Extra Lives: Why Video Games Matter
Extra Lives: Why Video Games Matter book cover

Extra Lives: Why Video Games Matter

Paperback – June 14, 2011

Price
$16.95
Format
Paperback
Pages
256
Publisher
Vintage
Publication Date
ISBN-13
978-0307474315
Dimensions
5.12 x 0.75 x 7.98 inches
Weight
9.1 ounces

Description

“Winning. . . . The most fun you’ll ever have reading about videogames.”— The Wall Street Journal “Bissell has written the finest account yet of what it feels like to be a video game player at ‘this glorious, frustrating time,’ a rare moment when humanity encounters, as he writes, ‘a form of storytelling that is, in many ways, completely unprecedented.’”— New York Times Book Review “Even if Extra Lives wasn’t the only book to deal with the future of videogames in a serious manner, it would probably still be the best one.”— Newsweek “This journalistic memoir is not only about the meaning of video games; it’s about the heat and hesitation of love.”— Los Angeles Times “Bissell is a Renaissance Man for our out-of-joint time. . . . His descriptions of simulated gore and mayhem manage to be clinical, gripping, and hilarious all at once. He transmits to the reader the primitive, visceral excitements that make video games so enticing, even addictive, to their legions of devotees.”— The New Republic “What should videogame criticism look like? Bissell’s book offers plenty of tantalizing possibilities. . . . A deeply personal work, as entertaining as the video games it profiles. . . . It’s also the first book about videogames that non-gamers can actually enjoy.”— Entertainment Weekly “A master prose stylist, the erudite Bissell is frequently insightful.”— The Boston Globe “For anyone who has spent a weekend thrilled by the prospect of beating a game, Extra Lives will cast the addiction in a new, cerebral light.”— The Washington Post “Bissell, a whip-smart writer, is engrossed by the new artistic and narratological possibilities that video gaming opens up to us, and his prose is never dry or academic—rather, it’s sweetly personal, and always engaging, even as it pushes its readers to reconsider gaming’s lowbrow status.”— Time Out New York “A fascinating book. . . . Extra Lives is like taking a private tour at a very exclusive museum, filled with lost masterpieces you never knew existed. You may not find yourself becoming a collector, but you won’t soon forget the experience.”— San Francisco Chronicle “Fantastic . . . I wish, someday, to play a game that will stay with me as long as this book about games.”—Farhad Manjoo, Slate “ Extra Lives is the first truly indispensable work of literary nonfiction about society’s most lucrative entertainment medium. Bissell’s commentary is marvelously astute and his enthusiasm for videogames beams through every inch of text.”— Paste “An important, relentlessly perceptive book. . . . Bissell proves that it’s possible to ruminate on the past, present, and future of video games in a way that is both intellectually rigorous and consistently entertaining.”— San Francisco Bay Guardian “Full of surprisingly penetrating analysis of the real-life skills video games actually test and develop. . . . Bissell moves analysis of video games to the next level. . . . [ Extra Lives ] should help usher in a widespread, much more serious consideration of how video games have taken up permanent residence in our increasingly screen-based world.”— The Plain Dealer “Bissell is a serious and seriously good writer. . . . The video game industry now pockets more of our money than do its counterparts in music and movies, but you’d never know it from glancing at a newspaper or magazine, where Nashville and Hollywood still get far more profiles, business items, and, of course, reviews. Extra Lives is, among other things, a wonderful example of how and why this imbalance might be fixed.”— The Christian Science Monitor “For gamers . . . Extra Lives offers some much-needed smart talk about a medium ripe for a paradigm shift.”— Richmond Times-Dispatch “Bissell’s style has been compared to that of a young Hemingway. So had Hemingway spent way too much time playing World of Warcraft and Fallout 3 on Xbox . . . he might’ve come up with something like Extra Lives . Ostensibly a work of criticism and attempt to answer what a video game is, the book is also an ode to Bissell’s love-hate relationship with a maddening, invigorating new art form.”