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Games as Art
Super Marenaissance Bros.
on Monday 28 April 2008
by Insert Coin(s) to Continue author list email the content item print the content item create pdf file of the content item
in Editorials > Video Game Editorials
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Video gaming is still a budding industry. Are games, at this point in their infancy, art? What does it take for a game to be considered art? Insert Coin(s) to Continue takes a look past the gimmicks and gives his analysis of the industry.

Video games can be seen as showcases of what man has accomplished, technologically. Each year designers are pushing graphics, memory, power, innovations upon the medium in what seems to be a race towards a non-existent goal. As with other mediums, video games will continue to improve as long as there are people producing them. The question, though, that some are already beginning to ask, though, is the question of, “Are video games art?”. There are certainly arguments coming from both sides of the divide and today I will attempt to view both in depth as we explore this relevant question.

An important clarification to make when asking this question is how one defines art. For the sake of this argument, I will take a fairly conservative definition. From Wikipedia, “Generally art is a (product of) human activity, made with the intention of stimulating the human senses as well as the human mind; by transmitting emotions and/or ideas”. I will also separate aesthetics and industry. Artistic direction or innovations created for the sole purpose of selling to new or established markets will not be counted. Artistic direction and innovation must be novel and created to leave a lasting impression upon players or the industry rather than solely attracting potential customers. This can be difficult to determine (as it deals mostly with the motive of the developers), but it can be assumed that a game like Quake 4 was not trying to make an artistic statement in its art direction as much as it was just trying to grab onto the established and well-received sci-fi, horror genre shooter standard model. That is not to say that games that fit within archetypes cannot transcend the stereotype. For example, I would consider Metroid Prime art even though it is a sci-fi shooter.

Video games are relatively young. The first video game was created only 37 years ago. People are still getting used to the idea of video games. It has not reached its maturity yet. Compare video games to film, a medium that most aesthetic philosophers consider to be an art form. In the early days of film (the late 1800s to the early 1900s) film was not considered an art form either. Early films, like the Roundhay Garden Scene, served only to display the possibility of what the motion picture camera could do. Works following were usually extensions of stage performances during the vaudeville era consisting of, at the time, revolutionary camera tricks filmed in such a way as to give the appearance of magic. It wasn’t long before artistic qualities of film started to emerge. Films by Charlie Chaplin or the Marx Brothers can be seen as an early example of this. Of course, the evolution of film is readily available to anyone who wants to do further reading in other sources, but it is not the topic of my argument today so I’ll spend as little time on the subject as possible. My point is simple. Video games are still in their infancy.

For games to be art, in this argument, they have to have one or more of the following: a story or narrative conveying novel emotions or ideas and / or novel aesthetic art direction (in visuals, music, innovations, or other criteria). Under these criteria, most of the games released on and before the Atari 2600 would not be considered art. Story was virtually non-existent and the graphics served only to display boundaries of objects represented on screen instead of displaying things in a unique perspective. I’ll examine both of the requirements.

For games to be considered art, they, most of the time, must include some kind of a story. Notable exceptions may include games that serve as more of a “display of artistic accomplishment” such as the recent independent “game” The Graveyard or Rare’s Grabbed by the Ghoulies, whose value comes not from the simple gameplay or story, but rather from the game’s art direction and brilliant use of the Xbox technology. Games did not traditionally have stories attached to them at the beginning. It was not until 1981 that games started getting hints of story elements. 1981 issued in the releases of Nintendo’s Donkey Kong, which featured heroic carpenter Jumpman saving his girlfriend, Pauline, from an irate gorilla, and Ms. Pac-Man, which featured a tongue-in-cheek love story between established character Pac-Man and the titular hero, perhaps providing more of a commentary about the era’s video games than most gamers picked up on. Stories have certainly evolved since then. They reached the current standard of complexity with the release of Metal Gear Solid. Today’s games, such as Portal reveal characters and situations extensively and methodically in a style similar to modern film. Extensive character and plot development to ends other than creating new gameplay situations (sorry, Tony Hawk series) are one of the most common ways games can reach the status of becoming timeless, artistic classics. Take for example the Final Fantasy series.

A game’s story, like a film’s, may or may not have underlying messages. Famous films such as Dr. Strangelove and The Godfather show how important meaning is to plot. While not essential, most movies that make any sort of “Top 100” lists are generally driven by messages or ideas deeper than what is shown at face value on screen. Video gaming really hasn’t embraced this as much as cinema. Japanese RPGs will occasionally touch on issues, but novel ideas, for the most part, go widely unrepresented. Usually games that do try to get the player to think are well received by both reviewers and fans, though. Examples of such games are BioShock, Half-Life 2, Portal, and Fallout 3. Each have messages they creatively display somehow through their games.

