Billy Mitchell in King of Kong: A Fistful of Quarters |
As a window into the fascination of global life and the odd and wonderful stories that course through it, documentaries are ideally suited to the subject of gaming. There are fewer subcultures more passionate, more insular, more enduring, and more compelling than “those who play games.” I view video game documentaries, whose numbers seem to have swelled considerably in the past five years, with twofold appreciation: I identify with the culture they depict, being a lifelong gamer myself, surrounding myself with other enthusiasts, and now working with those people to create games; and I believe they buzz with the same electric fascination for the casual viewer as, say, a documentary about tribal Amazonian natives. Gamers are imaginative, competitive, and wildly varied, so the scope of such a film can be as wide as human diversity itself. Simply put, video game documentaries can make for an enthralling watch, even if you’re not a gamer, and there are four I particularly recommend.
I can personally attest to the
high-pressure atmosphere of game development. Games – especially
those made with the technologically-staggering consumer hardware of
the modern gaming age – are almost indecent in their complexity.
Many work with all the intricacy of film, requiring scripts,
directors, producers, actors, composers, technicians, etc, overlaid
with the added architecture of interactivity. It should be fairly
obvious that it’s monumentally more complicated to allow someone’s
input to influence what happens on a screen than to charge them
twelve bucks to sit down and be silent. But not all games are
triple-A blockbusters. In fact, digital delivery has not only nearly
rendered the physical game disc obsolete, but allowed an influx of
independently-made games to flood the global market. Pretty much
anyone can make a game these days. So what happens when an
independent developer – usually one or two programmers, working
from home – takes on the kind of challenge that a massive studio,
with a thousand-strong staff, endures every day?
Minecraft creator Markus “Notch” Persson |
The Story of Mojang is not
revelatory or highly dramatized, acting more as just an edited
recounting of events – which is good, considering that this film
might be seen in years to come as an important chronicle of a pivotal
point in video game history; namely, the creation of Minecraft. The
impact of the game on the industry, and how games of all kinds are
made, is touched on by many of the interviewees who have occupied
similar seminal roles in gaming history (Peter Molyneaux, for
example, who is seen by many as one of the fathers of modern gaming).
2 Player Productions, who revealed a unique world of innovation and
family life when documenting the Penny Arcade offices on PATV, are
known for the quiet nature of their documentary work: they allow the
subjects to speak for themselves, and make no effort to influence the
final film with a strong authorial stamp or a clear sense of purpose.
Their body of work suggests they prefer to literally document, rather
than comment upon, and this makes for a neat “time capsule” kind
of entertainment. My hope is that Minecraft: The Story of Mojang
will be regarded by future film historians as a work of significance
and captivating humility – especially considering the global
phenomenon that Minecraft has now become.
A scene from Indie Game: The Movie |
Phil Fish and Jonathan Blow, whether
purposefully or not, distance themselves from their fans and the
reaction to their creations, and from the film itself as a result;
they speak with the arrogance of the artist who creates in order to
satisfy his own drive and vision, and doesn’t have any craving or
patience for the feedback of others. Blow rankles at the positive
reaction to Braid, claiming that players just weren’t “getting
it” and were missing vital underlying thematic concepts. He
reflects on the mistake of engaging his fanbase directly through
forum posts and blog entries, in which he attempted to influence
people’s understanding and interpretation of the game, which –
far from bringing a greater sense of communion between the game and
its players – had the effect of making Blow somewhat of a
laughingstock. Fish makes a more tragic figure, as his own
perfectionism and lack of focus engender a sense of disillusionment
throughout the overlong development process of Fez, which is
compounded by legal troubles which threaten the release of the game.
Edmund McMillen and Tommy Refenes, by contrast, are shown to be
sympathetic: they deal with relatable personal anxiety and
insecurity, and are deeply motivated by the desire for people to play
and enjoy their game. McMillen, an outwardly brash and sardonic
individual, reveals his desire to imbue his game with his own
fallibility; he wants to create a world in which players can
experience his anxiety and fear of abandonment, and also escape from
these feelings in the process. When Super Meat Boy finally sees its
release on Xbox Live, McMillen is flabbergasted by the community’s
enthusiastic response, but Refenes is more subdued. It’s only when
he watches footage of players from across the world enjoying his game
that he allows his joy to shine through, and it’s an arresting and
revealing moment. Each of the subjects interviewed for Indie Game
let their guard down at least once, and the result is a more intimate
and emotionally-charged film.
