A piece created to elicit an emotional or intellectual response that helps define what it means to be human, and that successfully on a personal level adds to our understanding of either ourselves, our society or the culture we live in.
Unsurprisingly contrived and aimless definition. This line of thinking basically says the highest art is non-fiction and fully educational. This is because compared to philosophy, psychology, sociology, etc. (and above all else, real life), movies and novels, let alone pictures and music, are total shit at "defining what it means to be human" (lol) and so on. The effectiveness of the latter in this way is relative to the lack of experience with the former. Trite and watered down in their ideas (doesn't matter how many Oscars it wins or how much European critics fap to it) while preoccupied with crafting sensational/emotional artificial scenarios (which are increasingly complex with increasingly complex mediums) - an inherently pseudo intellectual method. This route basically amounts to the debasement of the craft and response to these elaborate sensations in the hopes of appearing more important (pretentious) and "helpful" (moralistic); so the greatest art (what is "mature") now consists of basic yet hazy,ChristianHumanist-approved lessons dressed up so you don't get bored.
The initial flaw here is that with this definition you can't tell apart a piece of art versus a captivating news article or philosophical writing (or general life experience).
EDIT: Dear defenders of videogames (such as those on the first page), rather than saying "videogames are art", you should instead say "nothing is art" (or "art is nothing"). One reason for this is that the definition of art is so poorly defined due its nonsensical roots that at the end of the day you are probably (knowingly perhaps) saying something you don't even fully understand (at best saying "you know that vague, prestigious label we put on movies? Well because videogames and movies are similar enough as activities, you have to put it on videogames too"). More to the point though, in the case of the pseudo intellectual process I described above, videogames are at a great disadvantage: their complexity makes them the worse vehicles for pseudo intellectualism (which is basically why Ebert said they weren't art, nevermind movies are the second worse at this). Once you stop chasing the "art" scam (the attempt elevate certain types of entertainment based on non-entertainment factors so as to grant more status to their creators and supporters), the immense value of videogames becomes unavoidably obvious. Of course, that value should be clear to anyone who plays them, but now you can say it without feeling guilty and stupid versus your inner activist and hipster. However, the trade-off is that you no longer get to feel "important" for playing (and making and praising) those special "life-changing" videogames.
What are you afraid of? At its heart it's just a story about a man who tries to escape his past and fails (the reoccurring theme for GTA) . In the process he drags a young man trying to avoid a life of crime down with him and reunites with an old friend. It might not be an Oscar winning story but it's perfectly serviceable.Definitely interested in playing GTAV, but I don't want to touch the story with a 10 foot pole.
Given you're the second person to make this strawman - I DO like GTA games, they are NOT art - I can only assume that to you Art = "things I like"?
Because there's your problem.
Yes, do you understand the categorisation of "Fine Art"?
It doesn't mean "art that is fine with me".
Attention people that think GTA is art: you can't have it both ways.
You don't get to declare GTA a work of art while simultaneously declaring it uncriticisable for its immature and explicitly commercial tone because "its just a game".
Its either a work of art and as such entirely fair game for having a critical eye turned upon it - a critical eye that doesn't have to work very hard to absolutely rip it to shreds - or its just dumb pop-culture entertainment, in which case stop fucking calling it art.
Unsurprisingly contrived and aimless definition. This line of thinking basically says the highest art is non-fiction and fully educational. This is because compared to philosophy, psychology, sociology, etc. (and above all else, real life), movies and novels, let alone pictures and music, are total shit at "defining what it means to be human" (lol) and so on. The effectiveness of the latter in this way is relative to the lack of experience with the former. Trite and watered down in their ideas (doesn't matter how many Oscars it wins or how much European critics fap to it) while preoccupied with crafting sensational/emotional artificial scenarios (which are increasingly complex with increasingly complex mediums) - an inherently pseudo intellectual method. This route basically amounts to the debasement of the craft and response to these elaborate sensations in the hopes of appearing more important (pretentious) and "helpful" (moralistic); so the greatest art (what is "mature") now consists of basic yet hazy,ChristianHumanist-approved lessons dressed up so you don't get bored.
