
There was actually a time in history when a version of Romeo and Juliet was performed with a happy ending, and I can't begin to tell you how much that depressed audiences.īarker: "Let's invent a world where the player gets to go through every emotional journey available. In other words, Shakespeare could not have written 'Romeo and Juliet' as a game because it could have had a happy ending, you know? If only she hadn't taken the damn poison. "I think that Roger Ebert's problem is that he thinks you can't have art if there is that amount of malleability in the narrative. Barker studied English and philosophy at Liverpool, and understood where I was coming from. I responded, and you will find the link below. Under the circumstances, he was quite civilized. At a 2007 "Hollywood and Games Summit" conference, the filmmaker and game auteur Clive Barker responded to some of my statements. I first expressed my opinion on video games in 2006. I didn't respond because I was at Cannes, because it was taking so much time simply to vet and post the comments, and because.well, what could I say? The entry had expressed everything I had to say without going to the extreme of actually playing a game.

This is the gratitude you get for responding to comments at all. I was accused of not responding in detail to the arguments against me. How could I disagree? It is quite possible a game could someday be great Art. This was pointed out to me maybe hundreds of times. That was a foolish position to take, particularly as it seemed to apply to the entire unseen future of games. What I was saying is that video games could not in principle be Art. My error in the first place was to think I could make a convincing argument on purely theoretical grounds. I guess the PlayStation is waiting for me even now in Capone's vault. I knew (1) I had no desire to spend 20 to 40 hours (or less) playing a video game, (2) Whether I admired it or not, I was in a lose-lose position, and (3) I was too damned bull-headed. I replied: "Gee, Steve.I dunno.sigh."Īctually, I did know. He said he'd see that the PlayStation was sent back to Sony when I was finished with it.

I said I wasn't sure I should accept a gift from Sony. Steve had the box waiting at his place, pre-loaded with several games.
#Playon lifetime review install
To install it and brief me, Steve would bring over Simeon Peebler, the chair of Games and Interactive Media at Chicago's Tribeca/Flashpoint Academy. He has a friend who works at Sony Games, and through this friend I was offered a PlayStation 3 unit and a copy of "Flower," which Santiago produced.
#Playon lifetime review movie
I heard from my fellow Chicago movie critic Steve Prokopy, better known as Capone of Ain't It Cool News. Kellee Santiago, whose talk in defense of video games was the subject of my entry, offered to send a selection of games.

I particularly didn't want to play one right now, this moment, on demand. I'd played no others because-well, because I didn't want to.

Both games are from the infancy of the form. In my actual experience, I have played "Cosmology of Kyoto," which I enormously enjoyed, and "Myst," for which I lacked the patience. Three or four games came up time and again. I received dozens of names for video games that the posters said had affected them like art, and they told me why. Many others defined art in terms that would include video games. Many of the comments continued by debating the definition of art, which, it was pointed out, I never provided. I should not have written that entry without being more familiar with the actual experience of video games. They are mostly intelligent, well-written, and right about one thing in particular: What you see now posted are almost all of the comments sent in. If you assume I received a lot of cretinous comments from gamers, you would be wrong.
