The
confession of most tertiary educated people (be it university or film
school or whatever) is that most of what they learned was acquired in the pub with
their peers over beer after class rather than the classroom itself.
Whilst I'd like to think, as a teacher, that this is not entirely true
there have certainly been a number of rather enlightening pub-based
conversations ive observed and participated in with students.
One
that I found highly intriguing was the suggestion from a student, fresh
from completing their first semester, that the future of cinema was a
conjoined, unified, hybrid mode of interactive movie-gaming. The idea
that supposedly passive cinema would be supplanted and reform into
this singular new and hybrid form.
Its a simplistic but
intriguing idea and one that has floated around before. But, as the old
adage goes, to understand the future you need to look to the past. Are
there any historical precedents to support this idea? Is there an
historical example of where a old-media form has engulfed and replaced
a new-media form?
The obvious touchstone is the printed word.
Guttenbergs printing press unleashed the written word upon the world.
From painstakingly hand-written bibles to mass production. From there
we get the newspaper, the magazine, mass publishing, the novel, the
comic-book and every other perceivable printed literary mode. We can
look to the rise of Desktop Publishing as a major revolution in how
mass media is made and consumed and the culture by which it is engaged
but fundamentally the Written Word, as a form didnt change. The birth
of the magazine didn't obliterate or supplant the novel. Instead it
expanded the contexts of reading; created more options and variability
in reading experience, distribution and engagement.

We
might also look to music, pre-dating the written word and see similar
patterns that show a media-form expanding and becoming multiplicitous
rather than expunging what went before. The invention of the stringed
instrument didnt mean the death of percussion and human voice from
which all music began.
So if we look at computer gaming and
interactive forms and ask will they replace cinema as we know it, the
answer is to say that there isnt any historical indicator to suggest
that this will be the case; no precedent. The Magazine didn't replace
the Book, it expanded the options for experience the written word. The
Guitar didnt replace the Drum, it expanded the means by which music
could be generated. Thus we might conclude that the Computer Game wont
replace or dissolve 'Cinema', it simply expands the platforms for the
experience of the moving image.
From this I would take another step, dissolving an often cited line of separation.... Gaming IS Cinema.
Cinema,
by definition, is the 'art of the moving image' and so the fundamental
problem is actually to view gaming as somehow separate and apart from
cinema. Gaming IS cinema because it is an artform of the moving image.
The fact that it is interactive is neither unique nor special. A DVD
with multiple angles and a selectable directors commentary is
Interactive. It may be a less sophisticated form of interactivity than
a game but a magazine might be seen as less sophisticated than a novel but that doesn't make any less a work of Writing and an art of the written word.
One might argue that in games the player and their choices effect
the outcome which is not the same as in cinema where the outcome is
pre-ordained. Yet this idea of varible player directed outcomes in
games is somewhat of a misnomer. The number of games where the outcome
is actually varible is very small outside of 'complete' and
'incomplete'. Almost every first-person shooter game ever made steers
irrevocably towards a singular ending. There have been recent
exceptions such as Bioshock where the 'moral' choices of the player can
change the nature and narrative of the epilogue but even here the
reuslt is nothing more than the gaming equivalent of 'DVD Alternate
Endings'. Even open-world 'sandbox' games such as Oblivion or Grand Theft Auto
imply a variable multi-path story but those paths are none the less
pre-defined, the player may chose the order and manner in which they
play through those story archs but the end results are still
pre-defined and largely unavoidable (so long as you dont stop playing
altogether).
There is obviously more to exmine here than a journal-post can accommodate but the key point is that making a seperation between gaming
and cinema on the basis of 'interactivity' is to argue difference based
only on degrees of interactivity, which is tenuous at best. Likewise to
mark distinction by whether the viewer/player effects the outcome is
very far from consistent or even common in games. What is more
important by being more useful is to comprehend the relationship
betwene gaming and cinema not by what seperates them but rather by what
unifies them; what is consistent rather than what is divergent.
What is fundamental to understanding the evolution of media-forms;
how they expand, multiply, exchange and evolve is a set of ideas from
media theorists Bolter and Grusin who penned the framework of Re-Mediation.
In simple terms their idea is that NEW media begins by replicating the
forms, tenets, language and modes of OLD media before it finds its own
language elements. For example the birth of Photography re-mediated paitning. Early cinema re-mediated
Theatre and Photography before finding more unique sensibilities. This
same pattern can be seen in much computer gaming; games re-mediating
other forms. An example would be games (particularly FPS) which have
long re-mediated traditional cinema - the cut scene, the passive
non-interactive cinematic sequence that plays out as a movie between
playable sections of the game. Its interesting that the first major
FPS game that did away with the movie-like cut scene to fully immerse
the player from beginning to end in the singular person first-person
perspective was Half Life. The FPS genre remediated movies before
finding a more unique visual language - the unbroken single take
perspective.
(Episode 2 of the GameProbe series looks specifically at Half Life2 and the Unbroken Perspective)

It
therefore becomes highly problematic to view new forms of cinematic
experience such as computer gaming as some how consuming cinema; they
are of themselves cinema and so their arrival is simply the
evolutionary expansion of cinema. The diversification of cinematic
experience into multi-platform and scalable delivery through a process
of re-mediation rather than the more traditional singular and unified
mode that dominated cinema for most of the first 100 years of its life.
So
to really understand what Digital Cinema - as a cultural entity and
arts sphere more so than a technology- we need to take a more broad
perspective of where the overlaps and influences between cinematic
forms are because its the joins between that encompass the dynamic
possibilities and long-term influences of what the many faces of cinema
will become. Old-media isnt replaced or consumed, its simply
re-mediated and expanded.
A fascinating essay by Manovich entitled plainly What Is Digital Cinema? is available online here and it provides this insight....
"We
no longer think of the history of cinema as a linear march towards only
one possible language, or as a progression towards more and more
accurate verisimilitude. Rather, we have come to see its history as a
succession of distinct and equally expressive languages, each with its
own aesthetic variables"
Lev Manovich
I work in the healthcare industry. I believe that gaming and "cinema" has already begun to affect the future of our industry, as indeed of many other economic sectors and aspects of life.
I was just introduced to your blog and am very much impressed with the quality of your writing and analysis. But in the spirit of advancing knowledge and understanding, I would like to challenge you on some aspects of your interpretation of the nature and significance of "gaming+cinema."
I'll confine this comment to just one item: Your argument that all games, even ones with multiple alternate endings, have essentially predetermined endings, as does a movie. It seems to me that is only temporarily the case, and that advances in computing power and artificial intelligence methods will eventually (I would say within a decade) provide the player -- or interactive movie audience -- with an infinity of potential endings or at least the appearance of an infinity, which for most people will amount to the same thing.
If I am right, would it not then be correct to call this development a "revolution" rather than an "evolution" in cinema and gaming?
Best,
David
P.S. If you are interested, my thoughts, and those of two co-authors (a film editor and a surgeon), on the significance for healthcare of developments in gaming and cinema/TV are written down in an article with an embarrassingly long URL at http://www.hhnmag.com/hhnmag_app/jsp/articledisplay.jsp?dcrpath=HHNMAG/Article/data/04APR2009/090428HHN_Online_Ellis&domain=HHNMAG.
Posted by David Ellis on January 05, 2010 at 08:16 AM EST #