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Fun is Fine - Toward a Philosophy of Game Design

David Kennerly writes "The Entertainment versus Art debate flares perennially. These participants may be having fun, but the dichotomy is uniquely inappropriate to games. By the end of this article, we may disentangle the faulty dichotomy. After reconsidering what we think we know about a game, fun, and art we may come to discover that Nomura and Costikyan are correct: 'If you were to write a Seven Lively Arts for the 21st century, the form you'd have to mention first is clearly games.' --Greg Costikyan"

189 comments

  1. of course by Anonymous Coward · · Score: 5, Funny

    and for most of us games are the only form of art we'll ever come accross.

    1. Re:of course by Anonymous Coward · · Score: 0

      Fuck you. This is not funny. Die die die beyotchx! I am not a troll.

  2. ha by freedommatters · · Score: 4, Funny

    having worked in the industry and having known many games designers and programmers, art does not come into it. pizza, sure, trash novels, sure, cheap sci-fi and pseudo philosophy, sure, but art? forget it. john

    1. Re:ha by LBArrettAnderson · · Score: 3, Insightful

      art is one of the main parts of game design. i consider programming an art in of itself. the use of creativity to get to a certain point is art. just look at some of the games that have come out recently... FFX is covered in artistic creativity from the storyline to the environment.

    2. Re:ha by Anonymous Coward · · Score: 0

      i consider programming an art in of itself.

      That's because you are not a real artist.

    3. Re:ha by freedommatters · · Score: 1

      specking as i programmer i am immensely proud that programming is a craft, not an art nor a science.

    4. Re:ha by CheeseMonkey · · Score: 2, Insightful

      Funny, yes. True, no!

      Maybe for you, personally, there was no art involved, but you take out what you put into it. Sounds to me like you were treating it like a job treadmill, like anything else you might put your hands to that you consider having little value.

      Games are art just like movies are art- while they may seem, on the surface, to be churned out for nothing other than the big bucks, there are actually a lot of people who put there hands on these games who really feel like they're creating something great. Not just the artists, either- as another poster said, programming is an art!

      --
      Nothing to see here.
    5. Re:ha by Anonymous Coward · · Score: 1, Insightful

      I don't know if you can really declare the definitive definition for an entire profession. Like everything else, it's a skill.
      There are a lot of programmers who believe that programming is an art. Likewise there are many who favor a scientific aproach. It depends entirely on the individual, and your personal view of your profession governs how you apply your skill to your work.

      Besides, don't "Arts and Crafts" go together?

    6. Re:ha by Jad+LaFields · · Score: 1

      I think this is a bit of semantics... sure programming is *an* art... as in it takes more than just skill to do it well, maybe a bit of intuition, whatever... but is it *art*... I don't know, I think there are probably good arguments both ways.

      The same thing is true for games. Game making is certainly an art to a degree, just look at what Shigueru Miyamoto (sp?) can do that so few others can... but is it *art*?

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    7. Re:ha by Jad+LaFields · · Score: 1

      Shit, sorry to respond to my own post, but I should have read your post better... I agree with you that games are like movies in the 'art' department, most barely qualify for the 'art' label, others are put together with alot more emotion, feeling, and depth by the creators.

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    8. Re:ha by cerberusss · · Score: 1

      OK I know this is not serious, and I don't want to put any names here, but I just have to say that I know IRL a guy who is fantastically talented and works in the game industry. SOme might not call it art, but for me it's definitely the real thing.

      --
      8 of 13 people found this answer helpful. Did you?
    9. Re:ha by Tackhead · · Score: 1
      > Games are art just like movies are art- while they may seem, on the surface, to be churned out for nothing other than the big bucks, there are actually a lot of people who put there hands on these games who really feel like they're creating something great.

      And then there's the guys who invented a game where you whip your schlong (or attach a strap-on garden hose nozzle) and piss on hamsters after drinking a few at the local bar. A multiplayer option is forthcoming.

    10. Re:ha by Anonymous Coward · · Score: 0

      No, it's because you are a pompous poseur.

      Now snap it up with that latte, fine-arts boy.

