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Not This Again : Ebert : Video games can never be art

Vinci said:
You do realize this sounds a lot like my earlier description of games (adjusted for the sake of this discussion) as 'toys with artistic elements,' right? ;)
There's an entirely different argument about the use of the word "toy" and how overbroad it is. An action figure is both art on its own and a tool which creates more art through its use (miniature plays for an audience of one or two). Some things which are classified as toys, though, would probably just qualify as a tool, like a single Lego (unlike the overarching LEGO which is art).

Video games (as we currently classify them by where I get them in a store) are sometimes an evolution of a toy, sometimes an evolution of a board game, and sometimes an evolution of a movie or a book (through interactivity), and typically a combination of all three. Board games also have evolved within the category itself, where on one end you have something like Parcheesi which could basically be played by a computer with no loss in skill and on the other hand something extremely creative like D&D and stuff in the middle like Trouble or Arkham Horror.

The issue that I have with this, is that if games are not judged upon their own standards but are instead coerced to behave in ways contrary to their original basis of creation (gameplay and toy elements) and instead imitate (often poorly) other forms of media in order to win some blue ribbon as ART, then the ribbon-givers can politely go fuck themselves.
You're incorrectly casting scorn against one type of game while praising another. All are art in their own way, and the standards by which we judge one as better as worse change depending on type.

Can I ask you a question, charlequin? What movies would you consider to be examples of art in filmmaking?
He'll say everything except for surveillance camera footage would be art. And even some of that.
Games should be games. They can have narratives; they can have symbols and themes and all that stuff. But they should never cease and/or mitigate what makes them games in the first place.
Games can be whatever they want. It's just a label (which carries a certain social weight) You're trying to pigeonhole games into a certain type of function as a way of elevating your preferred type of game. Dragon's Lair is little more than a giant DVD menu but it's still art and it's still a game.

'Being more like art,' for games, based on how this thread reads... entails mitigating the elements of games that set them apart from every other medium and celebrating elements from other media instead, even though any attempt to do so will likely come off (and it does) as cheap imitation.
I'm addressing this aside from the main argument, but it's getting pretty tiring seeing "funists" declare that narrative-driven games are worse than the worst movies Hollywood can offer. It's completely untrue and shows how poorly versed those people are in film. Narrative-driven games on the level of The Godfather may not exist, but there are plenty of games with better writing and virtual acting than say, Terminator.

Again, to that: It's worthless to have games be art. Games should be games. They can vary in subject, in genre, in all sorts of things - but what they should not be is a pretend version of another media at the expense of what they really are.
Argh, you're going backwards. Being art isn't special outside of the social weight of the label. Yes, the comic book example is a pretty good one, and the unfortunate stigmatizing of the label still haunts and damages the industry. The software you buy at Gamestop doesn't and shouldn't have to meet some bizarre standard that you're trying to define.
 
BobsRevenge said:
"Art is a deliberate effort by a creator to affect the senses through a medium, to convey something aesthetic and/or affect emotionally."

Boom, now you can figure it out.

Does playing Tetris not affect someone emotionally? Or are the emotions you're chiefly looking for not related to happiness? I'd go so far to say that, emotionally speaking, Tetris has the same effect on people that your picture of the dolphin garden has on you. Why does that not count? Or is it the fact that this was the game's entire goal and not something on the side that makes it not qualify?

EDIT: For that matter, what emotional impact does the Mona Lisa have?
 
Vinci said:
Then help me out: What is an example of a game that is art? I've asked for that a couple of times now and no one has provided an answer and explained why it qualifies.
ALL GAMES ARE ART! You've been told this repeatedly! It's not some sort of special accomplishment, and the only reason this argument gets as heated as it does is because Ebert should know better, and then people who don't know what they're talking about blathering about their incorrect assumptions regarding art.

Pong is art. It's extremely crude art and for people these days I doubt evokes more than a sliver of emotion (I don't know if boredom is an emotion), but it's art. So is Tetris. So is Bioshock. So is Imagine Babiez.
 
Vinci said:
You do realize this sounds a lot like my earlier description of games (adjusted for the sake of this discussion) as 'toys with artistic elements,' right? ;)

Well, my view of this thread looks something like this:

  • Roger Ebert doubles down on an incredibly stupid and disingenuous thing he said a while back
  • NERD RAGE!
  • Arguing!
  • Some people might make some seemingly reasonable points but effectively in support of the initial point with which I am arguing
  • Fair elements of these points are given short shrift in favor of disputing what seems to be the underlying disagreement about fundamentals
  • Partial consensus is potentially forged way later after muuuuuch arguing

:lol

The issue that I have with this, is that if games are not judged upon their own standards but are instead coerced to behave in ways contrary to their original basis of creation (gameplay and toy elements) and instead imitate (often poorly) other forms of media in order to win some blue ribbon as ART, then the ribbon-givers can politely go fuck themselves.

Well, I agree with this completely, which is why I can often be seen talking shit about transparent attempts by game-creators to mimic (badly) the expressive form of film, but I think there's two levels to it.

With film, the early problem was imitating theater too closely. The nature of theater -- single-location, auditory focus, abstract -- is nearly opposite the wide-open, visually-oriented, concrete nature of film, which meant that early films that hewed to theater aesthetics were deeply flawed. This sort of thing happen with games now too and it's a big problem.

But at the same time, there did ultimately turn out to be a higher-level fashion in which films and plays were comparable -- they each had to use very different tools, and often cover very different material, but they both had the ability to express things in a way unique to their own medium. And once film found its own sure footing, it was even able to go back and intentionally choose elements of theater to borrow and use them in an appropriate context, like the whole "Greek chorus" element in Mighty Aphrodite.

