
IMMORTAL COMBAT
JC Herz interview for
24:7
The first thing that strikes you about 26
year old New Yorker J.C. Herz is just how
much she loves to be thought of as "one
of the kids". In Herz's universe, adults
are just plain dumb, they suck big time
and they're as patronising as hell. But
the kids are alright, they're united in
full on, thumb-numbing video game play -
the day-glo word of competitive electronica
is the thread that bonds them all together.
It doesn't really matter how she sees herself
- J.C. has a wealth of knowledge rammed
in her cranium that would have most of Mensa
bowing out in deference to her God-like
genius.
In the U.K. to promote her latest volume
of contemporary cultural theory, Joystick
Nation, J.C. has a genuine love of all things
British and is quick to point out the debt
the world owes to our home grown game boys.
"There's a generation of unbelievably
talented game designers here because this
is where cheap computers never died. In
the States, computers were cheap in the
Seventies and then suddenly became fast,
expensive monster machines - whereas in
the UK there were cheap computers everywhere,
so a kid could get his hands on one and
start tinkering around and, fifteen years
later, you have a generation of great games
designers."
The flavour of Joystick Nation is one of
positivity - its mission is to reclaim game
culture back from the abyss of neurotic
parents and spaced-out psychologists. There's
nothing brain-fryingly detrimental about
video games - in fact J.C. asserts that
the reality is quite the opposite. "Adults
have this misconception that even fast paced
games are purely twitch-response scenarios,
but there is actually a large amount of
strategy involved in these games. There's
more strategy in a game like Tomb Raider
than there is in Monopoly or Chequers. Adults
freak out and perceive video games as brainless,
but the mental energy being generated by
these children would blow the circuits of
most adults."
As the Atari Generation grows older and
wiser, the white dot aesthetic of 'Ping-Pong'
has been replaced with the more sophisticated
3D virtual landscapes. The graphics may
be blinding, but that's not to say that
game play is much improved on its skeletal
ancestors. "With the old vector games
like Battlezone or Asteroids, they have
the beauty of great minimalist art,"
claims J.C., "It's just the sheer,
pure idea of something that you're dealing
with and it's pretty gorgeous. The better
the tools get, the greater the temptation
is for writers to get lazy and create something
which plays in an unoriginal fashion but
is visually dazzling."
Now blessed with a canon of personalities
from tubby Mario to space-babe Lara Croft,
the games industry has always been quick
to cash in on the cult of the celebrity
- something that J.C. finds simultaneously
predictable and bewildering.
"Essentially we are back to the 1930s
studio system where stars were entirely
controlled by studios. However, game characters
are not going to demand $20million for their
next project and they're not going to tear
up hotel rooms or develop a serious drug
habit - they are going to do exactly what
they are told to do. We're back to Max Headroom
- a virtual guy based on a real human being,
but within the control of the network. It
was all foretold on British television fifteen
years ago. One of these days you're going
to be playing Tomb Raider Seven and Lara
is going to turn around and peel off her
face and there will be Max..."
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