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  •    The Next Generation  
     
    Wednesday, July 23 2003 @ 05:00 AM UTC
    Contributed by: David

    In the videogame biz, we tend to think about the 'next generation" as the forthcoming and inevitable wave of technology. PlayStation 3, Nintendo GameCubed, Xbox Next, whatever.

    As a journalist who covers videogames, I can't help but see this unbelievable cultural momentum building up behind the next generation of adults--the early teens, the pre-teens and the kids of today.

    Kids love to talk to me about videogames. I think that part of the reason is that they find a great novelty in talking to an adult who knows anything about games. But beneath that, I think that they get very excited about the idea of a grown-up who take this part of their life serious.

    See, kids don't take videogames serious. But not in the same way that their parents tend to think of games as disposable pop culture. Kids seem to have a very natural understanding of games as the entertainment extension of the digital culture that surrounds them.

    The mainstream has grown comfortable with the idea of digital culture as long as it is real-time satellite feeds from foreign wars, instant email traffic updates, digital recorded music swiped from the Internet, ubiquitous access to online porn and digital shows on the Tivo. Mainstream culture has successfully automated the digitization of the things they were doing well before the computer arrived in one form or another.

    Kids, on the other hand, don't see the novelty in any of this. They've had cheap personal computers and global communications since they were born. They may not make a big deal of it, but deep down they despise the idea that somehow digital culture is interesting. It's like studying the ground you walk on. It's just a part of their formal universe.

    So too with games. Sure they love them. But games are simply the entertaining extension of all the computer stuff that fills their worlds. These kids have never lived in a world with three major networks on TV and little else, with the idea that cartoons are something that run mainly on Saturday morning and not around the clock, that man might someday go to the moon or live in space, that a long distance phone call is a rare occasion or that a computer in the household meant that you were from outer space. In the modern American kid's world, talking with a pal in China via instant messaging, walking into a bookstore with more titles that the school library, eating food from a dozen cultures at the mall and carrying around every song they've ever loved on a device the size of their pocket is a standard part of life. No kid goes to school today and brags, "I played EverQuest ONLINE last night." It's got nothing to do with the games. They don't talk about it because of how common all of this has become.

    Kids grow up. So, sooner or later, these attitudes will become mainstream. God knows what the net generation will find boring The futurists cannot keep up with rapid evolution of kid cool.

    When the Next Generation grows up, videogames will not be unique in their world. They will not even be interesting. What will grab their attention will be specific games. Just like the modern American adult does not walk around bragging about having bought a book, from a bookstore! but rather tries to explain why some specific title they have read matters and why, so will the next generation drive quality in the videogame medium through their indifference toward the medium. McLuhan not withsatanding, the medium may be the message, but the message is the art that ultimately matters to the individual.

    While the current generation and the previous generation look at games and either complain about their gameplay and graphics, or simply fret about the implied morals of killing pretend people in realistic ways, the next generation talks about why games matter to them. Our greatest living game critics are all under the ages of 14.

    All game developers and researchers policymakers and parents would do well to listen to the listen to what the Next Generation has to say.






     
             


    The Next Generation | 15 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    The Next Generation
    Authored by: Anonymous on Wednesday, August 06 2003 @ 07:29 PM UTC
    I'm with you right until you say the greatest critics are under 14. I would think the greatest critics will be us, who can appreciate both a world infused with videogames and a world without.

    But I could be wrong.
    [ Reply to This ]
  • The Next Generation - Authored by: David on Thursday, August 07 2003 @ 08:46 PM UTC
  • The Next Generation
    Authored by: blink56 on Monday, August 11 2003 @ 07:08 PM UTC
    It's interesting what you said about 14 and under being the best critics. Because they're inundated with technology, video game plots will become the "water cooler talk" of the next generation. I'm very excited to see that video game discussion
    classes and development schools are gathering more and more recognition and respect so that this generation will have a place to discuss video games thoughtfully.
    It's finally happening. My generation is proving
    their parents wrong as we go to Digipen (or less
    expensive endeavors) to try and pursue our dream of creating video games. However, it has been a great experience to have my mind opened as a result of taking Dave's class. I used to dream about the big bucks when I was in high school but now that I have a background in art history and have created several pieces myself (thanks to my multimedia degree at the University of Colorado at Denver), I realize that there is much more to the industry than the almighty dollar. E3 might have you believe otherwise, as David's report of the vain proceedings suggests, but I too am beginning to believe that it is the medium that speaks to the younger crowd. So far we have only scratched the surface with the medium, testing our reflexes and assuring our spot in the wallets of those who sell arthritic medications. Who's to say that we can't create a video game that will have a profound place in art history, or hold a worthy spot on some television show in the future that commemorates the 100 best video game villains and heroes? Plots can be much more enthralling now that the gamer makes key events take place. They truly live the experience and therefore shouldn't it have a more profound meaning? If we respond to characters on
    the big screen and live their experiences alongside
    them, it will undoubtedly be a closer, deeper meaning if we control them. Final Fantasy has touched this potential, but really hasn't had an impact on my stance on world hunger or handguns. I'm just there to save the day, or to save my own butt. I hope the focus in these classes and new colleges is not simply to teach how to make a video game, but when and why to make one. I bet some gamers have sat back at one point in time and asked themselves if there is a bigger picture to be
    grasped by blowing a character's head off. So far, there isn't one, but it's coming. As soon as intelligent thought is pursued on a subject, better work results from it.



    ---
    The future is to those who take it.
    Game on.
    [ Reply to This ]
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