The initial flaw here is that with this definition you can't tell apart a piece of art versus a captivating news article or philosophical writing (or general life experience).
EDIT: Dear defenders of videogames (such as those on the first page), rather than saying "videogames are art", you should instead say "nothing is art" (or "art is nothing"). One reason for this is that the definition of art is so poorly defined due its nonsensical roots that at the end of the day you are probably (knowingly perhaps) saying something you don't even fully understand (at best saying "you know that vague, prestigious label we put on movies? Well because videogames and movies are similar enough as activities, you have to put it on videogames too"). More to the point though, in the case of the pseudo intellectual process I described above, videogames are at a great disadvantage: their complexity makes them the worse vehicles for pseudo intellectualism (which is basically why Ebert said they weren't art, nevermind movies are the second worse at this). Once you stop chasing the "art" scam (the attempt elevate certain types of entertainment based on non-entertainment factors so as to grant more status to their creators and supporters), the immense value of videogames becomes unavoidably obvious. Of course, that value should already be clear to anyone who plays them, but now you can say it without feeling guilty and stupid in the company of your inner activist and hipster. However, the trade-off is that you no longer get to feel "important" for playing (and making and praising) those special "life-changing" videogames (movies, etc).
Unsurprisingly contrived and aimless definition. This line of thinking basically says the highest art is non-fiction and fully educational. This is because compared to philosophy, psychology, sociology, etc. (and above all else, real life), movies and novels, let alone pictures and music, are total shit at "defining what it means to be human" (lol) and so on. The effectiveness of the latter in this way is relative to the lack of experience with the former. Trite and watered down in their ideas (doesn't matter how many Oscars it wins or how much European critics fap to it) while preoccupied with crafting sensational/emotional artificial scenarios (which are increasingly complex with increasingly complex mediums) - an inherently pseudo intellectual method. This route basically amounts to the debasement of the craft and response to these elaborate sensations in the hopes of appearing more important (pretentious) and "helpful" (moralistic); so the greatest art (what is "mature") now consists of basic yet hazy,ChristianHumanist-approved lessons dressed up so you don't get bored.
The initial flaw here is that with this definition you can't tell apart a piece of art versus a captivating news article or philosophical writing (or general life experience).
EDIT: Dear defenders of videogames (such as those on the first page), rather than saying "videogames are art", you should instead say "nothing is art" (or "art is nothing"). One reason for this is that the definition of art is so poorly defined due its nonsensical roots that at the end of the day you are probably (knowingly perhaps) saying something you don't even fully understand (at best saying "you know that vague, prestigious label we put on movies? Well because videogames and movies are similar enough as activities, you have to put it on videogames too"). More to the point though, in the case of the pseudo intellectual process I described above, videogames are at a great disadvantage: their complexity makes them the worse vehicles for pseudo intellectualism (which is basically why Ebert said they weren't art, nevermind movies are the second worse at this). Once you stop chasing the "art" scam (the attempt elevate certain types of entertainment based on non-entertainment factors so as to grant more status to their creators and supporters), the immense value of videogames becomes unavoidably obvious. Of course, that value should already be clear to anyone who plays them, but now you can say it without feeling guilty and stupid in the company of your inner activist and hipster. However, the trade-off is that you no longer get to feel "important" for playing (and making and praising) those special "life-changing" videogames (movies, etc).
Because of the same reason you would keep it the way it is.
Unsurprisingly contrived and aimless definition. This line of thinking basically says the highest art is non-fiction and fully educational. This is because compared to philosophy, psychology, sociology, etc. (and above all else, real life), movies and novels, let alone pictures and music, are total shit at "defining what it means to be human" (lol) and so on. The effectiveness of the latter in this way is relative to the lack of experience with the former. Trite and watered down in their ideas (doesn't matter how many Oscars it wins or how much European critics fap to it) while preoccupied with crafting sensational/emotional artificial scenarios (which are increasingly complex with increasingly complex mediums) - an inherently pseudo intellectual method. This route basically amounts to the debasement of the craft and response to these elaborate sensations in the hopes of appearing more important (pretentious) and "helpful" (moralistic); so the greatest art (what is "mature") now consists of basic yet hazy,ChristianHumanist-approved lessons dressed up so you don't get bored.
