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	<title>Godheval &#187; Entertainment</title>
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	<link>http://godheval.net</link>
	<description>Writer, Philosopher, Dreamer, Idealist</description>
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		<title>Marketing the Black/White Dichotomy</title>
		<link>http://godheval.net/marketing-the-blackwhite-dichotomy/</link>
		<comments>http://godheval.net/marketing-the-blackwhite-dichotomy/#comments</comments>
		<pubDate>Sun, 23 May 2010 09:37:59 +0000</pubDate>
		<dc:creator>Godheval</dc:creator>
				<category><![CDATA[Consumer Issues]]></category>
		<category><![CDATA[Cultural Appropriation]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Race & Racism]]></category>
		<category><![CDATA[The Market]]></category>
		<category><![CDATA[White Dilemma]]></category>
		<category><![CDATA[White Privilege]]></category>
		<category><![CDATA[Whiteness]]></category>

		<guid isPermaLink="false">http://godheval.net/?p=1789</guid>
		<description><![CDATA[The Swagger Wagon Toyota commercial, in implicitly pointing an accusatory finger at mainstream rap music, and African-Americans by proxy, again aims to make a profit by promoting a black/white dichotomy that reinforces white righteousness.  And anything that validates the current social pecking order is ripe for consumption by those at the top.

As an added bonus, the commercial even elicits a few hearty chuckles.  Hee mother fucking hee.]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="427" height="248" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/pUG3Z8Hxa5I&amp;hl=en_US&amp;fs=1&amp;rel=0&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="427" height="248" src="http://www.youtube.com/v/pUG3Z8Hxa5I&amp;hl=en_US&amp;fs=1&amp;rel=0&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>This is me, <em>sighing</em>.</p>
<p>Maybe this is another case of me being &#8220;<a href="http://godheval.net/a-note-about-hypersensitivity/">hypersensitive</a>&#8220;, but so be it.  If you&#8217;re a white person or a particularly assimilated person of color, then you&#8217;ll probably think this is a rather harmless video.</p>
<p>You may think it&#8217;s funny.  Hilarious, even.</p>
<p>If you&#8217;re a person of color with even an iota of militancy, or hell, if you&#8217;re <em><strong>me</strong></em> then this commercial probably makes you cringe, or just plain annoys you.</p>
<p>But perhaps you&#8217;re not entirely sure why.  So I&#8217;ll tell you why it irritates me, and maybe my explanation will make something click for you.</p>
<p>First of all, it&#8217;s cultural appropriation.  Which means that an element of a given culture is taken and used outside of its intended context &#8211; worse yet, in blatant opposition to the intended context.</p>
<p>From <a href="http://en.wikipedia.org/wiki/Cultural_appropriation">Wikipedia</a>:</p>
<blockquote><p>Cultural appropriation is the adoption of some specific elements of one culture by a different cultural group. It describes acculturation or assimilation, but can imply a negative view towards acculturation from a minority culture by a dominant culture. It can include the introduction of forms of dress or personal adornment, music and art, religion, language, or social behavior. These elements, once removed from their indigenous cultural contexts, may take on meanings that are significantly divergent from, or merely less nuanced than, those they originally held.</p></blockquote>
<p>Hip-hop, and rap in particular, by no measure of historical revisionism or denial of their contributions, is undoubtedly an African-American cultural product.</p>
<p>This, however, does <em>not</em> mean that it belongs exclusively to African-Americans, or that no one else can use it.  The rule, though, is that it should be used in the spirit in which it was intended.  That is, as an expression of positivity, uplift, counter-establishment, or justified anger towards historic and lasting inequality and/or injustice.<a id="more-1789"></a></p>
<p>People around the world have used hip-hop brilliantly and properly &#8211; from the <a href="http://www.slingshothiphop.com/">Palestinians speaking out</a> against Apartheid conditions in Israel, to the righteous anger from the socially marginalized of the Parisian banlieues, to Somalian rapper <a href="http://knaanmusic.ning.com/">K&#8217;naan</a> speaking about abject poverty.  And let&#8217;s not forget M.I.A., who in spite of generating mainstream appeal, has managed to keep her message authentic and <a href="http://vimeo.com/11219730">political</a>.</p>
<p>There are countless examples of where hip-hop and rap are used incorrectly &#8211; just look at the majority of mainstream rap today.  By African-American artists, no less.  But remember that bit I told you about appropriation?  Well, as much as I despise commercial mainstream garbage rap, the fact of the matter is that, as an African-American cultural product, rap is free for African-Americans to do with as they please.</p>
<p>If you own a television, it is your <em>right</em> to use it as a <em>surfboard</em>, even if it means you are rushing headlong down a slippery slope towards <strong><em>self-annihilation</em></strong>.  That was not merely an analogy, but a metaphor.</p>
<p>If someone else were to come in and use your television as a surfboard, well&#8230;you&#8217;d be pretty justified in wanting to smash said TV over their heads.  The smash-impulse I speak of is neither an analogy, nor a metaphor.  Which brings me back to the Toyota commercial.</p>
<p>Here we have a fictional white family, with all of the privilege, normativeness, and inherent &#8220;rightness&#8221; their mere existence implies, members of the &#8220;dominant&#8221; culture, appropriating the music, language, and projected mannerisms of African-American culture (&#8220;minority&#8221; culture) and using it in a way that completely contradicts the intended spirit.</p>
<p>Hip-hop, should I need to remind you, was originally all about countering the establishment &#8211; an establishment built-in with various mechanisms and controls to ensure that African-Americans would never stand on equal footing with white people.  An establishment that would deny the average black family access to the so-called &#8220;American Dream&#8221;, which the white family in this commercial exemplifies to a truly laughable extreme.  I mean, they even seemed to choose the blondest babies imaginable to ram the point home.</p>
