Genesis

Growing up, video games were strictly off-limits in my household, but much like the proverbial forbidden fruit, I found myself inescapably drawn to them in my rebellious teenage years, much to my parent's chagrin. Throughout my youth, I was warned video games would “rot my brain”, and that they were nothing but a waste of time. They were a snake in the garden tempting me with promises of escapism and adventure. Of course, video games, like anything else, can be harmful in excess, but I think the proliferation of this stigma causes many to lose sight of what the medium truly is. Few would claim that books or movies are inherently harmful, they are, like video games, merely a vessel through which we convey emotion and tell stories. However, this negative conception is not entirely misguided as its roots can be traced back to the industry’s genesis. 

Video games as we know them began in the neon-lit corridors of the arcade. They were designed to keep people playing as long as possible, inserting quarter after quarter to complete that level, beat that difficult boss, or get that high score. Games were first and foremost a product, an identity they have had a difficult time shaking. While players aren’t dumping their allowances in return for precious play time anymore, modern game companies strive to keep people playing while extracting as many dollars as possible along the way. The modern arcade cabinet is the battle pass, the in-game currency, and the dreaded microtransaction. Predatory business practices and formulaic approaches to design have reinforced the notion that video games are primarily commodities. With gamers wasting so much time and money while getting little in return, it is not difficult to see why the tarnished reputation of video games proceeds them. Yet, it is still only a medium, a canvas that when utilized with care and passion, can ripen into moving and creative pieces of art. 

Like any form of entertainment, games are vehicles for gripping storytelling, artistic expression, and human ingenuity, but there is one key element that few other forms of entertainment can match. Video games offer agency. Creators determine the rules of engagement through which an audience interacts with a living breathing text. Whether it's a simple point-and-click visual novel or an expansive open-world role-playing game, the player has a certain degree of sway, making choices that impact the virtual environment and the narrative that unfolds. Unless of course, there is no story at all, only sequential actions that evoke feeling. The jubilation of a hard-fought Fortnite victory with friends, the Satisfaction of executing a flawless combo in Street Fighter, the frustration spurned by a difficult Candy Crush level, and the pain of totally blowing your best shot at that Dark Souls boss are all emotions born from this dynamic art form. Decisions carry weight and consequences, victories bring joy, and failures bring despair, adding to the array of evocative experiences along the countless subjective journeys created by player agency. 

Video games are many things, products, stories, fun, social, isolating, challenging, relaxing, horrifying, and beautiful, but above all else, they are an art form and they are young. During his acceptance speech for best director at this year’s Oscars, Christopher Nolan said “Movies are just a little bit over 100 years old… we don’t know where this incredible journey is going from here.” Video games are less than half that age, we are still in the medium's infancy, and the rules have yet to be set. Games will only continue to evolve, becoming more ubiquitous in culture, and allowing for more creative ways to tell stories and create emotion. As we leave the garden and venture into uncharted territory, the history of video games is being written and they must be embraced as art rather than products.



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Shadow of the Colossus and Nostalgia Without Experience