Videogames Have a Pessimism Problem
The 21st century has been a dramatic time for videogames. Games have embarked on grand experiments and stark deconstructions in attempts to discover what they can be. This introspection has undoubtedly allowed videogames to “grow up” somewhat. But what does that even mean? Looking around, all I see is darkness. Our works are touched with an ineffable cynicism and ennui that drives a painful wedge between videogames’ past and present. They hate the player. They are tone deaf to the politics of the world, showing adolescent awareness at best and bleak nihilism at worst. They no longer send us on quests to save the world. They damn their worlds and smugly offer surface metacommentary to justify their pretensions. (Say hello, Hotline Miami 2!) Yet, they don’t offer us any real models to live up to.
Lara Croft and Nathan Drake are pressed forward as everyday people while they wade through a sea of corpses. Drake wisecracks his way through his many battles while Lara develops from fragile and terrified into a bow firing dervish of death in about the span of twenty minutes. Battlefield Hardline’s Nicholas Mendoza does his civic duty by shooting criminals in the skull. There is no reflection; there is only brutish action. These are the normal people in our games and it doesn’t get any better as we move into our fantasies. We cut our way through Bloodborne’s enemies with reckless abandon while the industry votes the tale of Talion’s murderous rampage across Mordor an outstanding achievement in story. It is all dark, bloody and pointless.
Ian Bogost recently wrote about how games are better without characters. At this point I’m almost willing to say that games would be better without us. All of us: players, creators or writers. Created works always reflect the times they are made in and we all contribute to the tone of our time. The American zeitgeist is dominated by hopelessness. How could it not be? Debt cripples our students, the people meant to protect and serve citizens are little more than militarized thugs and our politicians vote to restrict the rights of the marginalized. This hopelessness isn’t unique to America; there are problems everywhere. It’s global. Add in the troubles surrounding game culture which reached a fever pitch last summer that we’ve still not recovered from and is it any wonder that our games pray at the altar of despair? Spec Ops: The Line mocked players for wanting to be the hero. At the time, the message was needed. The market was suffused with false narratives of insipid power dynamics and wish fulfillment. Now? A new message needs to be sent: we need to find our heroes once again. They may very well be the panacea game culture needs.