<p>Contrary to this &#8220;wholesome&#8221; symbol of white normalcy, hip-hop and rap for the most part &#8211; in spite of their mainstream commercial appeal &#8211; are regarded as less than ideal, unworthy, &#8220;not music&#8221;, &#8220;ghetto&#8221;, &#8220;stupid&#8221;, &#8220;irresponsible&#8221;, promoting all the wrong values.  That last bit &#8211; about values &#8211; is interesting, because of course hip-hop would never promote &#8220;white values&#8221; &#8211; white being &#8220;right&#8221; &#8211; where African-Americans were not given access to the same livelihoods and cultural environment within which such &#8220;values&#8221; would flourish.</p>
<p>This is not to say that such values &#8211; personal responsibility, emphasis on the family, etc. &#8211; are foreign or unimportant to African-Americans.  They are equally, if not more important, in an environment that regularly creates obstacles to achieving the ideal.  Hip-hop and rap, though, were the <em>response</em> to that environment.</p>
<p>So this video, in its promotion of white normalcy and wholesomeness, not-so-subtly implies a black/white dichotomy wherein the white family champions family values and the American Dream, in stark contrast to the mainstream rap music of today, which places a premium on materialism, excess, selfishness, and often violence.</p>
<p>&#8220;Where are the kids?&#8221; seems particularly <em>meaningful</em> when we consider the stigma against black families as being &#8220;broken&#8221; &#8211; having absentee parents, teen parents, or otherwise not &#8220;doing right&#8221; by their children.  No worries about the white family, though &#8211; their two little Aryans are close at hand.</p>
<p>The white family drives the station wagon, with the car seats in the back, while rappers show off their financially unwise and unsustainable Escalades or even fancier cars, symbols of their excess and irresponsibility.</p>
<p>The whole commercial screams &#8211; or maybe whispers for most of you &#8211; this paternalistic message of: &#8220;Here, let us show you what you&#8217;re <em>supposed</em> to be doing.&#8221;</p>
<p>It is important to note here that when hip-hop and rap were definitively anti-establishment, flew arms-swinging into the face of white normativeness, there were no attempts to appropriate them.  They were swiftly and decisively demonized, devalued, dismissed as invalid and inappropriate.  The average white person would have sooner taken a shit on a rap album as purchased one.  Their children who embraced the music or the culture were regarded cautiously at best- parents hoping it to be just as a fad (as it could only ever be) &#8211; or punished at worst.  They were ridiculed by their peers and regarded as niggers-by-association, the word of choice being &#8220;wigger&#8221;.</p>
<p>But then something happened.  White businessmen, as they had with Jazz, Blues, Soul, Rock, and other forms of black music before, saw the money-making potential of rap music.  They may not have wanted it for their own children, but they recognized it as perfect for consumption by other white children who could use it as the ultimate symbol of rebellion against everything their parents stood for &#8211; that is, everything <em>white</em>.  That the sizeable minority of African-Americans would also buy the albums in large quantities was an added bonus.</p>
<p>And so was rap music corporatized &#8211; warped and perverted into a commercial product far-removed from its original purpose; something achieved by the silver tongues of businessmen appealing to the sensibilities of those with very little, with promises of what they never had &#8211; and, for the most part, still wouldn&#8217;t have even after the deals were signed.</p>
<p>When deciding which of the wide variety of rap music to push into the mainstream market, the businessmen chose those who emphasized the black/white dichotomy in the most extreme way &#8211; the &#8220;gangsta&#8221; rappers &#8211; the music which further reinforced just how far black people were from the white ideal of family values and personal responsibility.  It was the portion of rap that the kids of white suburbia would most embrace, thereby generating the highest profit.</p>
<p>The rappers themselves, beneath a superficial layer of anger and violence, often had important messages to relay &#8211; but these messages were lost on a market that had neither any frame of reference within which to process them, nor any real interest in hearing them.  The music that stayed completely true to hip-hop&#8217;s original spirit, what we today call &#8220;conscious rap&#8221;, was kept in the margins.  Not only because it continued to speak against white businesses&#8217; appropriation of hip-hop, but because their message, more readily accessible without the superficial layer of violence, was not marketable to white suburbia, nor was it something that the establishment wanted people to hear.</p>
<p>So make no mistake.  While much of mainstream rap music today disgraces the spirit of hip-hop, its popularity and mass-marketing is the direct result of cultural appropriation.  What little wealth or acclaim it grants a handful of African-American artists &#8211; often short-lived &#8211; is a mere consolation prize for the wholesale theft of a cultural product.</p>
<p>The Swagger Wagon Toyota commercial, in implicitly pointing an accusatory finger at mainstream rap music, and African-Americans by proxy, again aims to make a profit by promoting a black/white dichotomy that reinforces white righteousness.  And anything that validates the current social pecking order is ripe for consumption by those at the top.</p>
<p>As an added bonus, the commercial even elicits a few <em>hearty chuckles</em>.  Hee mother fucking hee.</p>
<p>While I have zero doubts about what this commercial is saying, implicit though it may be, I cannot say with any conviction whether or not this loaded message was intentional.  White privilege, white normativeness, white standards, white values, and the black/white dichotomy &#8211; these things are all built into the foundation of American society.  This video may truly have been an innocuous attempt at humor, but one that echoed from that foundation.</p>
<p>I&#8217;ll ignore, lest I get carried away with my analysis, the fact that the commercial itself is in <strong><em>black</em></strong> <strong><em>and white</em></strong>.</p>
<p>The people who made it, having already embraced the dichotomy, may not even have been aware of all of the implications &#8211; just enough in the abstract to recognize how it would speak well to the sensibilities of other white people.  Such is the essence of good marketing, which as any self-aware capitalist will tell you, is often mutually exclusive from any ethical or moral good.</p>