The initial flaw here is that with this definition you can't tell apart a piece of art versus a captivating news article or philosophical writing (or general life experience).
EDIT: Dear defenders of videogames (such as those on the first page), rather than saying "videogames are art", you should instead say "nothing is art" (or "art is nothing"). One reason for this is that the definition of art is so poorly defined due its nonsensical roots that at the end of the day you are probably (knowingly perhaps) saying something you don't even fully understand (at best saying "you know that vague, prestigious label we put on movies? Well because videogames and movies are similar enough as activities, you have to put it on videogames too"). More to the point though, in the case of the pseudo intellectual process I described above, videogames are at a great disadvantage: their complexity makes them the worse vehicles for pseudo intellectualism (which is basically why Ebert said they weren't art, nevermind movies are the second worse at this). Once you stop chasing the "art" scam (the attempt elevate certain types of entertainment based on non-entertainment factors so as to grant more status to their creators and supporters), the immense value of videogames becomes unavoidably obvious. Of course, that value should already be clear to anyone who plays them, but now you can say it without feeling guilty and stupid in the company of your inner activist and hipster. However, the trade-off is that you no longer get to feel "important" for playing (and making and praising) those special "life-changing" videogames (movies, etc).
This is a false equivalence. You aren't simply saying that you want GTA to fit your tastes, you're saying Rockstar is being morally irresponsible by not doing so.
I don't see what's so difficult to digest about the OP's topic. The world of Grand Theft Auto is full of crassness through its violence, sex, drugs, and other "mature" themes that clearly aren't intended for children, there is no denying that and no one is saying that these things shouldn't be taken away. However, given the budget and scope of each game, how much money is poured in to give it the greatest graphics, selection of music, physics, etc given the scope of the game, it's not a ludicrous proposition to see through that that budget be used to create a story more complex than "Revenge! Kill! Tits! Money! Angry! Pseudo-drama!"
I love GTA V. I think the world Rockstar created is breathtaking to watch simply exist, and fun as hell to explore and cause havok in. They've created a world that's actually pretty damn funny to see satirize our own, but that humor and wit is not properly reflected in the writing of the game's story. GTA V starts off nowhere, and goes nowhere. Character motivations are two-dementional, side characters are often annoying and provide nothing of worth other than giving you reasons to hate them. That's not satire, it's just poor writing.
A game that deems itself mature should have the ability to actually tell a mature story.
Unsurprisingly contrived and aimless definition. This line of thinking basically says the highest art is non-fiction and fully educational. This is because compared to philosophy, psychology, sociology, etc. (and above all else, real life), movies and novels, let alone pictures and music, are total shit at "defining what it means to be human" (lol) and so on. The effectiveness of the latter in this way is relative to the lack of experience with the former. Trite and watered down in their ideas (doesn't matter how many Oscars it wins or how much European critics fap to it) while preoccupied with crafting sensational/emotional artificial scenarios (which are increasingly complex with increasingly complex mediums) - an inherently pseudo intellectual method. This route basically amounts to the debasement of the craft and response to these elaborate sensations in the hopes of appearing more important (pretentious) and "helpful" (moralistic); so the greatest art (what is "mature") now consists of basic yet hazy,ChristianHumanist-approved lessons dressed up so you don't get bored.
The initial flaw here is that with this definition you can't tell apart a piece of art versus a captivating news article or philosophical writing (or general life experience).
