Did Video Games Just Save the World?

Okay, so the title is purposely provocative but did video games actually save the world during Covid? No. No, they did not. Of course they didn't! Covid-19 hasn't gone away but with the vaccines, social distancing and other measures in place, much of the world seems to be getting over the worst of it. However, there is no denying that video games made these long periods of isolation more bearable for huge swathes of the world's population. The mental and emotional wellbeing games provided can't always be measured accurately but from personal and anecdotal experience, it has offered respite from the harsh realities of the world for many.

Ever since I've been a kid, video games have been seem as a waste of time by many, distracting men (apparently gamers are only ‘men’ if much of mainstream media is to be believed) and influencing violence (I’ve written about video game violence before). However, this past year gaming has been an escape for many who haven't been able to get out. Now, some people might say that Netflix or Amazon Prime or any other streaming service really, have done even more by providing almost infinite amount of programming but there is a magical ingredient that is exclusive to gaming- agency. This means it is not a passive medium. You are in control of your destiny and, in a world gone topsy-turvy, that was reassuring for many, providing routine and security.

As well as taking people to magical and fantastical places video games have also allowed people to communicate, collaborate and share their experiences with other people. Now I'm not an Animal Crossing fan but I have many friends and family who have spent hundreds of hours within the game. A huge part of that was due to the fact that you can visit each other on your island and who wouldn't want to do that when there was no physical place to actually meet during the lockdown?

For me, I don’t play online with others as I often find the online world to be quite toxic and stressful so I jumped into Skyrim. I bought the game on the Xbox 360 but never actually played it but when it came on the Switch I bought it about a year ago and have been playing it off and on. During the lockdowns it became my game of choice and I poured a couple of hundred hours into it. I loved the freedom and fantasy the game offers, allowing me some respite from the realities of the world.

However, for others gaming offered a way to process what was happening in the real world. Often, there is a snobbery against gaming with some people saying that gaming worlds don't reflect the real world. Okay, many don't per se but often themes are addressed through allegory- these experiences allow us an opportunity to ruminate or consider our anxieties in a safe space, leaving us better equipped to handle situations in the real world. Games like Death Stranding (about a post apocalyptic postman), Last of Us 2 (about civilisation after an apocalyptic fungal virus creates cauliflower faced zombie creatures) and Plague Inc (a real world simulation about a pandemic spreading) allowed people to process this brave new world we were entering where the familiar became unfamiliar and the busy, comfortable communal spaces became liminal.

On another note, the surge in retro gaming sales has been unprecedented and retro games, consoles and mini consoles of retro systems have broken records in terms of sales. I think it's fair to say that when things go bad people like to remember better times and often it's the sepia tones of childhood and the past that appeals; I know that I bought the recent mini Bubble Bobble arcade machine purely for the feelings of nostalgia and affection for my childhood days with this game.

I loved my arcade machine and have no buyers remorse.

I loved my arcade machine and have no buyers remorse.

There's no denying that the industry has had an amazingly profitable year with many recording record profits but many of the AAA gaming publishers, as well as some individuals and indie studios, haven't behaved themselves. The industry has been facing multiple scandals covering a whole smorgasbord of abuses including harassment, toxic workplace environments and mandatory overtime (‘crunch’ in gaming parlance). As a gamer I question my complicity by buying games from companies who have allowed such abuses to occur. Should we, as the consumers, voice our concerns by boycotting such companies? I don’t know as obviously this has knock on consequences for the workforce but maybe, by bringing these issues to light, we can save the industry from the unscrupulous CEOs and people in authority who give themselves huge pay rises by sacking the workforce or by rushing out janky video games that don’t work (I’m looking at you CD Projekt Red with Cyberpunk 2077) or allowing workplace predators to continue to profit from shares in the company even though they have left the company? It’s a multi-faceted and complex problem but video games have been a refuge for many this year and I hope we, as gamers, appreciate that the gaming workplace needs our support and we need to stand up against those in authority who are hurting the industry through loot-boxes, poorly thought out ‘roadmaps’ for DLC and per-orders and actual malpractice and predatory behaviour.

Video games have been a welcome respite for me during this difficult year but at what cost to the creators and teams behind their creation? Did video games save the world? No. But did it offer a safe haven and respite for hundreds of millions at home? Yes. Now that we seem to be coming out of the pandemic we need to make sure that the workers in the industry are supported and safe and those in positions of power, who are abusive. are made to take account of their actions.

It’s been a strange time but what a time to be alive where there is the possibility of real change in the world.

