Inside the Box By CHRIS SUELLENTROP
Published: June 9, 2010
Video games have created what must be the biggest generation gap since rock ’n’ roll. Sure, a generational rift of sorts emerged when the World Wide Web showed up near the end of the last century, but in the case of the Web, the older cohort admired and tried to emulate the younger crowd, rather than looking down on them with befuddlement or disdain. With games, a more traditional “Get off my lawn” panic has reared its head.
Take Roger Ebert, one of the most outspoken voices on the fogy side of this divide. In April, Ebert enraged a good portion of the Internet with a post titled “Video Games Can Never Be Art” on his Chicago Sun-Times blog. (To which one games blogger offered the rejoinder “Art Can Never Be Video Games.”) Acknowledging that “never” is a “long, long time,” Ebert wrote, “Let me just say that no video gamer now living will survive long enough to experience the medium as an art form.”
Ebert was restating a claim he made five years ago that “no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers.” And he’s right about that, for now. But I would happily accept a wager, and I imagine Tom Bissell would, too. Almost 30 years ago, Martin Amis wrote a book called “Invasion of the Space Invaders,” now out of print, about the dawn of the arcade era of video games — which Bissell nods at in the very first sentence of his new book, “Extra Lives: Why Video Games Matter.” A mere blink of an eye later, video games (at least the kind Bissell is interested in) have evolved into ambitious works of narrative fiction. They are not yet, granted, what we would regard as literary fiction, but that’s one reason Bissell wrote this book. (Of early game designers he writes, “These men’s minds were typically scattered with the detritus of Tolkien, ‘Star Wars,’ Dungeons and Dragons, ‘Dune’— and that was if they had any taste.”)