(And at the same time, what most people think of as "films" are is still quite a bit more like theater, ultimately, than the medium could have allowed for -- abstract and non-narrative films, documentaries, etc. are all directions that some filmmakers have worked in, but "most" films are semi-linear narrative works taking place in a recognizable setting.)

What your suggestion states - in essence - is that the best games (not simply Tetris), generally speaking, would not qualify for consideration as art because they're too 'toy-like'?

Again, this is where I can't stress Interactive Fiction enough. Your typical contest-winning IF title is just text (a well-understood medium), plus interactivity -- but that interactivity is central to the experience and to the expression within it. Something like Spider and Web constructs an elaborate fictional world using text -- clearly not an innate strength of "games" by any means -- but it does so as the framework to engage the player in a demanding and thematically rich situational exercise whose entire purpose is a specific form of interaction: providing a plausible story to an interrogator. It really can't exist as anything but a game; it really doesn't have a purpose at all except to be an interactive and challenging experience, which I think is clearly a game "thing." But it does so in the context of a narrative story without which that interaction literally has no meaning.

What movies would you consider to be examples of art in filmmaking?

This would be a hard list for me to actually compile for you. :lol I would agree that many of the, perhaps, most standout examples really go balls-to-the-wall with the use of purely filmic techniques and visual language that are separate entirely from what any other medium does (just to pick an easy-to-think-of superficial example, look at the way something like Hero or The Cook, The Thief, His Wife and Her Lover uses color expressively) but I don't think adaptation of techniques from elsewhere necessarily reduces the artfulness of a work -- Sin City managed to be a pretty astonishing* work despite actively drawing on comic-book techniques and images in its storytelling, Fight Club managed to craft an effective film out of both a novelesque storytelling conceit (constant yapping-at-the-mouth narrative recollection voice) and an intended-for-print "twist," etc.


*I hate Frank Miller so I don't want to say anything too nice about him here

But if the act of roleplaying, the interactions of the players consistent within specific rulesets, are art (from your manner of thinking) then why would Tetris not be?

Off the top of my head, the act of playing Tetris is not expressive; one doesn't typically play Tetris in order to expose emotional or symbolic meaning to other people, whereas many (by no means all) instances of tabletop roleplay are indeed intended to do this.

Now it starts to get into a philosophical murky area even I'm not necessarily comfortable wading all the way into, but once you move from "playing solely for oneself without expressive purpose" into "playing, either for one's own satisfaction or that of an audience, in a consciously (or even subconsciously) expressive fashion" then yeah, I think art is creeping in there. I'll say the dudes who choreograph actual dance routines whose footsteps happen to fit a DDR song routine, or the people who make cute, humorous videos of themselves achieving some ludicrous self-invented goal in a game, set to music and presented to amuse the viewer are making "art," sure.

EDIT: And again, I don't even see this as a continuum with "art" at one end and "toy" at the other, just a field where elements of both are present. The game of Tetris includes elements of art (whether or not those are the most interesting elements of the game to discuss); the playing of Tetris always potentially involves the evocation of art (even if most specific instances are too pedestrian to talk about in much detail), it's just a matter of different relative levels, just like some films may be rich in visual symbology while others largely steer away from it but it's still fair to say "film is a medium in which visual symbology is a key element."

'Being more like art,' for games, based on how this thread reads... entails mitigating the elements of games that set them apart from every other medium and celebrating elements from other media instead, even though any attempt to do so will likely come off (and it does) as cheap imitation.

Well, I can't speak for everyone, but I'm mostly a let-a-million-flowers-bloom kinda guy on this. I don't want people to pre-emptively reject the potential for games to be expressive works, but I feel no compulsion for all games to become such works (then how would I play Guitar Hero and Puerto Rico!?!) Like, there are people who wanted every film to become non-narrative or whatever too and I can still appreciate the elements of non-narrative film without thinking everyone should've dropped Hollywood films to follow their example.
 
Zachack said:
ALL GAMES ARE ART! You've been told this repeatedly! It's not some sort of special accomplishment, and the only reason this argument gets as heated as it does is because Ebert should know better, and then people who don't know what they're talking about blathering about their incorrect assumptions regarding art.

Pong is art. It's extremely crude art and for people these days I doubt evokes more than a sliver of emotion (I don't know if boredom is an emotion), but it's art. So is Tetris. So is Bioshock. So is Imagine Babiez.

This current debate isn't based on what you've said, Zachack. It was based on the fact that people who claimed 'games are art' later suggested the possibility that Tetris isn't. If it is to you, then fine, I've no issue with your definition whatsoever.
 
Vinci said:
This current debate isn't based on what you've said, Zachack. It was based on the fact that people who claimed 'games are art' later suggested the possibility that Tetris isn't. If it is to you, then fine, I've no issue with your definition whatsoever.
Ok but that's not what you said. Look at what I quoted. Further, I think the people who are trying to dismiss Tetris will admit they are wrong.
 
Tetris can be art the same way something like Chess can be art, but video games are more than just games like Tetris and they can also be art like movies or literature can be art, through expressing ideas and stories in a unique fashion.
 
Vinci said:
Does playing Tetris not affect someone emotionally? Or are the emotions you're chiefly looking for not related to happiness? I'd go so far to say that, emotionally speaking, Tetris has the same effect on people that your picture of the dolphin garden has on you. Why does that not count? Or is it the fact that this was the game's entire goal and not something on the side that makes it not qualify?

