it is "just an old guy". regardless of the artist's intent, it's a controlled painting that was created, viewed, and interpretted by non-participatory objectors.jdogmoney said:TF2 as a whole is art. Half-Life 2 is art, too, but for a totally different reason.
You're dissecting the example, which is just distracting from my point, but I get the feeling that yeah, it would matter. Would the Creation of Adam have as much impact on the public consciousness if it weren't God, but some old guy?
TheFLYINGManga_Ka said:I wonder what Ebert would say about Heavy Rain.
Never played it but since it's more like a movie than a game, wonder what he'll think about it?
sonicmj1 said:They didn't have to do anything for the sake of the game, but by creating an engaging cast of characters to use, the game becomes more enjoyable to play, for a number of reasons. Besides gameplay (character classes are easily identifiable at a distance), amusing quotes and taunts provide small rewards for playing, and character personalities allow the multiplayer match to develop a small sort of narrative that can be related easily to others when play is over.
In most cases, narrative and design choices exist for the sake of entertaining the player, and increasing their attachment to the game. Rarely do they create much "Art" (at least as it exists in this conversation). There's nothing inherently wrong with that, as video games are still games. But to continue your Sistene Chapel example, it isn't the existence of the biblical backstory that makes that painted ceiling into respected art.
nyong said:And then prose was considered worthless as poetry became the dominant artform. Not to mention many of the "greats" were not considered such during their time. The value of an artform or artist is entirely subjective, and usually filtered through whatever the cultural elites happen to value at that time.
Please..jdogmoney said:BocoDragon, I'm tempted to post the relevant Calvin & Hobbes strip...
Pretty much this.Kintaro said:The more gamers flail around looking for validation for their hobby, the more I'll agree with him.
Rabbit Lord said:I agree with him that currently games aren't art, maybe someday though.
Again.. I don't see many people needing to pump up or validate games.Sixfortyfive said:Pretty much this.
jdogmoney said:
I kind of agree. They're just definitions, invented words, with subjective meanings.. Fighting over it is not necessary. And yet I can't help myself. :lolTain said:I'm not concerned with the art/not art bullshit at all, though. That's such an obvious waste of time.
timetokill said:The reason I make this distinction is because I think the argument about games as art needs to be specific to what makes a game a game.
Indeed, if Braid or Flower are going to be the games we put forward and say, "Look at these, they are Art," then I would agree with Ebert in that they are pathetic. Furthermore, I would say they even damage the cause of expressing things in a way that only interactive mediums can. I feel on this case Ebert's reaction is apt... Braid's story IS "on the level of a wordy fortune cookie."
Maybe with Flower I can make my point clearer: one might argue that the visuals are Art (though I would disagree). One might argue the music is Art (I would actually agree here, I find Diamante's compositions are extremely expressive and evocative). But is the game itself, the way that you manipulate or trigger those individual pieces art in of itself? Absolutely not. On a game level Flower is mundane and says little of interest.
If we want to argue that games are Art, I would more readily accept that a game such as Shadow of the Colossus has merit, or Legend of Zelda. Super Mario Bros. would fit the bill. Perhaps Shattered Memories. Why? Because the gameplay says something, because the act of playing the game is crucial to the experience. It evokes a response that you cannot get unless you play the game yourself.
In the end, I would agree that even if games are Art, we don't have our Great Art. We have our Great Games, though. Santiago mentions that the works of art of the gaming world "are being rewarded by audiences by high sales figures." Then perhaps it would be best to look at the most successful artists, people such as Miyamoto, who quickly say that games are not art (much to the chagrin of many, I'm sure). There is of course a huge discussion to be had regarding "art" and whether a product can be art, as games undoubtedly are in most cases.
By the way, Ebert nails the whole point of this discussion when he asks: "Do they require validation?" The answer is without a doubt "yes."
Quadrangulum said:I agree with Ebert. Calling any game made to date "art" (including the holy cows that are routinely upheld around these parts) reeks of insecurity.
wmat said:His thing is that games, with the inherent win-lose-concept, are already doomed because of that. All you're seeing and experiencing are isolated pieces of art, but the game as a whole is anything but that in each and every case.
He is of course right. It's really not hard to agree with that if you think about it. Our games, as intricate as they may be, form a set of rules that determine a win-lose outcome under the circumstances of some actions. It's really just a simplistic machinery that expresses nothing through its rules and outcomes.
Sure, you have a story retrofitted over it, dialogue and sweet textures, nice piano jazz in the background, all that. Pieces of art, yes. Doesn't make the ruleset, the player's action per se, the game, art.