LINK- The Last Guardian- Video Games As Art

LINK- The Stone Tapes (BBC)- Cult TV Review

LINK- The Rise of Retro Gaming During Covid

LINK- Blood, Sweat and Pixels- Book Review

LINK: Japan: My Journey to the East

LINK- An English Geek in Saudi

LINK- ‘Natives: Race and Class in the Ruins of Empire’

LINK- On And On And Colston ( Or, How We Kinda Sort of Learned to Talk About the Legacy of Colonialism and the British Empire)

LINK: Let’s All Create a ‘New Normal’.

Chill Out Games for Lockdown 2.0

So, another lockdown is in full swing here in England, the weather is a bit rubbish and you're feeling stressed. What to do? Why play games of course! I've selected a few games that I believe will help you feel calm and relaxed during these most turbulent of times.

Journey- go on a spiritual journey to the top of a mountain, communicating only in dulcet metallophone tones and symbols as a mysterious hooded figure.

Abzu - explore an underwater world full of life as you revive the oceans and solve the mystery about what has happened to its mysterious creators.

Monument Valley - a pastel coloured adventure in which you try to guide a girl to her destiny by shaping and manipulating an Escher style landscape of impossible shapes.

Donut County - you play a sinkhole which is trying to grow by eating as much as you can. Raccoons and physics play a huge part in this unique game.

Tetris Effect - it’s Tetris with Tetsuyogichi’s trippy synaesthetic effects in the style of Rez. It calming, zen-like and addictive... In short, it's Tetris with bells on.

Thomas Was Alone - a puzzle platformer in which you play as sentient AI with differing abilities. The music by David Housden is sublime and the storyline is emotional and affecting; you'll never look at quadrilaterals in the same way again.

Firewatch - missing the great outdoors and the wide open expanse? This is the game for you as you patrol the forest area and travel through stunningly picturesque woodland, rivers and caves to solve a light mystery and fall in love slowly with someone you have only spoken to over a walkie talkie. Lovely stuff.

Breathing Machine: A Memoir of Computers- Book Review

I have been a fan of Leigh Alexander's work for quite some time. I discovered her writing in a variety of video game magazines and on websites like Kotaku and often found her think pieces about diversity, LGBTQ rights and representation refreshing against the often toxic bro video gamer commentators online.

The book is slight in size but very personal and informative.

The book is slight in size but very personal and informative.

Breathing Machine’ is a slim memoir/ state of the online nation discourse and follows the evolution of video games through the lens of Alexander's own life. For those not interested in gaming, the book also looks at the evolution of the internet as it is a candid look at 'growing up internet'. It is an honest and remarkably frank look back at how this disruptive technology affected the formative years of Alexander but also, in the wider context, the world. It had me searching my memories for this period of my life and I found myself having some nostalgic recollections of these halcyon simpler times. The myriad of search engines, horribly pixelated images, annoying propriety video plug-ins, poorly created websites with badly optimised wallpaper and the sound of the dial-up-modem still haunt my dreams, but were a very real part of my youth.

I like how Alexander talks about the onset of the internet as a mystery box, full of wonder and seemingly secret content that just seemed out of reach. Her recollection about typing in hell.com and finding an abstract art installation is wonderful as I'm sure we all have a few moments like that that we can recount where we came across a website that was at once unsettling yet intriguing. The ‘Donnie Darko’ website was my version of this and even now, the mystery of how to access all its contents still remains in memory.

Alexander also looks at the negative side of this digital revolution, where often the ignored and under-appreciated nerds from school grew up to be worse than the jocks that often bullied them. The geeks shall indeed inherit the earth. This is a broad sweep but I definitely recognise this in some people I still know from my time at Secondary school. Even now, though they have grown up and have jobs, families etc they still command a presence in the online world but not always in a conducive or practical way. I know Alexander has faced much vitriol and criticism for her work and nearly all of it is unwarranted in my opinion. In the shadow of #Gamergate, we know that there is a small contingent who are angry at multiculturalism, representation and anything else that challenges their homogenous world view. Indeed, Alexander was ahead of the curve when she wrote this book in 2014, seeming almost prescient on her view of how this toxic online marketplace would lead to wider social issues.

This book is a must read for those seeking to look back at the formative years of the internet in the 90s and early 2000s, and for those interested in how Alexander grew up surrounded by video games.

For further reading I'd also like suggest offworld.com or the hardback book, ‘The Offworld Collection’ which was co-authored by Alexander. It is required reading for anyone who wants to have a deeper and more meaningful understanding on what video games can mean. It is a fine anthology book and the variety and depth of essays is remarkable. It looks at how games can deliver ethical social and political commentary.

Alexander understands that many game makers are acutely aware that in these increasingly complex times games have the power to open a new world to us, to introduce us to new ideas, cultures and experiences that we would maybe never otherwise encountered.

LINK: My One True Gaming Constant in My Life- Nintendo

LINK: The Offworld Collection- Book Review

LINK- Manga Exhibition at the British Museum

LINK: Japan: My Journey to the East