dukeh016 said:
I don't know where this great fear of government intervention comes from. I'm not sure what experience, exactly, has inebriated the public conciousness with fear of government control.
Well, the regulation of comic books in the 50s (which fucked that industry over for decades) and of the music industry in the 80's would be good, obvious points to start.
Perhaps we should fear speed limits and stop signs soon as well? If it was arguable that video games could never be dangerous, then sure, go crazy. But I don't think that the scientific opinion leans that direction, nor does my own experience.
So you're deliberately joining two very different ideas (speed limits/stop signs + videogames) to prove your danger index. Except that the consequences of not having the former very obviously can be shown to have harm, where as you admit yourself that videogames do not seem to have the same level of threat to life and limb.
Regulations and rules are required in some places if we don't want to dissolve into some kind of brutal 'survival of the fittest' or 'shit happens, too bad' mentality. The question is: where?
And if it is dangerous, then the only thing that will regulate it is the government. The market will never regulate itself because the market isn't in control. The consumer is.
The idea that the consumer is in control is...not so supportable for me. Because the consumer with the most money will dictate a lot more to and about that market than hundreds of poorer ones, and poorer consumers certainly do not have the power to force the market into doing things for them. On top of that, regulations can pretty much bankrupt a business, if done right (see what happened to EC Comics). I'd recommend The Commanding Heights and Shock Doctrine to see how governments interfere (for good and ill) in markets, and how that can be relevant.
It's worth being very, very cautious of any governmental control over personal expression, and videogames do fall under this umbrella to me. If enough people become afraid of that expression, it
will be regulated, make no mistake, and probably regulated by people who have no interest in, as Blow hopes for, pushing the industry to do more for us, and have a lot more interest in making sure Madden XX is safe for everyone and making a fuckton of money.
The thing that Thais and Rogue Wolf overlook is that games really do teach us something-even games that they insist are just 'fun'. We learn by doing, and games give us puzzles to work out. If solving that puzzle merely means: Invest 30 hours into the game to win, that's fine for some, but if that's all we get (and most of the time that is exactly what we get) then there is a problem, and I'd say pointing that out is a good thing.
The idea that games are fun, and fun only (or at their best are only fun) is exactly what Blow is saying is wrong, and I agree with him. They don't have to be more, and certainly fun is a great baseline for a game, but to ask for nothing more is a problem.
Treffster said:
The audience Blow is trying to reach are game developers, and his message is that developers have an opportunity to look beyond their genres and "stated customer expectations" and push the field. They have an opportunity to address this "cognitive dissonance" between mechanics and narative, once they identify it and understand how it affects the audience.
The problem with that is; who gives a fuck about developers?
Other developers. If all you do is speak in a language that your own clique can understand, then how can you get your message out there?
The audience Blow is trying to reach has to be everyone, otherwise people won't actually investigate or ask for more from their games. While your point about audiences not knowing what they want is well taken, there are obviously SOME people who want more from their experiences beyond developers, (even if it's newcomers who play for 10 minutes and say: this ain't it) because as you point out; Wii Sports is successful.
But isn't that based on the thrill of seeing someone play DDR years ago?
And where did that come from, I wonder?