​Violent and lewd! Not Grand Theft Auto, Shakespeare’s Macbeth

TruthLens AI Suggested Headline:

"Exploring Shakespeare's Potential Influence on Modern Video Game Design"

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TruthLens AI Summary

The recent discussion surrounding Lili, a video game adaptation of Shakespeare's Macbeth showcased at the Cannes Film Festival, raises intriguing questions about the Bard's potential engagement with contemporary gaming. The notion that Shakespeare would be writing for games today resonates with historical parallels; during the Elizabethan era, plays were dismissed as lowbrow entertainment, much like how video games are often perceived today. Critics of Shakespeare's time were equally concerned about the violent and lewd content of plays and their influence on audiences. If Shakespeare were alive today, it is suggested that he would gravitate towards the open-world role-playing game genre, where he could explore complex narratives and character development, rather than the fast-paced multiplayer games that prioritize revenue over storytelling. This genre allows for the intricate weaving of themes such as revenge, madness, and free will, which are prevalent in his works, creating an environment that mirrors the psychological depth found in Shakespeare's plays.

Open-world games, much like Shakespeare's plays, offer expansive narratives and morally ambiguous characters, allowing players to engage with the story as both spectators and participants. The potential for merging Shakespearean themes with the interactive nature of video games is gaining traction, as evidenced by recent projects that explore this intersection. For instance, the Royal Shakespeare Company has experimented with live performances integrated into gaming platforms like Minecraft, while a documentary titled Grand Theft Hamlet attempted to stage Hamlet within the context of Grand Theft Auto during the pandemic. This blending of mediums highlights the timeless relevance of Shakespeare's work and its adaptability to modern forms of entertainment. Ultimately, the conversation about Shakespeare's hypothetical involvement in gaming underscores the enduring nature of his themes and the evolving landscape of storytelling in the digital age.

TruthLens AI Analysis

The article presents an intriguing perspective on the intersection of classic literature and modern gaming culture, particularly focusing on the hypothetical scenario of Shakespeare creating video games. It draws parallels between the historical context of Shakespeare's time and the current perception of video games as a form of popular entertainment.

Purpose and Public Sentiment

One of the main intents of this article appears to be to evoke a sense of nostalgia and reverence for Shakespeare while simultaneously legitimizing video games as a serious art form. By suggesting that Shakespeare would embrace gaming, the article seeks to foster a more positive perception of video games, which have often been criticized for their violent and lewd content. This aligns with a growing trend in the media to elevate the status of video games within the cultural hierarchy.

Potential Concealments

While the article focuses on the artistic merits of video games, it may divert attention from ongoing discussions about the impacts of gaming on mental health and societal behavior. By framing the discussion around Shakespeare, a universally respected figure, the article could be downplaying the controversies surrounding video game content and its effects on players.

Manipulative Aspects

There is a degree of manipulation in how the article romanticizes the idea of Shakespeare making video games. The use of rhetorical questions and hypothetical scenarios may lead readers to draw favorable comparisons between Shakespeare's complex narratives and the depth that could exist in gaming, potentially glossing over the actual content of many popular games.

Truthfulness and Societal Perception

The article is grounded in the truth that Shakespeare's work was once considered low culture, similar to how video games are viewed today. However, the leap to suggest that he would create a specific genre of games oversimplifies the nuances of both Shakespeare's works and the diversity of video games. The narrative seems to cater to a demographic that appreciates both high art and gaming, attempting to bridge a cultural divide.

Comparative Analysis

When compared to other articles discussing video games or literature, this piece uniquely combines both fields, creating a dialogue that is not commonly explored. This could signal a shift in how media outlets are beginning to approach video games, moving away from purely sensationalist takes to more thoughtful analyses.

Impact on Society and Economy

The framing of video games as a medium worthy of Shakespeare's storytelling could influence public opinion, potentially leading to increased acceptance of gaming in educational contexts. Economically, this could also bolster the gaming industry, encouraging investment in narrative-driven games that emphasize storytelling.

Target Audience

This article is likely to resonate with a diverse audience that includes both literature enthusiasts and gamers. It may particularly appeal to those who appreciate complex narratives and character development, drawing in readers from both communities.

Market Impact

From an economic perspective, this piece may have implications for the gaming industry, particularly for stocks related to companies focusing on narrative-driven games or those attempting to elevate the artistic status of gaming.

Geopolitical Considerations

While the article does not directly address geopolitical issues, the discussion on art and entertainment reflects broader cultural trends that can influence international perceptions of creativity and innovation, particularly in the tech-driven entertainment sector.

Artificial Intelligence Influence

It is plausible that AI tools were utilized to generate some parts of the article, especially in crafting engaging narratives or drawing parallels. This could include models trained on literary analysis or gaming culture discussions, enhancing the article's appeal and coherence.

In conclusion, the article serves to elevate the discussion around video games and their narrative potential while drawing on the revered legacy of Shakespeare. Although it may gloss over certain critical aspects of gaming, it ultimately contributes to a more nuanced understanding of the medium.

Unanalyzed Article Content

Last week, the Guardianspoke to the team behind Lili, a video game retelling of Macbeth, shown at the Cannes film festival. The headline quote from the piece was “Shakespeare would be writing for games today”, which I have heard many times, and does make a lot of sense. Shakespeare worked in the Elizabethan theatre, a period in which plays were considered popularist entertainment hardly worthy of analysis or preservation – just like video games today! The authorities were also concerned about the lewd and violent nature of plays and the effect they may have on the impressionable masses – ditto!

