Realism (Doesn’t Equal) Reality
Author:
Henry Jenkins III and Kurt Squire
Source:
Computer Games Magazine
Date:
2004/12
Article:
Arguments about video games and violence almost inevitably hit on the question of whether, as video game graphics become ever more realistic, we will reach a point where games are indistinguishable from reality. This is basically the old undergraduate trap of confusing realism and reality.
Realism refers to a goal in the arts to capture some significant aspect of our everyday experiences. No artwork achieves absolute fidelity to the real, and it is pretty extreme to imagine anyone anywhere at anytime confusing art with reality. Realism in the arts, in fact, gets judged as much in terms of its break with existing artistic conventions as it does in terms of how it captures the real. Realism is a moving target not simply because technologies change but also because techniques shift.
As a result, nothing dates faster than yesterday's realism. For example, the Italian Neorealist films (Open City, The Bicycle Thief) were acclaimed in their own era for their use of non-actors, improvised dialogue, location shooting, and episodic structures, all of which were read as creating an unprecedented relationship between cinema and reality, but today, viewers groan over their swelling music tracks and reliance on melodramatic cliches. The Method Acting associated with Marlon Brando in the 1950s was celebrated for its realistic depiction of everyday inarticulateness, yet again, today, such performances can seem extraordinarily mannered.
What does this suggest about realism in games? In part, it tells us just where artists are pushing contemporary conventions. Innovations in artificial intelligence might create more natural-seeming non-player characters; "immersive" interfaces try to situate the interface within the fiction of the world; expansive worlds (such as Grand Theft Auto) create open ended interactions with the game world; accuracy in detail in Medal of Honor recreates a specific historical event; realistic physics cause the world to behave in a consistent manner, and photorealistic graphics allow for less-cartoonish games.
Any or all of these traits may get called realism. Almost never does a game design team focus on all of these elements of realism at the same time. They make choices about where realism will achieve the desired aesthetic effect and what needs to be stylized in order to ensure intensity and immersiveness.
History tells us that most people don't want absolute realism. The Italian neorealist Caesar Zavatini once proposed making a movie which showed 24 hours in the life of characters who did absolutely nothing. If Zavatini were to make such a game, nobody would buy it. We want games to break with everyday experience. Otherwise, what's the point?
In many cases, the realist style may represent a move away from absolute fidelity to the real world: for example, many people read black and white and grainy images in film as more realistic than crystal-clear color images, even though most of us experience the world in color. Photorealism depends on the representation of camera flair lines which are a property of camera optics, rather than reality.
Because we read realism against existing artistic conventions, breakthroughs in realism call attention to themselves -- they are spectacular accomplishments. When the marines behaved "realistically" in Half Life, it was so compelling precisely because we read them against how npcs had functioned in previous games. As long as the artistic devices are foregrounded, we are unlikely to forget that we are playing a game. Realism isn't about creating confusion in the mind of the consumer; it is about using the medium to call attention to some aspect of
the world around us. And more often that not, the best way to help us see the world from a fresh perspective is through exaggeration or stylization Game reformers are not the only people who confuse realism for reality. Game designers seem relentless in their push for more realistic graphics, often failing to explore other potentials within the medium. There is no
reason why games should embrace photorealistic graphics just because they can. Design teams confront realism as a technical rather than a creative challenge. In other arts, realism is understood as an aesthetic option, one thing the medium can do. In cinema or painting, say, the push towards realism is held in check by a push towards expression or abstraction. The absence of such a counterbalance in games means a gradual narrowing of the visual styles
present in games. We would personally welcome games which embraced stylization and exaggeration, which offered us radically different experiences, if only game designers could get over their infatuation with realism.