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Even
the adults, who do not think high of this phenomenon -since with the word
"game" involved, it simply recalls the world of children-, are now playing
games all around the world by spending tens of millions of money. I would
like to remind those who have still reservations and anxiously ask "What if
friends see me playing games? Wouldn't they look down on me?" We are not
talking about games like playing a sort of "mock-construction" in which we
used to infest the toy-lorries with sand by colourful rows made of plastic.
What we mean by computer games are in fact works of arts which are products
of tens of artists, authors, painters, musicians, graphic designers getting
together and then passing their designs on to mathematicians to be
programmed and transformed into the computer language, then ultimately be
reflected on our screens.
Game Theory
It
is vital here to remind those who have had a contempt for the word "game"
the fact that the principles that determine the world economy, social life
and the balance of world are actually based upon the "game theory", a theory
in maths that was, some fifty years ago, not taken seriously simply because
there was the word "game" in it. Perhaps "game" is a kind of keyword that
triggers our fears and complexes which even tempted us to smoke since we
obsessively wanted to look like an adult, and maybe that is why the word has
had really bad connotations. But now, that derogatory tone -- valid in those
days in which the world was a big stage and all the men and women merely
amateurs-- have been replaced by a sort of admiration and interest. Nowadays
computer games are starting to be spelled with a well-deserved respect. If
you are a complete stranger to these games or biased against them, the
examples I will give can make you put that god-damn't-cigarette aside (Look,
you made it, well-done!) and start thinking "Oh, maybe I am wrong!"
In May, the biggest video game fair of the world, E3, was held in Las Vegas
and it showed how important these games are and will be in our lives. Game
industry which creates a huge world market of about tens of billion dollars
used to spell the term "billion dollar" with hesitation, but today the
budgets of computer games have reached levels to be envied even by
Hollywood.
The Computer Game Player: "Thick Glasses, Pimply Faced Antisocials"
Since
computer games, which are considered as rivals to movies in entertainment
industry, have turned out to be big productions with huge budgets, artists
are also involved in them. Time was when pimply faced antisocial adolescents
with thick eye-glasses (these were their features 25 years ago) were
absorbed in the very first generation of computer games with their
constantly alarming beep-beeps in their PCs. Today the process of creating a
game involves making serious job proposals to famous writers for them to
develop a plot, write up dialogues and come up with a proper setting for the
scenario. The elitist artist or musician of the past who used to be
stiff-upper-lip against all criticism now plays his/her cards diligently to
be the blue-eyed boy of these game producers. Those famous actors and
actresses whom we give big applause in movie theatres are now playing
"parts" in these computer games both prestige and money. And the result is
inevitably a work of art produced by the collaboration of artists and
scientists, namely mathematicians. Artists who are inspired by the writers'
script transform the verbal images into visual ones. Musicians interpret the
atmosphere and redefine it in musical terms. And actors and actresses spend
long hours in studios to make the characters speak and read thousands of
lines which lasts for weeks and weeks. Eventually mathematicians, software
programmers and experts in the digital world decode this universe of meaning
and translate it into computer language for us to see the games on our
screens. Thus becomes a computer game an activity, completely different from
the sand games we used to play by seaside with our toy-lorries and all that.
Instead, it becomes a sort of experience that gives us the artistic pleasure
similar to the one we enjoy when we visit an art gallery, listen to a
symphony orchestrated by many players each performing his/her part, or read
a moving novel on a sofa and be engrossed with it.
In fact, when our favourite films, not necessarily Hollywood productions,
are made into computer games, we get the chance to participate in the story.
We are even provided with most of the details that are not available in the
film versions of these games due to time and budget restrictions, which
enable us to see the story line in the order we like. We confront many
riddles and witty questions designed by the creators of the game, artists,
writers and musicians, which make us enjoy the feeling that we do
interact with these minds. After so much said about them, you must have
already started to see how satisfying and enjoyable the long-despised
computer games could be!
The Return of Natasha
Of
course, computer games are not only about entertainment or about the claim
it could measure up film industry; they also play a vital role in terms of
keeping cultural diversity alive in the face of the comic and melodramatic
Hollywood productions. Do not forget that there was the complaint that
Hollywood was a means of cultural hegemony of the USA. It has been evident
that Hollywood could easily pacify and stun the world via its romantic
comedies and stupid action films and produce a youth brainwashed to purchase
only the US-made products and consume only the US-made politics. But today
thanks to the computer games, everybody who can work their minds reasonably
well can stand against Hollywood without having big sums of money. People
from Russia, Czechoslovakia, namely those from ex iron-curtain countries
who, in Laleli or Aksaray, Istanbul, try hard to trade their goods among the
cunning merchants, who sell their bodies as objects, who are treated as
cheap women, the humiliated "Natasha's of the Black Sea" , and who complain
about the 10-dollar offered to hem as salary in their home countries seem to
have finally challenged Hollywood thanks to the collaboration of young
writers, designers, software engineers to create low-budget games
stimulating people. Today the producers of the most popular, the most
favourite and the best-selling games almost always come from these
countries, and each game is consumed just like an intriguing novel or a
mesmerising film.
