awesomeClaw said:
This explains everything! Wonder when Roger Ebert will actually TRY a videogame again before declaring it devoid of art. Perferably Mass effect. Can you honestly say that game isn´t art in some way?
BUT EET HAZ TEH SEX AND IZ BAD 4 THE CHILDREN!
Okay, Ebert would never say that. (Specifically.) But as much as I respect the man, if he's allowing this sort of experience to cloud his doubt, that's kind of unfortunate.
Oh hey, Mass Effect debate. Let's jump in, shall we?
Most of the arguments against Mass Effect seem to go thus the following; it's structured like a Blockbuster, and the various issues it presents are "obvious" and thus "uninteresting." I've seen NOTHING else; no clarification, no specifics. The person(s?) defending the games(s?) haven't provided either of these as well. So, let's tackle the both of the issues in depth, shall we?
First of all, the idea, possible fact that it's structured, and appears depth-wise on the surface, as a "Blockbuster" movie. As for the structure of the game, I agree, but don't see why this is a distinct problem. It has that sort of pacing and beats because that's simply what works for this type of game. It's a sci-fi cowboy game by inherit plot structure, and although it might not be your cup of tea, you can't really fault it for taking that idea all the way. As for weather this makes it loose depth, I have to disagree. Not because the plot of the game is terribly innovative or different; as I mentioned above, it's a standard sci-fi cowboy story. But the fact that it's, well, Mass Effect. It has an enormous back story, universe, etc. it has more depth than most Blockbusters simply out of the enormous girth of specific stuff it contains. As for how good all that stuff is, and because I'm internally stalled on this point, let's go onto the next one.
The points are obvious, and thus lose artistic value. Wait, what? Although there is a certain artistic merit to making vague but pointed statements that require some thinking to "get," that's not what Mass Effect is about. Mass Effect certainly isn't subtle with it's issues, but that would contradict what it often actually tries to do; namely, presenting a series of morally grey DECISIONS (Because it IS a game) to the player, and giving them collateral information about and as a result of those decisions. The player does not gain introspection or philosophical ideas through discovering it directly, but by being forced to make a hard decision and looking at why you made it and why it was the better choice. In my mind, a far more interesting way to do things for games, an active art form. Let's take another example of a game with blatant ideas considered to have high artistic merit; Portal. What about the constant themes of love, fear, escape, obsessiveness, and so on are not blatantly very near to told to you? And it doesn't have the moral greyness or decision making of Mass Effect; so where's the depth? Because Portal is emotionally stimulating, and through looking at why it is, how that affects you, and so on, it gains depth. Equally blatant in theme, even actively less interactive than Mass Effect and other games, still has depth regardless. Mass Effect works differently than other "high art" games, sure. The question I ask is, why does it matter?
I probably worded that sub-par, and the conversation will probably have evolved past this by the time I post it, but yeah.