EDIT: For that matter, what emotional impact does the Mona Lisa have?
I missed the last 10 pages, are you arguing that games aren't art because you actually don't think tetris is art, or are your opponents saying games are art and tetris is different, or do you both think it's art? ¯\(ºдಠ)
 
voodoopanda said:
Tetris can be art the same way something like Chess can be art, but video games are more than just games like Tetris and they can also be art like movies or literature can be art, through expressing ideas and stories in a unique fashion.

I never suggested video games couldn't be something different from Tetris. The original premise that this entire current debate spawned from was the notion that people felt Tetris did not qualify as 'art' even though 'games are art' was the acting proposition. I argued against this because the distinction seemed foolish as hell, since it meant cutting loose one of the best representations of gaming.

If we're going to be all-inclusive regarding what is or is not art then excising Tetris appears to be rather stupid, don't you think? Just as cutting the Mona Lisa as a 'work of art' would likely meet with outrage considering its importance to the art community.

mugwhump said:
I missed the last 10 pages, are you arguing that games aren't art because you actually don't think tetris is art, or are your opponents saying games are art and tetris is different, or do you both think it's art? ¯\(ºдಠ)

Upon deciding to go along with the concept that 'games are art,' which wasn't my initial position, I started trying to figure out what about games qualifies them as art; that is, what elements we should pay most attention to in our determination. Upon examining Tetris, I found that several people claimed it was, in fact, not art.
 
I recently played through The Passage. The game didn't seem anything special to me then though I smiled when I "got it". But now reading this thread The Passage somehow is stuck in my head now. It was a serene experience with almost no gameplay at all. Lasted a few minutes and misses almost all hooks typical videogames have. Yet it definately has a strong sense of the developer and his message considering the theme. And it made me think about things... and not just because the game is so easy and slow.

The Passage is one of the examples I'd have to nominate as strong candidates to "what games are art" contest.

So I see where Vinci is coming from. (addition to Denmark)
 
Vinci said:
I never suggested video games couldn't be something different from Tetris. The original premise that this entire current debate spawned from was the notion that people felt Tetris did not qualify as 'art' even though 'games are art' was the acting proposition. I argued against this because the distinction seemed foolish as hell, since it meant cutting loose one of the best representations of gaming.

If we're going to be all-inclusive regarding what is or is not art then excising Tetris appears to be rather stupid, don't you think? Just as cutting the Mona Lisa as a 'work of art' would likely meet with outrage considering its importance to the art community.
Well, Tetris is completely abstract, and abstract artforms need time to develop their own vocabulary before they become accepted.

red-line-racing-painting-middleeast.jpg

Nobody would have called that art 100 years ago, and painting was an old, old medium by then.

So I'm not really surprised that people have an easier time connecting to games that represent the real world in some way. They're just easier to relate to.
 
Vinci said:
Upon deciding to go along with the concept that 'games are art,' which wasn't my initial position, I started trying to figure out what about games qualifies them as art; that is, what elements we should pay most attention to in our determination. Upon examining Tetris, I found that several people claimed it was, in fact, not art.

I pretty much agree with Zachack's opinion that all games are art, and pretty much with Bobsrevenge that "Art is a deliberate effort by a creator [or creators] to affect the senses through a medium, to convey something aesthetic and/or affect emotionally." That's what qualifies them as art.

The problem is that art really has two sort of definitions. There's that one, and then there's one that sometimes people call "high art" while others just call that one art. In this kind of art you have to have a point, or purpose or some sort of emotion or something that people can take into their lives. It should be profound, and sometimes it's even a sort of political statement. The problem is that gaming doesn't have many of these types. But, if you only include pieces in that definition into your category of art then you also can't include countless paintings, films, sculptures, etc, that weren't really driven by that sort of thing. Plenty of paintings were made just because they made pretty pictures, or possibly they were just straight up portraits of the buyer. Or how about landscape photography or landscape paintings that try to emulate life as much as possible. These aren't trying to get you to realize something or to feel something. They're just very good paintings/pictures, and they're still art.
 
charlequin said:
Well, my view of this thread looks something like this:

  • Roger Ebert doubles down on an incredibly stupid and disingenuous thing he said a while back
  • NERD RAGE!
  • Arguing!
  • Some people might make some seemingly reasonable points but effectively in support of the initial point with which I am arguing
  • Fair elements of these points are given short shrift in favor of disputing what seems to be the underlying disagreement about fundamentals
  • Partial consensus is potentially forged way later after muuuuuch arguing

:lol

Ironically, that's how I've been reading it too. With a little bit of confusion appearing from the people who seemed so certain before, and me now wanting to return to my original position. *sigh*

Well, I agree with this completely, which is why I can often be seen talking shit about transparent attempts by game-creators to mimic (badly) the expressive form of film, but I think there's two levels to it.

With film, the early problem was imitating theater too closely. The nature of theater -- single-location, auditory focus, abstract -- is nearly opposite the wide-open, visually-oriented, concrete nature of film, which meant that early films that hewed to theater aesthetics were deeply flawed. This sort of thing happen with games now too and it's a big problem.

Agreed.

But at the same time, there did ultimately turn out to be a higher-level fashion in which films and plays were comparable -- they each had to use very different tools, and often cover very different material, but they both had the ability to express things in a way unique to their own medium.