    11. Re:ha by DNS-and-BIND · · Score: 1

      If you can't make it out of the artist's feces, it's not art. If common people can understand it and appreciate it, it's not art. Most importantly, if the artist can't get respect at cocktail parties because of it, it definitely ain't art.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    12. Re:ha by CheeseMonkey · · Score: 1
      I think you have to ask this question of many other established forms of "art". What makes something "art"? I mean, most people consider litrature and (to a lesser degree) film as art, so why not games? You won't go to a gallery any time soon to look at any of this stuff- but that's a function of mechanics more than anything else. So, how do you define "art"?

      From dictionary.com:
      1. The conscious production or arrangement of sounds, colors, forms, movements, or other elements in a manner that affects the sense of beauty, specifically the production of the beautiful in a graphic or plastic medium.
      2. The study of these activities.
      3. The product of these activities; human works of beauty considered as a group.
      From that definition, I would say video games qualify as easily as film, and possibly more so than literature =) At least some video games. At the very least, before doing any more critical analysis of whether or not games should be considered art, I urge you to play the game Rez. This game is a work of absolute genius, and is hands down the closest I've ever seen to what could be considered an interactive work of art.
      --
      Nothing to see here.
    13. Re:ha by freedommatters · · Score: 1

      sure, like eggs and bacon, but eggs aren't bacon and bacon sure aren't eggs.

    14. Re:ha by jericho4.0 · · Score: 1

      I agree. Any field that needs to put the word 'science' in it's name, probably isn't. We all know that writing code is about experience, and knowing the tricks of the trade, not research and brilliance. I think coding should be taught as a trade, with apprentiship programs and the like.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    15. Re:ha by tomstdenis · · Score: 1

      Yeah whatever script kiddie.

      You tell me that optimizing a DCT or AA'ing routine is "fun" you've got issues.

      Good software development is much a science if not anything else. That is unless you're still using the bubblesort and straight DCT, etc... :-)

      While yes, writing programs to solve problems [including boredom] is fun getting the program to fit in x KB and run in y cycles is not always "fun".

      O(n^2) ho!

      Tom

      --
      Someday, I'll have a real sig.
    16. Re:ha by tomstdenis · · Score: 2, Informative

      This is just complete bullshit.

      Just because people are dumbing down CS doesn't mean CS isn't a science.

      It's as if everyone and their crack whore sister became a neurosurgeon. Would medicine then become a "crafty" house-wise art fancy-pants hobby?

      I'd really hate to be treated by a doctor who likes getting "creative" with standard practices for no better reason than "artistic license".

      The true nature of CS is more than most colleges teach. Learning some stupid run-of-mill language is all fine and dandy but shouldn't constitute course material.

      Real CS subject include math, numerical analysis, data structures, algorithms, etc...

      Those are not "artsy-fartsy" subjects when treated properly.

      Tom

      --
      Someday, I'll have a real sig.
    17. Re:ha by jericho4.0 · · Score: 1

      Who said it was 'artsy fartsy'? Yes, we've learn't the math, and the data structures, and the algorithims, so what? I write code. I write code to solve specific problems.That does not make me a scientist. Why do CS folks get so defensive about this? I never meant to imply that science has no relation to computers, of course it does, just that people who code are much closer to carpenters or civil engineers than scientists.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    18. Re:ha by freedommatters · · Score: 1

      script kiddie? ha, that's funny can you still be a kiddie after 22 years programming? doubt it. do you actually understand what a craft is? have a look at http://dictionary.reference.com/search?q=craft and then come back and talk more crap (or, hopefully, well-informed sense)

    19. Re:ha by Anonymous Coward · · Score: 0

      That's because you are not a real programmer.

    20. Re:ha by plone · · Score: 1

      I agree with everything you said, but the poster above you said that programming is a craft, not comp sci. Programming is just the application of computer science, just in the same way as construction is the application of structural engineering.

      Ofcourse, the difference between a programmer and a computer scientist is less clearcut than my example, but I do believe that the industry is reaching a point where programming knowledge is not always intrisically tied with comp. sci. knowledge.

