Sunday, May 6, 2012

The Art of Gaming in Japan: EAS299 Final Project


“We’re just emerging from infancy. We’re still making The Great Train Robbery or Birth of a Nation, or, to be really generous, maybe we’re at the beginning of what might be called our talkies period.” This quote is from Warren Specter, designer of titles such as SimCity and Spore [1]. He is discussing the state of video game’s development at large, however, this quote was taken from an interview that took place a decade ago. Since that point, games have grown not just as an industry, but also in terms of their complexity and ability to function as an aspiring medium for art. Games have inspired the branching plot structure of films like Run Lola Run, and blurred the line between reality and the virtual space, inspiring films like The Matrix [2]. Japanese games in particular have forged a specific style. One that is reminiscent of the culture and art that has proceeded it.
            Let us consider the difference in a semiotic analysis of something like a statue or painting as opposed to a piece of software. A painting is there; all of its imagistic representations are conveyed in a single frame, and the observer needs no pre-requisite skills to produce meaning. Much like how films are analyzed in a variety of ways, so is the analysis of a video game. Images are delivered at 30+ frames per second, so there’s certainly plenty to look at. However, a strong analysis would also consider the construction of the game, coined simply as “game design.”
            Gaming has only been considered a possible art medium within the last 20 years. While fresh in the minds of artistic connoisseurs, specific Japanese games bear styles that call out to the ukiyo-e prints of the 17th century. Okami is one of these games, a title that is faithful to a highly distinct painterly style. Within the game, you will actually paint Japanese characters with a on-screen brush to execute certain abilities. The hard, defined lines and soft colors are meant to hearken back to Japan’s woodblock prints. Everything in the world of Okami is ink-like, most of the demons and locals are displayed in a streaky, borderless way. By utilizing this ink style, one is able to better detect rapid movement and fluidity in the characters. The style is decidedly aged, albeit deliberately, but the visual preferences of a contemporary gamer are never lost on developers.  
            Journalist David Sermon suggests that two of the flagship “superflat” games are Katamari Damaci and Wario Ware [5]. The term superflat, conceived by Japanese artist Takashi Murakami, is broad in its definition. First, it deals with the synthesis of Japan’s consumer culture (produced by the economy bubble in the 80’s) with the imagination and inspired spirit of art. Murakami’s own art is a prime example of this; bright popping colors, visually ensnaring and cute. Cuteness, while indicative more so of the kawaii sub-culture is also an aspect of superflat. A third aspect of superflat is its ability to inspire various sub-cultures among citizens with a product’s widely assessable visual style. Katamari, like Sermon suggests, effectively satisfies these bullet points [5]. Every one of its frames is an orgy of bright colors that pop off the screen and the palette is varied. In fact, its hard not to be reminded of Murakami’s 2002 Louis Vuitton advertisement, the style is absolutely comparable. All of the characters that inhabit the world of Katamari are unabashedly cute, often endowed with stripes of color or insect like antennas.
            Referencing to the game design of Katamari, it too is reflective of superflat inspiration. Within the game, you play as a little character that shoves around an adhesive ball deemed “Katamari.” As you roll the Katamari around the game space, everything, cars, people and buildings stick to its surface. A successful game session renders an entire digital civilization one flat color. The environment is transformed from being a 3D space to a completely flat one. As debris is stuck onto the Katamari, the speed and trajectory of its roll is changed, much like the cultural direction of post-war Japan.