Oh, I'm well onboard with that concept. But the unique aspect of this medium is 'interactivity' which was founded upon toy-like concepts. Tetris is a clear representative of this background. What I take frustration from is the notion that, despite being (arguably for BobsRevenge's sake) one of the greatest examples of gaming ever that has stood the test of time and continues to be beloved 26 years after its inception, Tetris was not being given the same 'honor' (and it is an honor for people to get so riled up about it) as games that are far less important and often won't be remembered or cared about after a generation or two. Because though art might not need to be 'timeless,' it sure seems like an attribute that much of what is deemed 'art' has. Tetris has that trait in spades, at least given the lifeline of gaming.

Again, this is where I can't stress Interactive Fiction enough. Your typical contest-winning IF title is just text (a well-understood medium), plus interactivity -- but that interactivity is central to the experience and to the expression within it. Something like Spider and Web constructs an elaborate fictional world using text -- clearly not an innate strength of "games" by any means -- but it does so as the framework to engage the player in a demanding and thematically rich situational exercise whose entire purpose is a specific form of interaction: providing a plausible story to an interrogator. It really can't exist as anything but a game; it really doesn't have a purpose at all except to be an interactive and challenging experience, which I think is clearly a game "thing." But it does so in the context of a narrative story without which that interaction literally has no meaning.

But interaction is predicated on the object you're interacting with satisfactorily bringing enjoyment, not unlike a toy. To state that enjoyment is not enough, or isn't the intent of the creator, seems like an odd distinction made to prop up certain products while not doing so with others. As much as I'm being called out for playing up one aspect of gaming at the expense of another, it seems fundamentally clear to me that people are doing the same in reverse. FWIW, this sounds like an interesting title. I'll check it out.

This would be a hard list for me to actually compile for you. :lol I would agree that many of the, perhaps, most standout examples really go balls-to-the-wall with the use of purely filmic techniques and visual language that are separate entirely from what any other medium does (just to pick an easy-to-think-of superficial example, look at the way something like Hero or The Cook, The Thief, His Wife and Her Lover uses color expressively) but I don't think adaptation of techniques from elsewhere necessarily reduces the artfulness of a work -- Sin City managed to be a pretty astonishing* work despite actively drawing on comic-book techniques and images in its storytelling, Fight Club managed to craft an effective film out of both a novelesque storytelling conceit (constant yapping-at-the-mouth narrative recollection voice) and an intended-for-print "twist," etc.

Let me be clear here: I'm not against the adaptation of elements from other sources. What I'm against is the current direction the industry is heading in, which seems to promote the wholesale cutting and/or mitigation in focus of the 'game' aspects of these games and the reliance on methods that remove 'interaction' from the equation throughout what is meant to be a gaming experience. I'm cool with SotC and Ico, for example; much of the meaning and narratives of those games was centered around interaction, and in fact both would suffer horribly in any other media on account of that. But I think there's something I said once that deals with this and cleanly delineates what my issues with cinema gaming are: Stories and narratives in games should not operate in the same manner as they do in other media, because what games are best at is showcasing experiences. The difference between a story and an experience is, in the latter, you are having it - not having it explained to you. That ties into interaction, and is why the ones that stand out (SotC and ICO) function more as experiences than stories.

Well, I can't speak for everyone, but I'm mostly a let-a-million-flowers-bloom kinda guy on this. I don't want people to pre-emptively reject the potential for games to be expressive works, but I feel no compulsion for all games to become such works (then how would I play Guitar Hero and Puerto Rico!?!) Like, there are people who wanted every film to become non-narrative or whatever too and I can still appreciate the elements of non-narrative film without thinking everyone should've dropped Hollywood films to follow their example.

Don't get me wrong: I'm totally fine with games that attempt to convey experiences through one's interaction with them. What I'm not cool with is the removal of interaction - the key component of gaming - in place of elements from other media that don't diversify the notion of 'game,' but rather negate it.
 
Tetris is art, but not in the same way that, say, Heavy Rain is art.

There is the artistry of a game perfectly-crafted, and the artistry of a story well-told. The two are not mutually exclusive. (I haven't played Heavy Rain yet, but it seems like it serves as a useful reference for a comparison.) I think the best examples of games as art come from the games that beautifully merge the two, gameplay and story. Half-Life 2 comes to mind, for example.
 
BobsRevenge said:
"Art is a deliberate effort by a creator to affect the senses through a medium, to convey something aesthetic and/or affect emotionally."

Boom, now you can figure it out.
I would concur with this definition.

The strongest examples I personally would give would be games out of the modding or indie circles. I think the reason for that is quite simple, there's a lot more freedom to make something unconventional or risky. Modders and indie developers have a lot more room to experiment with the medium and pull on it in new ways.

I'll give two examples of what I see as art: Dear Esther and Radiator (the former doesn't have much interactivity beyond exploration, but I don't really have an issue with that, as exploration of the setting creates a strong link to what's going on). Both sprang from the Half-Life 2 modding community, and both are very deliberate with their attempts to affect the emotions. I'm not the only one who thinks that those attempts were successful (Both conveyed things quite effectively, I'm not alone in having been affected by them in a meaningful way).
 
Vinci said:
Is 'joy' not an emotion?

Oh, without a doubt. The question is, was Tetris intentionally designed to evoke that emotion in the people playing it? Did that intent in some way shape the design of the game - that is, were its elements deliberately crafted with an eye toward making the player feel joy while playing? If so, then Tetris is art, and the only thing to discuss is how effective it is as art. I personally don't think that's the case, though.

Vinci said:
This is exactly what I'm reading from this thread; that the more video games are like every other type of art, the more 'art' they'll be. So the more like films, like books, like plays, like anything other than what they are... They'll be art.

