The Ivy-Covered Console

 

February 26, 2004, The New York Times, G1, G6

 By MICHAEL ERARD

 

 

 

 

 

SOME day Dexter Palmer might be a professor of 20th-century

American video games, editing The Annals of Computer Game

Research with his good friend and colleague Roger Bellin,

who by then might hold the Grand Theft Auto Endowed Chair

at a prestigious university.

 

Right now, Dr. Palmer and Mr. Bellin analyze video games

only on the side. Dr. Palmer, a 29-year-old with a Ph.D. in

English, writes test questions by day for the Educational

Testing Service (and by night reworks his dissertation on

James Joyce, William Gaddis and Thomas Pynchon into a

book).

 

Mr. Bellin, 26, who once designed educational video games,

is a Princeton graduate student studying a more traditional

American storytelling medium: books.

 

Video-game studies is still a nascent field, too young to

have a standard list of must-play games, let alone endowed

professorships. The day Mr. Bellin and Dr. Palmer can meet

at the faculty club to discuss Mr. Bellin's seminar on

first-person shooters of the 1990's, or reminisce about Dr.

Palmer's mastery of Akira's Stun Palm of Doom in time to

complete his exegesis of Virtua Fighter 4, is still far

off.

 

Nonetheless, the first 30 years of video-game history have

provided ample material for game critics, Mr. Bellin says.

"Even discounting all but the very best examples, there are

already enough games around to keep critics busy for a long

time," he said. But critics are uncertain about what to do

with these riches. "There just isn't yet much agreement

about what critical vocabulary, what concepts, we would

need in order to make claims about games and evaluate them

confidently," Mr. Bellin said.

 

To that end, Mr. Bellin and Dr. Palmer have organized a

conference on March 6 at Princeton called "Form, Culture

and Video Game Criticism," the first of its kind at an Ivy

League university.

 

A lawyer, a journalist, a composer, two professors, two

lecturers and six graduate students will present papers

with titles like "Musical Byproducts of Atari 2600 Games"

and "But Our Princess Is in Another Castle: Towards a

'Close-Playing' of Super Mario Brothers."

 

Mr. Bellin and Dr. Palmer's premise is shared by others who

study computer games: games are credible objects of

intellectual inquiry because they are central to American

popular entertainment and a major global industry.

According to the Entertainment Software Association,

entertainment software sales reached $6.9 billion in the

United States in 2002; the British Department of Trade and

Industry reported that the worldwide market reached more

than $21 billion in 2001.

 

In fact, video games have long been a focus of academic

study. In 1985 Mary Ann Buckles wrote what is considered to

be the first dissertation about a computer game. During the

1980's and 1990's, psychologists and sociologists studied

the links between games and violence, and which features of

games attracted more boys than girls. Researchers came to

games from disparate fields: computer science, literary

studies and film studies.

 

But since 2000, game studies has begun carving out its own

territory. Universities in both the United States and

Europe offer graduate programs in game studies, and

conferences devoted to games, like the one at Princeton,

are becoming more common. A professional organization, the

Digital Game Researchers Association (www .digra.org),

links developers with academic researchers. Scholars can

publish in three peer-reviewed journals and contribute to

game studies Web logs (ludology.org, ludonauts.com,

terranova.blogs.com and buzzcut.com). The field's snappy

new name is ludology, from ludus, Latin for game.

 

Now game critics are rephrasing the fundamental questions

that Aristotle gave to literary studies about 2,300 years

ago: What is the purpose of a game? How do we describe the

experience of playing a game, or game play?

 

Others say that games need a Shakespeare, someone who can

catapult the digital medium forward. "But Aristotle was one

of the things that helped create Shakespeare," said Janet

Murray, who teaches game design and interactive media at

Georgia Institute of Technology, the first American

university to offer a Ph.D. in humanities-based digital

media. "Putting those things together, the analysis of

games with a tradition of storytelling, trying to have a

critical vocabulary of games that will help raise the

standards of practice."

 

Aristotle might begin by asking, "What is a game?" To

answer, critics point to a spectrum of games from abstract

to narrative, with Tetris at one end and Grand Theft Auto

on the other. Yet The Sims or Sim City, which a player

neither wins nor loses, leaves critics divided, as does

EverQuest, if one requires that a game have a definite

endpoint. (As its title suggests, EverQuest can be played

perpetually.) To further complicate the definition, the

linear quest game Half-Life has only one course of action,

giving a player no influence over the final outcome. Does

that make it a game, or merely a story disguised as a game?

