Though I don’t intend my writing to solely to follow Clive Thompson, he’s written on quite a few interesting topics. His most recent Wired commentary criticizes the enormous lack of so-called “B” video games, a criticism I can’t help but take issue with.
Primarily, the definition is off.
Why isn’t there such a thing as “B game” — a game so bad it’s good?
Certainly, the phenomenon exists in every other form of entertainment. Everyone loves B movies — films that are so atrociously acted and scripted that they become perversely enjoyable. There’s also plenty of B television. (For two seasons I religiously followed Pam Anderson’s show V.I.P., mostly for the odd joy of tallying up the clichés and acting so wooden it was nearly Brechtian.) The pleasure of B entertainment is pure, narcotic-level irony — the peculiar joy that comes from seeing something that is trying to be good but failing on every level.
Something that is a B is still really good. B-Movies I think have gotten this strong association with awful movies with cult followings. It seems to me that a B-Movie is more generally a film that misses the “A” grade, but still has very strong redeeming qualities (hence the name). It isn’t a masterpiece of cinema, and can fail or miss the mark at one or several levels, but is nonetheless enjoyable. This can be (and often is) because the trainwreck is enjoyable in an unintentional manner, but it doesn’t have to be. Sometimes the production budget leaves the presentation wanting while still having an engaging story (Serenity). Sometimes the narrative and dialogue can be clichéd and predictable but still have enormously endearing characters (My Name is Earl). The flaws are obvious, but forgivable in the totality of the experience.
Given this definition, I think it is easy to see a great many games as B-Games. I would argue that very few of even the best games are actually A level, primarily because there are slightly more levels on which to evaluate games. The evaluation modality Thompson highlights is interaction; most games that master the interaction and gameplay typically get an A grade so long as the presentation is reasonable. Most of these games also have awfully cheesy and clichéd narratives, story arcs, and characters though. They have really really enjoyable total experiences, but are by no means masterful in their totality. Even some of the most well reviewed and received games, like Halo for instance, suffer from this flaw. Other games can’t afford or don’t reach high presentation quality but are nonetheless fun. Presentation is even more problematic because it’s such a moving target in the video game medium.
Even when setting the bar a little lower, there are still plenty of B-Games out there. Let’s look at publisher Electronic Arts for example. They often produce those movie licensed games that are said to sell regardless of their quality. But they often also produce games like Return of the King which are just good enough. They’re a little lacking in substance, but for the most part are pretty fun. Aside from the EA Sports arm, EA has quite of business of making mediocre to B level games, a plausible result of their scale. They have the resources to make a LOT of games but must walk the corporate balancing act of keeping production costs as low as possible, pushing quality down, while also keeping revenue as high as possible, pushing quality up (you might recognize this process as profit maximization). This produces throngs of games that are more than playable, but less than stellar.
Thompson does, however, raise an interesting question about the importance of interaction and gameplay. For the experience of a game to be enjoyable for its interactive audience it must necessarily be usable; it must be playable. A poorly implemented game mechanic or control schema will more than likely break the total experience irrecoverably. There are plenty of games with mediocre to flawed to sub-perfect mechanics, but it is difficult for me to imagine a game that has a broken mechanic and is still redeemable.