— The Village Voice Tom Bissell (Xbox Live gamertag: T C Bissell; PlayStation Network gamertag: TCBissell) is the author of Chasing the Sea , God Lives in St. Petersburg , and The Father of All Things . A recipient of the Rome Prize, a Guggenheim Fellowship, and the Bay de Noc Community College Alumnus of the Year Award, he teaches fiction writing at Portland State University and lives in Portland, Oregon. Excerpt. © Reprinted by permission. All rights reserved. from Chapter 9 Once upon a time, I wrote in the morning, jogged in the late afternoon, and spent most of my evenings reading. Once upon a time, I wrote off as unproductive those days in which I had managed to put down “only” a thousand words. Once upon a time, I played video games almost exclusively with friends. Once upon a time, I did occasionally binge on games, but these binges rarely had less than fortnight between them. Once upon a time, I was, more or less, content.xa0“Once upon a time” refers to relatively recent years (2001-2006) during which I wrote several books and published more than fifty pieces of magazine journalism and criticism—a total output of, give or take, 4,500 manuscript pages. I rarely felt very disciplined during this half decade, though I realize this admission invites accusations of disingenuousness or, failing that, a savage and justified beating. Obviously, I was disciplined. These days, however, I am lucky if I finish reading one book every fortnight. These days, I have read from start to finish exactly two works of fiction—excepting those I was not also reviewing—in the last year. These days, I play video games in the morning, play video games in the afternoon, and spend my evenings playing video games. These days, I still manage to write, but the times I am able to do so for more than three sustained hours have the temporal periodicity of comets with near-Earth trajectories.xa0For a while I hoped that my inability to concentrate on writing and reading was the result of a charred and overworked thalamus. I knew the pace I was on was not sustainable and figured my discipline was treating itself to a Rumspringa . I waited patiently for it to stroll back onto the farm, apologetic but invigorated. When this did not happen, I wondered if my intensified attraction to games, and my desensitized attraction to literature, was a reasonable response to how formally compelling games had quite suddenly become. Three years into my predicament, my discipline remains AWOL. Games, meanwhile, are even more formally compelling.xa0It has not helped that during the last three years I have, for what seemed like compelling reasons at the time, frequently upended my life, moving from New York City to Rome to Las Vegas to Tallinn, Estonia, and back, finally, to the United States. With every move, I resolved to leave behind my video game consoles, counting on new surroundings, unfamiliar people, and different cultures to enable a rediscovery of the joy I once took in my work. Shortly after arriving in Rome, Las Vegas, and Tallinn, however, the lines of gameless resolve I had chalked across my mind were wiped clean. In Rome this took two months; in Vegas, two weeks; in Tallinn, two days. Thus I enjoy the spendthrift distinction of having purchased four Xbox 360 consoles in three years, having abandoned the first to the care of a friend in Brooklyn, left another floating around Europe with parties unknown, and stranded another with a pal in Tallinn (to the irritation of his girlfriend). The last Xbox 360 I bought has plenty of companions: a Gamecube, a PlayStation 2, and a PlayStation 3.xa0Writing and reading allow one consciousness to find and take shelter in another. When the mind of the reader and writer perfectly and inimitably connect, objects, events, and emotions become doubly vivid—realer, somehow, than real things. I have spent most of my life seeking out these connections and attempting to create my own. Today, however, the pleasures of literary connection seem leftover and familiar. Today, the most consistently pleasurable pursuit in my life is playing video games. Unfortunately, the least useful and financially solvent pursuit in my life is also playing video games. For instance, I woke up this morning at 8 A.M. fully intending to write this chapter. Instead, I played Left 4 Dead until 5 P.M. The rest of the day went up in a blaze of intermittent catnaps. It is now 10 P.M. and I have only started to work. I know how I will spend the late, frayed moments before I go to sleep tonight, because they are how I spent last night, and the night before that: walking the perimeter of my empty bed and carpet-bombing the equally empty bedroom with promises that tomorrow will not be squandered. I will fall asleep in a futureless, strangely peaceful panic, not really knowing what I will do the