help us achieve our security goals, at our account security website here: www.battle.net/security.

We also wanted to reassure you that the Battle.net Authenticator and Battle.net Mobile Authenticator (a free app for iPhone and Android devices) continue to be some of the most effective measures we offer to help players protect themselves against account compromises, and we encourage everyone to take advantage of them. In addition, we also recently introduced a new service called Battle.net SMS Protect™, which allows you to use your text-enabled cell phone to unlock a locked Battle.net account, recover your account name, approve a password reset, or remove a lost Authenticator. Optionally, you can set up the Battle.net SMS Protect system to send you a text message whenever important changes occur on your account.

For more information on the Authenticator, visit http://us.battle.net/support/en/article/battle-net-authenticator-faq

For more on the Battle.net Mobile Authenticator, visit http://us.battle.net/support/en/article/battle-net-mobile-authenticator-faq

For more on Battle.net SMS Protect, visit http://us.battle.net/support/en/article/battlenet-sms-protect

We also have other measures built into Battle.net to help protect players. Occasionally, when Battle.net detects unusual login activity that differs from your normal behavior — such as logging in from an unfamiliar location — we may prompt you for additional information (such as the answer to one of your security questions) and/or require you to perform a password reset through the Battle.net website. World of Warcraft players might be familiar with this security method already, and Diablo III players may begin to encounter it as well.

As always, if you think you’ve been the victim of an account compromise, head to the "Help! I’ve Been Hacked!" tool at http://us.battle.net/en/security/help for assistance

As far as these things go, it’s well constructed.  It’s long enough to seem transparent, and detailed enough in guidance to result in every single online gaming press to reprint it without question.

But let’s look at it.  Let’s really look at it.

Battle.net® Account Security & Diablo® III

Good title, a tried and true practice of framing the issue clearly without seeming like there’s anything going on.  “Hey!  We just thought we would do a post about account security and Diablo 3!  No reason!” Note also the distinct brand separation of Battle.net from Diablo 3. I would imagine this is intentional. If Battle.net’s brand has to take a hit, most people don’t equate that name with Diablo 3. Yet.

This is the first most important thing you can do in perception manipulation: frame your response at the outset to be making it seem routine and breezy, protect your money making asset and throw the obscure one under the bus. Even the title is critical.

We’d like to take a moment to address the recent reports that suggested that Battle.net® and Diablo® III may have been compromised.

Highlights are mine.

These highlights are not inaccurate.  But they are manipulative.  They seek to first and foremost cast into doubt any accuracy in the reports.  This is typically indicative of an investigation either underway or one that has resulted in facts that make the people crafting this message keenly interested in muddying the waters.

Let’s stop for a moment for me to say this: I have no idea what is going on.  I am not trying to say Blizzard is doing one thing or another.  I am trying to show you how the careful crafting of language (sometimes by lawyers and PR firms) permeates statements in crisis situations.

Look at the words “suggested” and “may have been.”  These statements, from my understanding, go through multiple revisions by committees of people to craft a plausibly disputed description of the response.

Why plausibly disputed?  Well in my well learned opinion, to avoid legal liability. The possible presence of lawyers in the crafting of the message in this case means that legal advice was being dispensed.  So, during a lawsuit discovery phase the crafting of the total statement cannot be shown in court because lawyers were providing legal advice on how their clients should communicate. That’s protected under attorney client privilege.

Already, merely a few words in, the idea of communicating without really giving information is established.  I won’t bore you with the rest of the statement to this level of detail.  Instead I will simply denote what every gaming site on the Internet will gloss over:

Historically, the release of a new game — such [SIC] a World of Warcraft® expansion [/SIC] — will result in an increase in reports of individual account compromises, and that’s exactly what we’re seeing now with Diablo III.

*This happens to everyone, it’s not our fault for not preventing it. Also we wrote this in a hurry and messed up our grammar.

