Tuesday, June 7, 2011

Are Video Games Integral to Society?

The answer to the above question, in my opinion, is a resonating yes.  Since most people won't take my word for it, I'll explain why I think video games are becoming an essential component to our lives in this age.  However, defining importance is a difficult task in an ever changing society.  Yet if human tastes change regularly, why do we still retain knowledge of Shakespeare's classic writings or of Leonardo Da Vinci's art?  Why choose them over any other writer/painter of their era for remembrance?  To put it simply, their respective work inspired people.  Shakespeare's tales, while a bit wordy for our time, still retain important lessons and moral ambiguity that we, today's society, still face to this day.  Leonardo crafted intriguing paintings that bear an unique, creative style.  His masterpieces are often debated to what they truly meant (if anything at all) even to this day.  To sum it up, art is important only if its audience can find meaning within it.

How does this relate to video games?  What are video games but the next form of media for our generation?  It passes the same gauntlet of tests as any other art form, so what better way exists to justify video games as important than comparing them to the other forms of media that exist today?  Since film and books have been solidified as important/meaningful media, they will be the litmus test for video games.

First, how are video games similar to books?  Books are a long-standing form of media, but what makes them so effective?  Books contain the power to both instill learning and spark imagination.  The best books manage to do both simultaneously.  Video games, likewise, can provide the same experience, and, like books, contain a wide assortment for all tastes.  For the sake of argument, I shall bring to light the well-crafted game, Final Fantasy Tactics.



This game delves deep into the many moral issues that are developed during a fictional war.  Political corruption, betrayal, love, religion, war, and moral responsibility are just a few of the prominent themes presented in this epic tale.  Sound familiar?  Many books tell of these very themes as well.  Why?  Because the author and society, if well received, deems them necessary lessons to attain.




Video games, boasting the same properties as books and then some, merit importance for this fact alone, but there are other properties that need illumination as well.

Another common form of media today is the art of films.  Films, being relatively recent, revolutionized how audiences could view art.  Audiences could now physically see and relate to the events on a television or at the Theatre.  This developed an entirely new level of immersion because as they say, "Seeing is believing".  Stories could now be realized through actions, actors, and physical settings.  Video games also contain this power as they are actually derivative of film itself.  Games are given actors, actions, and settings for the player to interact and immerse oneself in.

Like in film, video games can be just as linear or non-linear.  For example, the game, Lufia II, depicts the story of Maxim, a monster hunter.

From lowly beginnings, Maxim becomes embroiled in a conflict with the supposed deities, the Sinistrals.  Throughout the game, Maxim continually forges towards his goals; overcoming one obstacle at a time.  The story is a very linear tale that details a hero's journey to overcome some spectacular, perhaps impossible, obstacle; much like the classic film Star Wars. 

In fact, video games draw upon many of the same archetypes that are often used in films (and books).

 For an example of a non-linear game, I recommend Saga Frontier II. 


This game depicts the events (often out of chronological order) of two protagonists.  One is a humble digger trying to make his fortune; the other, an exiled prince.  These two seemingly unrelated characters eventually influence each others' lives and the world they inhabit (while actually never meeting in the game).  It is a spectacularly realized narrative that weaves the two adventures together flawlessly.  If the art of film is important to society, then I'll be damned if video games, if only by association and similarity, aren't as well!


 I've described why video games are integral to society because of its ties to both books and films.  However, the differences inherit to video games solidifies its place as new media.  Books brought the first widely used form of recorded stories.  Film brought the ability to view narrative physically on a screen.  If video games are to be deemed different, it is because of its unique principal of interactivity.

Unlike films or books, video games allow the player to immerse oneself deeper into the world as an active participant.  Events unfold as the player influences the games’ progression.  However, the player's influence can vary.  He/she may only be able to control the main protagonist(s), and see the story only from the protagonist’s view.  For example, Lufia II follows this formula by allowing the player to follow the game through the perspective of Maxim.  In stark contrast, players can be given complete control over the events of a game.  Black and White allows the player to be, in essence, god where he/she can choose how to build the world within the game.  Interactivity can vary wildly between these two polar play-styles yielding many interesting combinations.

Video games carry many of the traits that define important media today.  In addition, it brings an unique flair through use of interactivity.  Video games' influence stands high in our civilization as millions of players are present around the world.  If it stands the comparison of other prominent media, retains its own form of originality, and is present throughout the entire globe, then how can video games not be considered a valuable asset of growth to society?  As it stands, I believe it’s impossible to deny video games’ hard-earned right as important media.

1 comment:

  1. You write very well, and your argument is compelling. I agree that games are an important cultural aspect of society; they have the power to captivate the imagination and inspire meaningful emotion through well-crafted narratives, characters and settings, just like film and books. Video games are being appreciated more and more all the time by different kinds of people, and I think that someday they will be studied and regarded in the same way that film and books are.

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