I'm cornered by my own thoughts. These sit unfiltered, as they are; Say sorry.
"Everybody has a secret world inside of them. All of the people of the world, I mean everybody. No matter how dull and boring they are on the outside, inside them they've all got unimaginable, magnificent, wonderful, stupid, amazing worlds. Not just one world. Hundreds of them. Thousands maybe." -- Neil Gaiman
So, once upon a time, there was Rob Liefeld.
Now, if you're not familiar, Rob Liefeld is a comic book "artist". If it seems like I'm being perstickety, then maybe I am, but I also think I'm being charitable. A little background:
It's the bid-nineties. Todd McFarlane, Alan Moore, Niel Gaiman, all these names are the penultimate names amongst comic fans because of vivid art and wild, inspired storytelling. Cue an uprising when they catch wind that they're rockstars, and enter Image comics, where Rob Liefeld, Erik Larsen, Todd McFalane, Jim Valentino, Jim Lee, and Marc Silvestri formed their own "studio" that was creator-owned and without a looming-large publisher booming overhead demands for retconning and more facetime for the Big Hero.
Problem is, these were less than great people. Jim Lee can't be trusted to write more than pulpy nothings, McFarlane is the George Lucas of comics (best when others take his ideas and refine them), and the others, well, they're who they are. Everyone on board suffered growing pains, creative kids edging into creative puberty and wondering where all this hair came from. Not one of them was untalented.
Except, maybe, Rob Liefeld.
Big pecs, big tits, big guns, as the lead from Chasing Amy put it in the late nineties, and it's an accurate assesment, at least of Liefeld. A man limited only by his imaginings of how many barrels a gun has, Liefeld was a pioneer of the dark arts of violence, genetic deformations of musculature, and other physical deformities present in his books. There's a few on my coffe table, presented like a joke, save that Youngblood, his Image Comics title, was a flagship work of the publisher, and that Rob Liefeld cries when we hurt him only to dry the tears with hundred dollar bills. He's a gent who still sees a significant amount of work, and even now has defenders who have failed to outgrow their childhood illusions.
So, I am left to wonder, when will we?
This isn't a new topic, or even a profound one; I'm not asking about our citizen Kane moment (P.S.: It isn't MGS4, much as I lik to pretend.) where we imagine an event horizon whereby our medium of choice explodes in public-vocalized validity. No, instead, today I'm wondering about our exact place in the scheme of growth. At a time in our lives, we like strange things, things that make sense to our minds and hearts as we see them then, limited as our sight is. Who didn't like Ninja Turtles, He-Man, Tolkien and its offspring? Who among us was not wowed by animation and lit and Mario marvels?
But, of course, we leave these things behind. Not because we should, or because we need to (there's a certain love of the untainted that cats like Pixar have succesfully tapped), but because we know more now than we did then. The bad guys aren't bad because they want to end the world, but because they think they're doing good. David Bowie isn't the Goblin King, Miss Moppett isn't an ass, and the world has not been devided into good-guys bad-guys. Everyone has complex emotions, complex heartbreaks, desires, hatreds. Everyone wants to climb the Tower.
But, see, in videogames, we're still limited. One of my favorite things about the Metal Gear series is that, even at the very end, you're not sure who to thank, who to like or to hate, or why. It's not that it's because the story is convoluted (although it is that, an opus of unwieldy size), it's that because you're still not sure of all the strange worlds that live and breath and have died a thousand deaths inside each character. In each there is enough pathos and desire to fuel any number of hair-brained conjecture, and this is merely at the end of 4, not to speak of the sidestories or so on.
So, why is it that we have Gears of War?
This isn't a fair argument, but one I none the less want a legitimate response to. Gears has paper thin macho characters where theire motivation is to kill a bunch of guys to reach something they love a whole lot. This isn't morally amiguous, either; at no point are we made to wonder whether or not the protaganists, two charicatures of military men who have personal home lives waiting, are doing moral, just things. Their opponents are vicious inhuman mosters. Halo does does a better job emoting with their antagonists for Christ's sake (thanks in no small part to Keith David.)
Often in games we're faced with thin motivational devices. One of my favorite, Final Fantasy XII, has the (pseudo) main-character trying to place harness over his grief and anger that will inevitably grow bitter and furious in time through neglect. Even Max Payne has it's titular character, ridiculous name and all, grieving over the ruins of his life, digging himself deeper and deeper into something sinister and tumultuous to reach even the barest of catharsii. Campbell's journey, they're not.
But why can't we find more than those simple feelings to explore? Even from a capitalist point of view, they're not effective moneymaking devices (although I'm sure the Bobby Koticks of the world would deny me that.) Is it that gamers don't want to relate? I feel marooned on an island where only my own empathy has given root, and each foothold on other isles is made of purist escapism. I want something to question my path in life. I want things to challenge me. I want change.
The problem, of course, is sales. And demographics. And, as always, market values. Because us morons like to forget this is a business.
I'm never really sure where this is going, where I start one of these bloody things, because I begin with a piece of knowledge and ond as confused as I had ever been. Se, let's rectify that.
In Metal Gear Solid, you are a retired soldier who is pulled into action once more to stop a terrorist uprising. And yet, despite Japan's jingoist tendencies, Metal Gear Solid (the first' at least) is still hailed as revolutionary in its field for narrative strength, which I will not fight in the least. But, by the same token, you're never presented with "thiss is the american way!" sort of singlemindedness. Often the game, and even the series as a whole, seems to disdain the monsters in and out of power.
On the opposite end of the spectrum, you have titles like Medal of Honor, where it's clear from the outset that one or another side is undoubtedly the victor and moral superior. Nazis are bad, everybody agrees, yay? But this isn't brave, or even nobel. By delivering the easiest target of any memory to the hands of eager gamers, it's only solidifying the us-versus them cognitive dissonance. There is no gray scale; this is Spielberg's arena of war, where the allied forces are to mow down the enemy reluctantly, be they GoW locusts or WWII-era nazis in spite of the protagonists undoubted humanity.
My problem with these kind of stories is that not only do they set the medium back, as comics are still far from mainstream despite their hippie-like revolution of disappointment, but they hinder the people playing them, and marginalize those trying to make change. If I pick up a book, His Dark Materials makes the same dimp as Twilight. Despite the latter's prominence, the former isn't dropping out of sight anytime soon. But with games, this is a vastly different arena, where (again, like comics) shelf space is forced to compete between the newest and brightest and the most new-game-console-ist. SNES games don't sell like modest continual revenue streams, they sit and molder and die when they have became outmoded pieces of nostalgia that only collectors or obsessives desire while FIFA2044 brings in money like a Michael Bay film.
Sometimes, I'm embarassed to love games as much as I do, to love their stories and their alternate visions of loneliness and grief and desire, where they move worlds about them in vaguenesses of morality. Most days, I just like playing them.
Maybe that's enough.
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