Video Games as Art - required elements

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RemyC
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Video Games as Art - required elements

Post by RemyC »

I have split this off into a separate thread since it is an interesting discussion and no longer related to Metroid. -Marurun
Original_Name wrote:the stories always feel completely tacked on to give gamers some inkling of closure. I know that's not the main purpose of video GAMES, but I wish they, as gaming's prodigal son, would at least TRY and propel video games into gaining some legitimacy as an actual medium of art in much such the ways of Rez, Shadow of the Colossus, and so forth.
Are you trying to say that a video game will only be respected as art if it has a good story? If so, why would you list Rez as an example?

Why can't games be regarded as art, because of their intricate designs, layouts, or other mechanics which have more than dozens of hours worth of hard work put into them?
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Re: the tough metroid

Post by marurun »

RemyC wrote:
Original_Name wrote:the stories always feel completely tacked on to give gamers some inkling of closure. I know that's not the main purpose of video GAMES, but I wish they, as gaming's prodigal son, would at least TRY and propel video games into gaining some legitimacy as an actual medium of art in much such the ways of Rez, Shadow of the Colossus, and so forth.
Are you trying to say that a video game will only be respected as art if it has a good story? If so, why would you list Rez as an example?

Why can't games be regarded as art, because of their intricate designs, layouts, or other mechanics which have more than dozens of hours worth of hard work put into them?
Agreed. Telling a story is not necessary for art. All art has a story, however. Many paintings and sculptures don't necessarily tell a narrative. They may have a story, something about their creation of the feelings or thoughts of the creator, but they don't tell one. Many games do just this. They have a story, something about their atmosphere, how they came to be, sometimes simply overcoming technical limitations, but they don't have to TELL a direct narrative.
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Re: the tough metroid

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I'm not saying that a video game HAS to have a spectacular story to be a great game, I just wish Nintendo would deliver one that would do so little as raise my eyebrow for once. I feel as though good art must intentionally deliver an experience which one can carry away from it in order to gain some insight into the world; art in general is the preservation of one's more temporary state of mind in ways which give depth to flat, stagnant icons. While I'm not a proponent of Ayn Rand, Atlas Shrugged is a more literal interpretation of this definition of art - it very vividly describes sustainable concepts using stagnant characters who are given the illusion of life and reason through the power of descriptive language. The other end of the spectrum is a cave painting - "I saw a horse, and this proves I saw it": not the avant garde, but it aligns itself under the aforementioned criteria. I mean, the Legend of Zelda has a serviceable story which harkens back to the very most classic archetypes of literature. Yes, its plotline and overall meaning is art, but not in a particularly profound way.

I'm not saying Nintendo doesn't make incredible games, I'm just saying that one of the basest core criteria by which the value of a piece of art is judged (generally speaking, of course you can't put VALUE on art... basically, I'm saying I don't want anyone to take that snippet of my post out of context and give me nine paragraphs on why art cannot intristically have value.) is its meaning. Nintendo has always soared in the fields of design, development of icons, and orchestration, but they've never seemed to really try to delve into symbolism in any significant way, which means that the overall quality one receives is "fun". And don't get me wrong, that's NOT a bad thing; I'd just like to see Nintendo, of all people, try and use the medium to convey something more than that in a way in which other mediums cannot.


OH, AND ABOUT REZ...


Rez is the most symbolic game I've ever played in my life. The game credits and thanks the great German Painter, Musician, and Philosopher Wassily Kandinsky for his incredible genius. Kandinsky had a quote, "Can you hear the colors? Can you feel the sounds?" (or similar); this fusion of visual and aural stimuli was dubbed synthesaesia by Kandinsky. He often tried to create paintings which looked like music. He believed that music is the purest of all art forms; this, he reasoned, because he believed that humans and all other beings are composed of vibrations; that vibration is the spark which animates life. This concept was given validity when scientists began to theorize that atoms were composed of electronic waves pulsing from a central point: essentially vibration. He believed that since sound travels in waves, music is the purest form of art because the waves of music interact with the waves of our atoms; that it is the only medium which does not require any middle-thinking to enjoy.

Now, in Rez, you control the avatar of a hacker who is hacking into a deep, highly fire-walled computer system which controls society. This computer system is controlled by an AI who has become so intelligent that she begins to question her existence, resulting in problems in the real world. It is your job as the hacker/avatar to reboot her. This avatar can be interpreted as being art in general, synthesaesia, or even an intoxicant/hallucinogen. Thus, the troubled AI (who does not, in fact, truly exist) is sent into a euphoric state by the avatar, and rebooted, allowing her to work efficiently once again. After the credits roll, the text, "She is still trapped within the system" appears, meaning that the AI in fact symbolizes a human. Humans can reach euphoric states of "spiritual rapture" but we are really just fooling ourselves, and are still trapped within that system within which we must constantly work to stay alive, and in which we will ultimately perish.