The average age of players has been getting higher and higher. Of course,
one reason for this is that the boys and girls who used to be content to
play those funny first-generation games 25 years ago are now older; but the
real reason is that adults reaching computers who used to hate the term
"computer game" now cannot resist the charm of the world these games open
for them.
You must have certainly known a person who hated books, thus never read, and
upon hearing the word 'book' who would only think of the tantrums they had
in high school when they were forced to read the old classics like "Yaban"
by literature teacher, the crack-pot, reading a book one day, a 'real' book,
a book of his interest, and turning into a book-worm! I used to have such a
friend; let me remember few things about him! I say I "used to have",
because years ago, when I was the editor of a game magazine, unwilling to
see that the magazine was one of the four or five best-selling magazines of
the country then, he would despise what I do and say it was a "childish"
thing to deal with such things adding his sarcastic: "Who on earth reads
these things!" But unfortunately we do not often see each other now, and I
feel obliged to use the past tense when telling about him due to the drastic
change he went through in years: he started as the enemy of those 'childish'
games and magically turned into a fan of that very 'childish' Star Wars
which is part of the 'Star Wars Galaxies', his new dwelling place. "Star War
Galaxies", which I am also involved in and which I wane and groan about when
I cannot find the time to play, is a big-sale on-line game available for the
players from all around the world who could interact with one another.
(http://starwarsgalaxies.station.sony.com/)
Some seven years ago, when I suggested the title "Devasa Online Oyun" for
the Turkish version of the game known abroad as "Massively Multiplayer
Online Game (MMOG)" and made it the cover news of the magazine, I remember
getting some criticism saying there would be no point in translating this
title when there are lots of much more essential words kept in English, thus
no one would use that. But today thousands of Turkish game players call
online games like Star Wars Galaxies or Everquest " Devasa Online Oyun", and
game distributors in Turkey also use this title in their news bulletins.
(Years before this, we had realised the fact that translating the word
'online' would have no sense since people were made to accept and use
'online' via banks and high-frequency ads, so a title like "Devasa Bagli
Oyun" sounded weird even to us.)
Just
like this discourse claiming the translations would be no use, the claims
that these online games would inevitably fail and never become a part of
entertainment industry since they had weak plots also were long refuted.
Today, millions of people from all parts of the world enter the net and live
their fantasies in these games which visually and thematically equal feature
films, communicate with those sharing their interest, form groups, set out
on a Sith-hunting, save a princess-in-distress, stop the evil forces that
would otherwise destroy all the planets, take up their swords of light and
duel, or lead a peaceful life without being actively involved in attacks,
heal the wounds of the warrior who fights on their behalf against the enemy
and do experiments to make better shields and more efficient weapons. They
choose whatever professions they want such as being a merchant; scientist,
dancer and doctor or you name it. People enjoy becoming a part of this
dynamic universe which they know is the outcome of a painstaking labour of
hundreds of artists.
Of course it doesn't sound reasonable to leave all behind and live with
games only and I wouldn't like to see anybody losing touch with the life
outside and leading one in virtual universe as my friend happened to do;
however, if you have contempt for these games, I think his is a very good
case for me to explain you what I mean. Many actors/actresses appearing in
these games are themselves old and mature enough to have their children. In
the Western world, there are many families, playing these games together
with their family members as an alternative to their nightly TV viewing
sessions. Europe and US-based magazines report that it was in the past when
adults approached their children with their endless, "you'd better stop this
game and start studying now!", or unplugged the machine as the last resort.
Now it is children who complain and say "I can never play my game; it is my
mom in daytime, and dad at night!"
Virtual Actors and Actresses: Stars Who are not Coy
In
the second half of May, the video game fair of the world, E3, Los Angeles
showed us how computer games will influence our lives in near future. We
will see that the new generation play stations developed by brands like
Playstation which have been full of joystick and play pads fighting and
boxing so far (and of course the PCs in our houses) will have a claim to
have more place in our lives that TV does. The reason is that these stations
will have engrossing and life-like adventure games with really good stories
perfectly produced as a result of the developments in technology.
Even the video trailer of this game, which I think is a must-to-see,
Killzone2, (you can download from
http://www.gamespot.com/ps3/action/killzone2/media.html) caused
many controversies, because with its photo-real images, the game was so
life-like that soon the rumour spread in the internet forums suggesting that
the next step will be the era of feature films with digital actors/actresses
and that the real actors will not be able to deal with all this. You might
remember the science-fiction film "S1m0ne" (Simone) --
all-digital-cast--which is about a film director (Al Pacino) hiding from
all, the facts about the actress he creates digitally
(www.s1m0ne.com). We are now at
the point those films raised a couple of years ago, and it was the computer
games that opened the door for this beginning.
I would just like to say that you are outmoded if you are one of those who
despise the computer games saying they are childish. Please note that the
number of people sharing your idea is sharply decreasing and computer games
are getting more and more respected as the works of eight arts.
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