As a hobby and as an industry, gaming is going through some wicked growing pains. Games are truly the rock & roll of this generation; non-gamers decry it as childish escapism at best, a ticking time-bomb of societal menace at worst, while we in the fold can rarely muster up anything more effective as a counterpoint than “you’ll see if you just give ‘em a try!” While that parry could stand a chance to some change-averse politico with an album they can simply passively listen to, it suffers in this medium of interactive entertainment. Realistically, who is going to take time away from railing against games as harbingers of the apocalypse long enough to sit down with a controller and struggle through the thousand “how do I make my guy do this?” situations gamers adapted to long ago?
We could certainly help our own struggle for acceptance, though, if we’d stop wanting it both ways.
The
average gamer is 32 years old. It’s a statistic that shocks
many when they first hear it, but it makes sense; the generation that
made Nintendo billionaires in the eighties has grown up and, by and
large, kept playing around jobs and raising families. And we are many,
enough to skew the average up from the gamers targeted by annual Hannah
Montana and That’s So Raven games.
What hasn’t shifted with this
median age, though, is the public perception of games as being just for
kids. Whenever violent or sexual content in gaming is brought up in
the media, it is universally accompanied by some blowhard espousing the
haggard old platitude, “Won’t someone think of the children?” as if
it’s still relevant or fresh. Gamers profess frustration at outsiders’
ignorance of our hobby, but there’s something to be said for stepping
out of your experience and viewing an issue through your opponent’s
eyes.
It lets you see message boards filled with gamers’ ire
that they have to “settle” for just the hint of horrific, unsparing
depictions of evisceration in games like Manhunt 2, instead of
the full unblinking torture-porn glory of it all, once the censors got
done with it. It lets you see whole sectors of gamers thrown into an
outrage when a highly-anticipated title only gets an 8.8 out of 10 from
a professional reviewer upon release.
It lets you see the gaming
industry crying from the rafters that it wants to be respected as a
reputable art form for people of varying ages, just as film or
literature are, and yet being complacent in selling favorable reviews
to advertisers. Or only using the 7-10 range on a 10 point review
scale to avoid angering passion-blinded fanboys. Or printing gushing
previews of upcoming titles in which some hot new game is lauded for
being “just like a blockbuster movie” in its presentation, as if the
lowest common denominator just isn’t low enough.
From an
outsider’s eye, the industry is run by children, for children, and begs
to be marginalized. Roger Ebert’s infamous and oft-repeated belief
that games can never be considered art is understandable, when our
greatest knock-kneed aspiration is to create an experience emulating a
Michael Bay film, which itself could never be confused for art.
This
isn’t simple curmudgeon’s semantics; aspiring to emulate film is not
the problem. The problem, for gamers professing this hobby as an
adult’s enterprise, is the dearth of intelligent, thought-provoking,
truly adult games at retail, and the palsied acceptance by consumers of
the few which exist. The Okamis and Icos and Beyond Good & Evils
of the world languish at the feet of Generic Space Marine Shooter #3476
and Amnesiac With Ridiculous Hair Fights Evil With A Sword The Size of
a Pontiac, Volume MCXXXVIII, while gamers pretend they have no voice in
forcing gaming’s maturation. The encouraging success of titles like
Bioshock and Mass Effect underscores this voice; the developers are
listening, and will only churn out what we want. And what we want,
evidently, are at least seven World War II-themed first-person shooters
every year.
Escapist fare is fine. The film industry floats on
it every summer. But they also have a balance, with artistic
expressions that stand to broaden our perspective of our world and our
place in it. Games, more often than not, settle for the prettiest
explosions they can generate, or the skimpiest outfits, or the most
caringly-depicted disembowelings.
Perhaps the worst part of all of this is that the outsider looks at something like Manhunt 2 and assumes it’s what we mean when we describe ‘mature’ gaming. Show me the first person ready to rally around Manhunt 2
as a bellwether for adult gaming and I’ll show you a misguided and
probably teenaged debater who has yet to truly examine what adults
truly want from their games, as it would take precious time away from
blanketing gaming website message boards with posts decrying the
juvenilia of the industry.
Especially when it could all be made okay, and the outsiders would all see, if they’d just give ‘em a try.

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