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		<title>An Alan Wake Review</title>
		<link>http://godheval.net/an-alan-wake-review/</link>
		<comments>http://godheval.net/an-alan-wake-review/#comments</comments>
		<pubDate>Fri, 21 May 2010 22:16:19 +0000</pubDate>
		<dc:creator>Godheval</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://godheval.net/?p=1774</guid>
		<description><![CDATA[<p><a href="http://godheval.net/images/2010/05/alan-wake-pic.jpg" rel="lightbox[1774]"><img class="size-full wp-image-1775 alignright" style="border: 1px solid black; margin-left: 5px;" title="Alan Wake" src="http://godheval.net/images/2010/05/alan-wake-pic.jpg" alt="Alan Wake" width="200" height="112" /></a>Alan Wake achieves much of what it set out to do.  In terms of atmosphere &#8211; keeping me on edge throughout the entire game &#8211; I don&#8217;t know if it&#8217;s ever been done better.</p>
<p>Technically &#8211; the play mechanics, game&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://godheval.net/images/2010/05/alan-wake-pic.jpg" rel="lightbox[1774]"><img class="size-full wp-image-1775 alignright" style="border: 1px solid black; margin-left: 5px;" title="Alan Wake" src="http://godheval.net/images/2010/05/alan-wake-pic.jpg" alt="Alan Wake" width="200" height="112" /></a>Alan Wake achieves much of what it set out to do.  In terms of atmosphere &#8211; keeping me on edge throughout the entire game &#8211; I don&#8217;t know if it&#8217;s ever been done better.</p>
<p>Technically &#8211; the play mechanics, game balance, what they did with light and shadows &#8211; it was <em>brilliant</em>. The writing was stellar, too &#8211; some of the best I&#8217;ve experienced.</p>
<p>But the plot, for all it seemed to promise from the start, did not deliver in the end.  I&#8217;m not even entirely sure what happened at the end.  I suppose I should&#8217;ve been wary from the beginning when Wake quoted Stephen King about how a good horror story never reveals the nature of the threat.</p>
<p>Had the &#8220;dark presence&#8221; just been some force with no explanation, or even a very vague one, that would&#8217;ve been fine.  But Alan Wake told us a <strong><em>lot</em></strong> about the nature of the threat, unfolding several separate but related story threads that it <strong><em>never</em></strong> tied together at the end.</p>
<p>It was plain anti-climactic.  If the developers never intended to reveal the threat, then they shouldn&#8217;t have led us into thinking that they would.</p>
<p>All that said, would I recommend Alan Wake?  Absolutely, but only for the sake of gameplay and atmosphere.  If you&#8217;re expecting a satisfying story or resolution, you may be sorely disappointed.</p>


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		<title>Why Video Game Movies Fail</title>
		<link>http://godheval.net/why-video-game-movies-fail/</link>
		<comments>http://godheval.net/why-video-game-movies-fail/#comments</comments>
		<pubDate>Tue, 04 May 2010 19:46:15 +0000</pubDate>
		<dc:creator>Godheval</dc:creator>
				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Movies]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://godheval.net/?p=1737</guid>
		<description><![CDATA[From Street Fighter to the Resident Evil series to <em>anything</em> <a href="http://www.imdb.com/name/nm0093051/" target="_blank">directed by Uwe Boll</a>, films adapted from video game franchises have a notorious history of being terrible.  The reason is both simple and complex at the same time - obvious to any real gamer, and perhaps beyond the understanding of everyone else.<br /><br />

Actor Joey Ansah, who played the character Desh in <em>The Bourne Ultimatum</em>, known one of the <a href="http://www.youtube.com/watch?v=5uN0tYzONQY" target="_blank">best fight scenes</a> in any film, has created a short film called <em><a href="http://www.joeyansah.com/street-fighter-legacy/welcome" target="_blank">Street Fighter Legacy</a>.</em> Regarding the project, <a href="http://www.collider.com/2010/05/03/street-fighter-legacy-teaser-trailer-images-live-action-short-film-joey-ansah/" target="_blank">he said</a>:<br /><br />

<blockquote>It was clear to me, that given the way the movie industry worked, we would never see a super faithful, darker toned and more adult themed (or just plain good!) incarnation of Street Fighter unless a die-hard director or filmmaking team with <em><strong>game canon knowledge</strong></em> stepped up to the plate to helm such a project. <em>[Emphasis added]</em></blockquote><br /><br />

