Every so often
I hear the argument on the internet justifying the high prices for
games – usually roleplaying games, but also board and miniatures
games – that they offer far more entertainment in dollars per hour
of enjoyment than a few brief hours at the movies. Thus a $50
roleplaying game with all its creative potential for years of play is
far more worthwhile than a similar dollar-value of movies, usually
about one movie with a handful of attendees, the size of the average
gaming group. I don’t follow these discussions much; from my point
of view as a consumer I value my money on my own terms and I evaluate
each potential game purchase on its own merits. But I find the
comparison between the price of games and movies and the amount of
enjoyment they provide one of those apples-and-oranges issues.
Although it seems like a valid point for a discussion, we’re really
talking about two very different kinds of entertainment: passive and
active. In one participants remain relatively passive, sitting back
and enjoying someone else’s vividly creative efforts. In the other
the participants themselves – working within an already established
framework, like a game – actively take part in creating their own
entertainment.
Take Star
Wars as an example. When it released last December I paid $13.50
to enjoy Rogue One: A Star Wars Story. For two hours I rode a
great roller coaster with action, special effects, gorgeous visuals,
and numerous satisfying nods to my nostalgic fan love for Star
Wars. I enjoyed it on DVD, too, when that released. Although my
excitement for it endures a little longer than the actual film, the
actual experience lasts only two hours. But when I get home and want
to channel my excitement into games – let’s say the X-wing
miniatures game, Armada, or even a Star Wars D6
roleplaying game session – I have some work to do. Granted, my
financial investment in those gaming materials is far greater than
the $13.50 I paid for a movie ticket; but I have to prepare a
scenario (mustering forces by point values or devising a roleplaying
game situation), clear off the play area (the cluttered dining room
table or the basement wargaming table), and assemble some friends.
Yes, for my financial investment I can play these games repeatedly
over the years providing countless hours of satisfying entertainment.
But few people (gamers, primarily) are willing to invest that kind of
money, time, and effort in an active pursuit. Most would rather sit
back and have someone tell them a story in a book, movie, comic book,
or television show.
Passivity is
the path of least resistance; it’s the one humans usually take when
given the choice. For instance, most folks would rather eat a meal
someone else cooked, preferably at a restaurant with service (so
nobody has to do the dishes...), rather than cook a homemade meal
from scratch in their own kitchen. That’s not to say activity isn’t
a valid option. Sometimes we “choose” it out of necessity, like
when we don’t have the money to eat out. Occasionally we choose
because we enjoy it; being active is a means to channel our passions,
particularly for gaming. Consider how much time we, as humans
invested in the gaming hobby, spend engaging in passive and active
entertainment overall. Assuming we’re even able to gather with
friends once or twice a week for a few hours’ of gaming, we’re
still spending an inordinate proportion of our time with passive
entertainment: television shows, novels, comics, movies, and the
infinite distractions of the internet, many of which feed our geeky
gamer interests.
Passive forms
of entertainment seem more appealing because someone else did all the
hard work and invested in all the innovation and quality The
consumer, while not entirely passive, enjoys the end result with
little effort on their part. A handful of people create a particular
piece of passive entertainment media; they undertake much of the
investment of time, money, and effort to create something passively
consumed by a huge audience. They’re taking the actively creative
role, maybe because it’s their profession, maybe because it’s
their calling. A movie, novel, comic book, or television show is a
complete work, ready for people to enjoy right out of the box...no
work for the consumer. Games, however, require a bit of effort to
enjoy: gathering friends, familiarizing one’s self with the rules,
sometimes preparing the components (painting minis, creating
terrain), creating characters, and devising scenarios. Adventure
games require varying degrees of active participation and
imagination, something many people in today’s society don’t want
to invest. Some haven’t used much of their imagination since their
childhood “let’s pretend” days, or if they do, prefer to
indulge it in “what if” scenarios related to the complexities of
adult life issues.
The
passive/active entertainment issue highlights the adventure gaming
hobby’s niche market nature when compared with more mainstream
passive leisure pursuits like the movie industry. Movies and
television shows have massive budgets, use ubiquitous distribution
networks, rake in huge revenues from advertising and merchandising,
and acknowledge outstanding productions through popular, well-watched
awards shows. In comparison games have tiny budgets (though some
games invest a great deal of money in high production values), have
outdated, limited distribution models, make enough money to barely
pay a staff (if any) and fund the next project, and enjoy a handful
of self-congratulatory award ceremonies that desperately aspire to
the importance of their film and television counterparts.
Why aren’t
adventure games as popular as movies and television given the
monetary investment and the hours of potential enjoyment over a
lifetime? Both share similarities, primarily roots in the ancient art
of storytelling. Board games have just as ancient a history and, in
the pre-electronic age, served a greater role (along with play in
general) as a commonly enjoyed form of entertainment. Yet gaming
still faces some obstacles gaining popularity in the public
consciousness. Gaming in its present forms is a relatively recent
pursuit, emerging into the mainstream only in the 1960s (wargaming),
1970s (roleplaying), and 1990s (modern Euro board games). They’re
plagued with a geek stigma – despite a generalized social
acceptance of geek culture – with roleplaying games recovering from
a cultural stain perpetuated by the religious moral majority. Some
find the investment of time and imaginative engagement required for
play intimidating.
I don’t mean
to disparage passive entertainment – books, music, and comic books
are similar pursuits and no less important in our culture – or
those who primarily enjoy them. “Passive” and “active” are
simply two descriptive terms broadly characterizing two different
degrees of engagement in entertainment lacking any connotations of
“bad” or “good.” The adventure gaming hobby just can’t
compete with the industries that bring us blockbuster movies, New
York Times-bestselling novels, and other mainstream media. Most
people prefer passive entertainment; gamers certainly indulge in a
good deal of it. But I believe gamers have an exceptional need for
and gain extraordinary satisfaction from engaging in an active hobby,
one that, yes, requires extra work, substantial purchases, a vivid
imagination, and time to bring everyone around the gaming table. The
positive experiences we all share at that gaming table are well worth
the effort.
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