Only thing about Rez is that it doesn't do anything that couldn't be done by cinema. So while it has one of the greatest meanings of any video game I've ever played, it's so post-modern that it's hard to tout it as the come-all be-all of art in video games. I think the main playing ground for video games as art has been more exploited by the likes of Peter Molyneux with games like Black & White wherein your decisions actually have weight and consequence; something impossible in any other medium of art.

I'm so sorry for hi-jacking this thread so hard.
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Re: the tough metroid

Post by RemyC »

Original_Name wrote:they've never seemed to really try to delve into symbolism in any significant way
If you look at anything for a long enough time, with a free enough mind, you can find symbolism.
What about the art of the mechanics? What is making the game tick? As opposed to the direct, "what can I take away from this story?"
You pretty much said it yourself,
Original_Name wrote:Only thing about Rez is that it doesn't do anything that couldn't be done by cinema
The only thing that video games have on traditional art is, interactivity. Which is what they should excel at.
Everyone is confused these days and are turning video games into films, with their grandiose musical scores, and "$1,000,000" helicopter opening pan-in shots. These and many other things can be cut out of the game and put into an animated film.
They blow their budget on over the top cinematics, and leave out all the game.
The art comes from the time devoted to the mechanics, and design of the game. Making the player require skill to learn how to control their character, so that they can maneuver carefully in order to accomplish their goals.

I can read the story in a book. I can watch it all unfold with the frills, bells and whistles in a film....When it comes to a game; cut the bullshit and give a game. Not a cutscene and dialogue for every room I enter.
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Re: the tough metroid

Post by marurun »

Original_Name wrote:I'm not saying that a video game HAS to have a spectacular story to be a great game, I just wish Nintendo would deliver one that would do so little as raise my eyebrow for once. I feel as though good art must intentionally deliver an experience which one can carry away from it in order to gain some insight into the world; art in general is the preservation of one's more temporary state of mind in ways which give depth to flat, stagnant icons... I mean, the Legend of Zelda has a serviceable story which harkens back to the very most classic archetypes of literature. Yes, its plotline and overall meaning is art, but not in a particularly profound way.
What about abstract art? What about Normal Rockwell or Thomas Kinkade? What of "shock art"? The thing is, art isn't something concrete, anchored in explicit definitions. For me, playing Zelda or Metroid is an experience and I take away from that experience thoughts and feelings that don't require narrative. And no, it's not profound, but most art isn't profound. They were early games that explored ideas in a somewhat abstract fashion, trying to replicate a more fulfilling experience with the help of imagination. It's about using simplistic technology to try to bring people into a larger experience which can't otherwise be had in that same fashion.
Original_Name wrote:Only thing about Rez is that it doesn't do anything that couldn't be done by cinema. So while it has one of the greatest meanings of any video game I've ever played, it's so post-modern that it's hard to tout it as the come-all be-all of art in video games. I think the main playing ground for video games as art has been more exploited by the likes of Peter Molyneux with games like Black & White wherein your decisions actually have weight and consequence; something impossible in any other medium of art.
But most art is passive. Why would adding consequences to decisions make an interactive media more like art when most art lacks both interactivity and consequences? I think Rez does one major something a movie couldn't do: it makes you integral to the experience. If a movie plays in a theater with no audience does it matter that it played? Rez doesn't work without someone at the controls. And while artificial in-game consequences add detail to some games, Rez sticks to the purest interactive consequences: success and failure.

I see your point, and I think you definitely have a solid view of what you consider art. Perhaps my own view is more broad. I think some games can aspire to art, and many well-crafted and good games do. I don't think there needs to be a detailed story or narrative. If you come away from the experience with certain kinds of emotions it has served the purpose of being art.
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Re: Video Games as Art - required elements

Post by Original_Name »

First of all, thank you Marurun for moving this out of the Metroid thread. I felt bad about hi-jacking it like I did, it was just that it was hard to continue the discussion in PM's because I was addressing multiple people at that point, and possibly anyone who had been lurking in the thread.