    21. Re:ha by Anonymous Coward · · Score: 0

      way to miss the point...

    22. Re:ha by woggo · · Score: 1
      Yes, but you're a programmer, not a computer scientist. Programming isn't an engineering discipline (if it were, many programmers would be in prison!). Rather, it's more of a weird amalgam of art, craft, and design, that may bear some resemblence to engineering, but without the licensure, best practices, or liability of engineering.

      Tony Hoare's 1980 Turing award lecture describes these phenomena pretty well: get it here.

      Of course, the indictment is not merely on professional programmers. Computer scientists could do their part by spending more time researching program understanding tools and reliability-enhancers like model checkers (check out SLAM, for example, from MS research) -- but a lot of PL research is going in that direction now. (Unfortunately, there's a social problem even more serious than the technical problem: getting tools and safe languages accepted outside of the ivory tower is hard as well.) Dijkstra said it pretty well in a CACM article for the millenial hoopla (this is a paraphrase): "I would posit that the central challenge of computing science -- 'to not make a mess of it' -- has not been met."

    23. Re:ha by tekunokurato · · Score: 2, Interesting

      Okay, I'm giving up modding the thread to jump into this discussion-

      I just wanted to say that people always seem to think art is all about being profound, challenging, and whatever else. But so many of the masters created what we consider art merely so that others could revel in their sheer skill. Almost all the famous contracted/patronized rennaissance art was created for aesthetic appreciation and not for and greater, more profound purpose than to study form, figure, whatever, and create beautiful representations.

      So in that respect, I really do consider something like GTA3 to be art. It's a creative work that gives life to a vision. I like what you said about the artist's emotion, feeling, depth, etc, but I'm not sure those *technically* have much to do with it, though, I'd agree that they usually correlate.

      -Jack

    24. Re:ha by Mac+Degger · · Score: 1

      True...a programmer isn't a scientist. A systems architect however could be. Expecially when researching data structures, new, more efficient ways of doing things (like encryption, compression, the whole quantum computing thing). You can't deny that that's CS...and you can't deny that when you're working on that high a level in the field that you're a scientist...especially as you need to follow the scientific method.

      But a 'mere' programmer doesn't, and isn't, that's true.

      --
      -- Waht? Tehr's a preveiw buottn?
    25. Re:ha by Mac+Degger · · Score: 1

      For me, GTA3 doesn't qualify as art for the simple reason that it doesn't deal with the human condition. The 'story' doesn't teach or illuminate on any level. It's good fun, but art...? GTA: Vice City might be a step closer, but again the insight into humanity is lacking...and that's the litmus test for art, I gather. A game like Homeworld comes closer, with it's story about homecoming, hatred and different philosophies (the level Gardens of Kadesh illuminates the oddities in human nature, looks bloody awesome and plays great).

      --
      -- Waht? Tehr's a preveiw buottn?
    26. Re:ha by LBArrettAnderson · · Score: 1

      from dictionary.com: Skill in doing or making something, as in the arts; proficiency. See Synonyms at art1.

  3. /.'ed by Anonymous Coward · · Score: 0

    Anyone have the link to a cached page of it?

  4. Link gone already? by alexre1 · · Score: 1

    Geez has the link been slashdotted already? My browser times out when I try visiting it. Anyone have a google link?

    1. Re:Link gone already? by Anonymous Coward · · Score: 0

      Yeah, here's one.

  5. chromatron.. by gfody · · Score: 0, Offtopic

    ..is a work of art. simple game play, reasonable difficulty progression from one level to the next. except its addicting

    --

    bite my glorious golden ass.
  6. please stop, think of the children! by sweeney37 · · Score: 5, Interesting
    "It is unproductive to think of games as âinteractive movies,â(TM) although many people tend to think of games in those terms. Let's be clear: games and films are different media. The techniques, processes, and skills involved in the creation of each are unique and not interchangeable. The metrics by which each is judged are also different, meaning that many of the properties that make for a good film would lead to a lousy game, and vice versa."

