The Ghost of RubangB said: Wow. What a swell comparison. I guess the next logical step is for Kojima to start making MGS movies and stop making movies disguised as games! Oh snap!
I just jest.
But while Eisenstein picked up where Griffith left off and avoided the shackles of film as theater, I think people have already made games as games rather than games as film. Tetris, Super Mario Bros., and SimCity come to mind. I think Pajitnov, Miyamoto, and Wright have each developed a language of gaming that doesn't rely on film or even storytelling at all, and they are all different languages, one of fast-paced puzzle solving, one of character movement, and one of world-creating. I think these are all very valid and very important to gaming, and I'd say they're all more important than storytelling in games whatsoever.
Is storytelling really the sole purpose of games? Or is it simply one out of many equally desirable goals for the medium? Are we going to stop liking Tetris because it isn't cinematic enough?
I think that there are many forms of theater, film, and games, and that they are all equally acceptable. I think mixing and matching them isn't necessarily bad (or good) in and of itself, but I can definitely see how it got in the way of Griffith and Kojima in similar ways. I think films with highly gestural theater acting have worked before Griffith was even around (Trip to the Moon, http://www.youtube.com/watch?v=UiDWmXHR3RQ), and I think cutscenes in games have been both successful and unsuccessful for decades. The first example to pop to my head is the cutscenes in the original Ninja Gaiden on NES. You might argue that they were basically comic strips, but the way they would appear one panel at a time and move around on the screen was actually a popular film technique in documentaries for a few decades before the game came out.
I'm rambling. Anyway, this was a great read. I've never heard of this web site before. Is the rest of their stuff this good? |
The fact that you cite Trip to the Moon in relation to the work of Griffith suggest that you don't really appreciate Griffith's significance to the evolution of film grammar. Griffith's film are hardly acclaimed for their "highly gestural theater acting", and neither are those of Melies. Melies contribution to the medium is in the field of trick photography and pioneering f/x work, while Griffith's contribution is in firmly establishing the grammar of the shot, pioneering techniques that gave purpose and meaning to the unique aspects of filmic construction. He may not have been the first to employ all of the techniques that he used, but he was the first to standardise them as part of a coherent system.
Also, your summation that videogames do not have to rely on film the way film relied on theatre completely ignores the fact that all (temporal) forms of artistic expression tend towards narrative, and that there are universal techniques involved in storytelling that can be applied to any medium. It is also worth pointing out that Griffith's work owes as much of a debt to other artforms as it does to theatre; in particular, his magnum opus, Intolerance, is as indebted to musical fugue as MGS is to cinema. Given that Intolerance is widely regarded as the pinnacle of cinematic achievement of the time, it is clear that Griffith was not hamstrung by his deference to other media. Neither is Kojima.
I also have to question some of your gaming examples. I can understand why you would cite SimCity, as it was a groundbreaking and original game (don't mention Utopia) that introduced numerous gameplay elements that would become genre standards, and Will Wright deserves his place as one of the few genuine legends of game design, but Tetris and Super Mario Bros? I'm as big a fan of Tetris as the next man, but neither it nor SMB originated any gameplay mechanics that could rightfully be considered to have advanced videogames as a medium (Pacman would probably have been a better example as it innovated numerous techniques that are still standards in modern gaming). Did you really mean to say that SMB developed a language of "character movement"!?! Or that Tetris developed a language of "fast-paced puzzle solving"!?! It doesn't even involve any puzzle solving!!! In any case, none of these games introduced or ossified anything even approximating a universal standard of game design (as The Birth of a Nation had done for film). In fact, I am not sure that such a thing will ever exist. There is certainly nothing at present that could be considered a gaming "language". That is one of the many reasons gaming is still so far away from being taken seriously as a legitimate form of artistic expression.
@ SlorgNet
Top marks. Go to the top of the class.
OT: Excellent article and interesting blog. On the article, it is perhaps worth noting that Gance, Lubitsch and Eisenstein all came from a theatrical tradition and were heavily influenced by the work of Griffith. That said, I can't really fault the author's arguments. I also urge people to read his previous article about comparing MGS4 (or any other game) to Citizen Kane. It sums up my feelings on the matter perfectly.