With the
death of legendary film critic and video game adversary Roger Ebert, questions
surrounding video games artistic validity have been popping up more and
more. What’s interesting about this is
when you observe the historical lineage of both film and video games there are pretty
astonishing resemblances.
This article
will briefly observe the timeline of both film and video gaming, highlighting
the important similarities they shared when evolving into what we know them as
today.
1. Pre Cinema – Pre Video Games
The cinema
and video gaming has an ambiguous and highly debated history when it comes to
defining their true origins. Coincidently pre cinema devices were extremely participatory,
they were almost the video games of their time. From shadow puppets, magic
lanterns, mutoscopes and optical toys, most to which were operated by the
person viewing them.
Video games
surprisingly had a very similar beginning, an almost novelty appeal you could
say. Historians usually trace back video games linage to Thomas T. Goldsmith
Jr. and Estle Ray Mann’s Cathode ray tube (Also known as Cathode
ray tube amusement device). The device consisted of a tube that
created and manipulated electric signals that were displayed as rays of light
on a monitor. Resulting in a player moving a controller, which would then move the
rays of light on the screen, it was almost like the 1940’s version of the
Nintendo Wii.
2. Early Cinema – Early Video Games
Both cinema
and video games went through similar changes during their transition between
novelty side show gimmicks, to idiosyncratic modes of entertainment. They
almost began to adopt rules and conventions, for the cinema it was a visual
grammar and for games a sense of regulation (or game play).
(Twilight of a
Woman’s Soul, Bauer, 1913)
Film makers during
the early 20th century like D. W. Griffith were developing
visual codes that even to this day are the foundational backbones of film
language. Russian filmmakers like Sergei Eisenstein were hypothesising
the effects of editing and Yevgeni Bauer cultivated ideas regarding the
aesthetics of cinematography.
Early electronic
games began to evolve competitive systems, almost replicating the “person vs
person” concepts you find in sports. A game like Spacewar! in the early
1960’s consisted of two players attempting to shoot down each other’s
spaceships. It may seem unsophisticated compared to what we have now, but the
video game medium was beginning to refine itself.
3. Social Gathering
Like all
good mediums, at some point in time they influence religious like tendencies,
more specifically places of worship.
As film
revenue increased drastically, promoters and film studios rushed to build to
most prolific and beautiful theatres to parade this amplifying medium.
When video
games were introduced into arcades in the late 1970s, a new wave of mainstream
hysteria kicked off. Granted the video game arcades golden era didn't have the
longevity cinema did, in fact after the mid 1980s its popularity dropped
significantly. Nevertheless it goes to show how one good medium can have such a
profound impact of society.
4 From the public to our Homes
Many still
to this day claim that home video (VCR) killed the movie theatre business and
as the technology throughout the 1970s was improving more people chose to watch
films from the comforts of their home. Film went from something you experience in
a social environment to a personal and sometimes domestic practice.
Officially
the first game console was in the 1950s, but the home video game consoles we
know today (connection to a TV set) didn’t become apparent until the 1970s.
Consoles like The Magnavox Odyssey and Atari 2600 were the early manifestations
of the home console. It wasn’t until 1983 after one of the biggest video game
crashes of all time, when Nintendo released the Famicom, where home game
consoles really took off. Nintendo eventually released the NES, which not only
became the greatest selling video game console of all time, but triggered the new
wave of console popularity.
The Internet
One of the
most recent evolutions that link cinema to gaming was the introduction of the
internet.
The internet
has made access to stolen films more available than ever, with torrents and
streams film distribution has suffered over the years. Nonetheless companies
like Netflix, Lovefilm and Mubi have attempted to turn that around by allowing
film distributors to dispense their movies legally through paid streams and
databases. Many film-maker were concerned people watching films off their
computers would diminish the cinematic experience. Conversely a study by the NPD
Group showed that more people view online films through their television set,
rather than their actual computer.
In spite of the fact
online gaming existed throughout the 1990’s (most notably via the Doom games) it
was Microsoft’s Xbox live that brought online gaming into the mainstream. Not
long after in 2004, World of Warcraft projected the online role-playing genre into
spectacular heights.
Clearly this article
was not intended to make a case for video games artistic validity, at least in
the sense of it achieving the artistic merits we see in film. On the other
hand, whether cinema purists want to admit it or not, film was subject to
similar criticisms during its development. What made cinema hold its own for so
long before it was considered to be the seventh art, was the impact and
experience it subjected upon its viewers. This is exactly what the gaming
medium is doing now.
www.hitari.co.uk
This is a great post, u mind me quoting some of it?
ReplyDeleteFeel free - don't forget to mention us though :o)
DeleteThat is some damn good film game research. All art forms get bashed my the critics at first.
ReplyDeleteThis is such a great article why didn't you get it published?
ReplyDelete