WHY DO VIDEO GAMES HAVE SUCH A BAD REPUTATION?
BRETT MCCALLON | AT PLAY | October 24th 2008
Critics of video games complain of gratuitous violence and puerile depictions of women. They have a point, writes Brett McCallon in his latest gaming column. But the best games aim much higher than the lowest common denominator ...
Special to MORE INTELLIGENT LIFE
This column has frequently defended the artistic merit of games in general, and of some notoriously controversial games (such as Grand Theft Auto IV) in
particular. But the
most vocal video game critics do have a point. Many games revel in simplistic plots, overt
and gratuitous violence and frankly puerile depictions of women and female
sexuality. There's a clear reason for this: the demographic typically served by the modern video-game business consists of 15-34-year-old male hardcore gamers, a group often entranced by thin
stories, big explosions and even bigger...accoutrements on female characters.
Now that we've established that gaming is, to a
certain extent, guilty as charged, there remains a big question: why do
professionals with wives, children and an interest in a wide range of cultural endeavours continue to play games with few
artistic and socially redemptive aspects? For me, the answer is two
words:
Tomonobu Itagaki.
As a game designer, Itagaki made his
reputation with the "Dead or Alive" fighting series, which is renowned less
for its gameplay than for its female fighters' decidedly top-heavy physiques. In fact, pendulous breasts are one of the most significant aspects of
Itagaki's design philosophy: among his notable early accomplishments was the
development of a dedicated "breast physics" engine for "Dead or Alive 2", which surely added unprecedented levels of realism to backflip-induced
bouncing (and alienated some female gamers).
Not content to rest on these questionable achievements, Team
Ninja (the development group that, until recently, Itagaki headed at Japanese
developer Tecmo) went on to create the "Dead Or Alive Xtreme" series (pictured, right). These games
take place at fanciful tropical resorts, where the female characters compete in simplistic simulations of beach volleyball, jet-skiing,
tug-of-war and "pool-hopping" (jumping and jiggling from one
floating cushion to another). Their outfits range from one-piece swimsuits to
barely-there swatches of fabric. The games border on soft-core pornography and
have no redeeming gameplay qualities. Critics have panned them, and sales figures--at least for the second game in the series (released a couple of years ago)--have been disappointing.
So why devote a column to a guy who has made a career out of pleasing the lowest common denominator?
My Itagaki fandom
is based on a third series: "Ninja Gaiden" (pictured, top). As it turns out, Itagaki's gifts are
not limited to pulchritude and fisticuffs. He also has a knack for creating
challenging, razor-sharp, fast-paced hardcore action games. His "Ninja Gaiden"
games are among the most nuanced and most difficult games ever made. Sure,
they still feature female supporting characters with totally absurd dimensions,
and enemies explode in gouts of blood and severed
limbs. Moreover, the histrionic, nonsensical plots do
absolutely nothing to explain the characters, their situations or the degree to
which the ladies' bustiers have had to be reinforced with steel ribbing.
But to me, none of the above matters. As I
fight my way through the punishing challenges of a "Ninja
Gaiden" game, battling endless waves of smart, powerful, lightning-quick enemies, my attention is consumed by the sophisticated gameplay. I am forced to learn all of the nuances of the weapons and techniques at my disposal. Unlike typical action games, in which low-level
enemies are simpy and helpless, even lowly "Ninja Gaiden" ninjas can make short work of an inattentive player. The games' depth and precision makes observing
a skilled player akin to watching a
choreographed Wuxia martial-arts sequence. Conquering these trials is a genuine accomplishment, in the way that
mastering trick shots in billiards is an accomplishment, and it can induce the
same sense of satisfaction. Just as importantly, the games' difficulty almost
always seems "fair"--when your ninja dies (and he will die, hundreds
of times), it's almost always because you made a mistake, not because your
enemy used some indefensible weapon or movement. This sense of fairness makes
the games all the more compelling, as success is always a matter of increasing
your skill level, rather than luck.
It's worth noting that
Itagaki revels in the "Ninja Gaiden" games' hardcore reputation. When players
complained that the first game in the series was too hard, he responded with a
free downloadable add-on that made the game even harder. Eventually Team Ninja
did offer an "easy mode" option, but taking advantage of it required accepting
the designation "Ninja Dog" (yes, a ninja dog), and frequent, abusive messages from characters in
the game. At a time when most game developers are intent on creating games that
even the most casual player can enjoy, it's comforting to know that Itagaki is still
looking out exclusively for hardcore guys like me, who will spend precious
leisure hours cursing their way through level after level, loving every
minute.
Alas, I can't have the serious hardcore designer Itagaki without also accepting the Russ-Meyer-of-the-gaming world Itagaki. Both come from the same
testosterone-fuelled creative place, however socially unredeemable and
frequently obnoxious that place may be. He's unrepentant, unreconstructed and
anathema to casual gamers. Even catching a glimpse of one of his games can
harden attitudes toward everything about this hobby. But for all of
his drawbacks, he's one of the most singular visionaries the gaming world has
produced. He's simultaneously everything that is wrong, and everything that is
right, about hardcore gaming. Here's hoping he is never tamed.
Picture credit: Tecmo
(Brett McCallon is a writer based in New Orleans. His last gaming column was about the virtual future of gaming.)


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