(Originally published in Salon here)
May 22, 2001 | LOS ANGELES -- A blond in a G-string has got herself contorted 15 feet above this city with her ass bent so far back behind her, she can fit her head straight through. On the ground below her, several hundred young men, all members of a multibillion-dollar media industry, hoot and cheer at her porn pole gymnastics. Milling around them, in this square of asphalt dubbed the Promised Lot, the promotional site for a Texas computer game publisher known as GOD, are additional women in leather butt-floss and little else, even more women dressed in cock-tease Catholic schoolgirl outfits and a squad of dwarfs in orange jumpsuits.
Welcome to the Electronic Entertainment Expo (E3), the annual showcase for the latest in computer and video gaming. And if you're wondering what a stripper's sticky business on a steel pole has to do with video games, well, then you haven't been paying attention to just how big -- and sleazy -- a boy-toy party the computer gaming industry has become.
Enjoying its third year here, E3 2001 comes at a wildly transitional period for the interactive entertainment industry. Hardly exempt from the NASDAQ crash, major game publishers have brought the machete down on thousands of jobs, while smaller companies are consolidating even before the blood dries. (Indeed, E3's showroom floor, while just as sprawling and sensory overloading as last year, has scaled back slightly.) Meanwhile, an insane amount of lucre has been marshaled for the next battle in the game console wars. Sega's Dreamcast may be no more, obliterated by Microsoft's plans to spend $500 million to promote the Xbox, but there's still Sony's PlayStation 2 to contend with, not to mention the Cube, the next generation console from Nintendo. L.A.'s the place where those high stakes will be gambled, and to a certain extent, based on the buzz generated here, the victor will be decided.
But the industry has also decreed that E3 will be the place where you should pose with a woman in a tight skirt in front of a monster truck. Computer gaming may well be a burgeoning new medium growing in prominence and economic leverage, but E3 itself is proof that the industry is still flailing about for respect and general acknowledgment. The hypesters can try all they want to market gaming as a cultural force destined to overtake Hollywood, but the industry's dogged unwillingness (or inability) to join the mainstream right now is about as obvious as a too-big silicone tit stuffed into a too-small T-shirt. Boys will be boys, after all -- you have to wonder if the pandering is really holding gaming back, or if it's just what these hormonally supercharged teenagers deserve. Whatever the case, mainstream cultural credibility is still a long way away: This year's E3 was a snapshot of an industry stuck in the geek ghetto, with little hope of breaking out.
Gaming advocates are wont to prop up their mainstream legitimacy by trotting out yearly sales figures -- the press packet provided by E3 sponsor IDSA (Interactive Digital Software Association) claims $6 billion in 2000, nearly twice that from five years ago. This, they say, makes computer gaming an economic peer of Hollywood. But as a clear-eyed commentary pointed out recently, that figure is really the aggregate of PC game, video game, console and peripheral sales, all lumped into one tottering hype ziggurat that is then compared with Hollywood's domestic box-office gross. Never mind the film industry's vast ancillary markets -- cable, DVD, etc. Those billions upon billions of sales conveniently don't count.
A more accurate comparison would actually be to the $5 billion-plus porn
industry. In terms of sales, the numbers are roughly equivalent. And in
terms of audience -- to judge by the waves of young guys trudging
glassy-eyed through Staples Center, sporting that same look of
paralyzed stupor that is native to fans of both Quake III and "New Wave
Hookers IV" -- they're almost exactly the same.
The confluence of porn and games was surely at its most evident on the GOD lot. Gathering of Developers
was founded by exiles from iD, Ion Storm and other high-profile gaming
companies on the premise that it would be the preeminent publisher for
independent game studios. An admirable sentiment, but somewhere along
the way, CEO Mike Wilson decided that preeminence should also involve a
lot of cleavage and dwarfs. (Imagine Miramax's Harvey Weinstein
promoting "Chocolat" at ShoWest with lap dancers and pinheads.)
Whatever the motive, the GOD lot was packed with flesh-addled gamers
gathered for the booby show -- while the GOD games themselves went
almost entirely ignored.
And while the IDSA would likely condemn the excesses of the Promised
Lot, which was held outside the convention center and without its
sanction, GOD's white-trash sex fantasia was just a slightly more
extreme form of what went on in the E3 showroom with its full approval.
Sierra, for example, which first gained prominence through
family-friendly adventure games, featured a trio of whip-wielding babes
in rubber suits. Wholesome Nintendo, whose brand depends on games for
preteens, packed its premises with a coterie of fillies in body-hugging
Lycra.