 

 

Such confusion is not unique to game studies, says Gonzalo

Frasca, a game developer from Uruguay who now studies games

at the Center for Computer Game Research at the IT

University in Copenhagen, which has emerged as a hub of

game studies. "Defining games is as hard as defining other

categories, such as literature or film," Mr. Frasca said.

"We all agree that novels are literature, but what about

toilet graffiti? Are Webcams examples of film?"

 

Game studies can comfortably live with disagreement on the

issue of what constitutes a game, according to Espen

Aarseth, who is the principal researcher at the Center for

Computer Games Research and a co-founder with Susana Tosca

of the field's first journal, Game Studies. What the

emerging field lacks are senior researchers who can guide

young scholars and enforce standards for research. (The

field is so young that at 38, Dr. Aarseth already

qualifies.) "If game studies is to advance as a field and

be of use to society, it must develop a research program

that can unite artistic, social and technical

perspectives," he said.

 

That means developing ways to study games that are specific

to the medium. Borrowing methodologies from other fields

like film studies works to a point. Dr. Palmer,

co-organizer of the Princeton conference, said that he and

Mr. Bellin turned down papers that misapplied theories of

film to gaming. "Many of them tended to view games simply

as films with an element of interactivity shoehorned into

them, which is, I think, the wrong way to go," he said.

 

Games are also different because there are so many ways

into them. One unique methodology is called close gameplay,

in which a researcher plays critical scenes of a game

repeatedly, analyzing the details, perhaps searching for an

anomaly the programmers have buried in the code or simply

arriving at some resolution.

 

But close game play may require researchers to use cheat

codes or other game-play hacks. This is a new issue in game

studies circles, said Mia Consalvo, an assistant professor

at Ohio University who studies the place cheating has in

the game industry. "To get a really good idea of how the

game plays, you shouldn't cheat," she said. The length of

the game, she said, is crucial to the experience that a

player has.

 

On the other hand, academics may not have the time to

become power players, racking up a huge max chain on

Ikagura or playing Diablo three times through without

dying. "Games are big, big objects," said Barry Atkins, who

teaches in the English department at Manchester

Metropolitan University in England. "The days when you

could play a couple of hours of Myst and write about it are

over."

 

Dr. Atkins admitted that he didn't finish Half-Life before

writing about it in his 2003 book, "More Than a Game: The

Computer Game as Fictional Form," (Manchester University

Press), and only later realized he was two minutes from the

shocking plot reversal at the end when he stopped. "I am

very nervous that I got it wrong," he said.

 

And from the perspective of game developers, academics and

their concerns seem distant. "So far, the academic and the

industry worlds, they're very far away," said Mr. Frasca,

who intends to play a role of a bridge. "Developers do not

read academic articles, and that's not going to happen any

time soon." Academics generated animosity early on by

judging games as violent. "They were also not gamers," he

said, "which made it weird to listen to their analyses."

 

If a game-studies Aristotle is going to emerge, he or she

will most likely come from the generation for whom playing

games well is not far-fetched. "To be able to write the

seminal text on video games, you have to have grown up

playing them," said Dr. Atkins, who persuaded his

university to pay for him to attend the Princeton

conference. A tenured professor, he reports that his field

of interest is stigmatized. "It's fairly standard, the

frowns I get from colleagues," he said.

 

Likewise, a Shakespeare might come from the generation of

young scholars with an intellectual understanding of games

and a familiarity with their underlying code. Nick

Montfort, 31, a writer of interactive fiction and

co-founder of another game studies Web log,

grandtextauto.gatech.edu, defends his return to graduate

school in computer science last year at the University of

Pennsylvania. "How are we going to understand how complex

virtual worlds are put together if we don't understand how

a computer program works?" he asked.

 

An expert on literary modernism, Dr. Palmer wonders if game

critics might also play a role in explaining difficult

games, much as literary critics explained difficult texts

like those written by Joyce, Pynchon and Gaddis.

 

To put it another way, just because easy games like The

Sims, Grand Theft Auto and Tomb Raider are best sellers,

should critics focus only on them? Dr. Palmer said that no

one submitted a paper to the conference on an obscure

Japanese role-playing game called Arc the Lad II, which was

adapted for the American market in 2002 by Working Designs,

a licensed third-party publisher for Sony.

 

Maybe, he said, game critics can someday explicate Arc the

Lad, bringing it to a larger market in the same way that

the literary entrepreneur Sylvia Beach supported Joyce and

published "Ulysses."

 

"But I don't want to draw the comparison between Arc the

Lad and 'Ulysses,' " Dr. Palmer said, "because that would

be very, very wrong."