You can LABEL it art though. It's not really like anyone gives a shit who's got half a brain.
Kintaro said:The more gamers flail around looking for validation for their hobby, the more I'll agree with him. Also, timetokill, that was a very good post.
Very interesting.Freezie KO said:....
Film is judged differently as an artform than architecture. Architecture is judged differently than painting.
.....
In order to understand who are our great designers, we need to understand that games speak in a different language. Values such as control, level design, environmental physics, as well as aesthetics and sound are all very important to games. Each one gives a game its "feeling," but only the latter (audiovisual) mean anything to cinema.
I respectfully disagree and direct some insults in your general direction.linsivvi said:Heavy Rain's writing and plot makes Uwe Boll movies look like Oscar material. What do you think he would say about it?
Only people who never persuade any serious form of arts would rave about Heavy Rain in videogame forums.
Not that I agree with Ebert narrow-minded point of view, it's just that Heavy Rain is not helping against his case, but reinforcing it.
saisFreezie KO said:First, I believe that an understanding of auteur theory and the original movement coming from the Cahiers du Cinema is necessary to understand where Ebert is coming from. It's an unfortunate barrier that Ebert has constructed because not everyone that is game-literate is cineliterate.
Film is judged differently as an artform than architecture. Architecture is judged differently than painting.
Why don't video games get their own criteria?
Much of the problem is on game developers themselves. They so badly want to be filmmakers that they hurt the legitimacy of their own craft. It's laughable to judge a game on factors such as story, writing, character, thematic resonance, or even "immersion." A game will inevitably fall short, particularly in the areas that Ebert cites (i.e. authorship).
Sure, there are people that will think story-driven content such as MGS or Final Fantasy are well-told from a narrative basis. But there are even more moviegoers who lap up populist tripe like Avatar, Dark Knight, and Lord of the Rings and declare those as high art. If we are to truly consider the great auteurs from Cinema (Bergman, Renoir, Cocteau, Mizoguchi, Kubrick, etc etc), then we need an equal pantheon in Games.
In order to understand who are our great designers, we need to understand that games speak in a different language. Values such as control, level design, environmental physics, as well as aesthetics and sound are all very important to games. Each one gives a game its "feeling," but only the latter (audiovisual) mean anything to cinema.
Super Mario Bros. is the highest form of auteurist game design we have thus seen. Imagery, sound, gameplay, level design, and a je ne seis quoi of "feel." Large development teams, too, can make art, but the developer/publisher relationship is muddled. For many games, we're only seeing auteurism on the level that was able to sneak out under the iron fist of the original Hollywood studio system.
A film's objective is to entertain, just like a videogame. The only difference is that you must repeatedly push buttons to reach a predetermined conclusion while gaming, whereas in film you just push 'play' and kick back. Like film, everything you see and hear in a game was designed by artists and planned by a director. Granted, the more linear the experience the closer to the developer's vision you're going to get...film giving the director the most control over the viewer's experience.trk_rkd said:Then the claim that games can't be art because (if) they're objective driven: as others have pointed out, this is a very, very strange reason to disqualify something from having artistic content - I honestly can't see any obvious connection here.
I just have the same gut reaction to these kinds of threads as I do to threads about how the latest shitty top 10 list from Screw Attack is so shitty. The OP and a bunch of like-minded forumers are basically arguing with a party that is not even present in the discussion. I cannot imagine what motivates people to put as much into their arguments as they do. It comes off as some kind of insecurity.SonOfABeep said:Oh man, gamers! those guys! NEEEERRRDS.
Good thing you aren't one of them, posting on those forums and such.
Seriously guys, what's the big deal. If games aren't art and they're just for fun, does that mean we all have to now be ashamed of this hobby we have and instead start watching french films all the time? Who gives a shit. Do what you like.
Some people, I'm told, even like Insane Clown Posse. It could be worse.
I think Ebert would allow that there are art aspects within a game:Jtrizzy said:I was under the impression that video games are essentially animated art drawn by artists in a studio.
You made the mistake of thinking this was about "changing Ebert's opinion" rather than being about "games as art".Sixfortyfive said:I just have the same gut reaction to these kinds of threads as I do to threads about how the latest shitty top 10 list from Screw Attack is so shitty. The OP and a bunch of like-minded forumers are basically arguing with a party that is not even present in the discussion. I cannot imagine what motivates people to put as much into their arguments as they do. It comes off as some kind of insecurity.
