-->
The artistic
community has a somewhat confusing attitude towards innovation. On one hand, it
is a realm of discussion that constantly searches for the next creative leap—a
subversion of the norm, an exotic perspective or a non-traditional artistic
process. On the other hand, the world of art also tends to suffer from a deep
mistrust of the unknown. Whether it is the result cultural elitism, xenophobia
or a something else altogether, the fact is that new media is often shunned and
ridiculed when it first attempts to join the artistic discussion. Both the
novel and cinema, for example had to fight the uphill battle to take receive
their laurels of artistic relevance, but their acceptance did little to change
the way society perceives art; for all their innovation, these mediums upheld
the traditional artist-audience relationship. The former party creates, the
latter absorbs. This relationship has been standard, even sacred, ever since
humans have had the cranial capacity to create and conceive art. That is, until
the advent of video games.
We
live in an age of technological momentum that is so potent that our very
concepts of society and culture are no longer consistently valid. Before the
advent of computers, artistic endeavors were limited to the manner in which the
physical world could be manipulated and subsequently perceived. Now, however,
humans have the capability to create practically anything their minds can
conceive and display it for other people. Our perception, as a species, has changed.
Thus, our perception of art must change as well. This is where video games come
in. They represent the bleeding edge of artistic creation, the latest medium in
which creators work to bring joy, despair, and everything in between to their
audience.
But video games
meet exceptional resistance at every turn and lack sufficient support in the
realm of academia. In fact, some of the medium’s most important figures
actively subvert the plight to achieve artistic acknowledgment. Hideo Kojima,
for example, is a major videogame writer and producer who stated rather
categorically that “its not art.” (Eurogamer) I wish to refute this type of
criticism, as well as the general stigmata surrounding videogames , by using
another medium of ill repute: Shakespearian theatre. By comparing the themes,
context, and rhetorical strategies of Shakespeare to those found in video
games, I will demonstrate how video games are the most important art form of
the modern age.
Time
has a strange way of warping perception. Shakespearean drama is frequently
taken out of its historical context and canonized so thoroughly that even
scholars sometimes forget its humble beginnings. Contemporary plays of the 17th
century were generally frowned upon by the classically-minded critics of the
day, but were ravenously attended and anticipated by the common people. Far
from the current reverence they now receive, Shakespeare’s plays are analogous
to today’s videogames—they achieved commercial success, but critical
condemnation.
Like we talked about in class, there might be some Julius Caesar references might be made in any of these Roman video games: http://en.wikipedia.org/wiki/List_of_Ancient_Rome_video_games
ReplyDeleteA few of these themes (especially fate v. free will) would be really cool to bring out in a video game:
ReplyDeletehttp://www.sparknotes.com/shakespeare/juliuscaesar/themes.html
And have even been brought out in some games already--David's Spec Ops example, the twist in Bioshock, etc.
DeleteYou're probably already aware of this, but The Winter's Tale isn't the only play in which time is glossed forward. If you remember in Henry V, there is a lot of jumping forward in time. In the link below, they discuss how time was altered for staging purposes in Henry VIII. It wasn't purely for political reasons, as they point out, but also to move the story forward and make it more appealing to the audience. Just to give you a little perspective.
ReplyDeletehttp://theshakespeareblog.com/2013/01/hilary-mantel-and-shakespeare-two-tales-of-henry-viii