Sunday, January 24, 2016

Neolithic Agriculture and the Modern Gamer

Let's talk about monoculture. For everyone not up on their Mesopotamian agriculture practices, monoculture is a method of farming in which the same crops are planted on the same plots of land, year after year after year. It's simple, tidy, and utterly unsustainable. 

As it turns out, different plants require different nutrients. Each will take certain nutrients out of the ground and put others back in. This isn't a problem for the first year, or the first five years, or mayber even the first twenty. But after too many years of sustaining one kind of plant, the plot of land no longer has the stuff that plant needs to sustain itself. The crop has literally exhausted its own ability to exist.

But there's a solution. Farmers living in 6000 BCE might not have been educated in the modern sense, but they knew their work. And without knowing why, they understood that by changing the crops grown in a given field from year to year, they would ensure it remained productive for years to come. 

The concept of monoculture has an important lesson to teach in practically every field. In economics, we understand that all enterprise requires demand to sustain it, and in media, novelty and interest function similarly. The common element here is a single idea: any practice any field, from farming to banking to film production, has an expiration date. Stagnation might seem easy easy or tidy or traditional, but it's a surefire way to run yourself out of a job in the long run. The only cure is change.

Now imagine a world in which not committing murder is a radical choice. Where by the simple act of not killing any old person on the street out of convenience, or random malice, or sheer impulse, you have managed to distinguish yourself as a model citizen.

That's the current status of video games, on a whole. In the current culture of game design, offering a narrative where the player does not commit murder is a radical choice.

I don't want to retread the tired and false argument that video games are murder simulators that warp our youth into deranged lunatics. But when I can look out on a field of triple-A titles and count the number of games that don't require killing on one hand, count the number of games which aren't power fantasies on one hand - there's something wrong. Monoculture in media is just as unsustainable as in agriculture.

Say you're a moviegoer. Movies are important to you, because you grew up with them, and they're not just the medium with which you're most familiar, they're also a cultural signpost. You identify with characters from movies, you go to movie conventions, and you met most of your friends through movies.

Now imagine that 95% of movies coming out were horror films.

And to be fair - you like horror films. Some of you favorite movies are horror films. But when horror films are that inescapably abundant, you might start to long for a nice comedy. Maybe even a drama or a biopic. And even though you've asked for it, even though every non-horror movie to hit the silver screen makes millions because there's just no competition, practically every studio out there just keeps cranking out horror films.

And after years and years of this, you start to wonder: are movies even worth it anymore?

That's what it's like being a modern gaming fan.

(Well, plus some seriously toxic communities that I'm not even going to poke a stick at here.)

While there's nothing inherently wrong with violent video games - indeed, many of them are quite good - when there's nothing but violent video games to be seen, that's a problem. That much uniformity and saturation is just bad for the medium. It hurts fans, who lose access to a vast breath of potential innovation that just isn't being produced. It hurts game studios, who lose profit due frustration on the part of fans and talent alike. And artistically, it stifles new and unique narratives, choking the potential of one of the most versatile forms of media ever created and making serious discussion of video games as an art form all but impossible.

To be fair, indie gaming community has been making strides in this direction. A resurgence of narrative-driven games, of Tetris-like games too abstract for violence to enter the picture, and of thoughtful explorations or critiques of the medium has loosened the stranglehold of monoculture on modern gaming. 

Still - I'm sad to admit it, but this never such a glaring problem to me until I played a game which both critiques the omnipresence of violence in games without requiring the same violence from the player. (That game is Toby Fox's phenomenal RPG Undertale, which systematically questions aspects of videogames as a medium I've never before seen attacked.)

The most dangerous thing about monoculture is how easy it is. Some of it might stem from laziness, some from tradition, but I'd estimate the bulk of it is a simple matter of failing to challenge assumptions so deeply-ingrained we don't even think about them. Beating monoculture is not a matter of asking unasked questions, of opening doors that were closed. It's a matter of asking questions that haven't even been considered - of building doors where once we saw only walls.

And then, once our new doors are in place, finding new walls to knock down.