            Desire an off-the-nose example of superflat gaming? How about Paper Mario? As Mario made the slow crawl from 2D to 3D, Nintendo decided it would be wise to flatten the Italian plumber once more, creating a visual style that is retrospective and relevant to Murakami’s superflat. However, in agreement with Sermon, Mario’s evil brother Wario offers more to examine.
            Wario Ware’s visuals are comparable to the likes of Katamari: bright, attractive and luscious. The art direction is purposefully designed to not be off-putting, only emitting sentiments of delight and excitement. The design of Wario Ware is perhaps more intriguing, though. The progression of the game is this: players are given a string of small “mini-games” to play through, each one lasting only a handful of seconds. This build contrasts to the staging of the typical video game, which is typically an elongated experience with the consistent use of reoccurring characters and a persistent story line. Essentially, this is a title that is very easy to pick up and put down. There is no story to discover per-say, but there is a context to explain the purpose of these mini-games. Within the fictional setting, Wario is the manager of Wario Ware Inc, a company that is attempting to indoctrinate large groups of people into enjoying these little bursts of entertainment, as opposed to a full-length title.
            An aspect of superflat is it’s the self-awareness of the commercial/consumerist cultural roots, which birthed the term. Lead designer Iwata said in an interview, “the story in the game is the story of the game.” Iwata is hopeful that the success of the Wario Ware series could shift the industry to this new paradigm of fast, pick-up-and-play gaming. The superflat qualities become highlighted when one considers that the games real-life business strategy is disclosed, quite blatantly, within the setting of the software [5]. Additional examples of this consumer awareness can be found elsewhere.
Square-Enix’s strangely titled (or perhaps mistranslated) game The World Ends With You. The game is classified as a role playing game, a genre that has flourished greatly for the Japanese culture. In an RPG game, you have a hero (or a group of heroes) and you battle and defeat monsters in order to advance and develop the strength and power of your hero. The player becomes aware that work will equal success. The World Ends With You is slightly different. You are still combating fearsome monsters, but the main expansion of your characters power comes from the donning of new outfits, specifically pins, a fashion accessory that increases a character’s ability. Here we find that consumption equals success. One can shoot a straight line through these design choices right back to Murakami’s style, right through to Japan’s fascination with fashion style. This software’s inspiration is not difficult to track when looking succinctly at the methodology that it pre-dates.
Let us take a moment to assume that the art direction in games is one of the fine arts, bearing just as much weight as anything found in an exhibition of Murakami’s. The bar from making this assumption is that games are a consumer product as well as a medium. Video games require a certain level of skill in order to access and properly manipulate all the aesthetics it has to offer, a developer must assume not everyone knows what the “A” button is. For that reason, a certain level of accessibility needs to be in place.
This vice produces an obsession with contextualization, an attempt to label all aspects of the game space so as many people as possible can enjoy its content. Let’s consider, for the sake of dichotomy, a California produced title Gears of War by Epic games. One must hold in their minds the Buddhist concept of Mujo, a complete disregard for all pre-existing labels and thoughts that come bundled with our observations of the world around us. Basically, the mountain is not a mountain. Gears of War makes a point to surround the player with mythology of the world they’re experiencing, the enemies they’re facing, even detailing the function of the weapons they wield. Due to this heap of context, the player is unable to generate any original thought or apply imagination to the game they are experiencing since all the blanks have been filled in already.
Shadow of the Colossus, developed by Team Ico in 2005, successfully escapes this obsession that other games possess. You are not told what is going on in Shadow you play as a nameless boy in a quasi-fantasy setting, you ride in on a horse, also nameless, and the world you explore in uninhabited. In fact, your overall objective is left to mystery; nothing is spoon-fed to the player in terms of purpose or description. You are simply there, and everything else is in the hands of the player to discover. The lack of labeling allows the user to fill the space with their own original understanding and theory of what’s developing around them. This cultureless, barren realm harkens to the ideals of Mujo, where satisfaction begins with one’s own ability to perceive self-dependently. Team Ico has successfully reflected Japanese culture while dodging the hyper-contextualized structure that most other titles follow.
The aesthetics in these games are often experienced from the perspective of one character. Interestingly enough, these characters also echo visual trends found elsewhere in Japanese culture. Cloud is the protagonist from Final Fantasy VII, one of the best selling RPGs of all time; any Japanese gamer has been familiarized with him. His gaze is turned away, a pensive and pathos expression wears his face. This is a staging that remains consistent across hundreds of Japanese gaming avatars. A man or woman so seized by feeling or mental peril that they look outwards. As a matter of fact, Cloud’s last name is purposefully chosen as “Strife.” This gaze is found ever so commonly in the geisha, whose sensitivity is accentuated by their removal from the now.
            This is a character from the popular series Kingdom Hearts; she is also highly comparable to the geisha. This series also lends itself to notions of superflat, as well. The term deals with mercantile, but also with the aesthetic exchange and westernization of Japanese style. In Kingdom Hearts, one finds a blend of popular Final Fantasy and Disney characters, in addition to set pieces from American hits like Aladdin and Beauty and the Beast. This was a decision made in order to maximize sales world wide, while a clear distinction between the East and West is bordered right within the game setting.
            Mizuno Junko’s art is known for her signature clash of kawaii cute and adult sexuality and brutally. Although her work spans her own line of condoms and lubricant, her art always shows images of women posed provocatively, usually among gore and violence. This “sweet violence” is found in video games as well. Lollipop Chainsaw is a future release by Platinum Games. On the right, we see all three of these Junko staples combined, sex, violence and innocence, as shown by the high school cheerleader garb. 