    How true this is, let's see a list:

    Popular/Good Games - Awful Movies
    • Super Mario Bros.
    • Street Fighter
    • Wing Commander
    • Tomb Rader
    • Mortal Kombat


    Good/Popular Movies - Awful Games
    • Enter the Matrix
    • ET
    • Many (but not all) Star Wars games
    • Many (but not all) Star Trek games
    • The Die Hard Series


    And yet, these trends will probably never stop. We keep hearing rumblings about a Duke Nukem Movie, a Doom movie, and we're already getting another Tomb Raider flick. But as long as people keep buying these games, and going to see the movies we'll keep being exposed to this dreck.

    Why can't we see more games like GTA that skirt the fine line between movie and game?

    Mike
    1. Re:please stop, think of the children! by gfody · · Score: 1

      I liked the tomb raider movie. what are you, gay?

      --

      bite my glorious golden ass.
    2. Re:please stop, think of the children! by Anonymous Coward · · Score: 4, Funny
      He was actually talking about tomb rader... much like tomb raider, but this one features a big stud of a guy with a very tight pink t-shirt.

      Obligatory Ghost World reference:
      Therefore, you are gay.

    3. Re:please stop, think of the children! by athakur999 · · Score: 1

      I was a big fan of the Resident Evil movie. Mostly for the gratuitious Milla nude scenes.

      --
      "People that quote themselves in their signatures bother me" - athakur999
    4. Re:please stop, think of the children! by phorm · · Score: 2, Interesting

      In all fairness... when you first heard there was going to be a "tomb raider" movie, was it better or worse than expected. My first reaction was "cheap knockoff movie of a simple game. Some explosions, and boobs" - but really the movie did have more plot than that and wasn't so bad. Now the sequel, not sure if its worthy.

      Oh, and you forgot to add "Final Fantasy" in there... though again it wasn't too bad for anyone who wasn't an FF fan, and would have been less disappointing had it not born the expectations of the FF name.

      Maybe we could list movies that came from games and vise-versa that were actually good? I doubt DN3D would be overly great, but a doom movie could be cool if done right (no worse than a typical flash/bang blood/guts movie).

      Oh, and I think that the game "Nocturne" was loosely based on an old TV series/movie. The gameplay was crap but the overall theme/plot/atmosphere of the game was pretty good. Too bad the sequel never emerged (that I can see, though it ended with a TO BE CONTINUED).

    5. Re:please stop, think of the children! by TopShelf · · Score: 2, Insightful

      Motivation is a key point here, however - in each of these cases, the 2nd part of the movie/game combination was made to simply cash in on the popularity of the successful predescessor. They weren't developed to stand on their own. Another one I'd add to the list is "Fellowship of the Ring". A perfect example of a "game" which is simply trying to march you through a storyline. *yawn*

      That said, I didn't think the Tomb Raider movie was that bad. Good campy entertainment...

      --
      Stop by my site where I write about ERP systems & more
    6. Re:please stop, think of the children! by jo_ham · · Score: 1

      Re: star trek games.

      I agree here. While Star Trek: Armada (and the sequel, Armada II) were reasonable, it was more like C&C in space, but done poorly. It was very much a case of who could build the largest number of powerful ships and swarm the enemy. Very little in the way of tactics and so on.

      It was also far too easy to wall your base with torpedo turrets, turning it into a virtually impregnable fortress.

      Galaxy class starships were also reduced to little more than chubby turrets (I read that somewhere and the quote stuck with me).

      Voyager: Elite Force, on the other hand, while being a completely different genre (FPS), rocks. The single player game is insanely easy (except for the final boss), but the multiplayer and single player holomatches are where the gameplay really lives.

      They added some great new games to the multiplayer FPS world - Action Hero and Assimilation come to mind as well as the usual DM/Team DM/CTF etc.

      Plus, the sound that the Photon Burst (hand held photon torpedo launcher) makes is just divine!

    7. Re:please stop, think of the children! by MMaestro · · Score: 1
      Popular/Good Games - Awful Movies

      You missed Final Fantasy. We all know how bad THAT came out to be.

    8. Re:please stop, think of the children! by Anonymous Coward · · Score: 0

      Resident Evil was a good game and a good movie.