next morning and having no firm memory of who, or what, I once was.xa0The first video game I can recall having to force myself to stop playing was Rockstar’s Grand Theft Auto: Vice City , which was released in 2002 (though I did not play it until the following year). I managed to miss Vice City ’s storied predecessor, Grand Theft Auto III , so I had only oblique notions of what I was getting into. A friend had lobbied me to buy Vice City , so I knew its basic premise: you are a cold-blooded jailbird looking to ascend the bloody social ladder of the fictional Vice City’s criminal under- and overworld. (I also knew that Vice City ’s violent subject matter was said to have inspired crime sprees by a few of the game’s least stable fans. Other such sprees would horribly follow. Seven years later, Rockstar has spent more time in court than a playground-abutting pesticide manufactory.) I might have taken better note of the fact that my friend, when speaking of Vice City , admitted he had not slept more than four hours a night since purchasing it and had the ocular spasms and fuse-blown motor reflexes to prove it. Just what, I wanted to know, was so specifically compelling about Vice City ? “Just get it and play it,” he answered. “You can do anything you want in the game. Anything.”xa0Before I played Vice City , the open-world games with which I was familiar had predictable restrictions. Ninety percent of most open gameworlds’ characters and objects were interactively off limits and most game maps simply stopped. When, like a digital Columbus, you attempted to journey beyond the edge of these flat earths, onscreen text popped up: YOU CAN’T GO THAT WAY! There were a few exceptions to this, such as the (still) impressively open-ended gameworld of Nintendo’s Legend of Zelda: Ocarina of Time , which was released in 1998. As great as Ocarina was, however, it appealed to the most hairlessly innocent parts of my imagination. Ingenious, fun, and beautiful, Ocarina provided all I then expected from video games. (Its mini-game of rounding up a brood of fugitive chickens remains my all time favorite.) Yet the biggest game of its time was still, for me, somehow too small. As a navigated experience, the currents that bore you along were suspiciously obliging. Whatever I did, and wherever I moved, I never felt as though I had escaped the game. When the game stopped, so did the world.xa0The world of Grand Theft Auto: Vice City was also a fantasy—a filthy, brutal, hilarious, contemporary fantasy. My friend’s promise that you could do anything you wanted in Vice City proved to be an exaggeration, but not by very much. You control a young man named Tommy, who has been recently released from prison. He arrives in Vice City—an ocean-side metropolis obviously modeled on the Miami of 1986 or so—only to be double-crossed during a coke deal. A few minutes into the game, you watch a cut scene in which Tommy and his lawyer (an anti-Semitic parody of an anti-Semitic parody) decide that revenge must be taken and the coke recovered. Once the cut scene ends, you step outside your lawyer’s office. A car is waiting for you. You climb in and begin your drive to the mission destination (a clothing store) clearly marked on your map. The first thing you notice is that your car’s radio can be tuned to a number of different radio stations. What is playing on these stations is not a loop of caffeinatedly upbeat MIDI video-game songs or some bombastic score written for the game but Michael Jackson, Hall and Oates, Cutting Crew, and Luther Vandross. While you are wondering at this, you hop a curb, run over some pedestrians, and slam into a parked car, all of which a nearby police officer sees. He promptly gives chase. And for the first time you are off, speeding through Vice City’s various neighborhoods. You are still getting accustomed to the driving controls and come into frequent contact with jaywalkers, oncoming traffic, street lights, fire hydrants. Soon your pummeled car (you shed your driver’s-side door two blocks ago) is smoking. The police, meanwhile, are still in pursuit. You dump the dying car and start to run. How do you get another car? As it happens, a sleek little sporty number called the Stinger is idling beneath a stoplight right in front of you. This game is called Grand Theft Auto , is it not? You approach the car, hit the assigned button, and watch Tommy rip the owner from the vehicle, throw him to the street, and drive off. Wait—look there! A motorcycle . Can you drive motorcycles too? After another brutal vehicular jacking, you fly off an angled ramp in cinematic slow-motion