We know how frustrating it can be to become the victim of account theft, and as always, we’re dedicated to doing everything we can to help our players keep their Battle.net accounts safe — and we appreciate everyone who’s doing their part to help protect their accounts as well.

*Subtle hint that if we didn’t clearly communicate the risk or provide enough incentive in using our security features, this is kind of your fault. But we thank those who deciphered the arcane settings instead of playing the game to help lower our instances of fraud.

**Special bonus free protip to companies: Offer unique DLC or bonus upgrades for people who “proof up” their accounts to become verifiable.  This is how you get people to use features that add friction to the log in process.

You can read about ways to help keep your account secure, along with some of the internal and external measures we have in place to help us achieve our security goals, at our account security website here: www.battle.net/security.

We also wanted to reassure you that the Battle.net Authenticator and Battle.net Mobile Authenticator (a free app for iPhone and Android devices) continue to be some of the most effective measures we offer to help players protect themselves against account compromises, and we encourage everyone to take advantage of them. In addition, we also recently introduced a new service called Battle.net SMS Protect™, which allows you to use your text-enabled cell phone to unlock a locked Battle.net account, recover your account name, approve a password reset, or remove a lost Authenticator. Optionally, you can set up the Battle.net SMS Protect system to send you a text message whenever important changes occur on your account.

For more information on the Authenticator, visit http://us.battle.net/support/en/article/battle-net-authenticator-faq

For more on the Battle.net Mobile Authenticator, visit http://us.battle.net/support/en/article/battle-net-mobile-authenticator-faq

For more on Battle.net SMS Protect, visit http://us.battle.net/support/en/article/battlenet-sms-protect

This is good guidance.  But it’s buried in the overall defensiveness of the opening.  There’s no real incentive to take these actions for the customer.  My eyes glazed over by the time I read it.  Whoever the potential lawyers and PR people who crafted this, seriously guys: you were so concerned with protecting yourselves you made words words words.  I know you know every gaming site will simply reprint it.  But you are giving guidance here. The guidance part?  That’s the meat.  Not the “Reports” that “Suggest” there “may be” a problem.

We also have other measures built into Battle.net to help protect players. Occasionally, when Battle.net detects unusual login activity that differs from your normal behavior — such as logging in from an unfamiliar location — we may prompt you for additional information (such as the answer to one of your security questions) and/or require you to perform a password reset through the Battle.net website. World of Warcraft players might be familiar with this security method already, and Diablo III players may begin to encounter it as well.

As always, if you think you’ve been the victim of an account compromise, head to the "Help! I’ve Been Hacked!" tool at http://us.battle.net/en/security/help for assistance

Again, good stuff.  Bravo!  But, words words words at the end of a lot of words words words. All of the guidance should have been up front.

All right. So, since I’m Mr. Brilliant Mcsmartypants here, how would I have done it?

Easy. I would have unlocked a unique item in Diablo 3 for anyone who enables the security features and I would have said this:

(PLEASE NOTE NONE OF THE BELOW ARE STATEMENTS ISSUED BY BLIZZARD. THIS IS ME JUST OFFERING ADVICE. DO NOT CONFUSE THIS WITH ANY OFFICIAL STATEMENTS REGARDING DIABLO 3, THIS IS JUST A LESSON IN CUSTOMER RELATIONS AND PR.

SERIOUSLY.)

We’ve heard from our customers that there are issues involving Battle.net account security in Diablo 3.  Before we address those complaints we want to remind all our customers of the following:

Battle.net account security can be increased by using secondary authentication:

For more information on the Authenticator, visit http://us.battle.net/support/en/article/battle-net-authenticator-faq

For more on the Battle.net Mobile Authenticator, visit http://us.battle.net/support/en/article/battle-net-mobile-authenticator-faq 

For more on Battle.net SMS Protect, visit http://us.battle.net/support/en/article/battlenet-sms-protect

If you enable these options, your Battle.net is eligible for a unique Diablo 3 [Insert level appropriate reward]

*Cut to the reason to increase your account security up front with helpful guidance.