And this is really what it comes down to, not just for making a solid Street Fighter movie, but to adapt <em>any</em> video game property into a film.  I would even take it a step further.  Any serious writer or director can do their research - read up on the story and characters, and hopefully <em>play</em> the game.  But there is a certain <em>spirit</em> contained within video games that only devoted players can tap into, that undefinable <em>something</em> that changes casual players into <em>fans</em> - or dare I say, it "hardcore".<br /><br />

Rather than spending numerous paragraphs trying to pinpoint a definition of this elusive video game element - which fans already understand and non-players will not regardless of how well I explain it - I will give you a perfect example.<br /><br />

The video below features two gamers playing Street Fighter III in a tournament.  The main display shows the game itself, while the inset shows the players and the spectators.  One of the players, "Daigo", is regular competitor and made quite a name for himself as a master player.  At the start of the video, Daigo - playing as Ken - is on the verge of losing in an upset.  Watch what happens.<br /><br />

<div style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="375" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/KS7hkwbKmBM&#38;hl=en_US&#38;fs=1&#38;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="375" height="300" src="http://www.youtube.com/v/KS7hkwbKmBM&#38;hl=en_US&#38;fs=1&#38;" allowscriptaccess="always" allowfullscreen="true"></embed></object></div><br /><br />

If you have <em>no</em> idea what you just saw, then the short explanation is simply that Daigo made an incredible comeback against very difficult odds.  If you're familiar at all with video games - fighting games in particular - then what Daigo did involved a series of precisely timed inputs, about 12-15 of them, with <em>zero</em> margin for error.  With that he avoided defeat, and then followed up with another well-timed manuever to win the match.  The reaction of the crowd speaks volumes.  It was an incredible moment.<br /><br />

This brings us to a simple truth.  If in watching the above video you don't feel <em>anything </em>stir inside of you, any sort of excitement or marvel or amazement, then you would have <em>no business</em> making a Street Fighter movie.  It is not enough to know who all the characters are, to memorize the entire franchise wiki, or even to play the game for hours and hours on end.<br /><br />

If playing or <em>watching</em> a game at no point illicits the kind of response shown by the crowd in the video above, then that <em>"spirit"</em> of video games escapes you, and you are not qualified to make a film adaptation.<br /><br />

A similar situation can be seen in the recent string of successful comic book films versus the endless series of terrible films from years past.  The writers and directors chosen for these newer films tend to be <em>fans</em> of comic books, and those franchises in particular.<br /><br />

Video game movies fail because the writers and/or directors are merely looking to capitalize on a successful franchise, but do not have any personal emotional investment in the project.  They are unable to tap into the <em>"spirit"</em> of games, and that disconnect manifests on screen with disastrous results.<br /><br />

