You wanna know a really good way to piss people off? You could try telling them that 100-hour video games are a waste of time. If you do that, expect what you might call an editorial beat-down from one Jason Killingsworth.
The Edge Magazine features editor has ripped into journalist Michael Thomsen for the latterâs Slate article questioning whether 100-hour games, and Dark Souls in particular, could ever be âworthwhile.â
âThomsen may aspire to do nothing more than give Dark Souls a few reciprocal lashes as payback for its cruel gauntlet,â Killingsworth writes, âbut his article pulses with disdain for the videogame past-time in a far broader sense.â
With that, he proceeds to go to town on Thomsenâs essay, dismantling it in a manner both thorough and well-articulated. Thomsenâs core folly, Killingsworth writes, is his overarching desire to compare a game like Dark Souls to more âworthyâ pursuits like reading War and Peace, learning a foreign language, or traveling across the country.
Letâs talk about Tolstoy. Thomsen repeatedly invokes the venerated Russian novelistâs War And Peace to describe a work of art that proves the shallowness and triviality of Dark Souls. This hits below the belt for a multitude of reasons. False equivalence is always a nasty, misleading business. How many times have you heard somebody claim that a particular movie was good but the book from which it was adapted is far better? After my eyes return to their uncrossed position, Iâm always tempted to ask, what aspect of the bookâs cinematography did you find superior? Was there something more lyrical about the bookâs orchestral score? Did the characters in the book offer more believable performances? What about the bookâs costume design? Makeup? Lighting?
Though itâs possible to debate whether or not games are art, thereâs no room to argue that games are books.
And as Thomsen cites cross-country travel and language-learning as better alternatives to 100 hours in Dark Souls, Killingsworth points out that in many tangible ways, to play Dark Souls to completion is to learn a language, it is to traverse a country.
Killingsworthâs essay is a rousing critique (and, Iâd say, demolishment) of another writersâ work, sure, but itâs also an earnest celebration of what makes Dark Souls so good. Reading it, I was reminded of Chris Dahlenâs terrific, lengthy essay about the design language of Dark Soulsâ Senâs Fortress level.
https://lastchance.cc/what-dark-souls-is-really-all-about-5874599%3C/a%3E%3C/p%3E
I should say here that I know all three of these guysâChris is a friend, and served as my editor at Kill Screen many times. I succeeded Jason as games editor at Paste Magazine before I came to Kotaku and have subsequently done work for him at Edge. Michael is a smart and often-spiky curmudgeon with whom Iâve worked several times. We often disagree, but Iâve always enjoyed those disagreements.
The conflict here isnât some clashing of egos or any sort of critical grudge-matchâthese are thoughtful critics striving to write meaningful things about games. With that said, I think Killingsworth has the right of this one.
There are pitfalls in comparing games to things that are not games.
There is a lot to be said for cross-medium analysis of video games. I certainly love to do it. On numerous occasions Iâve argued that video games are like music, and for me, anyway, that kind of contextualization has helped me think about games more clearly.
https://lastchance.cc/gameplay-and-story-are-exactly-like-music-and-lyrics-5885432%3C/a%3E%3C/p%3E
Itâs also enjoyable to go the other way and contextualize non-game media in terms of games, e.g the video-gamey nature of Groundhog Day or Sherlock. And heck, some easy laughs can be found by imagining if, say, Haruki Murakamiâs new book 1Q84 were sold like a video game
https://lastchance.cc/a-sherlock-holmes-tv-show-for-the-video-game-era-5872777%3C/a%3E%3C/p%3E
Thomsen makes a similar joke about War and Peace to the one I made about 1Q84, but he angles it as a serious critique of games rather than as satire of how games are marketed. From his Slate article:
Imagine if War and Peace were 5,000 pages instead of 1,400, and imagine if, whenever you came to a word you didnât understand, a gust of wind appeared and pushed you back five pages, forcing you to reread everything youâd made it through up until that point. How long would you last? And what would be the point in trying?
In doing so, he completely misses the point of such a comparison. Sure, itâs funny to imagine a book working like a video game, but itâs certainly not fair. In fact, the joke works because the two things are fundamentally different.
Back to Killingsworth:
When Thomsen bemoans the stern trial-and-error loop at the heart of Dark Souls, he is quite literally expressing distaste for the gaming artform on its most fundamental level. He asks his reader to imagine the absurdity of reading War And Peace, only to have a recurring gust of wind blow your progress back five pages. âWhat would be the point in trying?â he asks. To answer his question, you need only reshuffle some of his own words. The trying is Dark Soulsâ point.
That, I believe, sums up the problem at the root of dismissing a lengthy and challenging game in the way that Thomsen has. By taking the mechanism through which a game finds meaning and naming it the reason the game is a waste of time, Thomsen seems to be arguing that games, in general, are a waste of time. That they cannot have meaning and worth on their own terms.
I look at the countless hours Iâve devoted to these strange digital contraptions over the years and I feel I can say with certainty that games have meaning. Length has nothing to do with it. Yes, 100-hour video games are worthwhile. Video games are worthwhile, period.
Opinion: Long live the long RPG [Edge Online]