Secondly, if you think you’ve been the victim of an account compromise, head to the "Help! I’ve Been Hacked!" tool at http://us.battle.net/en/security/help for assistance.

*Next, immediately validate people’s concerns by offering help. The last thing people want to hear are “isolated reports” that “suggest” there “might be” a problem. They want to know where to go if all their items are gone.

Last? address the issue:

We’re concerned about the customer posts and details regarding negative impact to their accounts. We’ve taken the reports seriously and assigned teams to investigate. However that takes time. Please understand we’re not dismissing or shrugging off a situation that might result in the hard work we’ve done to make Diablo 3 such a great title to be undone. We will provide further updates on a 48 hour basis to [THIS LOCATION]

*Then, you take a competent community spokesperson and make that person available 24/7 to press. Issue the statement, but allow it to be challenged and explored by press.

See how many less words?  See how much more the statement assumes the mantle of responsibility without blaming the customer while still noting the investigation is ongoing? Plus, you get a real human to answer questions that challenge the statement.  The human might not be able to truly answer all the questions again due to legitimate concerns about liability, but a journalist can feel that they did their job challenging the issue with a real person instead of having to dissect and speculate about a statement.

This isn’t rocket science.

To see another analysis of blanket statement fail, here’s my breakdown of John Edwards’ admission of his affair.

Inspiration is where you find it.

I was surprised to find tonight that the twitter feed for Gamepolitics.com contained this:

Capture2

Um.  Really?  I was mystified that not only would the feed state they “enjoyed his talks at PAX” but felt he didn’t represent gaming, and would decide to actually argue the point when Wil expressed dismay.  Leading me to post:

Capture

But the entire exchange made me think about the people who have inspired me in the gaming industry to make me want to do what I do, beyond just Wil coining Wheaton’s Law of “Don’t be a dick.”

Certainly Gabe and Tycho of Penny Arcade, not just for the John Gabriel “Greater Internet Fuckwad Theory” but also Child’s Play.

My friend Larry “Major Nelson” Hryb and e (Eric Neustadter) for their advice to have fun, play fair and file feedback or a complaint.

Gaygamer.net and the Fragdolls (and many others) for keeping me focused on how online gaming can impact various communities.

and lastly, but not finally, my work with sites like Getgamesmart.com to promote and help educate on online safety.

There’s tons more I’m sure, but the twitter exchange made me thankful for my influences first off, and made me actually enumerate some of them offhand.

Oh, and thanks Wil (in addition to all I have mentioned here), from a gamer who believes you have contributed greatly to the world of gaming in all its forms.

Roger Ebert is 100% right. For him.

I deeply wish I knew Roger Ebert as a person. Over the past few years I have gained an enormous respect for him.  I’ve been reading his reviews for 20 years, and more recently, his excellent blog where he covers a variety of topics. His DVD commentaries for Dark City and Citizen Kane are the content equivalent of a month of high quality film school. One of the things I like about his writing is that he makes it easy to divine his reasoning for the positions he takes, which allows one to accurately assess whether or not you agree with the underlying ideas that he uses to reach conclusions. Sure, I’ve vehemently disagreed with his reviews on occasion*, but I have always enjoyed reading his work.  His recent physical challenges have done nothing but increase my respect for him, and perhaps have contributed to what I think is some of his best writing.

Yesterday he wrote a lengthy blog entry entitled “Video Games will never be considered Art." Of course it’s simple to see why a person like myself, whose livelihood is based upon video games, would object. In addition, because the argument is so charged, there’s been a ton of Internet opinion provided. Most of it has either insulted Roger Ebert as old and silly, irresponsible in expressing that opinion due to his influence, and the occasional passionate defense of gaming as an art form.

Set all of that aside for a moment.  I’m not arguing Roger Ebert’s conclusion.  Instead I am arguing his conclusion is largely irrelevant, and is based on an intellectually poor methodology.  It’s not interesting to say "X will NEVER be Art" to me.  It is far more interesting to say "Art is X." and debate that point. Because with that point, everyone can win because either everyone is right to some degree, or no one is.