Fantastic. If that's the case, this whole 'games as art' movement can go to hell. May sound ridiculous, but yeah, Tetris is a damn deal-breaker.

With all due respect, it does sound kind of ridiculous.

The common thread linking the other types of art you mentioned is that they're all made to elicit particular feelings from their audience. In that regard, yes, the more videogames are like other types of art, the more 'art' they'll be. But a game that's designed aforethought with the intent to be art isn't automatically less of a game for it.

The problem is that you've fixated on Tetris, a game whose creator arguably wasn't aspiring to make art and whose work reflects this, as the determining case for games-as-art. Games can be art. Even puzzle games can be art, when the interplay of aesthetic and interactive elements is deliberately orchestrated to inspire feelings in the player as they play. I don't think Tetris qualifies as the latter, though. Intent counts for something.
 
Tellaerin said:
The common thread linking the other types of art you mentioned is that they're all made to elicit particular feelings from their audience.

What particular feeling is the Mona Lisa meant to convey to me when I look at it? Or are we going to say that the Mona Lisa is not art?

EDIT: Frankly, this whole 'intention' aspect is what I take offense to. So many things are considered art in other media that have nothing to do with eliciting emotions, not even joy. But we're not about to excise all of that, are we?
 
BobsRevenge said:
"Art is a deliberate effort by a creator to affect the senses through a medium, to convey something aesthetic and/or affect emotionally."

Boom, now you can figure it out.

Webster's definition several pages back seemed pretty much unacceptable for being too broad. When I posted it, one response was that it allowed "peeing in the snow" to be considered art.

This definition is pretty broad, too. It would cover, for example, me posting "Screw you!" right here on GAF: that would be trying to affect someone emotionally through the medium of the written word.

Which is the whole problem, of course. It always comes back to "define art", which is apparently an impossible task. Especially when everyone is trying to tailor the definition to suit their own answer to the question at hand.
 
Vinci said:
Does playing Tetris not affect someone emotionally? Or are the emotions you're chiefly looking for not related to happiness? I'd go so far to say that, emotionally speaking, Tetris has the same effect on people that your picture of the dolphin garden has on you. Why does that not count? Or is it the fact that this was the game's entire goal and not something on the side that makes it not qualify?

EDIT: For that matter, what emotional impact does the Mona Lisa have?
I considered the dophin garden art because it is goddamn beautiful.

The Mona Lisa is aesthetic, and there is emotionality in her expression that people have found oddly engaging. I mean, I consider it a beautiful painting and there is obviously a lot to appreciate in the attention paid to the subtleties of it. There is a vaguely haunting quality to it that I appreciate.

What gets me about Tetris, is that I'm not sure it was created to affect emotionally. It does do that, but it seems to me it was created to be engaging and emotions that come out of that are secondary in the way that driving a well made car can be. But, like I said, I think there is a possible compelling argument that Tetris would be art by my definition. I'm just not yet convinced.

And I don't believe Tetris was created to convey beauty.

@Leondexter: I'm fine with my definition being broad. It could probably be refined, if anyone has any suggestions on how to improve it to be more generally agreeable feel free to improve upon it. I didn't mean for it to be static. However, as it stands it is the foundation for my judgments.
 
BobsRevenge said:
I considered the dophin garden art because it is goddamn beautiful.

The Mona Lisa is aesthetic, and there is emotionality in her expression that people have found oddly engaging. I mean, I consider it a beautiful painting and there is obviously a lot to appreciate in the attention paid to the subtleties of it. There is a vaguely haunting quality to it that I appreciate.

What gets me about Tetris, is that I'm not sure it was created to affect emotionally. It does do that, but it seems to me it was created to be engaging and emotions that come out of that are secondary in the way that driving a well made car can be. But, like I said, I think there is a possible compelling argument that Tetris would be art by my definition. I'm just not yet convinced.

And I don't believe Tetris was created to convey beauty.

This seems like a complicated dance. I mean, for all the attacks against my perspective that included 'arbitrary distinctions,' I'm sorry... but this whole 'art based on intention' aspect suffers from the same issue. It promotes distinctions that aren't reflected in any other form of media. For example, portraits and landscapes aren't necessarily intended to convey any particular emotion... but we still consider them art. By adding 'intent' to the mix, we're potentially invalidating portraits and landscapes as art. That, I imagine, would piss off a great many people.
 
Vinci said:
This seems like a complicated dance. I mean, for all the attacks against my perspective that included 'arbitrary distinctions,' I'm sorry... but this whole 'art based on intention' aspect suffers from the same issue. It promotes distinctions that aren't reflected in any other form of media. For example, portraits and landscapes aren't necessarily intended to convey any particular emotion... but we still consider them art. By adding 'intent' to the mix, we're potentially invalidating portraits and landscapes as art. That, I imagine, would piss off a great many people.
It isn't dancing. If it fits that definition, it is art to me. If it doesn't, it isn't. That's what it's working from and it is simple fundamentally.

If other people don't agree with my definition, that's fine. I was just presenting one so people would know where I'm coming from, and hopefully agree with it for the purpose of discussing the matter.
 
Vinci said:
But interaction is predicated on the object you're interacting with satisfactorily bringing enjoyment, not unlike a toy. To state that enjoyment is not enough, or isn't the intent of the creator, seems like an odd distinction made to prop up certain products while not doing so with others. As much as I'm being called out for playing up one aspect of gaming at the expense of another, it seems fundamentally clear to me that people are doing the same in reverse. FWIW, this sounds like an interesting title. I'll check it out.
You're making a pretty huge error by conflating interaction with enjoyment (at least how I assume you are using the word enjoyment). A goal of an artist should be to transmit some emotion or content, and there's nothing about a game that precludes the creator from being aggressively hostile to the audience.

