matters. This may or may not be largely true. But most gamers do not care because they have been trained by game designers not to care.
Without a doubt,
Resident Evil
showed how good games could be. Unfortunately, it also showed how bad games could be. Too amazed by the former, gamers neglected to question the latter. It rang a bell to which too many of us still, and stupidly, salivate.
THREE
I have been publishing long enough now to look back on much of what I have written and feel the sudden, pressing need to throw myself off the nearest bridge. Every person lucky enough to turn a creative pursuit into a career has these moments, and at least, I sometimes tell myself, I do not often look back on my writing with shame.
I am ashamed of one thing, however, and that is an essay I contributed to a nonfiction anthology of “young writing.” I was encouraged to write about anything I pleased, so long as it addressed what being a young writer today felt like. I wrote about video games and whether they were a distraction from the calling of literature. Even as I was writing it, I was aware that the essay did not accurately reflect my feelings. Recently I wondered if the essay was maybe somewhat better than I remembered. I then reread it and spent much of the following afternoon driving around, idly looking for bridges.
“As for video games,” I wrote, “very few people over the age of forty would recognize them as even a lower form of art. I am always wavering as to where I would locate video games along art’s fairly forgiving sliding scale.” Video games are obviously and manifestlya form of popular art, and every form of art, popular or otherwise, has its ghettos, from the crack houses along Michael Bay Avenue to the tubercular prostitutes coughing at the corner of Steele and Patterson. The video game is the youngest and, increasingly, most dominant popular art form of our time. To study the origins of any popular new medium is to become an archaeologist of skeptical opprobrium. It seems to me that anyone passionate about video games has better things to do than walk chin-first into sucker-punch arguments about whether they qualify as art. Those who do not believe video games are or ever will be art deserve nothing more goading or indulgent than a smile.
I think that was what I was trying to say. But I was then and am now routinely torn about whether video games are a worthy way to spend my time and often ask myself why I like them as much as I do, especially when, very often, I hate them. Sometimes I think I hate them because of how purely they bring me back to childhood, when I could only imagine what I would do if I were single-handedly fighting off an alien army or driving down the street in a very fast car while the police try to shoot out my tires or told that I was the ancestral inheritor of some primeval sword and my destiny was to rid the realm of evil. These are very intriguing scenarios if you are twelve years old. They are far less intriguing if you are thirty-five and have a career, friends, a relationship, or children. The problem, however, at least for me, is that they are no less
fun
. I like fighting aliens and I like driving fast cars. Tell me the secret sword is just over the mountain and I will light off into goblin-haunted territory to claim it. For me, video games often restore an unearned, vaguely loathsome form of innocence—an innocence derived of
not knowing anything
. For this and all sorts of other complicated historical reasons—starting with the fact that they began as toys directly marketed to children—video games crash any cocktail-party rationale you attempt to formulate as towhy, exactly, you love them. More than any other form of entertainment, video games tend to divide rooms into Us and Them. We are, in effect, admitting that we like to spend our time shooting monsters, and They are, not unreasonably, failing to find the value in that.
I wrote in my essay that art is