To some critics, a movie with cardboard characterization, fetishized violence, and unsubtle themes must be like a video game. As noted in a recent article in Variety, the film adaptation of Frank Miller’s 300 has been unfavorably compared to video games for just these reasons. This Variety writer is joined by some game bloggers in calling foul at the unfair characterization of games, a medium with so much more potential and some excellent examples to the contrary.
I certainly agree that games can indeed be more artful and intelligent than some film critics recognize, though I think it’s important to note two things: first, that 300 is still a record-breaking box office hit, despite being pretty vapid; and second, that intelligently written narrative games are still probably rarer than the action-driven hits. The Variety writer, for example, cites Shadow of the Colossus as a game that breaks stereotypes, and this is indeed a unique and thought-provoking game. Critically acclaimed though it was, however, God of War certainly moved more copies, and even seemed to rank more frequently as “game of the year” among online reviewers. As much as I enjoyed God of War, I can’t say that the plot, themes, or characterization are its selling points. It’s a fun game, more fully realizing the long-held game industry vision of action-packed epics than games before it, but it’s not exactly thought-provoking.
Let’s assume, then, that there is something else about such movies and games that people find enjoyable. For some movies and games, a combination of striking visuals and visceral thrill may be what people find most attractive, and so much the better if there is something thoughtful in there to boot. Given that this kind of draw seems particularly relevant to game sales and reviews, however, I find it interesting that games have not gone even further in exploring the visual style of fight scenes. As a longtime gamer and moviegoer, I’d still argue that game designers stand to learn a lot from how combat is portrayed in cinema.
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