Rowman Now 2022

Page 36

POPULAR

CULTURE

STORY MODE

to do to survive and prosper materially, and the truly impractical life of the mind is the place where this recreation takes place when people are unsuited to or uninterested in physical play. And so the poetry, novels, and games that occupy the mind and shock the

Video Games and the Interplay between Consoles and Culture

productive conscience proliferate even as they are attacked by their cultural and moral critics. These attacks have roots that are millennia old. In his Republic, written around 325 BC, the Greek philosopher Plato recounts a dialogue involving his teacher Socrates in which Socrates explains why poetry needs to be heavily censored in any perfect state. Plato and Socrates are, as is typical, on the same page about this, and much of current cultural critique takes its inspiration from these two ancient philosophers, particularly concerning “imitation.” For both philosophers, imitation is a philosophical problem because it cannot fully

Video games are now and have always

replicate the model it means to reproduce. Even

been on the cultural defensive. From their

if I take an ideal chair as a model for my attempt

introduction in the home through the Atari

to build a chair as an untrained carpenter,

2600, they have been viewed as a waste of time

for instance, the latter will not live up to the

or a frivolity. Further back, they served as the

former—neither in function nor appearance.

fun counterpart to the real computational

Similarly, Plato and his teacher tell us, the poet

revolution—Deep Blue, the famous early

or author’s imitations of reality cannot live

supercomputer that took on chess grandmaster

up to the model of truth. Since a young mind

Garry Kasparov, may have been playing a game,

“takes the impression that one wishes to stamp

but the match counted for industrial, political,

upon it,” any sort of lie that could influence

and, most importantly, economic stakes; your

those young minds away from truth should not

average game of Pong did not. The intelligence

be told.

that could be marshaled by supercomputers

In the typical nature of a Socratic dialogue, the

promised advances in automation, calculation,

question-and answer cadence regarding truth

and efficiency, after all. In comparison, the

and representation leads us down the road very

gaming that invaded the home and arcade

quickly to “a censorship over our storytellers.”

marketplace might have had profit-making

And if this all sounds a bit antiquated to you,

potential for its creators, but it was ultimately

maybe Socrates’s reasoning will sound a bit

considered a pastime in the tradition of whist

more contemporary. He argues that stories

or charades—unremarkable at best, actively

should be sanitized and free of satire or

distracting and trivializing at worst.

ambiguity because “the young are not able to

But there’s more to the story than productivity

distinguish what is and what is not allegory.”

and profit when it comes to cultural and social

This line of thinking—that children won’t or

impact. Indeed, the consistent presence of

can’t distinguish between fantasy and reality—

cultural objects that are in and of themselves

is what drives almost all reactive critique

unproductive has been a fact of life throughout

against media, from Fredric Wertham’s screed

recorded

need

against comic books in The Seduction of the

recreation to balance the daily work they have

Innocent to Jack Thompson’s decades-long

history.

Human

beings

34

Above: The book’s cover Facing (top): The Super Nintendo Entertainment System sold almost 50 million units globally Facing (bottom): Dedicated Pong consoles made their way to various countries, like this Russian console named Турнир


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