The whole thing Sekiro and discussion about difficulty and accessibility still seems to be a thing, and this post is not about that. Rather, it’s how we perceive electronic games in our daily lives. This blog has numerous posts about electronic gaming’s history and culture, some of which cover stuff from the late 1800’s to modern day between the time when kinetoscope was the hottest thing to see people box or lady showcasing her knees (a type of erotica is always relevant and present with any form of entertainment and will always stay as long as human is a sexual being) to the pinball scare in the middle of the 1900’s and how people rebelled by simply becoming pinball wizards all the way to the modern era of video and computer games. Looking back at the history we have, electronic games have become part of our cultural landscape in rather record time, spreading across the globe in matter of few centuries, covering all continents and places. Even the poorest places on Earth have seen their electronic games in a form of another, sometimes first with piracy, then maybe even build something on it. Playing overall is such a significant part of our anyone’s past time and cultural original, it’s not hard to see that a new way of playing would seep right in, especially when it is playing that broke the previously established barriers what play can convey and showcase. The closest we can get to what electronic games give is, specifically computer and video (and arcade) games, comes from the tabletop games, be it pen & paper like Dungeons and Dragons or your childhood favourite board games, and the playing we did when were as kids. Cops and Robbers, knights in shining armour, forest adventuring, playing house/family, playing you were a racer and so on. Electronic gaming is a true extension of these elements given, for the lack of a better word, reality and a way to accomplish those plays in actuality. No longer you’re moving down leaves that represent the enemy hordes of the evil wizard Red Eye, when you have a controller in your hand and playing your given action title. At the core, the play is the same, but the means have changed widely. It’s also become more acceptable for an adult to realise these sort of plays at their adult age.
The technology isn’t there to allow us a completely unique and dynamic kind of play. We probably will always be tied to the core tenant of games instead of playing; the existence of rules. Perhaps this is why gamer has become the term for people who play electronic games as a hobby and passion. It makes a difference between a play and a game. A play doesn’t necessarily need rules, but a game does. It’s perhaps a bit arbitrary and the term doesn’t really come off in all that positive manner. None other hobby has the kind of lead off towards its hobbyists, at least it wasn’t the case before gamer as a term solidifed itself. Readers are readers, film watchers are film buffs or viewers, runners run and so on. A gamer is not the same thing as a player. Maybe because a sport like soccer has players, not soccerers. The electronic game culture had to find its own term to describe its most enthusiast consumers. Outside some journalist trying to shake things up few years back by attacking their consumers, there really hasn’t been any significant attempts to change the term in itself, and has effectively stuck. For better or worse.
The above argues that electronic games have two sources, which don’t exclude each other and perhaps are even needed for playing games. If we take for granted that playing is a natural state for animals on Earth, anything from an insect to a lion cub seems to play in some kind of way, then playing seems to be stuck to our genes. No wonder electronic gaming was taken in as a natural evolution. It met the usual resistance that all new media and hobbies go through, and one could even make a comparison to movies with the current scare towards sexual content electronic games have, even to the point of Sony applying their censorship world wide. It might affect us now, but this shall pass in time. How or to which direction I couldn’t wager a guess. Even then, corporations often follow the money. Though they only have the luxury of practicing something like Sony’s standards now is because we are enjoying good macro-economics and everything seems to sell, people have money to burn.
It is not a surprise that electronic games have eclipsed Hollywood in terms of money then.
The nature of electronic games is not simply a video game or a computer game. While computer and video game have become effectively synonymous with each other, the distinction between an adventure game on a console and an adventure game on a PC is still made, despite the whole cross-pollination that exists between the platforms to an extremely large degree. An adventure game on a console is something akin to Metroid and that’s what it is; direct action is always representative. An action game on a PC might get that additional moniker of point-and-click at some point, or expanded into point-and-click-adventure, and is nevertheless nothing less than a certain structure intended for certain kind of input device intended for certain kind of type of game. Genres are perhaps best representation how we take things as self-evident, and often mix and match whatever together without much rhyme or reason. Metrdoidvania is still the best example of a nonsense word that doesn’t describe anything, but we just assume anyone knows what it means. On the other hand, perhaps that’s a mark of a completely formed sub-culture, when it is bringing forth new terms that are not applicable outside its own circles. Nobody who is into any other form of entertainment but has no knowledge of video game history and genre changes would have an inkling that metroidvania means action-adventure game, often non-linear to boot. Is it approachable? No, but very few sub-culture and its infinite branches are.
Which really brings this to the point. We recognise the historical and cultural aspects of so many of our other forms of media and entertainment, because they’ve been with us far longer. Modern electronic games are less than a century old. The perception that has been driven through is that it is a form of entertainment that is for all, which is widely inaccurate. It’s not exactly the first form of entertainment that requires the consumer to act on their own behalf, but at the same time you hear people complaining about some aspect of the game they bought. We take for granted that whatever we buy we can consume willy nilly straight up, but that has never been take case for any game. You have a set of rules, but in their electronic form, you can’t break those rules. Even mechanical games like pinball allowed nudging the machine, which has been implemented as a separate element and skill in some video pinball titles, but the rules are far more strict. You can not cheat an electronic game, unless it allows you to, or you force upon it. You can’t create your own rules within the game’s own set. Modding certainly exists and could be argued to showcase this, but it’s far from being something completely open, and largely restricted to PC gaming culture as a niche. Just like plays and games we play outside electronic games, there are those we don’t want to take part in, individually depending. This hasn’t changed. We may lack the skill, the enthusiasm, the physical fitness even for some of these activities, but all electronic games in the end require two things; time and effort on the game itself. Your physical fitness doesn’t really matter, as long as you have a functioning input device. Your team mates don’t really matter, unless you play online in a team. Many aspects that kept or keeps you from enjoying a game or a play are absent from electronic gaming, and the rest is really up to the consumer himself. It is, as an acquaintance said about reading, about priorities.
I doubt we culturally are aware what electronic games are to us. We can come up a thing or two about them and tell they’re nice way to spend an afternoon or release some pent up stress by beating a Dutch guy in King of Fighters, but do we actually recognise that video games are, first and foremost, a play. We’re homo ludens, culturally bend to play. Perhaps the whole holabaloo of games needing to be more accessible and the like stems from play being about freedom and control, whereas games like Sekiro are all about strict rules and demanding you to have and approach in a controlled manner. The illusion of freedom is shattered, but that’s not clearly accurate. Tetris is after all a game which allows no freedom of approach and is a game that simply can not exist without its digital medium. However, it is a game of strict yet simple rules. Would that then signify that when an electronic game is clearly a game we approach and consider it as such, and when it introduces larger elements of play in form of role play? Not RPG elements, but playing a role like kids play a role of a knight or an adventurer in the forest with their friends. This clearly isn’t universal, human mind has too many variables how each of us approaches this. Perhaps the core of accessibility doesn’t lie in Easy mode or such, but in allowing the player to ‘play’ more freely. Maybe these games weren’t the first form of ‘interactive entertainment.’ That’s the stick in your hand as a sword, and that tree is the form of a massive, large behemoth you to defeat.
Perhaps this is all backwards. Perhaps he subconsciously recnognise the whole shebang of electronic games being continuation of our past play and game culture, but fail to notice that they have been, since the beginning, something new altogether and have yet to change our cultural mind on them, taking cues from other media and forcing pre-set conditions from unfitting cultural standards. Have video games themselves been too stuck on our play and game culture to the point of them being unable to truly spin off to be their unique kind of set of entertainment and games, with very few examples of truly unique electronic game being present in these fifty odd years? Best not take the next game I buy at its face value, or there might be something odd about this tea.