As for the aspect argument, while I've seen a couple people downplay your form of gaming, most people have actually been not-elevating it, preferring instead to elevate different forms of gaming (SotC and Braid probably being the two most common examples), while a lot of "funists" have been downplaying that type of gaming.

Let me be clear here: I'm not against the adaptation of elements from other sources. What I'm against is the current direction the industry is heading in, which seems to promote the wholesale cutting and/or mitigation in focus of the 'game' aspects of these games and the reliance on methods that remove 'interaction' from the equation throughout what is meant to be a gaming experience.
I don't think you can adequately support this statement. 15 years ago during the Siliwood phase you could have, but not now, and not on any platform. Barring a very few high profile titles, the industry has been moving towards massively increased interactivity in every aspect.
 
Vinci said:
This seems like a complicated dance. I mean, for all the attacks against my perspective that included 'arbitrary distinctions,' I'm sorry... but this whole 'art based on intention' aspect suffers from the same issue. It promotes distinctions that aren't reflected in any other form of media. For example, portraits and landscapes aren't necessarily intended to convey any particular emotion... but we still consider them art. By adding 'intent' to the mix, we're potentially invalidating portraits and landscapes as art. That, I imagine, would piss off a great many people.
Need it be a particular emotion or thought? It's not as if a portrait artist's motivations were just to paint something for the hell of it. Any artist would like his art to impress something on the recipient (even if the artist himself is the recipient). Maybe they have a specific emotion in mind (such as awe or a purely aesthetic reaction). Maybe they don't. They can still intend a meaningful reaction to their work and not have a specific interpretation planned out in their mind. Creating ambiguity can be a intention.

Could snow drawings or insults be considered art? Sure, if there was artistic intent there. Would those be crude and unrefined art, with conflicting and poorly thought out messages? Undoubtedly. I wouldn't really find much to appreciate in it, but that doesn't take away the intention and creation of the art in question. Even if you're intending to create a perfect replica of a landscape with a canvas or a camera, you're still creating art. It might be for mere aesthetics, or it might be for the purpose of pushing a well-defined message. Art as a creation from intention just "works" for me.
 
Vinci said:
This seems like a complicated dance. I mean, for all the attacks against my perspective that included 'arbitrary distinctions,' I'm sorry... but this whole 'art based on intention' aspect suffers from the same issue. It promotes distinctions that aren't reflected in any other form of media. For example, portraits and landscapes aren't necessarily intended to convey any particular emotion... but we still consider them art. By adding 'intent' to the mix, we're potentially invalidating portraits and landscapes as art. That, I imagine, would piss off a great many people.


I don't think we're working from the same definition of 'emotion' here.


When I say 'emotion', what I'm actually referring to might be better described as 'right-brain response'. Emotions like fear, anger and joy fall under that banner. So do more subtle responses, like being struck by how serene a painted landscape seems, or feeling a sense of the subject's personality when looking at a portrait. Or just the aesthetic appreciation of beauty, a sensation that's difficult to define, but one that everyone has experienced. Yes, it's difficult to quantify with a bullet-pointed list, but most people will intuitively grasp what you're talking about when you say that 'art makes me feel something'.

And yes, intent is a big determining factor in whether or not a thing is art. If I toss a sugar cube into a box without thinking about it, I haven't created art. If I decide to convey feelings of loneliness and isolation by setting a sugar cube down in the middle of that box to represent a lone individual on a vast empty plain, that's art. It might not be particularly good art ('good' being the measure of how affecting it is to someone viewing it), but it's art nonetheless. Art is deliberate.
 
Botolf said:
Need it be a particular emotion or thought? It's not as if a portrait artist's motivations were just to paint something for the hell of it. Any artist would like his art to impress something on the recipient (even if the artist himself is the recipient). Maybe they have a specific emotion in mind (such as awe or a purely aesthetic reaction). Maybe they don't. They can still intend a meaningful reaction to their work and not have a specific interpretation planned out in their mind. Creating ambiguity can be a intention.

What if Leonardo's sole intention in painting the Mona Lisa was simply to convey what the lady sitting for the portrait looked like? Or is that not even a consideration? Maybe this beguiling look to her is what she honestly looked like. The guy was something of a master of anatomy, so it's not insane to imagine that he could paint someone and make it look like them within a pretty small margin of error.

Are you prepared to remove the Mona Lisa from the lists of art given that was the case? How about landscapes in which all the artist attempted to do was reflect the actual scene before him?

'Intention' is a really unsatisfactory measurement based on the fact that it could potentially invalidate half the art in museums around the world. There are, after all, a LOT of portraits and landscapes out there.
 
charlequin said:
As a veteran of these wars in the comic world as well, I think the explanation is sadly consistent: when you have people irrationally rejecting a young form of expression for superficial reasons, you get people trying to prop up the reputation of said expressive medium by inventing new, "respectable" labels. :lol

I do use the graphical novel term but only as a quality of how the comic was delivered. So something like From Hell, that wasnt compiled from various weekly/monthly/etc individual issues is a graphic novel (I'm not sure what I consider a one shot though), but something like Watchmen is just a series of issues collected in paperback form. Comics is the overarching term I use for the medium though.
 