Sixfortyfive said:I just have the same gut reaction to these kinds of threads as I do to threads about how the latest shitty top 10 list from Screw Attack is so shitty. The OP and a bunch of like-minded forumers are basically arguing with a party that is not even present in the discussion. I cannot imagine what motivates people to put as much into their arguments as they do. It comes off as some kind of insecurity.
BocoDragon said:But he's debating the 'game itself' as art.
blame space said:art is made by an artist. video games are played by players. is this seriously still contested?
you're manipulating an image in a predetermined scenario that a group of developers created. it's like people believing in god and saying: "my life is art!"
I don't want to be rude, but just because something is labeled as a game doesn't mean it's a game. Consequently, just because something isn't a game doesn't mean it's art.jdogmoney said:I don't understand. Games don't have an inherent win/lose concept. Not all of them, anyway. It's not an inherent part of the definition. Electoplankton was a good counterexample to that.
I don't judge anything. The story isn't told via game rules. The story is told with traditional means. Even the craziest games throw text at you, shine a light at some artwork, make a dude speak etc. The means of telling a story don't become art just because the story is art. So how should it become art?You say it expresses nothing, and then you say there's a story retrofitted over it. For one, not every game is designed the same way. For another, story is a pretty big part of the design process most of the time nowadays.
Why do you judge how a story is told?
sonicmj1 said:I think about why Braid seemed emotionally powerful to me after I completed it, and I realize that even if I could explain it, the best response I could hope for would be, "That might be interesting, but it's trite." If there is power to the message in Braid (or Shadow of the Colossus, or any other game), it can only be properly understood through the experience of play.
SapientWolf said:The best thing about the definition of art is that it is completely subjective. Whether you think a video game is art or not, you are right.
See, I disagree.Yoboman said:ICO is the closest to art from a videogame in my opinion. It evokes emotion through gameplay by centering it around guiding and holding Yorda's hand. I find it hard to consider games art based on their narrative, or sound or cutscenes. These are not elements that make games into games. What a game needs is all visual, aural and gameplay elements to work in cohesion to evoke an emotion, to make you think and so on.
But the problem is, it's the cinematic and sometimes aural qualities that are far outweighing the gameplay in what makes them artistic. Perhaps games with choices would be the best argument for games as art, but I've yet to experience one that approaches it like that. When your actions have emotional resonance is when you start to see the potential. Something that stays with me here is shooting the Boss at the conclusion of MGS3. But in the end all that is being evoked are simple emotions
I don't think games have really become art yet
Sixfortyfive said:I just have the same gut reaction to these kinds of threads as I do to threads about how the latest shitty top 10 list from Screw Attack is so shitty. The OP and a bunch of like-minded forumers are basically arguing with a party that is not even present in the discussion. I cannot imagine what motivates people to put as much into their arguments as they do. It comes off as some kind of insecurity.
I agree.nyong said:If a film's relative success as mass entertainment is only incidental to its value as art, a similar argument could be made with the gameplay of a game. Given his comparison to basketball, I think he mostly takes issue with the word "game" in the context of art. He seems ignorant to what videogames are beyond this.
SalsaShark said:They are art for me. Anything i want can be art for me, art is subjective (IMO). I dont need other people`s approval.
There you go. More people should follow your example. Form a decision, act upon it, be happy that it works out for you.SalsaShark said:They are art for me. Anything i want can be art for me, art is subjective (IMO). I dont need other people`s approval.
wmat said:I don't want to be rude, but just because something is labeled as a game doesn't mean it's a game. Consequently, just because something isn't a game doesn't mean it's art.
The first and foremost aspect of games is the struggle of the player under the burden of some ruleset. He can succeed in something, like achieving some crazy goal, under these circumstances, or he can fail. Or nothing can happen because he pressed pause or something.
Really, you can look this up.
I don't judge anything. The story isn't told via game rules. The story is told with traditional means. Even the craziest games throw text at you, shine a light at some artwork, make a dude speak etc. The means of telling a story doesn't become art because the story is art. So how should it become art?
Art art art. Art art art art art. Art art.
jdogmoney said:What is, then? The fact that the figures are recognizably human...looking? The hidden stuff, like how the background shape God flies in on is totally a brain? Or is it the overall composition of figures?
It's a combination of the above, just like how TF2 is art by merit of how well each aspect of its design works.
The characters are memorable. The game design is phenomenal. The community support is incredible. The levels are clearly designed, but with a definite style to them. The balance of these elements, and all of the elements that make up the intricacies of what I've listed here, that makes art.
Haha, I'm using TF2 as my example for games as art. My go-to would be Majora's Mask, but until someone asks, I'll not completely win the debate for all time.