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Merited Futility


Ta-metru_defender

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Essays, Not Rants! 115: Merited Futility

 

I like playing video games, I really do. I write about them a lot too. Gaming is great: it’s a great form of catharsis, sometimes carries unique stories, and it’s just plain fun.

 

Which then makes it odd when I say I have trouble justifying gaming. See, it sometimes feels like a waste of time. After all, outside of the magic circle in which gaming takes place, it has no effect on, well, anything. That’s what a game is, isn’t it?

 

This applies more so to digital games. Physical games, such as sports, have the benefit/excuse of being exercise. At least the guy playing soccer all day is getting a workout. Digital games don't have that. You've seen the gamer stereotype: overweight, friendless, hasn’t seen daylight in a while. Unless you're a championship DoTA/StarCraft player there's not much real world application to gaming.

 

Or is there? Digital gaming is all about problem solving, whether the problem being solved is how to take out that squad of Elites or what's the best way to use those portals to make that friendly cube land on a red button. It could be argued that these skills could be given real world applications. Everything I know about rocket science I learnt from Kerbal Space Program, for example. Studies have also been done that show that people who play a lot of FPS's are better at taking in lots of information at once and thus are better drivers, soldiers, and surgeons. Cool.

 

But this is all minutiae. Rocket science is hardly a useful everyday skill unless you’re a rocket scientist (compared to the running skills built by playing soccer). So where then is the merit of games? Graeme Kirkpatrick thinks that games are aesthetically pleasing. He figured that the movements of the player's hands translated onto the screen are a sort of dance. The way, for example, an adept player can make Pac-Man spin in place reflects skill and ability. It’s like what a ballerina does, only less feet and balance and more hands and reflex.

 

I like this argument. It makes gaming sound like it's, y'know, worthwhile. By this logic video games are like dancing. I can begin to justify spending all day playing a game like FTL because the way I decide how to utilize my ship’s power while ordering my crew about is a dance in and of itself. There’s value there, if only on an aesthetic level. I’m not wasting my time.

 

But what about a game like The Sims or Kerbal Space Program? There’s not much dancing going on there. Sims just has you clicking about and Kerbal is a lot of mathing than it is epic mid-flight space maneuvers. They lack the need for agility and reflexts that characterize Kirkpatrirck’s dancing. They aren’t dancing, so where’s there value? Kerbal gets the “it’s science!” justification (sometimes, anyway), but what about The Sims? Where’s the value in playing The Sims?

 

While discussing Kirkpatrick’s idea with a friend, he dismissed my rationale for liking it by point out that he didn’t need an excuse to play games. Games — video games — are their own activity and have their own merits. Sure, you’re usually indoors and most of the time you’re alone, but where’s the harm? They’re fun. Like derping around on the internet or watching TV, they’re just another way of fun. Not only that, but beating a game is a valid accomplishment. Spending a couple weekends collecting all the trophies in Uncharted 2 is something. It’s not fair to just write it off; to do it required not only skill but a great deal of patience. And if nothing else, the perseverance to do that is commendable.

 

So I’ve decided to play games for their own sake. I’m not ‘wasting my time,’ this is what I do. Sure, maybe I’m learning skills in tenacity, problem solving, or rocket science, but importantly it’s fun. I play games because they’re fun. And that’s enough.

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When you mentioned how games have little use outside of, well, games, it made me think of what uses movies have outside of being just entertainment. The early 1940's had several examples of World War II propaganda films on both sides and Roosevelt even took direct measures to ensure connections between Hollywood and Washington. So clearly, early on, there was some use for them as a morale boosting tool. Even today non-documentary films are used for commentaries on contemporary issues like the war (The Hurt Locker), racial profiling (The Reluctant Fundamentalist), gay marriage and family life (The Kids are All Right), etc. If there's an American social issue people should know about, there's probably a film to bring it to light.

 

So why can't games do the same? Or do they? I don't expose myself to games so I have no idea what's out there, but if games like Bioshock Infinite and The Last of Us can support a strong narrative while still being fun, certainly that narrative can be used for something relevant to todays world, and in that sense give it some merit besides being just something you can win. (Not that I'm saying there's anything wrong with that- I'm not against pure fun.)

 

I realize your essay was about what video games do for you personally and so I apologize for posting semi-off topic, but when you asked 'where... is the merit of games' it's the first place my mind went. (I guess that's pretty indicative of how I define 'merit.')

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Oh, no, that's super relevant.

 

Last semester I took a class called Thinking About Games (so that's how I'm namedropping Huizinga's ideas and people like Kirkpatrick) and one of the big things we discussed was the why.

 

Way I see it, games haven't reached the cultural relevancy of cinema, so to speak. I feel that, given another decade or so, games will reach a point where they'll be seen equal to, at the very least, television and if not movies. I guess the days of the Atari are too fresh in society's collective conciousness.

 

But it's to that that this essay addresses. Why play a game like WipEout or mess around in LittleBigPlanet when there's little story? I think this is where the element of fun for the sake of fun comes into play. There's the want of completion, sure, but it's also plain fun. Fun as a standalone concept is unusual as is to see it so heavily institutionalized. Then for it to be something adults pursue (as opposed to kids playing tag) instead of something 'enriching' like reading, that's where the dichotomy comes up.

 

It's interesting, and a lot of it is me trying to find merit beyond story. Like in the puzzle games you play on the subway.

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