Vinci said:
What if Leonardo's sole intention in painting the Mona Lisa was simply to convey what the lady sitting for the portrait looked like? Or is that not even a consideration? Maybe this beguiling look to her is what she honestly looked like. The guy was something of a master of anatomy, so it's not insane to imagine that he could paint someone and make it look like them within a pretty small margin of error.

Are you prepared to remove the Mona Lisa from the lists of art given that was the case? How about landscapes in which all the artist attempted to do was reflect the actual scene before him?

'Intention' is a really unsatisfactory measurement based on the fact that it could potentially invalidate half the art in museums around the world. There are, after all, a LOT of portraits and landscapes out there.
This is something I anticipated in the very post you quoted.

"Even if you're intending to create a perfect replica of a landscape with a canvas or a camera, you're still creating art. It might be for mere aesthetics, or it might be for the purpose of pushing a well-defined message."

Had Leonardo's intention solely been to replicate or to "capture" the woman's beauty, it would still remain art. Why? Because the end portrait is aesthetically appealing, and that would have been Leonardo's intention in this case. It doesn't matter that it wouldn't have pushed intriguing ambiguity of subject expression or some deep message, it still provokes thought, emotion, and reaction. And it is still very much created and intentioned.

Intention is a perfectly valid measurement for art. I don't understand why you think that it automatically disqualifies "half the art" in the world. It doesn't even begin to. Intending to faithfully reproduce what you see doesn't make your work non-art if we measure art by intention, because your intention remains to create and to transmit something (beauty at the very least).
 
Botolf said:
This is something I anticipated in the very post you quoted.

"Even if you're intending to create a perfect replica of a landscape with a canvas or a camera, you're still creating art. It might be for mere aesthetics, or it might be for the purpose of pushing a well-defined message."

Had Leonardo's intention solely been to replicate or to "capture" the woman's beauty, it would still remain art. Why? Because the end portrait is aesthetically appealing, and that would have been Leonardo's intention in this case. It doesn't matter that it wouldn't have pushed intriguing ambiguity of subject expression or some deep message, it still provokes thought, emotion, and reaction. And it is still very much created and intentioned.

Intention is a perfectly valid measurement for art. I don't understand why you think that it automatically disqualifies "half the art" in the world. It doesn't even begin to. Intending to faithfully reproduce what you see doesn't make your work non-art if we measure art by intention, because your intention remains to create and to transmit something (beauty at the very least).
I was trying to word a response for a while that would be easily understood. I'm glad I refreshed the page so that I wouldn't have to refine what I had before, because it was kind of a mess. But, this is pretty much exactly what I wanted to hit on.
 
Vinci said:
What if Leonardo's sole intention in painting the Mona Lisa was simply to convey what the lady sitting for the portrait looked like? Or is that not even a consideration? Maybe this beguiling look to her is what she honestly looked like. The guy was something of a master of anatomy, so it's not insane to imagine that he could paint someone and make it look like them within a pretty small margin of error.

Are you prepared to remove the Mona Lisa from the lists of art given that was the case? How about landscapes in which all the artist attempted to do was reflect the actual scene before him?

'Intention' is a really unsatisfactory measurement based on the fact that it could potentially invalidate half the art in museums around the world. There are, after all, a LOT of portraits and landscapes out there.
And if you don't like Botolf's answer, my answer would be that regardless of any active thought process Leonardo had, subconsciously he was painting her as he saw her, and since others would also see the painting, they would share in his vision of what she looked like through the subtle variations of his internal biases, and in his satisfaction of completing the painting (or his frustration if he felt it was poor).

Basically it's almost impossible to create (artistically, not accidentally) without intent.
 
Vinci said:
What if Leonardo's sole intention in painting the Mona Lisa was simply to convey what the lady sitting for the portrait looked like? [...]

I was halfway through writing a reply when I saw that Botolf had beaten me to the punch, and expressed what I was thinking better than I could have myself.

So, yeah. What he said.
 
Leondexter said:
You've missed the point. You're right: this industry as a whole and many people who play videogames do seem to crave legitimization. But that isn't what this is about at all, at least not for me. I'm totally fine with the idea that videogames aren't art, though I disagree. And I'm fine specifically with Ebert's view that a game, with its structured goals and so on, doesn't fit with his definition of art. What I'm not fine with is the part where he claims the intellectual high ground on the basis, in a nutshell, that gamers (or anyone who disagrees with him) are stupid and uneducated and wouldn't know art if it bit them.

So basically, I'm not unhinged about Ebert's view of games, I'm unhinged by his bigotry.

Yes. But the idea is that everyone has an opinion. These are only occasionally worth seeking.

Informed opinions are more valued. More worthy of discussion.

Game fans seeking validation from Ebert seems out-of-place. His experience with games is limited and, obviously, though the man is a talented writer and critic, he does have a turf to defend.

Plus, there is a certain thin-skinnedness to game fans. It all ties in to their constant need for reassurance and validation.
 
Botolf said:
Had Leonardo's intention solely been to replicate or to "capture" the woman's beauty, it would still remain art. Why? Because the end portrait is aesthetically appealing, and that would have been Leonardo's intention in this case. It doesn't matter that it wouldn't have pushed intriguing ambiguity of subject expression or some deep message, it still provokes thought, emotion, and reaction. And it is still very much created and intentioned.

Intention is a perfectly valid measurement for art. I don't understand why you think that it automatically disqualifies "half the art" in the world. It doesn't even begin to. Intending to faithfully reproduce what you see doesn't make your work non-art if we measure art by intention, because your intention remains to create and to transmit something (beauty at the very least).

