While reading Rip It Up and Start Again, Simon Reynolds’ sharp history of postpunk, I started thinking about videogames. I’m nothing if not predictable, I know. There’s a slight corollary between the gaming zeitgeist and punk rock. Not politically, of course. Videogames are, at least popularly, more conservative today than they’ve ever been. Just look at Bobby Kotick’s reasoning for dropping Brutal Legend and Ghostbusters from Activision’s release schedule: "[Those games] don't have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises.” I realize that Activision is in the business of making money and not artifacts to inspire the human soul, but publicly stating that your publishing ethos is assembly-line-production makes it difficult to assess the creative merits of Guitar Hero: Buy This One Too, Just ‘Cause.
No, videogames in 2008 are, like punk rock in 1974, taking a medium that’s become marked by excess and stripping it back to its most basic. Even beyond Capcom’s retro efforts and traditional two-dimensional, genre exercises (Braid, Castle Crashers) on Xbox Live, designers like DICE are trying to keep games simple and raw. Mirror’s Edge, for all of its visual polish, uses only three buttons for the bulk of its action and the game’s goals are uncomplicated (run to, run away.) Games are also trying to put the power of creation back into the audience’s hands. Halo 3’s Forge, LittleBigPlanet, and Maxis’ Spore might not be putting players into the guts of design, but they are inlets for everyone to make their own games. You don’t need to know how to play guitar to rock, and you don’t need to know C++, or draw, or write to make a game. Add these mainstream juggernauts to the booming independent dev scene, the confrontational tedium of games like No More Heroes (as Goichi Suda says, punk’s not dead,) and we may look back on the 2010s as gaming’s punk rock era. But how does punk lead to postpunk, the rebellion of aestheticism through the surreal and the futurist against the simplistic and traditional? What would that game even look like?
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