EDIT: Dear defenders of videogames (such as those on the first page), rather than saying "videogames are art", you should instead say "nothing is art" (or "art is nothing"). One reason for this is that the definition of art is so poorly defined due its nonsensical roots that at the end of the day you are probably (knowingly perhaps) saying something you don't even fully understand (at best saying "you know that vague, prestigious label we put on movies? Well because videogames and movies are similar enough as activities, you have to put it on videogames too"). More to the point though, in the case of the pseudo intellectual process I described above, videogames are at a great disadvantage: their complexity makes them the worse vehicles for pseudo intellectualism (which is basically why Ebert said they weren't art, nevermind movies are the second worse at this). Once you stop chasing the "art" scam (the attempt elevate certain types of entertainment based on non-entertainment factors so as to grant more status to their creators and supporters), the immense value of videogames becomes unavoidably obvious. Of course, that value should already be clear to anyone who plays them, but now you can say it without feeling guilty and stupid in the company of your inner activist and hipster. However, the trade-off is that you no longer get to feel "important" for playing (and making and praising) those special "life-changing" videogames (movies, etc).
I don't see what's so difficult to digest about the OP's topic. The world of Grand Theft Auto is full of crassness through its violence, sex, drugs, and other "mature" themes that clearly aren't intended for children, there is no denying that and no one is saying that these things shouldn't be taken away. However, given the budget and scope of each game, how much money is poured in to give it the greatest graphics, selection of music, physics, etc given the scope of the game, it's not a ludicrous proposition to see through that that budget be used to create a story more complex than "Revenge! Kill! Tits! Money! Angry! Pseudo-drama!"
Nice post.Throwing money at problems isn't a solution for every issue.
Budget has fuck all to do with a good story.
I found they made great strides on dissonance. I also found the game to be much less of a satire... it's mostly limited to optional narrative like the border patrol missions or events like the movies in the theatre, the different episodes on TV, the talk radio in Blaine County, etc. Aside from maybe the end of By The Book, there main narrative has very little satire. It also has fewer random surprisingly 'carrot on a stick' characters like past GTAs... it's a much more fully developed story and a much more focused story arc. Quality aside, you can see the intent is much different and more focused.I'm glad I can address both these post at once since it demonstrates why the writing in GTAV comes off as insipid and disparate.
Movies are written to carefully follow a two hour story, and they're scripted to characterize and build a tangible world with a tone that these characters inhabit. In mob/gangster flicks the characters will usually be the personified form of some basic human flaw, a study into what a person behaves like and how they affect their surroundings with whatever vice consumes them, and that is inherently interesting by itself depending on your tolerance (again, the morality side of the GTA debate is separate from the quality writing debate). In GTA, the writing is sprawled out over hours and hours of both scripted and player controlled sequences, but that's not solely why it falls apart. The problem is that these characters are so loosely written and defined that their violent nature just comes off obnoxiously implausible, which some people defer to call "satire", but it's really just subpar characterization. It would be fine if the game was aimed and written to appeal to fully unsympathetic sociopaths, but that's insulting your audience (I'm assuming we're all civil people [civil people able to suspend our morals for the sake of fantasy and art]).
So the other question is; is that the only facilitating mode of writing for a game like GTA that derives its fun from the mayhem? The subpar characters, made explicitly unpalatable to thematically justify the havoc the game's core elements are built to handle? That's when I say, no. It's shouldn't be necessary (or even critically admissible) to have a game in which its cynical social commentary during gameplay becomes pervasive for their character writing as well. And this is the reason why ludonarrative dissonance is not necessarily a knock in a GTA game. There's simply too much freedom to be an asshole (regardless of how the games systemic response systems challenge or "reprimand" the player) to craft characters and storyline that fall in line with those gameplay possibilities.
Now, this is the part where people cite extreme examples to demonstrate why ludonarrative dissonance would be a poor choice. "Oh you can't go murdering people and then have a warm family moment in cutscene ten seconds later". Truth be told, you very well could. Many of those film characters had family values in spite of the atrocities they committed to suit their ends. It's part of the juxtaposition that made them palatable within the films' overall theme and purpose. That's not the only option, either, though. You don't have to go from cold murder to warm family nurturing. It's very possible to write characters with more nuanced contradictions and motives that don't fall apart the second you gain control of them again. Walter White, Nico Bellic, Michael Corleone (to a different extent). These are characters aware that what they were doing was wrong but they were in too deep (for various reasons) to reform and start anew, and there are plausible (if a bit trope-y) stories to be told within those constraints.