Art direction seems like a given in an argument over whether or not games should be considered art, but not all art direction is novel. For every Doom 3 we get a Quake 4. Unique art direction is more than just pretty graphics. It is a new perspective or artistic movement. Extreme examples like Okami and Psychonauts make up a fairly small portion of this sampling, and it includes much more subtle examples like WarCraft III and Gears of War. This can include the game’s soundtrack and even its character design. As early as Mario Bros. and Balloon Fighter, fantastic worlds have been developed as settings for the games’ adventures. An early example of outstanding art direction was Donkey Kong Country for the Super Nintendo. Country’s unique graphical style, large and empty settings, and decidedly moody soundtrack made the otherwise typical platformer stand out from the rest.

Is the gaming industry ready for artistic games at this point? There have been many examples over the past few years of games that have creative aesthetics, such as Okami and Kameo: Elements of Power, and creative story development, like Grim Fandango and the Sam & Max series. An overwhelming majority of the time, these titles are praised highly by fans and critics but sell poorly on the market. One reason is that artistic style best manifests itself in slower, exploration-based genres such as 3D platformers, point-and-click games, or RPGs. While it’s not unheard of for more artistic games to grace the more popular genres (Oddworld: Stranger’s Wrath, XIII), they are much less common.

Personally, I think the gaming industry is waiting on a truly talented game director to pull the industry through an artistic revolution, of sorts, legitimating claims of artistic merit. We have not yet had an Alfred Hitchcock of gaming. We have had talented visionaries like Tim Schafer and Sid Meier, but no one that has been able to cause much of a ripple throughout the gaming industry yet. It is only a matter of time, though. Maybe the success of BioShock and Portal that we are seeing now is the first step towards making games a truly artistic medium. In an era of user-generated content and a demanding market wanting more than the previous generations, games are certainly moving in the right direction. Certain games can be considered art at this point, but it won’t be long until the large majority of them share the title. Until then, support the great artistic games already available. Go buy Psychonauts and Kameo: Elements of Power. Show the developers that we’re an audience intelligent enough to swallow more than previous generations of gamers.


Comments
I would say that even the film industry isn't ready for artistic films. The formulaic summer blockbusters that are churned out year after year are a testament to that... and, by and large, the public gobbles them up.

In the film industry, and similarly the game industry, you have to look to the independent studios to find the majority of media with artistic merit, by your definition. Given the nature of a capitalist society, this is probably to be expected. Large, public studios have shareholders to answer to when they decide what kind of game or movie to make. So, ultimately their motivations lie in maximizing sales not making artistic statements.

I think that with this in mind, it could be argued that capitalism in general, and not the immaturity of the game industry is the reason there are so few artistic games.

[ Comment by Sleepy :: 05 May : 12:10 ]


Speaking as an artist, I think there's a bit of confusion here. The definition of art as stated at the beginning of the article is the correct one, but how novel a work is or its "intention" is not part of the definition. Art can be bad or it can be good, but it's still art. Even an exact copy of an existing painting, for example, is still art. It's just not good art because it doesn't have the essential ingredient of originality.

A Bruce Willis "Die Hard" movie is certainly art in many ways. Some people might complain that it doesn't aspire to their sense of high moral values, but that has nothing to do with the concept of art. Art comes from the act of creation. Period. And I hardily disagree that capitalism limits art. In fact, totalitarian governments are usually the enemy of art because they limit self expression. Capitalism, on the other hand, nurtures art by providing that very freedom.

Certainly all games are art. It makes no sense to say they're not. A typical game has several types of art. A partial list would include:

(1) story
(2) design
(3) musical score
(4) visual art such as backgrounds, characters, vehicles etc.
(5) artificial intelligence (certainly an art form at this early stage)

Consider a very simple game like Echochrome. Despite its apparent simplicity, there is an amazing amount of art here. In fact, I would say that the ingenious complexity of the game that is derived from a very simple mechanism is a terrific example of art.

The first computer game I ever played was called "Adventure." It was a pure text game running on a UNIVAC 1108 mainframe. Playing the game consisted of typing text messages. The only output was text. The program told a story that was guided by the user's input, one of the very first examples of an interactive novel. Novels are art forms. Interactive novels more so.

[ Comment by popa :: 04 Jan : 01:59 ]


I think the criteria for "art" is too exacting.

According to Aristotle's Poetics, which is the foundation of most mainstream schools of literary analysis, the purpose of dramatic art is catharsis, a sort of purgative transformation or emotional cleansing.

The Aristotlean way to achieve this is through intense conflict, completely resolved. Conflict resolved in a way that achieves the goals of the protagonist is comedy. Conflict that resolves by the destruction of the protagonist is tragedy. The quality of the dramatic catharsis is determined by the depth and intensity of the conflict.

Video games are capable of delivering a very high intensity, but typically little depth of conflict. The best dramatic art (e.g., Hamlet, Star Wars, Casablanca) deliver intense and deep human conflict, with complexities and dangers that compound and offer no simple solution.

Conflict does not necessarily imply violence, although violent danger is probably the most obvious way to intensify conflict.

More to the point, a worthwhile work of art is not necessarily the sum of its parts. I.e., great musical score, design, and visuals do not make good dramatic art from a bad story. On the other hand, a compelling story, well-told, can overcome bad peripherals.

[ Comment by yep :: 21 Sep : 20:17 ]





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