Alright, @RemyC, I completely agree with you on what you're saying about not wanting cutscenes and dialogue, or having video games rely so heavily on cinematics to provide a more robust artistic experience. I've actually already delved into this subject on these boards before here: http://www.racketboy.com/forum/viewtopi ... a&start=20 You guys are both mentioning what is essentially that games are unique because of the fact that the experience is interactive. I agree full-heartedly. That's why I bring up games like Black & White and Shadow of the Colossus; the former is a (rather crude) simulation of the power and inherit responsibility of being a God. Do you remain weaker at the benefit of your loyal denizens, or do you become stronger at their expense? Communism or Objectivism? It not only allows the player to experience those philosophies at work, but it allows you to experiment with them in real-time - something the Communist Manifesto and Atlas Shrugged cannot do. Instead of attempting to convince the audience of a stagnant ideology in a linear fashion, it allows the audience to reach their own conclusions. Shadow of the Colossus progresses in a linear fashion, but you still have enough interactivity to decide to A.) just stand there or B.) murder a Colossus. When the game flips a bitch on you and says, "WHAT THE FUCK HAVE YOU DONE!?!?" it carries more weight than other mediums because YOU, the AUDIENCE have actually physically DONE something (well, virtually done something)!

And @Marurun, I see what you're trying to say about abstract art and symbolism, but I really feel like it's hard to give credit to Nintendo for supplying a robust piece of art when deeper meaning is not even implied. Is it art, oh HELL yes it is! Is it really something to point to and say, "Now THAT made me think! That SAID something to me!", no I wouldn't say it is. After reading Roger Ebert rant on about how video games can't be art because they rely to heavily on cinema to be as such, I'd wish more developers would actually try and prove him wrong! And while in many cases I prefer playing Eastern-made games (Sega, Nintendo, SquareSoft, Capcom, Namco, SNK, Konami, et cetera), I feel that it is a handful of Western-made games that have more fully utilized the potential of video games as art; the "open" archetype of gameplay (as opposed to the "narrative" archetype of gameplay) all but originated in the West (with a few exceptions, of course). The idea of here's a playing field, you can make your decisions; but they have CONSEQUENCE allows for very moving experiences. No medium can deliver the human experience more fully than a virtual simulation of the human experience. You asked why video games shouldn't be passive? Because then they are practically cinema.

I'm NOT saying that Nintendo doesn't make fantastic games, that move people from time to time in very abstract ways. It's just that I'd like for them to just once deliver a moving experience in a way which shows distinct INTENT to do so on their part. Until now, you can't convince me that Nintendo really intended for Pikmin to make me think about how unfair Economic Darwinism can be as the weak are exploited by the strong and have me fully convinced it wasn't just me fooling myself into believing that.
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Re: Video Games as Art - required elements

Post by gradualmeltdown »

oh Rez, the best thing ever :)
I like old games
I like new games
I like games
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marurun
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Re: Video Games as Art - required elements

Post by marurun »

Original_Name wrote:I'm NOT saying that Nintendo doesn't make fantastic games, that move people from time to time in very abstract ways. It's just that I'd like for them to just once deliver a moving experience in a way which shows distinct INTENT to do so on their part. Until now, you can't convince me that Nintendo really intended for Pikmin to make me think about how unfair Economic Darwinism can be as the weak are exploited by the strong and have me fully convinced it wasn't just me fooling myself into believing that.
That is not what Nintendo is in the business for. Large commercial companies are not in business to create artistic statements and symbolism. They are in it to make money. In cases like Rez the creators will insert that meaning themselves and convince a publisher there's money to be made without throwing the symbolism to the dogs. Movies and novels are much older markets in which it is accepted that such meaning doesn't necessarily detract from popular appreciate of the end product. Games are still young, however. Its only when companies other than Nintendo take a step back from the technology/graphics oneupsmanship that we'll start to see more intentional artistic goals in gaming, though downloadable games through PSN and Live have already started the trend to stronger independent creation.

No, Nintendo is currently a creator of art as a consequence of good design, not art for art's sake, though I would say they tend to excel in that particular category in ways most other companies fail. Only the Sega of old could match Nintendo on good game design as art. Nobody presently has a monopoly on games as art for art's sake, yet. It'll be interesting to see what happens when that becomes more commonplace.
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Re: Video Games as Art - required elements

Post by Original_Name »

Yeah, I just always respected how Sega made an attempt to delve into it during their twilight period, and wish an equally talented company who WASN'T on their last ropes would attempt to do the same. Oh well!

Anyway, all seems to be agreed then! We can now go back to talking about how difficult Super Metroid is, or whatever.

Or continue, if anyone has something else to say, they may continue either in this topic or this one: http://www.racketboy.com/forum/viewtopi ... &sk=t&sd=a

The intelligence of this forum never ceases to amaze me! +1 Personality to all of you!
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Re: Video Games as Art - required elements

Post by marurun »

Yeah, well, it's looking like I ended up splitting this off so we could discuss one-on-one ; )
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