The Deeper Side of "DoubleDragon"

an excerpt from
Lucky Wander Boy

by
d. b. weiss

In the "Catalogue of Obsolete Entertainments," a fictional author evaluates the games of his youth for their ultimate historical and philosophical significance.

CATALOGUE OF OBSOLETE ENTERTAINMENTS
GAME: DOUBLE DRAGON
Format: Coin-Op Arcade Machine
Manufacturer: Taito
Year: 1987

With his blond high-piled hair, the avatar we are asked to play in "Double Dragon" resembles no one so much as William Zabka of "Karate Kid" and "Back to School" fame. Write it off to idiosyncrasy, but the notion that this ür-bully is supposed to be both the hero of the story and our on-screen representative strikes the author as preposterous, all past identification with "Donkey Kong" and "Pac-Man" ghosts aside.

More important -- and this speaks to the central problem with "Double Dragon" -- are the issues of surface versus structure, and inclusion versus exclusion. "Double Dragon" is the first major step down the road to a high-gloss realism that masks a shift from what Marshall McLuhan would call a "cool" medium to a "hot" one: "Any hot medium allows of less participation than a cool one ... the hot form excludes, and the cool one includes." Strip away this realism and the game boils down to beating the hell out of people, a fair-enough fantasy pastime...

But in cool games ("Tempest," "Raiders of the Lost Ark," "Lucky Wander Boy"), graphic minimalism goes hand-in-hand with the absorptive World Unto Itself quality that makes these games special, and indeed, a measure of this quality extends to all the Classic games, however basic in conception. When we play these games, the sketchy visual detail forces us to fill in the blanks, and in so doing we bind ourselves to the game world. Even more, we participate in its creation, we are a linchpin, a cocreator, crucial to the existence of the game world as it is meant to be experienced. Without our participation the Classic game is nothing, it devolves into exactly what the gloss-junky detractors see -- and they see it precisely because they refuse to put forth the mental effort required to round out the vision.

They prefer games like "Double Dragon," games that do all the work, premasticating the images, chopping them fine -- but in allowing this to be done for them, they go from being to watching, as the degree of detail starts to make identification with the character impossible. In his McLuhan-inspired book "Understanding Comics," comic artist and theorist Scott McCloud makes a deceptively simple observation: "The more cartoony a face is ... the more people it could be said to describe."

In "Double Dragon," I cannot be the ass-kicking Zabka; he has big biceps, and I do not; he wears a sleeveless blue track suit, and I will not. I am left out, and I feel left out enough as it is, thanks.

A Pac-Man, however, is just a mouth.

I have a mouth. You have a mouth. We all have a mouth.

And the world of "Double Dragon" is a world of car ads and wanted posters and brick buildings, not the iconic idea of a building we see in "Donkey Kong," but recognizable individuated buildings. The Classic games were Classic because, like classical music or architecture, they strove to give life and weight to ideals of order and proportion, to provide a vision of timelessness. In "Double Dragon," we can see the cracks in the brick, the mold growing on the drainage pipes, the unmistakable deterioration of the world we live in. We are thrust rudely back into time. When I put a quarter into an arcade machine or call up an emulated game on my computer, I do it to escape the world that is a slave to the time that makes things fall apart. I have never played these games to occupy my world.

- excerpt from Lucky Wander Boy by d. b. weiss

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See also by d. b. weiss:
The Deeper Side of
Donkey Kong
Frogger and
Pac-Man

 

 

 
 

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