Video Game Culture is developing an Auteur problem

It is incredibly likely that most people, who in any way like films, have interacted with the idea of the ‘auteur’. Alfred Hitchcock, Christopher Nolan, or Quentin Tarantino are only few of the countless directors who have received the ‘auteur’ label with their distinctive styles and creative visions. Useful as the term can be for discussion, there is no shortage of criticism of the way it reduces the complex creativity of a collaborative medium, and the way it frequently favours men. These issues rear their head once more with the rise of a new kind of auteur: The Video Game Auteur.

Since Video Games have increasingly earned legitimacy as an art form in the eyes of wider society, the Video Game auteur has also gained traction. Hideo Kojima, widely known for his distinctive work on the Metal Gear Solid Series, stands in the vanguard. In 2019, Hideo Kojima’s released his first production under his eponymous Studio, “Death Stranding”. The game, for which a sequel is currently in development, is a post-apocalyptic story revolving around the reconnecting of communication within humanity. The ambitious game prompted accolades from acclaimed directors and cinema figures such as J.J. Abrahams. Established film-industry figure applauded Kojima’s cinematic sensibility and strong authorial vision, invoking the concept of the auteur.

“Death Stranding” itself displays a preoccupation with male creation and creativity. The game features performances by renowned cinematic voices such as Guillermo Del Toro and Edgar Wright. Alongside them the player encounters characters played by a variety of male creators. They range from Japanese writer Junji Ito, to comedian Conan O’Brien, to Sam Lake, creative director of Max Payne and often credited as an auteur. “Death Stranding” engages with themes of male creation and reproduction through its protagonist and his “Bridge Baby”, a living, preserved, stillborn child carried at all times. Korine Powers, Phd candidate at Boston University, notices that women within the game, on the other hand, are barren, and their attempts at reproduction fail. The game’s world is a world without female creation.

Hideo Kojima’s “Death Stranding” as a result becomes a microcosm of the Video Game auteur. The game is clearly courting the label, celebrating male creative individuals. But it also reproduces the sexist bias of the auteur label, its hesitance to credit female creativity.

In the Video Game Industry, rife with misogynistic bias and predominantly occupied by men, that is an issue. Historically, women have been excluded from credit in creative roles. Musicologists by the names of Andrew Lemon and Hillegonda Rietveld have conducted valuable research on the exscription, or exclusion, of women, studying the all-female Capcom Sound Team of the early 1980s. These hugely creative women were nearly lost to history due to the company’s pseudonym crediting policies. Crediting remains a perennial issue, despite its importance in a hugely competitive industry.

Capcom 1980s Sound Team (Source: Deezer)

The issue of written credits is more literal than the issue of the auteur. However they broadly interlink. The contributions of the multitudes of creative, hard-working developers, musicians, and writers, will get lost if our discussions treat games as the children of a single genius mind. While the reference to an individual ‘Auteur’ creator may be useful, the term erases the collaborative dreams and sweat that make a game. At worst, it can misattribute art, producing misinformation of creation. The effect is, in essence, the erasure of credit.

In many ways, Video Games are still a relatively young medium. That means that their history is still in the process of shaping. Rejecting the Video Game Auteur as a sign of legitimacy is a valid, achievable option. Several figures within the industry have stood up for games’ communal creativity, despite finding themselves on the receiving end of the label. Warren Spector, who has worked on influential Immersive Simulator games such as “Thief” or “Deus Ex”, has been fighting the label ‘the creator of Deus Ex’ since the 2000s. Josh Sawyer continuously emphasises the team of developers responsible for the beloved game “Fallout: New Vegas.” Video Game culture does not need to follow the narratives of cinema to hold its claim as an art. The opportunity to embrace a history of diverse and multi-fold creativity lies still in reach.

Sources

Andrew Lemon and Hillegonda C.Rietveld, “Female credit: Excavating Recognition for the CapCom Sound Team” & “The Street Fighter Lady. Invisibility and Gender in Game Composition”

IGN, “Deus Ex 2”

Korine Powers, “Playing Pregnant in Death Stranding”

#EditWikiLit Retrospective

When me and my course-mates learned at the start of the academic year that we had to edit a Wikipedia article, we accumulated a certain amount of scepticism. As an assignment, the task appeared somewhat odd. I have to admit, however, that the resulting experience was engaging and enjoyable. The process of selecting an article requiring work turned out to be a fascinating process. The editing, expanding, and improving of that article revealed itself to be surprisingly fascinating.

My selected Wikipedia article was about the novel the Snapper by Roddy Doyle. I had found my way to this Wikipedia page due to flicking through Wikipedia Articles on different pieces of media with which I had recently interacted. The Snapper revealed itself as a lucky discovery. For one, the article was incomplete, a stub. The core content, the plot summary, cut off the end of the novel, and switched the order of events. Expansion was therefore a convenient choice. Similarly, there were opportunities to expand information on the novel’s adaptations, and add sources in footnotes.

Yet the main feature which drew my attention to editing this article featured in the plot summary. The novel contains a sexual encounter between the protagonist, Sharon Rabbitte, and an older man, which in the novel may be reliably interpreted as sexual assault. The Wikipedia summary, on the other hand, described this encounter as a “drunken one-night stand.” This misleading phrasing and misinterpretation was to be the core of my editing session. Drunken Assaults such as Sharon’s have in real life to often been misinterpreted. Therefore it was important to me that theWikipedia summary, which probably serves as the first port of call for anyone casually researching the novel, would more accurately do the novel’s contents justice.

My editing session began with expanding the plot. This mainly consisted of adding the novel’s finishing events, such as Sharon’s giving birth, and a few details, such as Sharon’s personal relationships. The core change, the sexual encounter, involved two edits. First I changed the phrasing ” a one night stand while drunk” to “a sexual encounter while drunk.” Secondly, I inserted a sentence referencing the widespread interpretation of the encounter as sexual assault. Here, I took special care with phrasing. I designed my additions to convey a neutral and objective perspective, adhering to the site’s guidelines. I furthermore inserted two footnotes, respectively containing a citation from the novel, and a retrospective article containing said interpretation. The Wikipedia page already included a footnote referencing a contemporary review referring to the encounter as sexual assault.

Having accomplished this major change, I finished up with a small expansion of the ‘Adaptations’ section. During the editing process, the addition of footnotes and sources felt especially rewarding. The extension of five to eleven sources on a short article gave an impression on securing the article’s footing and foundation in research in a way that was satisfying as an (aspiring) academic writer.

Viewing back to the experience, I have to admit I would be tempted to pick up Wikipedia editing again. Starting in secondary school, people that grew up in the presence of the internet like me could not escape lectures on the alleged evils of Wikipedia. While it is still obviously necessary to approach the site with caution, this editing session revealed to me a more positive side of Wikipedia’s communal nature. There is a certain reassurance that editors can sometimes be informed people who are passionate. Furthermore, I learned about the ways in which Wikipedia protects itself from bad actors to a certain extent, as course-mates ran up against protected or semi-protected articles. Despite a necessary scepticism, the insight into Wikipedia’s well intended, positive nuances felt new and fascinating. Admittedly this enthusiasm may have been spurred on by the enjoyable, communal setting in which our editing session took place. Regardless, the session exercised skills in research, objective writing, and critical approach from which I will benefit in future without a doubt.