Ebert applies his view of games to his conclusion, writing the article as a rebuttal to the opposite assertion by another party. His view of games, from the writing, appears to be informed solely by the viewpoints and arguments of others supported by a few videos and captures, not actual playing of video games itself. And we should keep in mind Mr. Ebert has already jabbed his thumb into the eye of this debate before, and I encourage everyone to read his arguments from those previous posts, for they are more well formed than his recent ones.  In his previous positions he has stated he means “high art” in the form of Michelangelo or (and this is never clearly stated on Ebert’s part but one can assume) the works of Kurosawa, Allen, Or Fellini. But now he has lowered the bar it seems, and stated video games can *never* be art.  Surely such an assertion from a widely respected mind involved in-depth hands-on analysis and critique of a wide breadth of games!

Of this new position I have one major objection: his opinion is needlessly uninformed by experience. Look at his dismissal of Braid for having a rewind feature, which he likens to being able to take back a move in Chess.  Having not played the game, it’s easy to dismiss it.  But if he chose to play it instead of hearing someone describe it or watch a passive video of the play, he would understand that not only is the rewind not a "take back", indeed it is essential to solving many of the puzzles.  And by that I don’t mean using it as trial and error. There are some puzzles that can only be solved by the application of the feature. The feature is part of the puzzle, not a band aid to make solving it easier.

Towards the end he throws in a point I found probably the weakest thing he could have possibly brought up: That the debate itself somehow indicated that the side that argues that video games are art is somehow defensive and therefore the assertion itself is automatically weak, ipso facto.  He notes Baseball players don’t defend their sport as art.  This seemingly observant straw man blows right by the fact a vast majority of video games have a narrative arc as an integral element of the interactivity. One might compare physical baseball with the video game version of baseball thusly. However it is as ludicrous to suggest Baseball and Bioshock are artistically the same as it is to suggest Soccer and Blade Runner are artistically equal. While some video games are competitive and might have an analogy to physical games, his dismissal of many of the crucial elements of what comprises a video game serve only to underscore the problem I have with how he justifies his conclusion. It is at best dismissive, it is at worst willfully ignorant. I write these things factually not pejoratively.  The regard for his opinion and reasoning is unassailable by the likes of me.  I just point out in this case, our emperor doesn’t have any clothes on.

Well, that doesn’t make his conclusion objectively wrong, for two important reasons.  One, the definition of Art (even “High Art”) is extremely subjective; it encompasses both a compliment ("That double eagle was a work of art!") along with an abstract meant to convey creative achievement of some type.  In this, his conclusion is completely subjective and supportable within the framework he’s established.

So Roger Ebert is 100% correct that video games or other interactive entertainment can never be art, provided you’re not a person who plays video games, have ever played video games regularly, don’t appear to want to play video games to inform your theory, use other’s arguments in favor of gaming artistry as a proxy for direct experience, and define art rigidly to exclude many of the Interactive aspects of gaming, oh and require comparative achievement to historical geniuses such as Da Vinci, Mozart, Scorsese or Lynch.

For my part, I don’t worry or obsess over whether video games are art, it’s more interesting to talk about the various interpretations of the definition of the word Art. Whether or not video games are now, or will be in the future, considered works of art will be decided by time.  Not Internet debates.

In that regard, for a man I have significant respect for, I take no issue with his conclusion though I disagree with it.  But I have some mighty big problems with his methodology, as it does his reputation for intellectual prowess and insight no service whatsoever.

*Dear Roger, if you ever read this, thanks for all the fantastic reviews.  However, I think that The Usual Suspects is a movie about a battle of wills to find the truth in a police interrogation room, not about the details and timeline of a crime heist.  There was a lot to solve actually, and the detective failed utterly to solve any of it, until it was too late.