Here's hoping that Joey Ansah understands the spirit, lest another <a href="http://www.youtube.com/watch?v=DMV2hnlcmgU" target="_blank">terrible Street Fighter movie</a> be added to the endless series of awful video game adaptations.]]></description>
			<content:encoded><![CDATA[<p>From Street Fighter to the Resident Evil series to <em>anything</em> <a href="http://www.imdb.com/name/nm0093051/" target="_blank">directed by Uwe Boll</a>, films adapted from video game franchises have a notorious history of being terrible.  The reason is both simple and complex at the same time &#8211; obvious to any real gamer, and perhaps beyond the understanding of everyone else.</p>
<p>Actor Joey Ansah, who played the character Desh in <em>The Bourne Ultimatum</em>, known one of the <a href="http://www.youtube.com/watch?v=5uN0tYzONQY" target="_blank">best fight scenes</a> in any film, has created a short film called <em><a href="http://www.joeyansah.com/street-fighter-legacy/welcome" target="_blank">Street Fighter Legacy</a>.</em> Regarding the project, <a href="http://www.collider.com/2010/05/03/street-fighter-legacy-teaser-trailer-images-live-action-short-film-joey-ansah/" target="_blank">he said</a>:</p>
<blockquote><p>It was clear to me, that given the way the movie industry worked, we would never see a super faithful, darker toned and more adult themed (or just plain good!) incarnation of Street Fighter unless a die-hard director or filmmaking team with <em><strong>game canon knowledge</strong></em> stepped up to the plate to helm such a project. <em>[Emphasis added]</em></p></blockquote>
<p>And this is really what it comes down to, not just for making a solid Street Fighter movie, but to adapt <em>any</em> video game property into a film.  I would even take it a step further.  Any serious writer or director can do their research &#8211; read up on the story and characters, and hopefully <em>play</em> the game.  But there is a certain <em>spirit</em> contained within video games that only devoted players can tap into, that undefinable <em>something</em> that changes casual players into <em>fans</em> &#8211; or dare I say it: &#8220;hardcore&#8221;.</p>
<p>Rather than spending numerous paragraphs trying to pinpoint a definition of this elusive video game element &#8211; which fans already understand and non-players will not, regardless of how well I explain it &#8211; I will give you a perfect example.<a id="more-1737"></a></p>
<p>The video below features two gamers playing Street Fighter III in a tournament.  The main display shows the game itself, while the inset shows the players and the spectators.  One of the players, <a href="http://en.wikipedia.org/wiki/Daigo_Umehara" target="_blank">Daigo Umehara</a>, is regular competitor and made quite a name for himself as a master player.  At the start of the video, Daigo &#8211; playing as Ken &#8211; is on the verge of losing in an upset.  Watch what happens.</p>
<div style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="375" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/KS7hkwbKmBM&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="375" height="300" src="http://www.youtube.com/v/KS7hkwbKmBM&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></div>
<p>If you have <em>no</em> idea what you just saw, then the short explanation is simply that Daigo made an incredible comeback against very difficult odds.  If you&#8217;re familiar at all with video games &#8211; fighting games in particular &#8211; then what Daigo did involved a series of precisely timed inputs, about 12-15 of them, with <em>zero</em> margin for error.  With that he avoided defeat, and then followed up with another well-timed manuever to win the match.  The reaction of the crowd speaks volumes.  It was an incredible moment.</p>
<p>This brings us to a simple truth.  If in watching the above video you don&#8217;t feel <em>anything </em>stir inside of you, any sort of excitement or marvel or amazement, then you would have <em>no business</em> making a Street Fighter movie.  It is not enough to know who all the characters are, to memorize the entire franchise wiki, or even to play the game for hours and hours on end.</p>
<p>If playing or <em>watching</em> a game at no point illicits the kind of response shown by the crowd in the video above, then that <em>&#8220;spirit&#8221;</em> of video games escapes you, and you are not qualified to make a film adaptation.</p>
<p>A similar situation can be seen in the recent string of successful comic book films versus the endless series of terrible films from years past.  The writers and directors chosen for these newer films tend to be <em>fans</em> of comic books, and those franchises in particular.</p>
<p>Video game movies fail because the writers and/or directors are merely looking to capitalize on a successful franchise, but do not have any personal emotional investment in the project.  They are unable to tap into the <em>&#8220;spirit&#8221;</em> of games, and that disconnect manifests on screen with disastrous results.</p>
<p>Here&#8217;s hoping that Joey Ansah understands the spirit, lest another <a href="http://www.youtube.com/watch?v=DMV2hnlcmgU" target="_blank">terrible Street Fighter movie</a> be added to the endless series of awful video game adaptations.</p>
<p>UPDATE: Street Fighter Legacy is finished, and by &#8220;short film&#8221;, Ansah really did mean <em>short &#8211; </em>the whole thing clocking in at just over 3 minutes.  But he does seem to capture the essence of the franchise in that time.  There are some changes I&#8217;d make &#8211; like making the Sho-ryu-ken at normal speed, but overall I think it was well-done.  Maybe if it gets enough of a following, and generates enough buzz, we&#8217;ll see it become something full-length.</p>
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		<title>Video Games Can Never Be Art</title>
		<link>http://godheval.net/video-games-can-never-be-art/</link>
		<comments>http://godheval.net/video-games-can-never-be-art/#comments</comments>
		<pubDate>Mon, 19 Apr 2010 10:50:32 +0000</pubDate>
		<dc:creator>Godheval</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Society & Culture]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://godheval.net/?p=1692</guid>
		<description><![CDATA[This was a <a href="http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html">statement</a> made by famed movie critic Roger Ebert.<br /><br />

And it affirms something to which I've long <a href="http://godheval.net/district-9-is-better-than-its-critics/">attested</a>:<br /><br />

<blockquote>...the film critic’s pathetic lot – to forever claw and scratch for  recognition by other film critics, since no one else – namely those <em>other  film students</em> who went on to actually <em>make films</em> – gives a  damn.</blockquote><br /><br />

<em><strong>What is art? </strong></em><br /><br />

This question is one that has been debated perhaps since the beginning of human history - indeed I would venture a guess that even the cave painters Ebert mentions in his post argued the validity of those works, unaware as to how they would inform historians of the social context in which they were created.  It is only at the modern heights of arrogance that could one claim to be able to answer this age-old question with any certainty.  And it is hardly possible to be any more arrogant than making a universal truth claim, let alone one expected to hold for <em>eternity.</em> The whole thing is laughable.<br /><br />

I have argued in the past that <a href="http://godheval.net/video-games-the-ultimate-medium/">video games are the ultimate form of expression</a>, and what is art if not expression?  Indeed video games are a convergence of art from just about every medium - audio, visual, literary - and their social impact is ever-increasing.  Ebert makes his statement by observing video footage of a few games offered up as art, already prepared to deny the possibility.  Aside from the sheer fallacy of denying art as a form of expression, there is also the matter of his evaluation not being made from the proper standpoint.  As I argued in the above-linked essay, what sets video games apart from film, television, music, books, and other mediums is their interactivity.<br /><br />

<blockquote>That one thing [that sets video games apart from other media] is interactivity. You can rip a page out of a book in  frustration as a story takes an unfavorable turn, or you can yell your  lungs out at movie screen as the stupid teenage girl wanders down the  dark hallway alone towards the lurking killer, but chances are that  you’re not going to change anything. In a video game, however, a person  is given a measure of control over the characters and environment  presented.</blockquote><br /><br />

To evaluate any video game without <em>playing it</em> is as dubious as evaluating a piece of music by only reading the lyrics or reading the sheet music, or evaluating the merits of a film based on - insert laughter here - a <em>critic's review</em>.<br /><br />