But if we agree that a 21st-century Shakespeare would be making games, what sort would he be making? If our central thesis is that Shakespeare would be interested in mass, popular entertainment, then – if we’re talking pure revenue – he would be making casual smartphone games: Tencent’s multiplayer arena battle game Honor of Kings, for example, made$2.6bn (£1.9bn) last year. However, while the Bard was certainly interested in royalty and honour (and making money), it’s hard to see Hamlet working as a multiplayer arena-based online battle game structured into an endless series of fast-paced skirmishes. Our titular hero would barely get out the words, “O, that this too too solid flesh would melt, thaw, and resolve itself into a dew!” before being vaporised in a scorching barrage attack. For similar reasons, I can’t see Shakespeare making battle royale games such as Fortnite because, while he certainly liked a battle and lots of deaths, there’s not a lot of room for narrative complexity or rousing military rhetoric when the sole aim is to shoot as many people as possible while dressed as a giant banana orSabrina Carpenter.

No, I think if Shakespeare was magically reincarnated in the first quarter of the 21st century, there is only one genre he’d be working in: the open-world role-playing adventure. Here, he’d have the time and space to weave complex narratives involving dozens of characters and diverse environments. King Lear’s moors would become a desolate explorable wasteland, much like the post-apocalyptic hellscapes of Fallout or Death Stranding; Macbeth’s castle would resemble the haunted dungeons of Elden Ring or The Witcher 3; the Verona of Romeo and Juliet would be a beautiful, troubled take on GTA’s Los Santos. Shakespeare’s major thematic obsessions – war, revenge, madness and the nature of free will – are all major elements in fantasy RPGs; his ability to weave in all classes, from the lowest peasants to the most vainglorious kings, is reflected in the social strata of the great open-world titles. Shakespeare’s histories mixed real-life and fictional characters, as does the Assassin’s Creed series, titles that are also interested in the classic Shakespearean concerns of identity, disguise and illusion.

More broadly, open-world games have the same sort of freewheeling structure and psychological flexibility as Shakespeare’s plays. They have subplots and side quests, they have nonlinear timelines and complicated, morally ambiguous characters; they are expansive and baggy, and wide open to varied interpretation. Vitally, open-world games let the spectator into the narrative as a viewer and an actor; similarly Shakespeare wanted his audiences to be drawn into the action, using asides, quips and monologues to break down the divide between stage and pit. Loud, opinionated and combative, video game players have much more in common with Shakespeare’s Elizabethan audiences than polite modern theatregoers.

This potential intersection between Shakespeare and open-world games is quietly gaining traction. A few years ago the RSC employed three artists to considerthe interplay of live theatre with technologyand one of them, the digital artist Adam Clarke, tested ideas for hosting Shakespeare performances within Minecraft. More recently, we saw the brilliant documentaryGrand Theft Hamletabout an attempt to stage Hamlet within Grand Theft Auto during the Covid lockdowns. What, after all, is an open-world online video game if not a technological rendering of Shakespeare’s fundamental philosophy: all the world’s a stage, and all the men and women merely players.

It is always intriguing to see highly recognisable video game genres getting clever reinterpretations.Rift Riffby Dutch game designer Adriaan de Jongh and his small team is a tower defence game like, say, Plants vs. Zombies, except here the landscape is much more open and there are little tactical additions, such as being able to lay down the foundations for new towers before you have gathered the required resources to build them, which makes planning fun and creative. Add in the lovely, inviting visuals and sound effects and you have a captivating strategy sim suitable for newcomers and veterans alike.

Available on:PCEstimated playtime:15-plus hours

Writer, director and video game fan Alex Garland has been confirmed to helma forthcoming live action movie adaptation of Elden Ring, produced by A24 and Bandai Namco. If it’s going to be authentic, the first two hours of the film will revolve around the lead character being repeatedly slaughtered by the Tree Sentinel knight at the very start of the quest.

Pac-Man is now officially 45 years old and theBFI has a piece tracing the evolution of the gamefrom that old story about the pizza to the fact that all the ghosts have different personalities. Ms Pac-Man is a better game, though.

Game design luminary Peter Molyneux recently held a Q&A session at the Nordic Game 2025 conference, and gaming news siteGI.biz wrote up his excellent answerto the question, whatever happened to Project Milo? And frankly, if you have to ask what that is, you’ll never know.

I am poring overHurt Me Plenty, a lavish coffee table book about the best shooter games of the noughties, published by Bitmap Books. Call of Duty 4: Modern Warfare, Half-Life 2 and Unreal Tournament are all analysed here, as well as lesser-known oddities. (Codename: Nina – Global Terrorism Strike Force anyone?) A fascinating overview of this foundational period for modern shooter design.

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This one came to us fromAndyon email who asked:

What’s the strangest game you have ever played? Last year I played Harold Halibut on Game Pass, which I think is probably the weirdest game I’ve ever experienced. I’d love to hear about other strange gaming experiences.

I’ve played a lot of games that are famously weird, such asSeaman(look after a talking fish with the voice of Leonard Nimoy),Mister Mosquito(you’re a mosquito) andKatamariDamacy(you’re making giant balls of junk for the king of the universe), but I’ve also played many more obscure weird games, such as Spectrum classicFat Worm Blows A Sparky(you’re a microscopic worm trapped in your own computer), the bizarre Amiga adventureTass Times in Tonetown(you’re trapped in an alternative 1980s punk dimension) and the PlayStation 2 voyeur sim,Polaroid Pete(you’re a photographer trying to take snaps of weird things happening in local parks).

My favourite is Sega’sEmergency Call Ambulance, which is likeCrazy Taxiexcept you’re driving an ambulance with a critically ill patient in the back and if you get into too many collisions you have to give them CPR or they die. This was a big arcade release, but somehow never made it to home consoles. I simply cannot understand why.

If you’ve got a question for Question Block – or anything else to say about the newsletter – email us onpushingbuttons@theguardian.com

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Source: The Guardian