Either way, It's not a matter of criticizing the morality factor in GTAV, it's a matter of criticizing the quality of writing that went into that game. And understanding that any opposing opinions on this matter fall under the realm of personal, critical taste, not personal moral compass.
I believe that characters and story in certain videogames don't need to be strictly beholden to the game mechanics they reside within to avoid dissonance. Not to the extent Rockstar wrote Trevor, and to a lesser extent, Michael and Franklin.
I found they made great strides on dissonance. I also found the game to be much less of a satire... it's mostly limited to optional narrative like the border patrol missions or events like the movies in the theatre, the different episodes on TV, the talk radio in Blaine County, etc. Aside from maybe the end of By The Book, there main narrative has very little satire. It also has fewer random surprisingly 'carrot on a stick' characters like past GTAs... it's a much more fully developed story and a much more focused story arc. Quality aside, you can see the intent is much different and more focused.
Grand Theft Auto V fancies itself more a genuine crime drama than past games, and it made efforts to legitimize the gameplay in a manner the series has not really seen before. Whether it's previous Grand Theft Auto games or others such as Sleeping Dogs, there's always a certain level of dissonance that is excused by the story not forcing it. The problem with this is that it feels disconnected from the story. We can say that Niko is a psychopath or Wei Shen is undercover, but there would still be emotional and obviously story repercussions for these characters. However, it's easily excused and enjoy because GTA has always been a joke of a story and Sleeping Dogs is a wonderful first attempt.
With GTA V a different approach was taken because Rockstar is clearly trying to evolve crime storytelling in gaming. This is evident by most every production element from the superb motion capture for facial expressions (Michael in particular says a lot without words) or the superb musical score. But it also tried to address, at least a first attempt at part of it, ludo-narrative dissonance. When it begins to occur, the game actually reacts. Michael says random comments about not wanting to deal with this, and he constantly complains about just wanting to watch and make movies. Your children, actually, for the most part express horror, as do your acquaintances when you hangout off mission. They can actually abandon you if you're too reckless. Rockstar goes to great lengths to justify Michael as not wanting to be the typical GTA character, and it actually resonates in player actions -- I've sampled a hundred or so Social Club members and their crime stats, and you'd be surprised how people play more carefully with Michael. Trevor, obviously, is the opposite. If Michael attempts to address ludo-narrative dissonance with a legitimate story, Trevor just carpet bombs it with a simple solution -- he's a tad crazy. If Trevor is GTA the character, Michael is essentially the antithesis.
We see this attempt to legitimize GTA as a genuine crime drama throughout the game. The story was much more serious in tone. GTA has always been a mess of a story featuring a bunch of random joke caricatures and stereotypes barely connected by a loose plot that serve as an excuse to have you repeat the same 2 missions in different scenery. After the light comedy of VC and SA, we had IV try to also grow up but it mostly just ended up being the same disconnected storytelling with a darker plot and main character. Whereas SA's randomness was at least sustained by its more positive and comical cast, IV's randomness was constantly depressed. Whereas SA's goose chase was buoyed by its vast exploration and customization, IV's was lost in a tight world with characters that were seemingly random burps.
V was different in that it fancied itself as a genuine drama. Rockstar created a story around characters, and the gameplay around the story -- the opposite of every other GTA where typically GTA bases its setting and character around the gameplay first, and then a hodge-podge of a story to try bring it all together. The typical GTA caricatures and stereotypes are nearly (though not completely) muted in the core story, and much more subtle in the side-missions; if anything half the satire in V thinks of itself as social commentary on topics such as immigration, recession, or torture rather than as a 13-year old making jokes. It has its moments, sure, but considering the both how the social caricutures are received sarcastically by the cast and the typically darker conclusions, again it's at least aspriring in a way that's different for the series
Whether it's a good drama or not, I won't debate. There are moments I still cringe but there are moments that I genuinely feel are an evolution for gaming crime drama. Alongside Sleeping Dogs (if GTA is the best attempt at a crime drama then SD would be perhaps the best attempt at a crime film), I can see the genre making genuine progress toward legitimacy. It's not there yet but it's progress. And the topic of ludo-narrative dissonance is one that GTA, more than any other because of its fundamental gameplay, has to address. It could have merely excused it with jokes as the series always has.