       Interesting to note is the face of the character on the left – she looks American. If not for the topic of this project, one could likely assume she was from a game developed stateside. Much like Kingdom Hearts, this design is utilized in order to achieve global appeal, a mercantile awareness of superflat, as well. This is not the only instance of westernized characters, either. Across all 14 Final Fantasy characters we find that the design is indicative of popular Japanese manga, while the complexions are entirely Caucasian.
            Japanese game developers are highly interested in this pathos game design, a design that can be summarized within the hopeless expression of Cloud. Journey is a game released this year by That Game Company. In an interview, designer Aaron Jessie said “This studio is really about an emotional experience. Experience is the number one thing the studio goes for [4].” The visuals of Journey are absolutely striking. Polar opposite to the likes of Katamari, it’s look is clean, immaculate and deliberately bland. The game follows a similar mujo structure, much like Shadow. The player is unsure of what to do or where to go. They are in a world where a high peak is off in the distance, and the landscape slowly draws you towards its crest. Linearity is not involved however, and the player can venture to the mountain any way they choose.
            Nara Yoshimoto has made many of these kinds of paintings, an innocent child floating abound seemingly aimless in her direction. The environment, akin to the one’s in Journey are clean and barren – but purposefully so. Children, as Yoshimoto suggests, have not fully assumed the role of their minds or bodies, deeming them lost or in state of limbo. This unstructured state of development is defined by the unoccupied surroundings. Specifically in this image, the destination of home is in sight (the mountain in this case) but the path is unclear. Journey functions much in the same way; the player is lost and wandering but with a hint of initiative.
            Gaming has acted as a kind of hub for these various inspirations and artistic history that has graced the minds of Japan’s citizens. Since Warren Specter’s quote, gamers have found their hobby act as a meeting of kawaii, Japanese fashion, pathos fascination, Buddhist ideologies, and superflat ideals. Fascinating is the fact that this contemporary media is still able to represent the ukiyo-e of yester-century. These time aware aesthetics are slowly peeling away with newer releases as developers primarily focus on global sales rather than artistic fidelity and historical faithfulness. The westernization of Japanese games, in many ways, is beginning now, and the future of this digital art will surely be something to keep your gaze on.


Sources:

[1] "Games, The Lively New Art" by Henry Jenkins: HERE
[2] "Art Form for the Digital Age" by Henry Jenkins: HERE 
[3] "Some Notes on Aesthetics in Japanese Video Games (pg. 211)" by William Hurber: HERE
[4] "Interview with Aaron Jessie of ThatGameCompany:" HERE
[5] "The Cultural Economy of Ludic Superflatness" by Dean Chan: HERE