All this despite no perceptible evidence that the booth bimbos actually
draw attendees to the games -- GOD striptease fans aside. Consistently,
on the floor of the convention hall itself, game quality was all: The
largest crowds I observed were at the floozy-free Blizzard booth,
gathered to play the upcoming Warcraft III; or in front of a giant
video screen, hoping to catch the ultracool trailer to Metal Gear Solid
II; or lined up down the hall, to watch the astounding demo of
Electronic Arts' Medal of Honor: Allied Assault.
With no clear correspondence between booth babes and foot traffic, you
have to wonder why they're there at all -- unless it's financed by some
kind of wink-wink slush fund for gaming company executives in the
throes of midlife crises. Or put there on the reasoning that the babes
make their games seem, well, sexy. "After all, sex sells!" an
aggressively unctuous P.R. exec suggested to me helpfully. When I asked
her why sex, which has nothing to do with the game it's supposedly
promoting, would make a guy plunk down $50 to buy it, her eyes went
blank.
It's really the same kind of logic that enables middle-aged aluminum
siding salesmen with comb-overs to think that throwing down large at a
strip joint makes them sexy. (Then again, when it comes to erotic
self-delusion, the average game boy is probably their peer. "I was all
flirting with her and I gave her my business card," said a chunky,
fish-lipped E3 attendee, proudly reporting back to his friends. "She
said she'd send me some pictures, and call me.")
As it stands, the whole jig is just one disgruntled female employee
away from toppling under a sexual harassment suit. Very likely, the
"hostile work environment" clause of the code is fulcrum enough to
bring the entire embarrassing enterprise down around the industry's
ankles.
I asked a female GOD staffer how she felt about having to work among
the hired babes. She insisted it didn't faze her. In her company, she
told me, "we're like family, and these guys are like my brothers."
Still, she's one of four females in a company of 34 -- an entirely
typical gender disparity in the industry. And while the ISDA claims
that 43 percent of gamers are female -- though I suspect it took some
seriously creative jiggering of what counts as a "gamer" to derive that
figure -- female attendance at E3 seemed closer to between 5 and 20
percent. And since most of the women who were there were merely on hand to deliver the corporate equivalent of a fluff job, that ratio is likely to stay right where it is.
It's the dearth of women, among other things, that consigns games to
their geek ghetto, with no genuine celebrities, or pop-cult recognition
outside its narrow subculture. So at E3, you're treated to the sight of
hot young developers swaggering across the floor, tricked out in pimp
daddy raiment and boy-band hair, whose only groupies are
mouth-breathing dudes in "Akira" T-shirts.
To find developers at their best, it was really necessary to get off
E3's main floors. It's there in Will Wright's witty, closed-door
demonstration of Sims Online, or at a talk on narrative in gaming, in
which Irrational Games founder Ken Levine advises his younger peers to
look for inspiration beyond their narrow sphere: "Read a book -- and
something besides a fantasy novel or a sci-fi novel." Or down in the
sparsely populated basement level, where an idealistic young French
designer is showing off Arx Fatalis, an elegant role-playing game of
crystalline beauty, hoping against hope that it can cut through the
mass-market homogeneity that gaming has become. "Games should be
treated as art, but they are becoming more and more like hamburger,"
Raphael says with a sigh, pronouncing "hamburger" as only a Frenchman
can.
Finally, providing that one could rip one's eyes away from protruding
bust lines, who will prevail in the console wars? Last year, I was sure
that Xbox's dominance
was predetermined. But now, I'd say the odds lean slightly toward
Nintendo, whose games generated the best buzz -- especially Miyamoto's
Pikmin, a kind of Japanese cousin to Black & White,
only more accessible. By contrast, Halo, Xbox's vaunted killer app,
seems like just another variation on the already popular Tribes 2 --
and, more ominously for Microsoft, features a helmet-wearing
protagonist without a name, or even a face. (This in a market where
identifiable personalities, like Crash Bandicoot or Mario, are key to a
console's branding.) Meanwhile, Sony's strongest character, Solid
Snake, is looking more brand-enforcing badass than ever.
But whatever the outcome, the victor will dominate an industry that is
still grossly unprepared for the mainstream, a disreputably grab-ass,
twerpy adjunct to the real media. Billions of dollars will change
millions of hands, as they always have, but in the end, it won't have
any impact on the larger culture going on without them outside their
digitized walls. Just more money shuffled back and forth in an
underground economy of lost boys.
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