V attempted to instead address it. And the results are, by any objective measure, the best produced storytelling in a game yet. I don't mean the best story or best game but the closest yet gaming has come to legitimacy as a stronger storytelling method. This is clear by the gameplay approach and production values of the storytelling. It's a fundamental change from every other GTA. I would offer that based on the tighter and denser story focus with more relevant and varied gameplay, a more genuine attempt at characters, an at least less childish take on social commentary, missions that are also much more story-driven and relevant, and certainly the strongest production values and storytelling (via facial expressions and voice acting) backed by the only full musical score, it's at least aspiring, in a way other GTAs have not, to address these issues such as ludo-narrative dissonance that hamper attempts at genuine legitimacy as a storytelling medium, and help bolster its strides to be fancied a genuine crime drama.
And it's basically a story of GTA the character vs the anti-GTA character... Trevor trying to keep Michael in GTA and Michael trying to escape. Rockstar does almost as much as it can to create a character that believable would still partake in a GTA story yet offers a compelling reason not to behave like a GTA character. Any more or less and it would conflict.
I do like a lot of what's here but some of it doesn't ring true. Firstly, I'm just gonna dump the term 'art'. The word, as you've explained, is at this point useless and near meaningless. Absolutely there's a wide range of self-serving, self-indulgent, pretentious, useless, vapid works across every medium. But I think you're selling films (and by extension, games) short if you honestly believe they're ultimately only useful as entertainment - as a hobby or a pastime. One to not think too hard or critically about.
And so while the above definition of art and whether these works fall neatly into that definition is somewhat flawed, I'll put forth instead something slightly different:
Storytelling's (I'll keep things relatively specific - I don't pretend to know a whole lot about music or fine art etc) primary function is one that isn't available in any other medium. You're right that films can't hope to supply us with the information, knowledge or arguments that a well written essay could. I suppose they're "pseudo-intellectual" in that regard. But that's not where film shines. It's not the reason we go to the movies. Film can't hope to find truth in logic, mathematics or statistics. Film's truth is revealed through emotion. This is how storytelling greatly benefits society as a whole. We are convinced of something through the undeniable truth of emotion. When you cry while watching a film, the film has forced you into a state of consideration about something. You're reflecting on the themes of the film and coming to your own conclusions about something, sometimes to profound effect.
You can read that there were 15,000 deaths on D-Day, and that sounds pretty shitty, but when you dramatize it with storytelling in something like Saving Private Ryan, it becomes a haunting, horrific, terrifying, potent moment of hell, one that rings truer than a description ever could.
Storytelling's primary function is to supply the viewer with experience through emotion so they can better understand and digest their own lives. This is absolutely happening with every single decent film you watch, even if it's very little. It's not a matter of supplying you with facts or philosophical musings. It can, but it's not primary. It's not even a matter of "defining what it is to be human." You can't hope to do that in any one film - probably not even with all the films in the world. But it's a tool for humans to better digest and collate their lives.
A story could present an experience that hits close to home - with the omniscient power of consuming the work as an outsider, we get a more objective view of the situation, and can come to a (hopefully) more balanced conclusion - a mirror on your own life. Or it could present an experience that you can't possibly hope to experience in your everyday life. You're being given fresh experience through that emotion and can now, even if it's the smallest amount, more clearly understand your place in the world (The Wire - I have now felt what it's like to be rejected by the rest of society and deemed fit for one thing and one thing only before I even got a chance to pick something. Thanks to my real world socio-economic state, this has never been an issue for me, but The Wire gives me that fresh experience. Once again, this isn't something that could be effectively communicated in an essay - it's an emotional experience. I'm being convinced through emotion).
