RGB gamerfeels
clear as liquid crystal dept.
15 Apr 2026
Blaming the screens for all of society's ills is currently in vogue. When engaged in this, most among the pundits are however usually talking about the new fondleslabs, tablets and smartphones, rather than the desktop monitors they themselves were weaned on. The blind spot is rather telling.
In truth, LCD screens have a lot to answer for. Thanks to the slender profile they caught on pretty much the moment they became viable, this was however a decade before the tech matured properly: office workers in particular tended to be saddled with monitors that had a very narrow viewing angle and by and large were nowhere near colour-proof.
So while the tech was there since the Noughties to do well-presented HD webcomics, both bandwidth and endpoint limitations
meant there was little point in going with anything beyond simple shapes and primary colours, which led to the internet
basically reinventing the Yellow Kid
phase of daily comix.
In a way this may have been liberating for writer–artists who never figured out pen nibs, but it did stem from a decidedly
cramped communications channel with little room for subtlety, host to metric gigapixels of largely superfluous sprite-stencil comics.
Eventually, the medium became the message. Rather like how 78 RPM gramophones were best suited to doo-wop and opera singers, the 2Knet was a stew of readily identifiable colours, anime with uniform line-weights, and text-only drama desperate to wring some kind of reaction out of people, any kind (because there was no real rapport with the audience).
As it happens, a lack of rapport is also the bane of computer games: how often do you find yourself laughing at an achievement?
The fundamental problem would be that the machine has no Goddamn sense of humour, which makes it difficult to tell wether or
not you get it. And so the goals tend to be defined in terms of whatever happens to be easy to measure — speedrunners are really just doubling down on what computers are (usually) good at, keeping accurate time. Notably, all except glitchless
runs tend to step outside the bounds of what you'd call the regular action of proceeding through the game, to indulge in
walking through walls and so on. It suggests a funny corollary to Caillois' observation that the athlete is not playing but
working: speedrunners are effectively ranked competitive beta-testers who complain about rugpulls when the game gets patched
out from under them.
In the same vein, skill in the traditional sense isn't even what's being rewarded in action games. Where normally we consider the ability to push the envelope to be a natural extension of extraordinary skill, action games are unmistakably paint-by-numbers; there's always a snap-to grid, the only options are fulfilling the requirements faster or else to demolish the barriers altogether. (In truth, the only real difficulty in a computer game is cognitive difficulty, which — quite tragically — is what most punters are desperate to avoid.)
A better word might be production,
since players are always trying to maximize their output of damage-per-second or
simoleons or whatever. The important thing is to produce win states, to optimize production towards six-sigma efficiency, and
of course the pro gamer
is always producing content.
To ensure players are instantly made aware when production has been successful, games have to provide clear feedback: beeping, flashing something in the centre of the screen, some signal that can't be missed. This eventually becomes invisible to players, much as pedestrians usually aren't aware of the sound of their footsteps; however, it has always been one of the easier ways to mock computer games as an immature art form. Not entirely without reason: a sign of maturity is often the ability to take something in and then sit with it, and the action game does not sit; it jumps, sometimes even doubly so.
In artistic terms, the action game is a broken record that wants you to hit the same note over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over, and over, to a degree that would be laughable in any other field.

Superhero costumes maximized recognizability across different artists and made it easy to pick out the heroes from the frantic action, which incidentally is the same problem computer games are often trying to solve (tellingly, Green Lantern may have been the odd one out in The DC Universe™ lineup on account of sporting the least lurid colour palette). The blaring crisp signals are like military bugle calls, valued primarily for their clarity rather than their æsthetic impact. Superhero comics, it bears keeping in mind, were once so dominant that some people came to think of bande dessinée in general as an evolutionary dead-end, good for nothing but Sunday funnies and power fantasies. And with games, the situation is even more dire; they can barely manage to pull off comedy.
The era of zero subtlety has also resulted in a slew of shows that fail to stick the landing because they're created by the bathroom singers of deviantArt who devoted their formative years to marinading in the primary colours of emotion (cute/creepy/cringe) to the detriment of all else. Piling accessories onto your OC is an offshoot of this as well: it was the Web 1.0 equivalent of the virtual fashion show, looksmaxing fictional characters being otherwise trivial.
Æsthetes previously excused spending time on art by claiming that it trains our capacity for emotional response (and presumably, the ability to recognize complex emotions in yourself).
When the only possible æsthetics now come down to playground toys
and realistic plus yellow paint,
what room does that leave for advancing towards novel sensations?
Which is not to say that there can be no place for primary colours. But when everyone's trying to be Superman, there's bound to be a spandex shortage.
