This is a bit wordy... but sod it, it's an interesting topic.
Fox12 said:
I should probably mention that I love all of the movies that were mentioned. That said, I think there are two things to consider. The first thing you have to consider is the impact the story had on the medium. The other is the overall quality in itself.
I think that second criteria is a little problematic when comparing games to other games, which makes any passing comparison to films almost impossible.
I'd agree with everything you said about Dark Souls, and those themes are one of the main reasons I rate it so highly, and why it made such an impact on me; the player begins with no real meaning to their existence or task, and no matter how many enemies - other than bosses and some specials - you slay, once you die and return, so do all the enemies. You never have a long lasting effect on the game world, so it feels indifferent, and your actions can appear to be futile (even the way enemies shamble back to their spot after killing you reinforces the idea that you're barely more than a momentary intrusion into an empty, dead world).
And the arcs of the NPC's tend to pivot on a search for something, and when they have attained it that's when ruination sets in - which to me always underlines a kind of zen approach to existentialism; focus on the destination and the inherent worth of the journey (the now, as opposed to the past or future) is lost.
However, how is a game's
overall quality really defined? Isn't fps an aspect of quality? Or patterns of boss designs? Because on console the framerate was almost broken in some areas in DS, and I'd argue the vast majority of boss encounters are quite poor (not as
art designs, btw). DS has a variable, adaptive diff, sure. But most bosses in DS can be cheesed or breezed past, and they are rarely ever a real challenge for an experienced player. I see that as a weakness, and a failing.
Other criticisms that could be leveled are the covenant system, and the upgrade paths. I adore DS's 'let the community suss it out' approach, but the upgrade paths in particular are needlessly obtuse and can only really be dug into on further runs (or a first run with plenty of stops at the wiki's for exact locations of items and NPC's).
I liked Casablanca and Gone With the Wind, but they're not really that complex.
I've actually not seen either, but then again nor have I played Silent Hill 2 beyond its demo when it first came out, I think.
I think the choices of films and games are highly problematic, though. DS is a niche--- er, I'm not sure what to call it... The
game that popularised Soulsian design, I suppose. Its short term impact is indisputable, and I feel it's generated some of the very best journalism and critique I've ever come across with this mediu,; VaatiVidya's pieces on DS lore are an incredible example of whatever the hell 'emergent media' is now called, as well as being a wonderful testimony to DS's interpretative qualities. George/Super Bunnyhop's mini documentary on DS is superb, and there's a Kill Screen article whose title I can't quite recall right now (I'm sure I have it bookmarked somewhere) which was a great piece on DS's world design and potential legacy.
Silent Hill 2 was - by all accounts - a subgenre classic.
I can't speak for Casablanca as far as tone goes, but Gone With The Wind was a huge, sweeping mainstream epic, and the intent of both works was vastly different as far as single pieces of culture go to the two games. Quality is not a purely objective thing, and it is surely relative per genre in both film and games - and then per viewer and player (I could tolerate DS's risible fps and at times overly obtuse/convoluted design, others might find it utterly unplayable for either reason, and mine and their experiences would both be utterly
true).
As for Citizen Kane? It doesn't really matter whether or not I subjectively agree it still stands up today, but yeah, I'd agree. I'd say in terms of popular consciousness, its technical legacy is what stands out the most. I'd struggle to think of any element that it can be compared to DS or Silent Hill 2, though, other than to say 'they're all quite good'...
I like these movies, but there are plenty of films, and frankly games, that are better.
I don't think that's fair or overly productive, given every single piece of art/entertainment needs to be seen in its own context.
I could say I like DJ Shadow's Endtroducing [https://en.wikipedia.org/wiki/Endtroducing.....] far more than, I dunno, Shaun Of The Dead. But only one's a zomb-com-romance/zombromcom and only one's a masterpiece of sampled music; both are utterly shite at doing what the other does well. ;-)
Citizen Kane is a masterpiece. It changed the way films are made on a technical level, but more importantly it holds up as an actual work of art. The story is not straightforward, often jumping back and forth in time, the narrator's aren't always reliable, and there's a great deal of visual symbolism. It actually requires something from the audiance, and presents itself as a puzzle.
Aren't you essentially equating complexity to merit/value? And how relevant is that to is cultural footprint? It can't be said that Citizen Kane somehow created complexity in film.
Also, I'm not sure how you'd justify the underlined. "More importantly" just seems subjective, and I'm not sure what "an actual work of art" really means.
In terms of complexity, I would say that these games are at least equal to Citizen Kane, and are certainly more complex then Casablanca and Gone With the Wind.
As above; I'm not sure how valuable a qualifier that is.
Is Journey a "complex" work? Is Street Fighter IV? The former exists as a more personal, experiential work, and the latter is almost purely a mechanic work of brilliance which depends on essentially very simple systems. To briefly hop into another medium: is a Rothko painting complex? Is a Caspar David Friedrich [https://en.wikipedia.org/wiki/Caspar_David_Friedrich] (whilst playing DS1 and 2 I was reminded of some of his stuff a few times, funnily enough)? The latter is densely symbolic, but that's not required for appreciation of basic technique or composition.
I know you didn't say complexity is the defining attribute/qualifier of landmark art, but you seem to put a lot of importance on the idea.
If you read the work of Jane Austen, one of the earliest novelists, she often criticizes people for not respecting books as an art form. Indeed, she wasn't very successful during her life time. It was only with time that people saw how creative she was. The same will prove true for games, I think.
Compare Rashomon technically and experientially to a contemporary film, then compare the then-and-now technical aspects and experiential scope of games. I'd argue cinema
became what it 'is' far sooner, and has stayed the same, whilst the interactive medium is more or less still in a process of
becoming.
It might even need something like AR or VR to really bleed into daily life for games to be accepted and far better understood. As a medium it's uniquely technological (to create, and to consume), and so the generations increasingly native to digital spaces and interfaces will have fewer to no barriers to the medium when compared to older generations.