So, basically, Squall is Dead? It's art because we assume 'intention' but can also deny art when we don't wish to assume it. Got it. Thanks.
 
Vinci said:
Just name me a game, man. Just one. Don't worry about doing all that digging. Just name me one game that you believe qualifies.


Any game, really.

As we just say some game is art, you're immediatly looking at it that way. The goals, rules, the interactivity don't matter anymore unless viewed in that prism as well. it's like when you're looking at Marcel Duchamp's "The Fountain"... you're not going to pee on it.

Art may be intention and I agree with that, but not necessarily the intention of the author. A video game creator may not want to explicitily create art, but when someone puts tetris in a room in Guggenheim you'll look at it as art.

The same happens with movies... 90% of them are not intended to be art, but pure entertainment.
 
Vinci said:
So, basically, Squall is Dead? It's art because we assume 'intention' but can also deny art when we don't wish to assume it. Got it. Thanks.
As Zachak said, to create with your creative faculties is to act on intent. That intent may not be actively professed or actively planned, but it acts from within the artist nonetheless (aesthetics and visual appeal cannot be excised from the equation). Intention is then a fitting measurement for what falls under art and what is not, because it draws a distinct and satisfying line between purposed and accidental (think back to Tellaerin's example of the sugar cube). Not all of it (art) is equal, not all of it is especially meaningful to you or I, but the definition is elegant and it unifies all of our creative endeavours under one family grouping.

Snow drawings, insults, newspaper articles, books, photographs, plays, portraits, landscape paintings, drawings, architecture, rhetoric, music, film, video games. Art.
 
MC Safety said:
Yes. But the idea is that everyone has an opinion. These are only occasionally worth seeking.

Informed opinions are more valued. More worthy of discussion.

Game fans seeking validation from Ebert seems out-of-place. His experience with games is limited and, obviously, though the man is a talented writer and critic, he does have a turf to defend.

Plus, there is a certain thin-skinnedness to game fans. It all ties in to their constant need for reassurance and validation.

Laughable generalizations aside, if you aren't a fan of video games, why are you on NeoGAF?
 
Botolf said:
As Zachak said, to create with your creative faculties is to act on intent. That intent may not be actively professed or actively planned, but it acts from within the artist nonetheless (aesthetics and visual appeal cannot be excised from the equation). Intention is then a fitting measurement for what falls under art and what is not, because it draws a distinct and satisfying line between purposed and accidental (think back to Tellaerin's example of the sugar cube). Not all of it (art) is equal, not all of it is especially meaningful to you or I, but the definition is elegant and it unifies all of our creative endeavours under one family grouping.

Snow drawings, insults, newspaper articles, books, photographs, plays, portraits, landscape paintings, drawings, architecture, rhetoric, music, film, video games. Art.

Then to do anything remotely creative ever is an example of art? I'm just clarifying...
 
zoukka said:
I recently played through The Passage. The game didn't seem anything special to me then though I smiled when I "got it". But now reading this thread The Passage somehow is stuck in my head now. It was a serene experience with almost no gameplay at all. Lasted a few minutes and misses almost all hooks typical videogames have. Yet it definately has a strong sense of the developer and his message considering the theme. And it made me think about things... and not just because the game is so easy and slow.

The Passage is one of the examples I'd have to nominate as strong candidates to "what games are art" contest.

So I see where Vinci is coming from. (addition to Denmark)
I really want to play that game, but I have a hard time justifying the cost. Even when it was on sale on D2D I couldn't pull the trigger on it. Do you think it's worth $5 for the experience?
 
Vinci said:
Then to do anything remotely creative ever is an example of art? I'm just clarifying...
Fundamentally, this is it: Art is creation, born from intention.

We are subjective, intuitive, and feeling creatures, our intentions are no different. We don't do things just for the sake of doing them, we produce art because it is central to our nature. When we set our eyes and minds toward creation, it is that intention, and it is that foundational nature beneath it that impels us.

To be human is to create art.
 
Vinci said:
So, basically, Squall is Dead? It's art because we assume 'intention' but can also deny art when we don't wish to assume it. Got it. Thanks.
Why the shit would Leonardo De Vinci paint the Mona Lisa if he didn't want it to be aesthetic? I mean, bitch commissioned him for the painting (pretty sure), he wanted it to look good. Even outside of her there is a wonderful background that is really kind of has this wonderful atmospheric quality. There was obvious effort and skill that went into trying to make it look good.

The hypothetical that it wasn't meant to is not helpful to your argument, and really only serves to confuse. It is way too complicated to try to come up with any logical reasoning that he would do this, and to simply accept your situation isn't really helpful.

I would propose that if your hypothetical situation were true, it would not be art. I also propose that your hypothetical situation is so close to impossible that it isn't really worth considering.

Come up with a real example, then we can discuss.
 
I think Ebert is arguing if games are considered fine art or good art or whatever by trying to compare QBert with Picasso but, that's a whole different argument. That is simply arguing over the VALUE of that particular piece of art. Video games are, by definition, a form of art. You can't argue this, it's a fact, plain and simple. Just go look up the definition of art and see if it can be applied to video games. You can argue the value of it all you want but, to argue that video games can't be art or are not art in any way shape or form is basically arguing that art doesn't exist.

Even this smiley :D is art but, the value of it can be argued indefinitely.
 
oh hey look gabe and tycho has the same opinion as me, sweet
Vinci said:
Just name me a game, man. Just one. Don't worry about doing all that digging. Just name me one game that you believe qualifies.
all games
 
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