8-Bit Video Game Background
In the games of my childhood there was a sense of space: the vacuum of blackness behind the last drawn sprite was the end of the world, an abyss beyond the range of your bouncing character. Some squared hills, a pixelated building and what seemed to be clouds: these delimited the universe. Infinity of depth coupled with extreme finitude of motion: the 8-bit game mirrors our terrestrial world.
In all games there was this loneliness: one’s range of motion stops, one ceases advancing the storyline, and one hurls fireballs at walls that don’t destruct, or jumps endlessly for a platform out of reach, or respawns again and again on a multiplayer map without anyone else. Jump off the edge; sink into the lava; drop down when the screen no longer scrolls: after a while, death is all that is left. Simple games leave us with only extreme options.
A story carries us forward and so long as it does, sketched castles suffice as background. But when the narrative momentum is arrested, when we step off course, the flatness of a videographic topography is the saddest, loneliest thing imaginable: a universe of ultimate inflexibility. Scream into it and nothing happens; mash the buttons into paste and nothing happens. Change weapons, jump up and down, crawl on the ground, pause and unpause: nothing happens. The most modern games retain this quality: there is a place you can go that is the edge of the world; nothing can be experienced beyond it. Isn’t it one of the best places to find? Doesn’t the game lose its depth after one runs into it for a few moments?
No matter how engaging a story is, a game’s paucity of meaningful freedom -particularly experiential freedom- means that one will resort to oblivion above boredom. Violence is integral to video games because only acts in extremis can distract us from the finitude of these virtualized worlds; while enabling limits can draw out creativity, they can only be abided for so long before we experience the urge to destroy.
The screen stops scrolling. When you walk through the door you will arrive at the next level, but you’re not ready. Jump in the air, crawl on the ground, shoot, shoot, shoot.