while ELO’s “Four Little Diamonds” strains the limits of your television’s half-dollar-sized speakers. You have now lost the cops and swing around to head back to your mission, the purpose of which you have forgotten. It gradually dawns on you that this mission is waiting for you to reach it . You do not have to go if you do not want to. Feeling liberated, you drive around Vice City as day gives way to night. When you finally hop off the bike, the citizens of Vice City mumble and yell insults. You approach a man in a construction worker’s outfit. He stops, looks at you, and waits. The game does not give you any way to interact with this man other than through physical violence, so you take a swing. The fight ends with you stomping the last remaining vitality from the hapless construction worker’s blood-squirting body. When you finally decide to return to the mission point, the rhythm of the game is established. Exploration, mission, cut scene, driving, mayhem, success, exploration, mission, cut scene, driving, mayhem, success. Never has a game felt so open. Never has a game felt so generationally relevant. Never has a game felt so awesomely gratuitous. Never has a game felt so narcotic. When you stopped playing Vice City , its leash-snapped world somehow seemed to go on without you. Vice City ’s sequel, Grand Theft Auto: San Andreas , was several magnitudes larger—so large, in fact, I never finished the game. San Andreas gave gamers not one city to explore but three, all of them set in the hip-hop demimonde of California in the early 1990s (though one of the cities is a Vegas clone). It also added dozens of diversions, the most needless of which was the ability of your controlled character, a young man named C.J., to get fat from eating health-restoring pizza and burgers—fat that could be burned off only by hauling C.J.’s porky ass down to the gym to ride a stationary bike and lift weights. This resulted in a lot of soul-scouring questions as to why A) it even mattered to me that C.J. was fat and why B) C.J. was getting more physical exercise than I was. Because I could not answer either question satisfactorily, I stopped playing. Grand Theft Auto IV was announced in early 2007, two years after the launch of the Xbox 360 and one year after the launch of the PlayStation 3, the “next-generation” platforms that have since pushed gaming into the cultural mainstream. When the first next-gen titles began to appear, it was clear that the previous Grand Theft Auto titles—much like Hideo Kojima’s similarly brilliant and similarly frustrated Metal Gear Solid titles—were games of next-gen vision and ambition without next-gen hardware to support them. The early word was that GTA IV would scale back the excesses of San Andreas and provide a rounder, more succinctly inhabited game experience. I was living in Las Vegas when GTA IV (after a heartbreaking six-month delay) was finally released.xa0In Vegas I had made a friend who shared my sacramental devotion to marijuana, my dilated obsession with gaming, and my ballistic impatience to play GTA IV . When I was walking home from my neighborhood game store with my reserved copy of GTA IV in hand, I called my friend to tell him. He let me know that, to celebrate the occasion, he was bringing over some “extra sweetener.” My friend’s taste in recreational drug abuse vastly exceeded my own, and this extra sweetener turned out to be an alarming quantity of cocaine, a substance with which I had one prior and unexpectedly amiable experience, though I had not seen a frangible white nugget of the stuff since.xa0While the GTA IV load screen appeared on my television screen, my friend chopped up a dozen lines, reminded me of basic snorting protocol, and handed me the straw. I hesitated before taking the tiny hollow scepter, but not for too long. Know this: I was not someone whose life had been marked by the meticulous collection of bad habits. I chewed tobacco, regularly drank about ten Diet Cokes a day, and liked marijuana. Beyond that, my greatest vice was probably reading poetry for pleasure. The coke sailed up my nasal passage, leaving behind the delicious smell of a hot leather car seat on the way back from the beach. My previous coke experience had made feeling good an emergency, but this was something else, softer, and almost relaxing . This coke, my friend told me, had not been “stepped on” with any amphetamine, and I pretended to know what that meant. I felt as intensely focused as a diamond-cutting laser; Grand Theft Auto IV was ready to go. My friend and I played it for the next thirty hours straight. Read more

