The subtitle to Tom Bissell's book is so ambitiously vague that
it at first appears like something of a moot point when approaching the
cultural history of computer gaming. The lengthy issue of Why Video Games Matter could possibly be segmented and approached
in a veritable spiral of niches and areas of study - culture, technology, art, to
begin with - without ever having to propose to your reader: This is why videogames matter. Such ambitions
therefore seem admirably grand for such a modestly sized book. And yet when
first starting the book it instantly becomes clear that such ambitions - or at
least perceived ambitions - were never really intended.
Bissell's approach is enormously more accessible. It may
seem like a criticism to stress that when one starts to read a book with such
an ambitious subtitle to essentially disregard
it - as if it were, perhaps, simply a superficial addition - but in this
case Bissell's book is more than its subtitle (as, well, most books are), and
in fact approaches the subject in a refreshingly experiential and, in Bissell's
own words, an "eccentric and, at times, starkly personal" way. He asks
many questions of what games can achieve in terms of representation,
interactivity, personal struggle and as a business but never comes to any solid
or confident conclusions. Instead the book is more like a dissection of why
games matter to Bissell himself - with regular and insightful tangents into the
wider spectrum of Western culture.
This experiential approach lends itself well to videogaming
- the actual act of which is perhaps more directly evident than say the act of
reading a book - and Bissell revels
in this fact. Videogames here are not insular pieces of work but aspects of
life; of everyday existence and important emotional states. Each chapter forms its discussion around episodes of Bissell's life, starting with missing Barrack
Obama's election in favour of playing Fallout
3 and ending with a rather gloomy chapter on cocaine addiction and GTA IV.
These anecdotal accounts often effortlessly dovetail into serious
discussions surrounding narrative games. His comical explication of how Fallout 3's setting and narrative
betrays a certain dissonance which is present in many games, draws the
conclusion:
Games have grown immensely sophisticated in any number of
ways while at the same time remaining stubbornly attached to aspects of
traditional narrative for which they have shown little feeling. Too many games
insist on telling stories in a manner in which some facility with plot and
character is fundamental to - and often even detrimental of - successful
storytelling.
Similarly, his discussions with Jonathan Blow (creator of Braid) and Clint Hocking (Farcry 2, Splinter Cell Chaos Theory)
provide several excellent moments of real theoretical insight. When discussing Braid and the popular insistence on
naturalism in computer graphics, Bissell writes with clarity that, "many
forgot that naturalism is not the pinnacle but rather a stage of
representation."
It is the marriage of theoretical discussion with the
personal, anecdotal accounts of playing computer games which is the books
greatest strength. The chapter on Resident
Evil is a perfect example of how Bissell manages to make comical and entirely
relatable material - such as the wonky and strangely frustrating experience of
playing the game - also chime with ideas
about game narrative and critical appraisal. Resident Evil, described as a "brilliantly conceived game of uncompromising
stupidity", also presents a paradigm
for Bissell's central understanding of computer games; that they presently
exists between these two positions of being both brilliant and yet dreadful,
exciting yet clumsy.
Unfortunately this great strength of balancing anecdote with theory too often tipped in
favour of the anecdote. The chapter on GTA
IV is one example where reading of how Bissell apparently squandered literary
fellowships in order to snort coke and play computer games is both horribly
dismal (for those hard working writers who've spent many hours applying for
such fellowships) and betrays a lack of any real argument or direction.
Concluding that GTA IV is a bit like
cocaine hints at notions of the destructive power of gaming but Bissell seems too
strapped for either space or time to really make the leap or do the research.
Instead the chapter rounds off with a meaningless comparison between his life
and GTA IV's central character, Nico (they'd
both been through a lot - though whether fictional hardships and grams of
cocaine can really be equated is questionable).
In this respect Extra
Lives falls under the same duplicity which Bissell witnesses in
narrative games. At times the book is insightful, wonderfully written and
accessible and yet at other times it can be frustrating and even slightly disposable. He skirts round issues such as violence and yet gives pages to his
adoration of Cliff Bleszinski; gives several paragraphs to graphic representation yet fills a chapter with coke stories. Bissell captures the duality of approaching games seriously - that they can be both
exciting and yet silly - and gives
us an account which describes this disconnect skilfully, though not without falling
foul of the same dilemma itself.
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