Do you see how this is an extremely versatile and valuable tool for society?
A concept that can be (hopefully) implemented in video games as well. It really shouldn't be any different. Video games just have another (admittedly large) dimension of complexity to them - interaction. But this is just another (mostly untapped) tool that could be used to profound effect. It doesn't have to be something that's self-satisfying/important/indulgent. It's just another level to give the consumer a way to have a more potent emotional experience. And with interaction? What a potency it could have.
Nice post.
Some time ago in the "Movies you watched recently" thread, someone defined art as "communication on an higher level", which i very much like.
Granted these threads always go round and round arguing about nothing but definitions for what *is* art, but i think that terminology adheres pretty closely what i consider it to be.
It's communication, dressed up to elevate it above the more simply pragmatic level.
It doesn't imply anything more, and nothing less.
I know many (most?) attach to the definition of "art" implicit value, but i was telling you how I don't, and how the way I define art, doesn't.Perhaps at this point I've written enough to show how I disagree with you, but again, I've probably handled this a lot better elsewhere, so maybe I haven't done a good job of that.
First, pretty much any attempt to define art (although it usually ends up rather nonsensical or useless) is an attempt to separate some entertainment from the rest and due to the value of the art label this invariably means to elevate it over the rest (i.e., elevate it above entertainment). This I will almost always have an issue with, as entertainment is not something we should demean (lest of all for what tends gets pushed forward as art at the expense of non/less-art entertainment: inferior learning, if not inferior entertainment).
Now, the main issue with the definition you propose is that art is communicating in the same way (if not same "level") as everything else. What I mean is described in the paragraph above that begins with "We can say something flowery like...". Things "communicate" with us when we sense them and attribute a meaning to that sensation. Whether it is a painting in a museum or a cloud in the sky (or the fact there are a lot of clouds in the sky), the process is the same. What's different is the context and previous experience, which are vital in what messages we create for it. For communication between humans, we develop a shared language to impose the same meaning for specific sensations (which can only go so far because this process of communication is itself limited - subjectivity). I would argue this is much better at communicating ideas than images, sounds, interactive scenarios, etc., of increasing complexity and spectacle. So, at face value, I don't see what's higher level here.
pink coloured glasses? that's not a very constructive way to start a reply to my opinionThe problem with this analysis is that you seem to be remembering the game, or simply looking at it through pink colored glasses.
Rockstar deserves praise for indeed legitimizing the marriage of gameplay and mission design with the linearity of the story set pieces. But when it comes to creating satisfying characters, they've chosen to fall flat. And I say "chosen" because they're far too caught up in satirizing modern societies with very little finesse and subtlety, as if the idea of portraying a realistic (albeit grim) look at the real criminal world intimidates them. It's much easier to write a loose satire after building a convincing simulation than to write a compelling story that's not so tongue-in-cheek and then set it within a convincing sandbox sim.
It may very well come down to a matter of personal standards and taste, but I found both Trevor and Michael to be rudimentary and two-dimensional, especially Trevor. And to say that Trevor's outlandish disregard for empathy and generally psychotic behavior relatively redeems Michael's already uninteresting characterization is a bit of a stretch. It's not like all their characters are written by highschoolers, one look at Franklin and you can tell they came very close to writing a three-dimensional character with legitimate real world issues and motivations, but they also dropped the ball with him. It's as if it's the fault of the supporting cast of characters and the sheer idiocy of their motives and behavior.
Right from the opening scene, when Michael is venting how his life choices have washed him up on the shores of regret and emptiness, his therapist (clearly a satirical character for expensive, emotionally detached shrinks) aloofly says "let it aaaall out", cutting a self-reflective moment disappointingly short. They wasted a perfectly good opportunity for rich, savory character development for their tired old satire. And this keeps happening throughout the entire game, throughout the entire progressively ridiculous story, right up until its baffling and deflating conclusion.
I put the game down and never played it again after the.torture scene.