by Nick Branstator
I hate confessionals, so let's get the confessional part out of the way:
whenever I go home for a visit, the first thing I do is not to call my
friends or spend time with my parents I head straight for the local
video game arcade. As with most addictions, this is not because my love
for parents and friends has vanished, but because the arcade speaks to me
and I must heed that call. There are no arcades in podunk Williamstown,
and there are in Boulder, and that's that.
And as with any long-term addiction (you can trace this one back to my
experiencing Pong for the first time at maybe age five) it's gotten stale.
The new video games have gotten smoother, flashier, faster, and more realistic it's undeniable. But somewhere along the way something got lost, and here
it is tempting to wax poetic (which should set off all sorts of warning
bells) and yet it's true: Video games just ain't what they used to
be.
Apparently, I'm not the only one who thinks so: just take a look at the
scads of video game emulators running around the Web. Defender, Zaxxon,
Dig-Dug; pick your sprite-based poison, it's yours. It's free, too, as
long as you own a copy of the original but emulators are the Traci
Lords of downloadable vids, and nobody's checking. The vintage gaming fad
is seeping into the video game parlor, too; old Galaga and Battlezone rigs haunt
the back rooms, oldsters huddled at the one-joystick, one-button
controls.
So is it really true are the new video games truly inferior, or is
this just some nostalgia kick for twenty- and thirty-somethings who are starting to
feel old? The answer is, well, both.
Nostalgia
Here's my theory, half-baked maybe, but with some good ingredients: Gen X,
that generation without a label, isn't truly happy with having no unifying
identity, no rallying call. And so we appropriate old fads and styles with
aplomb and a certain amazing rapidity. Wasn't it only eight years ago,
maybe less, that the '60s were in and hip to copy? Well, we moved on to
the '70s pretty quickly, reabsorbing disco and funk and swinging cocktail
times and while some of that interest is still with us, you can see
a fascination with the early '80s beginning already. Breakdancing is
coming back, along with old-school rap; in this time of retro consumption,
even aberrations like a Tiffany comeback album (this is real, or so I hear
through the grapevine) seem normal or possibly inevitable. And with this in
mind it's no wonder that we should find old-school video gaming reappearing
too.
In the '80s, video games formed the basis for a classic subculture. Vids
formed the fantasy world for the bright geek, who was perhaps the preeminent
character archetype and consumer of that time; witness WarGames, The Last
Starfighter, and of course Tron, visions from '80s movie execs who caught
the zeitgeist. Most video games were underdog good vs. evil battles, with
never-ending waves of enemies coming at you, the single lonely
ship/tank/human left to fight off this onslaught; indeed, as Gamesta' Pod
member HaveADay points out, "the challenge in most of these classics comes from the fact that they don't end." Armageddon games ran rampant, and I don't think it is too much to read both a Cold War mentality into the games and an invitation
to that geeky gamer to participate in a world he (almost certainly he)
appreciated all too well one vs. many, except this time with a chance to
fight back, if only a doomed one. Perhaps all the better for being doomed.
We have to appreciate too that this is a time when computers were still
sort of spooky, and those phosphorescent screens disconcerting
prehistoric beasts in this pre-Macintosh, pre-Web time. Interacting with these
video games was participation in something arcane. And all of this made
the whole experience vaguely subversive.
Video games got mainstreamed over time perhaps the development of
competitive home video game platforms was responsible, taking kids out of
the always seamy, wild arcades and transforming vids into the stuff of
slumber parties. The Berlin Wall came down, we all started using e-mail,
computers became a lifestyle. Video games, now part of the home, are no
longer either cool or uncool, just everyday. It is no wonder that we miss
them so.
Mortal Kombat vs. Donkey Kong
The other half of the theory comes from the games themselves, and the ways
in which they have changed. Today, it's obvious that a lot of stock is
being placed in producing games with the slickest new graphics, the most
excellent sound, etc. The first thing you do when you see a new game these
days is to ooh and aah over the smoothness of the motion, the clever 3D
panning, blah blah blah. Then you settle down and play the game, and
probably figure out pretty quickly that it's basically the same as X other
game, with this and that new feature thrown in, but basically and updated
clone. That's no good because, as Gamesta' member Braddock notes, "People
don't just buy games for breathtaking visuals or mindblowing sound, they
get games to play games." Nevertheless, if you pick up any game in the
store, or try any at the arcade, you'll almost certainly have this
experience. This is because nobody is coming up with original games
anymore. Well, almost nobody there are a few notable exceptions,
like the genre-busting Parappa the Rappa, but the broad-strokes conclusion
must be that the video game makers have run out of ideas.
Consider: The current audience is the first to have grown up with MTV, and
while it's cliché to say so, that means a shorter attention span and an
expectation of constant progress of production values. They own computers
capable of running TV-level video and sound. They have Internet access,
meaning a huge array of gaming options, and huge competition between those
games; and they have now have adult incomes to dispose of. All of that has
driven the gaming industry to transform from a group of artisans cultivating a craft into yet another strain of standard Japanamerican corporate capitalism. To win that audience, you need to be operating on the level of a movie studio (indeed, you may have your own movie set), which means that there are a relatively small number of gaming companies responsible for most of the games out there. This is a trend that will only increase with time; companies will merge and buy each other out, until
we have an oligopoly of gaming companies, just like the oligopoly of
airlines and with just as many bright ideas.
It also means (and this is where we come back to the causes of Nostalgia
don'tcha just love it when everything finally dovetails?) that both
the players and the makers have something very different on their minds
than did their counterparts fifteen years ago. Players are not really
identifying themselves in the game that they are playing; they punch in
codes from their code sheets to make the characters do cool things, and
that's the basic thrill, watching the carnage as a movie might be watched.
The video game becomes a plaything, an experiment, not an adversary or a
world, except in rare cases like the record-breaking Myst and its sequel
Riven. Involvement usually occurs only when there is the chance to compete
against friends. And they don't identify themselves because the games
themselves are faceless, craftless reproductions of one another
which occurs because they get produced by huge corporations for a pretty
bland consumer base.
In the end, that kind of gaming experience leaves you feeling kind of empty
after a while. And so we turn back the clock, and dig out the old games,
whether as downloads from the Web or in the back of arcades, or even
setting up old Atari 2600 systems on our stereo TVs. We do it because we
are nostalgic fools who have still clued into something: the games really
were better back then.
BACK TO RETRO VIDEO GAMES
Nick Branstator is a Tripod techie and founding Poderator of the Gamesta' Pod.
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