If the <em>art is expression</em> argument alone doesn't validate video games' status as an art form, then allow me to speak from a more personal place, because is not the <em>meaning</em> of art in any context entirely subjective?  I can attribute to two single <em>moments</em> in the games <em>Chrono Cross</em> (Playstation) and<em> Lunar: Eternal Blue</em> (Sega CD), the abstracts that would expand to become the cornerstone of my <a href="http://godheval.net/philosophy/">personal philosophy</a>.  The former, in that one moment, had me question how <a href="http://www.godheval.net/philosophy/wave">color could correspond to sound</a>, and the latter had me considering the <a href="http://godheval.net/philosophy/universal-aspects/#changepreservation">relationship between creation and destruction</a>, which I would later come to understand more abstractly as two forms of change.<br /><br />

Furthermore, my ethics - manifest in my sense of justice - if not founded in, were certainly bolstered by the lofty ideals of good vs. evil I found in video games as a child.  The evolution of video game conflicts from black and white conceptualizations of good and evil in the "old school" to the shades of gray now explored through the tough moral choices players have to make in the "new school" not only showcases video games' increasing complexity, but also their increasing relevance to the real world.  Art, as a medium, is nothing without its flexibility, and its ability to evolve as a reflection of the surrounding social atmosphere.<br /><br />

My inspiration to write came from video games as well, at first little more than an emulation or reworking of video game plots, but soon thereafter the expression of a burgeoning imagination, forged in outlandish worlds and impossible situations.  Video games spoke to me in ways that other mediums simply did not, and if we are measuring art in terms of social or personal impact, then Ebert's claim is not only false for me, but a personal slight to me and others like me, for whom games have been either a subtle or direct influence.  His claim invalidates <em>me</em>, personally - dismissing the countless hours in which I was visually, aurally, physically, and emotionally invested and engaged - as frivolous, or a waste of time.<br /><br />

This is saying nothing of how it invalidates the creators of video games - themselves musicians, painters, 3D modelers, programmers, writers, choreographers, actors, and more - each of which, outside the context of the video game itself, Ebert could hardly argue were not artists.<br /><br />

<em><strong>So, on what sort of project, exactly, could established artists from many different fields come together, only to miraculously create something that is not art? </strong></em><br /><br />

To propose that such a project could even exist is to stand at the very apex of stupidity.<br /><br />

For someone who is <em>without a doubt</em> - no matter how one chooses to define art - <em>not</em> an artist himself, and one who has never been touched by the myriad forms of expression contained within a video game, Ebert only proves himself <em>incapable</em> of making such a judgment.  He also proves, for his increasing detachment from an evolving media culture, his sheer cultural irrelevance.]]></description>
			<content:encoded><![CDATA[<p>This was a <a href="http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html">statement</a> made by famed movie critic Roger Ebert.</p>
<p>And it affirms something to which I&#8217;ve long <a href="http://godheval.net/district-9-is-better-than-its-critics/">attested</a>:</p>
<blockquote><p>&#8230;the film critic’s pathetic lot – to forever claw and scratch for  recognition by other film critics, since no one else – namely those <em>other  film students</em> who went on to actually <em>make films</em> – gives a  damn.</p></blockquote>
<p><em><strong>What is art? </strong></em></p>
<p>This question is one that has been debated perhaps since the beginning of human history &#8211; indeed I would venture a guess that even the cave painters Ebert mentions in his post argued the validity of those works, unaware as to how they would inform historians of the social context in which they were created.  It is only at the modern heights of arrogance that could one claim to be able to answer this age-old question with any certainty.  And it is hardly possible to be any more arrogant than making a universal truth claim, let alone one expected to hold for <em>eternity.</em> The whole thing is laughable.</p>
<p>I have argued in the past that <a href="http://godheval.net/video-games-the-ultimate-medium/">video games are the ultimate form of expression</a>, and what is art if not expression?  Indeed video games are a convergence of art from just about every medium &#8211; audio, visual, literary &#8211; and their social impact is ever-increasing.  Ebert makes his statement by observing video footage of a few games offered up as art, already prepared to deny the possibility.  Aside from the sheer fallacy of denying art as a form of expression, there is also the matter of his evaluation not being made from the proper standpoint.  As I argued in the above-linked essay, what sets video games apart from film, television, music, books, and other mediums is their interactivity.</p>
<blockquote><p>That one thing [that sets video games apart from other media] is interactivity. You can rip a page out of a book in  frustration as a story takes an unfavorable turn, or you can yell your  lungs out at movie screen as the stupid teenage girl wanders down the  dark hallway alone towards the lurking killer, but chances are that  you’re not going to change anything. In a video game, however, a person  is given a measure of control over the characters and environment  presented.</p></blockquote>
<p>To evaluate any video game without <em>playing it</em> is as dubious as evaluating a piece of music by only reading the lyrics or reading the sheet music, or evaluating the merits of a film based on &#8211; insert laughter here &#8211; a <em>critic&#8217;s review</em>.<a id="more-1692"></a></p>
<p>If the <em>art is expression</em> argument alone doesn&#8217;t validate video games&#8217; status as an art form, then allow me to speak from a more personal place, because is not the <em>meaning</em> of art in any context entirely subjective?  I can attribute to two single <em>moments</em> in the games <em>Chrono Cross</em> (Playstation) and<em> Lunar: Eternal Blue</em> (Sega CD), the abstracts that would expand to become the cornerstone of my <a href="http://godheval.net/philosophy/">personal philosophy</a>.  The former, in that one moment, had me question how <a href="http://www.godheval.net/philosophy/wave">color could correspond to sound</a>, and the latter had me considering the <a href="http://godheval.net/philosophy/universal-aspects/#changepreservation">relationship between creation and destruction</a>, which I would later come to understand more abstractly as two forms of change.  In that art has often sparked philosophical inquiry and introspection – for the creator and the audience – video games clearly fit the bill.</p>
<p>Furthermore, my ethics &#8211; manifest in my sense of justice &#8211; if not founded in, was certainly bolstered by the lofty ideals of good vs. evil I found in video games as a child.  The evolution of video game conflicts from black and white conceptualizations of good and evil in the &#8220;old school&#8221; to the shades of gray now explored through the tough moral choices players have to make in the &#8220;new school&#8221; not only showcases video games&#8217; increasing complexity, but also their increasing relevance to the real world.  Art, as a medium, is nothing without its flexibility, and its ability to evolve as a reflection of the surrounding social atmosphere.</p>
<p>My inspiration to write came from video games as well, at first little more than an emulation or reworking of video game plots, but soon thereafter the expression of a burgeoning imagination, forged in outlandish worlds and impossible situations.  Video games spoke to me in ways that other mediums simply did not, and if we are measuring art in terms of social or personal impact, then Ebert&#8217;s claim is not only false for me, but a personal slight to me and others like me, for whom games have been either a subtle or direct influence.  His claim invalidates <em>me</em>, personally &#8211; dismissing the countless hours in which I was visually, aurally, physically, and emotionally invested and engaged &#8211; as frivolous, or a waste of time.</p>
<p>This is saying nothing of how it invalidates the creators of video games &#8211; themselves musicians, painters, 3D modelers, programmers, writers, choreographers, actors, and more &#8211; each of which, outside the context of the video game itself, Ebert could hardly argue were not artists.</p>
<p><em><strong>So, on what sort of project, exactly, could established artists from many different fields come together, only to miraculously create something that is not art? </strong></em></p>
<p>To propose that such a project could even exist is to stand at the very apex of stupidity.</p>
<p>For someone who is <em>without a doubt</em> &#8211; no matter how one chooses to define art &#8211; <em>not</em> an artist himself, and one who has never been touched by the myriad forms of expression contained within a video game, Ebert only proves himself <em>incapable</em> of making such a judgment.  He also proves, for his increasing detachment from an evolving media culture, his sheer cultural irrelevance.</p>


