@loafofgame said:
@platinumking320 said:
Sorry loaf. Don't wanna butt in. You've got awesome points, but that problem is found everywhere. Its like if you want to be acknowledged in a certain prestigious circle, but you can't be acknowledged as 'yourself' then you have to decide whos more valuable. Others approval or a sense of unique identity.
Well, yes, that's what I said with it seemingly being a typical subcultural conflict. You probably can't have it both ways. It's either keeping things the way they are and not getting the respect from the general population or accepting all this mainstreaming in order to be respected (right now we're pretty much forced to accept the latter). Or, as I said later on, you need some authority figure who can promote videogames in a casual and non-gaming environment.
@platinumking320 said:
Violence and sex has proven itself to be somewhat commerically appealing to millions of players around the world. Its just that good engaging gameplay comes first. we've enjoyed many games that thematically seem inhumane, uber-aggressive, imperialist and extremely capitalistic, culturally ignorant or any other form of disturbing we can think of. We overlooked it because the gameplay and game design was inarguably solid.
What really hurts games and other media like blockbuster films, and energetic music is the cynical 'circusmaster' or 'pimp' way in which they are managed. Its just cynical shareholders, young number-crunchers and Admen who know majority people like special fx sex and violence and try to construct elaborate smokescreens to scam people for their dollars. They re-iterate to get shovelware out the door faster than you can tweet about it to stay relevant.
Instead of passionate people who eat crap and breathe what they make, or are so internally involved it at least has to be decent.
The economic situation you describe is a given. It's irreversible and inevitable. It might dominate the gaming industry, like it dominates other media. Videogames seem to be going down the same road as the more established media (at a later stage, because they're a younger medium). The difference is that videogames never had an elite to elevate the medium in general towards an art (culturally significant) status (and thereby protecting the medium from a full capitalistic embrace). Videogames are rooted in play; they are seen as toys. They could very well be art, but noone is promoting that on a visible scale. Over time, as videogames become more popular, this lack of perceived cultural significance could hurt variety and the consideration of minority groups (which 'hardcore' gamers are starting to become).
As you point out there are still publishers/developers out there who seem to be doing the right thing. This will always be the case. There will always be 'good' games coming out. Maybe they'll decrease in numbers, but still... Also, I see a lot of potential coming from the indie scene. Those games might not have the same production value as the big titles, but there are a lot of good games there. Game markets and audiences are shifting. The hardcore/dedicated/experienced gamer might not be the centre of the gaming industry anymore. As frustrating as that might be, I think it's something that can't be undone. I also think it's not as big a disaster as some people think. There's still plenty of room for passionate people. But maybe I'm not dedicated enough to see the obvious doom some people predict... ;-)
I realise I'm painting a very optimistic picture here.
Yeah the toy / not toy is the biggest definition problem that video games have to deal with. If they are by definition children's toys, then they are legally responsible for what subject matter they introduce to children. If they are largely interactive arts for varying ages and types of players (which they certainly have demonstrated themselves to be), then they're under pressure to take a little more social responsibility for their content and can't hide behind the curtain of just being a game when they engage taboos. I'm for the latter. If movies had to accept the latter to continue marketing all sorts of challenging ideas, then every medium has to cross that threshold, for freedoms sake.
I see what you're saying about elites. But Videogames I feel didn't need a P.Diddy figure to take them to the next level. VG's biggest achievers knew what they had in their hands. not having an elite its a tricky thing to manage when you're out there on your own. I used to think that DOOM 3 took forever to develop because of the graphics engine. When I first saw the quakecon events I was floored at the sheer amount of polygons.
Now I'm surprised to find out it was mainly because John Carmack kept fighting to keep the dev team small and close knit. nobody expected videogames to have the cultural impact they did. The best entrepreneurs in games so far have been mainly developers that grew a business sense like Valve and knew where the future was headed. Or cross-media execs that understood art and development when they saw it, and how to communicate with developers and dedicated players instead of trying to swindle them.
I equate videogames struggles uniquely to hip-hop. The way these relatively young mediums struggled in larger public sphere as artform is oddly very similar. From publishers who want to sell controversy and the various adults who despise both mediums because only their taboo moments make the headlines.
They're both marketed somewhat to the young or to those of us with testosterone in good reserve not just because young are more impressionable or the dudes are loyal when they get to exercise their inner 'Kratos' but were early adopters actually willing to engage to begin with, than older biased audiences, who have other responsibilities and preferences.
Their milestones were largely achieved in underground or creatively independent environments, and commercialized when businessmen saw the dollar signs but tried to manage both mediums like toy franchises or pop rock bands, without really getting in touch with their communities differences, need for agency and self definition within.
And both have most recently come to a cultural crossroads in their own communities, where industry beef and social spats run the gamit for press, click bait and hype. People who have different worldviews of what both mediums represent are at odds, should it be hardcore? should it be soft? etc etc.. when there's really more than enough room for varied styles, sub genres, memes and themes in the mainstream.
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