Features & Highlights

  • In
  • Extra Lives
  • , acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage,
  • Extra Lives
  • is a milestone work about what might be the dominant popular art form of our time.

Customer Reviews

Rating Breakdown

★★★★★
30%
(67)
★★★★
25%
(56)
★★★
15%
(33)
★★
7%
(16)
23%
(50)

Most Helpful Reviews

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Not worth reading

I'm surprised that this book is rated (relatively) highly by reviewers. In my opinion, the writing is slapdash, the research non-existent, and valuable insights few.

As other reviewers have noted, the title was a problem for me. "Why video games matter" implied to me a thoughtful discussion of video games as an art form, instead I found the book to be a disconnected, meandering series of personal observations about specific titles. It's like titling a book "why film matters" and then filling it with essays about how you really, really liked "back to the future" and "titanic." Yes, it felt that random.

The writing quality seemed contrived to me as well. The second chapter (about "Resident Evil" (aka "Biohazard")) switches to second person for no particularly good reason. It feels forced- like a precocious junior high school student showing off in an essay contest. I also made the mistake of reading the comments on the dust jacket of the hard cover edition. Bisell is described as an "award winning" author. While I read, I was haunted by the question "what awards? Can you take them back?"

There's much better writing out there about games- see the New Yorker magazine's 2011 profile on Shigeru Miyamoto for an example of good writing. That single article contains more insight and research than this entire book.
27 people found this helpful
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Wish he'd stuck to just playing games.

I found reading Extra Lives to be a basically miserable experience.

Bissell seems trapped between his disgust at the overall "stupidity" of game writing, the desire to explore how games make us feel and a willingness to admit but not really explore his own predilection for a "I killed everyone I saw because the game let me/I thought the writing was stupid" play style. At best Bissell doesn't ever seem to be willing or able to surrender himself to the structure of the games he plays in deeper terms; he despises the writing and the narratives of the games he plays and is therefore never actually absorbed in them past what's evoked on a visceral, game mechanics level. Because of this his analysis seems pat and trite as he goes on to attempt to discuss games at a more meaningful level, which he actually only very rarely does.

The chapter on Far Cry 2 was the most damning. For me, past the realistic fire, Far Cry 2 was one of the worst games I've ever played, Bissell loved it. Where I found it sort of a trite Heart of Darkness (yes, I've read it) lite, Bissell found an exploration of evil. Where I found the constantly respawning checkpoint enemies and overall mindless hostility of everyone in the game world tedious in the extreme, Bissell found it a thrilling challenge to stay alive. Further insights include how Resident Evil was scary because of the camera and lack of ammo, but the dialog was laughably bad. Mass Effect was good because it had a lot of writers, but Bissell talks about unemotionally making all the renegade choices. He was emotionally involved with the two choices calculated to illicit the highest degree of emotional response.

At the end of this book, despite how lauded it's become in the world of gaming, I can honestly say I would never ever recommend reading it to anyone who actually plays and likes video games. It's an uncomfortable hash of descriptions of games you've most likely played and formed our own opinions about and the type of intellectual pretense that you get from listening to someone who pats themselves on the back for thinking "big thoughts" without ever actually doing so. Much of Extra Lives is really Bissell's reviewing of the games he's played. If for instance you didn't find the Tunnel Snakes gang in Fallout 3 so stupid that you killed everyone in the Vault where you started (I didn't) you may find it really hard to regard anything said about the game in the rest of the chapter as having merit. The core takeaway I got from this book was that Bissell wishes that there was a video game Ulysses or Gravity's Rainbow so girls and intellectuals wouldn't make fun of him for playing.

At the very best it may be something to toss to a parent or significant other who is derisive about your gaming hobby, but it's tenuous defense at best.
15 people found this helpful
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For Literate Video Game Lovers

I really enjoyed Tom Bissell's Observer article about his video game addiction, specifically about his love of and obsession with Grand Theft Auto. He was honest, winning, and thoughtful in that piece, and the piece has been reproduced in its entirety as the final essay in a collection of essays about video games in "Extra Lives."

While it is fairly easy to describe the subject and nature of Tom Bissell's Observer article (a writer becomes addicted to video games, and analyzes why he became so) the subject and nature of "Extra Lives" are much harder to pin down. It is essentially video game criticism -- an analysis of its gameplay mechanics -- but it is also attempts to explore if video games can become great pieces of art and literature. As someone who both likes to read and who likes to play video games with literary pretensions (Final Fantasy VII, Warcraft, Starcraft, etc.) I was intrigued by the book at first, but soon found it too mired down by its own literary pretensions.