But the singular craft of game
development is only one side of the coin. For as long as games have
existed, people have wanted to play them together – and against one
another. Tennis For Two from 1958, considered by many to be the very
first video game, has it right there in the title. Gamers from around
the world compete in international competitions in games like
Starcraft and Street Fighter, drawing lucrative sponsorship deals and
stadium crowds that number in the hundreds of thousands. And as
excellent documentaries like Senna (2010) and The
Motivation (2013) demonstrate, competition is at the heart of any
absorbing drama.
A scene from The Smash Brothers |
The brainchild of amateur documentarian
Travis Beauchamp, Smash Brothers is a slapdash film, and would
likely have been impossible to make without the cooperation of the
elite players who feature in interviews. In many cases, they’re
literally children; fourteen years seems too meagre a span of time to
merit such precise and exacting skill, and such widespread adoration
from fans, but there you have it. Players are positioned as heroes
and villains, introduced with the breathless excitement of a groupie
meeting his idols, and Beauchamp makes no attempt to disguise this
naked enthusiasm. Smash Brothers is his love letter to these
unassuming, pockmarked titans of gaming. These are boys who pack a
brown bag, stepping out of their mom’s Caravan to dole out virtual
defeat, merciless as Mongol conquerors. If it sounds hyperbolized,
it’s because these competitions took place in the overly-dramatic
climates of school-aged teens, and the charged atmosphere of the film
is perfectly reflective of that reckless passion of youth. In
interviews, these shy, antisocial geeks reflect on their victories
and defeats with such fervour that it seems they forget they’re
supposed to be diffident in front of the camera. It’s in this –
the revelation that games can crack through years of introversion and
self-consciousness, and allow a nervous kid to bask in the spotlight
– that the quality of Beauchamp’s film far surpasses its meagre
trappings.
Steve Wiebe (right) in King of Kong: A Fistful of Quarters |
The film is
highly dramatized, with a bit of an unreliable-narrator aftertaste –
it seems hard to believe that events actually transpired in such
theatrical fashion, and without the influence of a documentary crew
looking to make an exciting competitive film. Nevertheless it makes
for an incredibly engaging watch, easily surpassing the other
documentaries discussed here in terms of sheer entertainment value.
King of Kong is funny, informative, and exciting. It’s paced
like a sports film: If Indie Game: The Movie is a realistic
underdog story, then King of Kong is Rocky – it’s
that much more stylized, and that much more fun. Wiebe is portrayed
as an affable family man, a milquetoast “guy-next-door” whose
personality is so bland he’s equally believable as a Boeing
engineer, a science teacher, and a world-record Donkey Kong player –
all vocations he pursues with quiet excellence. Mitchell is an almost
comic figure in his flagrant arrogance, selfishness, and hypocrisy.
He strides on long legs through Walter Day’s arcade like a king
surveying his domain, his all-American necktie flapping behind him
like a cape, dismissing claims of Wiebe’s Donkey Kong success with
immodest laughter. Footage of Wiebe playing drums with his kids is
intercut with shots of Mitchell accepting awards and hocking his line
of barbecue sauce, and it becomes difficult to take King of Kong
seriously. But then, why would you take Rocky seriously? The
buildup of character, motivation, stakes, and emotion is expertly
paced, and whether you choose to root for the colourless Wiebe or the
nefarious Mitchell you’re sure to see it through to the ending.
(And yes, there’s a training montage.) I think King of Kong’s
more deliberately-constructed style ill serves the documentary
format, which has been put to better use through films like
Minecraft, Indie Game, and Smash Brothers, but
that doesn’t diminish its effectiveness in the slightest.
Two of these four films are available
on Netflix, one is on Youtube, and the other costs less than five
dollars. There’s no excuse to avoid these excellent documentaries,
especially if you’re not a gamer – because together they create a
fascinating picture of what it means to make and to play games, to
the millions of people worldwide who do it every day. There’s a
wonderful and vibrant subculture living right next to you – all you
have to do to join in is pick up the controller and press Start.
– Justin Cummings is a writer, blogger, playwright, and graduate of Queen's University's English Language & Literature program. He has been an avid gamer and industry commentator since he first fed a coin into a Donkey Kong machine. He is currently pursuing a career in games journalism and criticism in Toronto.
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