As Bruce stated, I'd be lying if I said I had any true grasp
on what either term, vernacular or aesthetic, truly means. Or even what
they mean in a way that will be truly helpful for analyzing images and symbol
systems. On that same note, I found Logan's post extremely helpful for giving
me a place to begin considering these terms from. It would seem that the
aesthetic ties into some sort of visual pleasure, while the vernacular seems to
serve a very specific function. Given my position and the texts I primarily
study, I of course look for the ways in which the vernacular and aesthetic
relate to one another, and this seems to be a relationship between what is
visually pleasing and that which is functional or performs work in videogames.
Many popular games today are made and designed with realism
as a primary goal. The prevalence of the Unreal Engine, Fox Engine, or the
Frostbyte Engine which all seek to emulate natural lighting, textures, particle
effects, and physics underline this goal of realism in major games today, like Gears
of War or Battlefield 3. Indie games tend to move away from this,
partly due to not having the staff and time to render games and scenes with
such detail, but also because they tend to focus on creating more atmospheric
games with unique visual styles, like Bit.Trip Beat or Fez. Thus,
the range of aesthetics and who appreciates them in games covers an incredibly
broad range. Some gamers view a game's visuals as pleasing only when they are
incredibly detailed and parallel the world we live in. Some gamers decidedly
prefer games with cartoon-ish, colorful visuals. Either way, the visual
presentation of a game is decidedly aesthetic and vernacular at once.
Whereas games once came with lengthy booklets and maps, now
these components are built into the games themselves. Instead of featuring a
list of moves in the game's booklet, the player learns skills and maneuvers
inside the game world as they play. Instead of including instructions at all,
many games are simply downloaded, providing no written documentation whatsoever
(if Angry Birds has an instructions
manual, I’d love to know who read it). This is not due to a lack of complexity
in videogames, as I'm willing to believe that anyone reading knows the contrary
to be true, but because the aesthetic and the vernacular are inextricably bound
in videogames. Take the example of Sega's Jet Set Radio.
Set in a
futuristic version of Japan wherein the government has oppressed its citizens,
and as a response to the excessive control of the government (which is being
manipulated by corporate forces), the youth have taken to spray painting
graffiti, not only as artistic expression but as a form of protest. The game's
world is decidedly colorful and bright, with a cel-shaded visual style,
allowing the world to come alive and present opportunities to guide players in
obvious ways. Arrows show players where they must spray paint to complete the
level. This is at once aesthetic and vernacular. Without these visual cues, the
maps which show spots which must be tagged for players to progress, the game
becomes little more than a frustrating scavenger hunt. The marriage of art and
function comes through both in concept and visual presentation in Jet Set
Radio.
Further building from what Logan says (thanks, Logan!), the
notion of context proves necessary to understand the vernacular and aesthetic
qualities of Jet Set Radio. The game was initially released in 2001 for
Sega's defunct Dreamcast console but has seen new life recently through re-releases
for PC, all major consoles, and iOS and Android in the coming months. Jet Set Radio is the first instance of
this aesthetic style receiving
widespread praise, though in the years since, cel-shading has been used in
games like The Legend of Zelda: Wind Waker, Super Paper Mario,
and Okami, proving the range and popularity of the style up to today. At
the time, Jet Set Radio was considered a dramatic artistic departure and
started an entire genre of videogame aesthetics in its wake. In its context,
this game was radical for many reasons, including its themes, all of which are
emphasized in the game world. Had they chosen a gritty, “realistic” visual
style, the visual cues for where players were supposed to travel and paint
would have been harder to distinguish, diminishing their vernacular impact.
In Jet Set Radio, the marriage between aesthetic and
vernacular is a rather harmonious one—the visuals reinforce the gameplay, and
the gameplay relies on the visual style to make its impact. Similarly, these
choices become rhetorical in light of their context, as the topic of graffiti
in games had not been explored meaningfully prior to Jet Set Radio, and
the cartoonish visuals stand in contrast to the grim reality of a futuristic
Japan which is being manipulated by corporate forces and which uses the police
force to restrain the artistic expression of the player, which is being
performed as a direct response.
I like how you connected this to gaming, Jason. So, for you, the vernacular is connected to the *use* of the graphics within the game? Or connected to what is represented, itself (dystopian Japan, spray painting, etc)?
ReplyDeleteIn working with the definitions I have (incomplete as they probably are) I can see it moving in all directions. Should vernacular be considered something visual which was done to perform a specific, non-aesthetic (or non-pleasure based) function, I feel like in this instance, it needs to be the case. The exaggerated visual style allows the arrow cues (as seen above... which I took my own screenshots of, allowing my research to be as fun as humanly possible) to not only stand out, but become part of the game's world. In examples like The Legend of Zelda: Skyward Sword, developers and artistic designers specifically cite this colorful, exaggerated style as a way of guiding players and making gameplay functions easier to understand (http://www.ign.com/articles/2010/06/16/e3-2010-nintendo-developer-roundtable-live-blog check -- check at the 6:47 marker, where Shigeru Miyamoto weighs in on the art style as a choice to communicate with the player). I don't know that the visual style in Skyward Sword, however, lines up with the themes of the game. In Jet Set Radio, a game about graffiti, a visual style which tried to capitalize on the pixel/texture crunching power of the Dreamcast (see Shenmue for examples of a realistic world rendering: http://www.gamespot.com/shenmue/images/ --a little rough by modern standards, but bleeding edge in its time), simply wouldn't work. The fact that they ended up starting an entire genre of videogame aesthetics suggests to me that they viewed this as a necessity for Jet Set Radio to work. Similarly, while I think the bright colors clash with the dystopian reality of the game in many cases, there are levels which are deliberately dark and feature enemies with tear gas, guns, and in tanks attempting to stop you. I feel as though trying to capture the essence of graffiti as an art style was necessary in the visual presentation, and that to make the game a little less extreme in its representation of a dystopian future (images of protesters being hit with tear gas aren't so foreign nowadays) thereby allowing it to maintain its exaggerated style without being hopelessly bleak. Taken at face value, this game's premise is pretty dark. The art style, however, liberates this from being about crime and government control entirely, and allows it to also be a game about graffiti and radical artistic expression. Sorry for the wall of text, but hopefully this is all equally interesting! Oh, and thanks for the comment! Always good to see people taking an interest!
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