Part of the problem for me -- and to be perfectly fair to the author -- is that Tom Bissell is almost completely focused on first-person shooter games (I prefer role-playing games or real-time strategy), and I've never played any shooter games. That said, I found it disappointing that there wasn't a much eclectic mix of video game genres in this book. While Tom Bissell introduces us to some great video games I was surprised that he didn't mention Blizzard at all -- a great video game company whose products are just as memorable and exciting as Grand Theft Auto and Bioshock.
7 people found this helpful
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not good. The author has a tendency to relate gameplay ...

This was... not good.

The author has a tendency to relate gameplay of various games in the second person point of view, projecting his experience and feelings about the game onto the reader. This may work if I hadn't played the game, but his experience rarely meshed with my own in these games. Overall, it made those elements unpleasant to read.

Additionally, as others have mentioned, the memoir elements are both dry and self-important. Old game designers with pony tails are annoying him? Um. Why would would his dismissiveness of them matter to me? To find information about a topic, he traveled to Las Vegas, a city he already live in? What diligence!

While I've only read four or five books addressing the role of video games in society, this has been the worst. If you're interested, give All Your Base Are Belong To Us by Goldberg
3 people found this helpful
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Its a load of ludo narrative dissonance really

Video games have got a pretty bad reputation really. Blamed for violence, anti-social behaviour and a lot of societies other ills they don't get good press coverage. This book is one man's attempt to explain why video games matter. Its done by using several games he has played (all console games such as Far Cry 2, Fallout 3, GTAIV and others) to explain this and also interviewing some of the designers of those games.

There are some parts of this book that work very well. The description of the beginning of Resident Evil was very funny and reminded me of my first play of that game. The parts on GTA rampages also made me laugh, I am never that inventive. You can obviously tell that the author has a love/hate relationship with many of these games. The appendices are great and the interview with Sir Peter Molyneux (designer of Fable) is very good indeed. What doesn't work so well is when it veers into an almost university textbook density of technical narrative discussion particularly when it discusses ludo narrative dissonance repeatedly. This term refers to when the cut scenes run counter to the players controllable actions. Or rather than the player is killing without a whim and yet the cut scenes portray that character as an angel (as an example). This is an important point but the book gets too bogged down with it. I also didn't enjoy the final GTAIV section where the authors own addiction to cocaine is also included and compared to a video game. For an author who is trying to explain why video games matter this is neither helpful or wise in my opinion.

Its a good book. But suffers from ludo narrative dissonance in itself. Its author claims to love games. But too often it reads that he likes games but gets frustrated with them even more. Thereby defeating the object. I did enjoy it. The section on Fallout 3 has made me start that game again. I recommend the book for gamers. But I don't love it and find it as frustrating as the author finds many of the games he discusses because of the reasons above.
2 people found this helpful
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Disappointed.

I think that Mr. Bissell can write well, but I didn't think it was a good book. Each chapter is about a game, its game mechanics, and a little bit about the people that made it... but it's not actually about WHY gaming matters. Hearing how CliffyB created Gears of War and how he drives fancy cars doesn't really do anything to further the argument that gaming is relevant, nor is how Fallout 3 is expansive or LittleBigPlanet is creative.

If you play games, you already know this stuff already. I'm glad I read it, but I wasn't impressed.
2 people found this helpful
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Five Stars

My son loves this book and will using it for a book report.
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Very thought provoking

I thoroughly enjoyed this book. It was difficult to get into at first, as I found myself questioning the author's beliefs regarding the subject matter. However, I pushed past that, and I'm glad I did. The author's experiences and questions regard what the game industry is and what it's aiming to create are very thought provoking, even if you don't agree with his answers. (Which I often didn't) Additionally, the exploration into the backgrounds of a few games was both interesting and entertaining.
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Five Stars

I wish there were a hundred more books like it
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excellent

excellent