Video games remain frowned upon in mainstream society. Like any emerging art in its day, they struggle to break into popular recognition as art at all. That we widely consider they are only "for kids" only chinks at the surface. Admit you like them, and your employer may sack you. Suggest they make serious aesthetic contributions, and people may laugh at you. They are even scapegoated for serious violence and terror, from school shootings in the US to last month's English riots.
I oppose this paradigm. As art is subjective by definiton, I do not expect to suddenly convince many skeptics, but here are ten examples from my own journey of why in my opinion, video games may exhibit as much artistic merit, or even social-scientific relevance, as the utmost in literature, cinema, music or visual arts; indeed, few art forms offer the same opportunities to combine all these into an overarching and interactive experience far greater than the sum of its parts.
All these examples come from my own journey, with the specific scenarios among those I found most potent in their respective work, while representative of its overall power.
To those whom it may concern, be aware of potential spoilers in this post!
(And excuse the formatting errors. I'm not exactly good at this.)
1) Bioshock (PC) – "Would You Kindly"
'I am Andrew Ryan, and I am here to ask you a question. Is a man not entitled to the sweat of his brow? "No," says the man in Washington, "it belongs to the poor." "No," says the man in the Vatican, "it belongs to God." "No," says the man in Moscow, "it belongs to everyone."
'I rejected those answers. Instead, I chose something different. I chose the impossible. I chose...Rapture.
'A city where the artist would not fear the censor, where the scientist would not be bound by petty morality, where the great would not be constrained by the small. And with the sweat of your brow, Rapture can become your city, as well.'
Anyone with even a cursory knowledge of the most potent videogame moments knows this one well; may feel shaken at its very mention.
The bulk of this game has you struggling through the underwater city of Rapture, a self-interest, free-market paradise-gone-horribly-wrong much inspired by the Objectivism of Ayn Rand. As such the story directs you to find and subdue its maddened founder, the (brutally) idealistic and unmovable Andrew Ryan. Eventually you encounter him in his office – at which point the game goes into a cutscene in which, in a shocking exposition of the player character's story, it turns out your character was mentally conditioned all along, compelled to obey any order associated with the trigger phrase "would you kindly"; at which point he uses it to order you to kill him, still stuck in the cutscene with no control over your actions as you watch yourself beat him to death with his golf club regardless of what you want to do – all as he defiantly pronounces his defining principle: "a man chooses, a slave obeys".
The effect cannot be replicated in mere words, and was painstakingly designed. Andrew Ryan chose to go down on his terms, not yours, and his final, ultimate insult to the player is a massive mind-screw. In this one-minute sequence seethes so many levels of challenges to your values, your society's values, your identity as a person who plays video games, and your condition as a human being, that it would be impossible to properly cover them here; a thousand essays could be written to analyse it, and probably have. Videogames are unique in art for typically giving you choice, control, agency within the work; but into your guts this sequence propels the alarming question: are you really in control? Or are you a slave, sleepwalking through life or the game alike, doing what you are told, what is expecting of you, following your railroad with no way to leave that path?
And if so, why? Why did and do you obey without question, accept what authority or structure would have of you without stopping to think about why you do it, and whether it is right? And so control is taken from you; if you don't use the choice, there's no point it being available at all. "A man chooses, a slave obeys."
From videogames to every institution in everyday life, this event has resonance; the sort which locks itself among your mental and intellectual reference points and demands you consider its relevance time and again. And from where I stand, its significance is starker still: for so many horrors in this world come from that terrible invention called obedience, and its usurpation of human ethics. In this day and age, as humanity faces crises which for the first time threaten it on a universal scale, it is more important than ever that we question everything we are expected to follow by our twisted social paradigms, with their whisper into our souls we cannot hear but cannot resist: "would you kindly".
2) Pikmin 2 (Nintendo Gamecube) – Cuteness, ecological depth and a Japanese social perspective
"When I look at the president, I can't see myself climbing the corporate ladder. To be a manager, you've got to be an inhuman, heartless villain. This trait allows them to flog their dedicated workers without mercy and still sleep at night. I feel that same merciless cruelty radiating from this metallic altar. I wonder if it was once used for dark, unspeakable ceremonies. Or perhaps it was once the desk of a corporate boss. We'll never know..."
"Sometimes it's difficult to tell if a treasure is natural or manufactured. The ship has concluded that this treasure is natural, but I'm not so sure. The ship sulks and gripes for days if I disagree with it, so I'll keep my opinion to myself."
"This must be the fossilized remains of an enormous land-dwelling creature. I was unable to piece together the entire beast, but it certainly had a massive head! It's obviously quite different from the Pikmin and other creatures I've encountered. Perhaps it's an extinct creature that couldn't adapt to changes in its environment."
A charming contrast to the previous example, this is perhaps my all-time favourite game. Within it are combined so many different elements of excitement and engagement with the mind and the heart: a strong ecological theme in what is first and foremost a real-time strategy game, in which you play a treasure-hunting captain on a mysterious planet suspiciously resembling Earth, directing armies of creatures called 'Pikmin' of different colours and abilities to fight predators, change the terrain and salvage treasure for your hoard. In doing so Captain Olimar hopes to dig the frieght company he works for out of a monstrous debt, but only by relying on the Pikmin can he complete necessary tasks too mammoth to accomplish alone.
The civilization from which your captains come is on a much smaller scale than ours – hence how the scenery resembles ours but far magnified, and the treasures endearingly mundane objects from everyday life like batteries or sardine containers, only enormous (the first quote above concerns a manual fruit juicer, and the second a whistle) – but no indication is ever given as to where we humans are, whether we existed at all, or if we did, where we have gone. As he reflects on the treasures, Olimar and his amusingly full-of-itself ship AI occasionally twig how they hint at some strangely absent civilization; but that is as far as humanity is touched upon. Perhaps this is an Earth long after an unsustainable humanity's extinction, by when it has recovered its natural balance and is carrying on without us?
There is such richness in this game's experience that it must be played to really appreciate it, but I will touch on just one more humourous aspect: the Japanese social commentary that emerges time and again from hard-working, life-for-the-company Olimar's reflections in his log, the ship's sassy attitude, and the bumbling and rotund shacho (company president) who spends the first half of the game bombarding Olimar with daily emails describing his terrified attempts to evade the loan sharks, and the second venturing back to the planet as a playable second captain, in the search for the previous assistant captain who was left behind. It feels like a light-hearted but poignant satire of modern Japanese business and family life, so masterfully reflected in these characterizations and relationships. This game is a delightful aesthetic experience.