‘Extra Lives’ asks: What’s in a game?

June 17, 2010|Ethan Gilsdorf, Globe Correspondent

These are potent days for video gamers. The baby steps taken by Pong, Space Invaders, and Doom have become the thundering footfalls of Halo, Gears of War, and Mass Effect. The industry rakes in billions. Production budgets for some games rival those of movies.

The problem is, no one knows how to talk about gaming — these Xbox and PlayStation binges that nervous parents worry could turn their kids into hollow-faced, emotionally-stunted, Dorito-eating dorks. As with any mass movement accelerating into the passing lane of pop culture, gaming requires its own discourse. Yet, the language we use to discuss, evaluate, and dissect this new medium is largely monosyllabic: good, bad, like, no like.

Frustrated by the lack of serious video game criticism, Tom Bissell wrote his own geek-centric inquiry. In “Extra Lives: Why Video Games Matter,’’ Bissell sets out to establish his own aesthetics for the medium. He questions whether video games must remain mere entertainment. Might they provide narratives that books, movies, and other vehicles for story delivery can’t? Might they even aspire to art? “Extra Lives’’ aims a tentative mortar shot at these targets.

Bissell, author of highbrow books like “God Lives in St. Petersburg and Other Stories’’ and “The Father of All Things: A Marine, His Son, and the Legacy of Vietnam,’’ makes two startling admissions. 1. He outs himself as a serious, addicted gamer. 2. He finds the pleasures of literature “leftover and familiar.’’ He’s bored with books. “I like fighting aliens and I like driving fast cars,’’ he writes.

His investigation is bedrocked upon personal experience, but “Extra Lives’’ mostly steers clear of memoir. We don’t learn much more about Bissell’s life, other than a few personal details (including a troublesome cocaine habit). But the author’s reflections infuse everything. He doesn’t tell a story; rather, he maps how his favorite games make him feel.

In his quest to elevate video game criticism, Bissell borrows terms from literary and film analysis. He grapples with ideas like “authored drama,’’ “formal constraints,’’ and “narrative progression.’’ Along the way, we also meet game developers at such megaliths as Epic Games, Bio Ware, and Ubisoft.

Thankfully, the book isn’t pure fanboy boosterism. It’s love/hate. Video games can be great, he says, but they can be “big, dumb, loud.’’ Some (like Bissell’s beloved Left 4 Dead) refuse to challenge their players; they merely “restore an unearned, vaguely loathsome form of innocence — an innocence derived of not knowing anything.’’ He calls Call of Duty 4 “war-porn.’’

Advertisement
Advertisement
|
|
|
|