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the%20%22new%20school%22%20not%20only%20showcases%20video%20games%27%20increasing%20complexity%2C%20but%20also%20their%20increasing%20relevance%20to%20the%20real%20world.%20%20Art%2C%20as%20a%20medium%2C%20is%20nothing%20without%20its%20flexibility%2C%20and%20its%20ability%20to%20evolve%20as%20a%20reflection%20of%20the%20surrounding%20social%20atmosphere.%0D%0A%0D%0AMy%20inspiration%20to%20write%20came%20from%20video%20games%20as%20well%2C%20at%20first%20little%20more%20than%20an%20emulation%20or%20reworking%20of%20video%20game%20plots%2C%20but%20soon%20thereafter%20the%20expression%20of%20a%20burgeoning%20imagination%2C%20forged%20in%20outlandish%20worlds%20and%20impossible%20situations.%20%20Video%20games%20spoke%20to%20me%20in%20ways%20that%20other%20mediums%20simply%20did%20not%2C%20and%20if%20we%20are%20measuring%20art%20in%20terms%20of%20social%20or%20personal%20impact%2C%20then%20Ebert%27s%20claim%20is%20not%20only%20false%20for%20me%2C%20but%20a%20personal%20slight%20to%20me%20and%20others%20like%20me%2C%20for%20whom%20games%20have%20been%20either%20a%20subtle%20or%20direct%20influence.%20%20His%20claim%20invalidates%20me%2C%20personally%20-%20dismissing%20the%20countless%20hours%20in%20which%20I%20was%20visually%2C%20aurally%2C%20physically%2C%20and%20emotionally%20invested%20and%20engaged%20-%20as%20frivolous%2C%20or%20a%20waste%20of%20time.%0D%0A%0D%0AThis%20is%20saying%20nothing%20of%20how%20it%20invalidates%20the%20creators%20of%20video%20games%20-%20themselves%20musicians%2C%20painters%2C%203D%20modelers%2C%20programmers%2C%20writers%2C%20choreographers%2C%20actors%2C%20and%20more%20-%20each%20of%20which%2C%20outside%20the%20context%20of%20the%20video%20game%20itself%2C%20Ebert%20could%20hardly%20argue%20were%20not%20artists.%0D%0A%0D%0ASo%2C%20on%20what%20sort%20of%20project%2C%20exactly%2C%20could%20established%20artists%20from%20many%20different%20fields%20come%20together%2C%20only%20to%20miraculously%20create%20something%20that%20is%20not%20art%3F%20%0D%0A%0D%0ATo%20propose%20that%20such%20a%20project%20could%20even%20exist%20is%20to%20stand%20at%20the%20very%20apex%20of%20stupidity.%0D%0A%0D%0AFor%20someone%20who%20is%20without%20a%20doubt%20-%20no%20matter%20how%20one%20chooses%20to%20define%20art%20-%20not%20an%20artist%20himself%2C%20and%20one%20who%20has%20never%20been%20touched%20by%20the%20myriad%20forms%20of%20expression%20contained%20within%20a%20video%20game%2C%20Ebert%20only%20proves%20himself%20incapable%20of%20making%20such%20a%20judgment.%20%20He%20also%20proves%2C%20for%20his%20increasing%20detachment%20from%20an%20evolving%20media%20culture%2C%20his%20sheer%20cultural%20irrelevance.&amp;submitCategory=lifestyle&amp;submitAssetType=text" 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		<title>Gaming Can Make A Better World</title>
		<link>http://godheval.net/gaming-can-make-a-better-world/</link>
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		<pubDate>Wed, 17 Mar 2010 20:24:54 +0000</pubDate>
		<dc:creator>Godheval</dc:creator>
				<category><![CDATA[Domestic Issues]]></category>
		<category><![CDATA[Environmental Issues]]></category>
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		<category><![CDATA[Video Games]]></category>

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		<description><![CDATA[The following video discusses how game design and game playing can contribute to making a better world.  It sounds like a lofty idea, but it is well-argued, as I hope you will see.<br /><br />

Jane McGonigal is not simply comparing games to real life, but is talking about tapping into those abstract qualities that gamers bring to bear against game challenges - applying that determination, hard work, and idealism to real world endeavors.<br /><br />

<object width="446" height="326"><param name="movie" value="http://video.ted.com/assets/player/swf/EmbedPlayer.swf"></param><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent"></param><param name="bgColor" value="#ffffff"></param> <param name="flashvars" value="vu=http://video.ted.com/talks/dynamic/JaneMcGonigal_2010-medium.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/JaneMcGonigal-2010.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=799&#038;introDuration=16500&#038;adDuration=4000&#038;postAdDuration=2000&#038;adKeys=talk=jane_mcgonigal_gaming_can_make_a_better_world;year=2010;theme=the_rise_of_collaboration;theme=a_taste_of_ted2010;theme=design_like_you_give_a_damn;theme=art_unusual;theme=what_s_next_in_tech;theme=media_that_matters;theme=new_on_ted_com;event=TED2010;&#038;preAdTag=tconf.ted/embed;tile=1;sz=512x288;" /><embed src="http://video.ted.com/assets/player/swf/EmbedPlayer.swf" pluginspace="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" wmode="transparent" bgColor="#ffffff" width="446" height="326" allowFullScreen="true" flashvars="vu=http://video.ted.com/talks/dynamic/JaneMcGonigal_2010-medium.flv&#038;su=http://images.ted.com/images/ted/tedindex/embed-posters/JaneMcGonigal-2010.embed_thumbnail.jpg&#038;vw=432&#038;vh=240&#038;ap=0&#038;ti=799&#038;introDuration=16500&#038;adDuration=4000&#038;postAdDuration=2000&#038;adKeys=talk=jane_mcgonigal_gaming_can_make_a_better_world;year=2010;theme=the_rise_of_collaboration;theme=a_taste_of_ted2010;theme=design_like_you_give_a_damn;theme=art_unusual;theme=what_s_next_in_tech;theme=media_that_matters;theme=new_on_ted_com;event=TED2010;"></embed></object><br /><br />

It can, has been, and will continue to be argued that games are simply games, that they are designed to be won, and that the real world has no such safeguards against failure.  But the game McGonigal most talks about - World of Warcraft - ultimately has no point.  It has no happy ending. It is game that never ends, which works well for the developers, who continue to make millions upon millions of dollars every year.<br /><br />

You can overcome the most epic of epic challenges, but soon thereafter the game resets to the way it was before that challenge was met, to enable others to do the same.  There are people who continue to play Warcraft even though they have achieved the maximum level, have defeated the ultimate boss, and have done almost everything there is to do in the game.<br /><br />

But they will go through it all again, with the same determination and idealism, to help another player have that experience.  In the real world that could translate into people helping those less fortunate - i.e. at a "lower level" - after they have solved their own challenges.  It is not about pity or guilt, but about mutual understanding of a problem, and collaboration to solve it.  It is this kind of idealistic, high-minded, cooperative determination that McGonigal is suggesting we need to employ to take on world challenges.]]></description>
			<content:encoded><![CDATA[<p>The following video discusses how game design and game playing can contribute to making a better world.  It sounds like a lofty idea, but it is well-argued, as I hope you will see.</p>
<p>Jane McGonigal is not simply comparing games to real life, but is talking about tapping into those abstract qualities that gamers bring to bear against game challenges &#8211; applying that determination, hard work, and idealism to real world endeavors.</p>
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<p>It can, has been, and will continue to be argued that games are simply games, that they are designed to be won, and that the real world has no such safeguards against failure.  But the game McGonigal most talks about &#8211; World of Warcraft &#8211; ultimately has no point.  It has no happy ending. It is game that never ends, which works well for the developers, who continue to make millions upon millions of dollars every year.</p>
<p>You can overcome the most epic of epic challenges, but soon thereafter the game resets to the way it was before that challenge was met, to enable others to do the same.  There are people who continue to play Warcraft even though they have achieved the maximum level, have defeated the ultimate boss, and have done almost everything there is to do in the game.</p>
<p>But they will go through it all again, with the same determination and idealism, to help another player have that experience.  In the real world that could translate into people helping those less fortunate &#8211; i.e. at a &#8220;lower level&#8221; &#8211; after they have solved their own challenges.  It is not about pity or guilt, but about mutual understanding of a problem, and collaboration to solve it.  It is this kind of idealistic, high-minded, cooperative determination that McGonigal is suggesting we need to employ to take on world challenges.</p>


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