    9. Re:please stop, think of the children! by ichimunki · · Score: 1

      By that argument "Eyes Wide Shut" was the best movie ever made (except maybe for "Showgirls"). Which it could have been until about 30 minutes in, then it becomes two more hours of the worst movie ever made.

      --
      I do not have a signature
    10. Re:please stop, think of the children! by danila · · Score: 4, Interesting
      It is strange that nobody mentioned Star Wars. I think it is a brilliant example of movies - games synergy and provides at least one recipe for success. Make a large, rich and consistant universe. Explore many different aspects of it using various mediums. Make an effort, because you should not diminish the value of the brand.

      Now that we see these important characteristic of the most successful movies-games symbiosis, we can explore other examples and their strengths and shortcomings. The best examples would be LOTR, HP and the Matrix. In all these cases we have some pretty decent products, which IMHO can be explained by this richness of the universes and correctly using different approaches to exploring them. We have some serious problems as well, which (again, IMHO) are because no attention was paid to the long-term value of the brand and games were rushed in to cash on the recent success of the movies.

      So to sum it up. How to make a good game based on the movies (can work vice versa and also with other mediums):

      1. Have a rich universe
      2. Care about the long-term value of the brand
      3. Realise that different mediums should explore the universe in different ways
      4. Make an effort
      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    11. Re:please stop, think of the children! by cap'n+foolsy · · Score: 1

      you forgot 5. profit ;D which is basically the goal of the whole enterprise, isn't it? making a good game is fine and all, but when it gets down to it all the game companies really, REALLY want to do is make money.

      --
      It might look like I'm standing motionless, but I'm actively waiting for my problems to go away
    12. Re:please stop, think of the children! by danila · · Score: 1

      Two things. First, I am actually a communist (in a good sense, don't believe the imperialist propaganda, tovarisch). :-) I also believe that planned economy has the potential to be more effective than capitalist economy (and I am well enough informed). :-)

      And second, even if we forget about my personal views for a moment, the point 2 says it all. Care about long-term value of the brand. I don't remember how IP managers call it (may be evergreen property), but it is much better to have a good valuable, long-term property in your portfolio, like SW or HP, than to make a quick profit from it.

      Not long ago (in March or in April probably) there was a great case study in Harvard Business Review about some toy (some cute female doll) and the best strategy to maximize it's value over its lifetime (by negotiating movie deals, fast food deals, etc.).

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    13. Re:please stop, think of the children! by FunkSoulBrother · · Score: 1

      you just made my friends list. I don't think I've ever added anyone to it before, so congratulations. Eyes Wide Shut was terrible!

      Showgirls, however, if you can get over the boobies, is a very average movie: nothing more, nothing less.

    14. Re:please stop, think of the children! by Soul-Burn666 · · Score: 1

      Of Star Wars games I can only think of a couple, which include the Dark Forces series (DF, DF2:JK, JK2:o) which are truly excellent. And the XWing series which, even though I haven't played, friends of mine have and enjoyed every bit of it.

      And SWG is going to simply rule.

      --
      ^_^
    15. Re:please stop, think of the children! by Mac+Degger · · Score: 1

      The quote at the top of your post is so unture, and is getting more untrue every generation of hardware we get.

      Look at topics covered at the Game Developers Conference (GDC) and many other conferences/ articles like it, where developers speak out. Games and movies are overlapping in many, many ways. Production values, voiceovers (==the cast), music, production values, storyboarding, art direction.
      These are but a few of the many disciplines which originate in movies and which techniques are being directly used in the games industry. Many gamedevelopers are now using film techniques.

      Not only that, but games and movies are actually judged nearly the same way too: they have to be engaging. Not even fun, as such (survival horror games are scary, as are horror movies), just engaging.
      Further more, the 'metric' by which they're judged follow the same guidelines, as outlined above; a movie, as well as a game, is judged on the cast, the music, the overal production values, the art direction etc. But as usual the sum is more than the total of it's parts, as one can see with movies like The Blair Witch Project and games like GTA3 (lower overal production values [in this case the picture/gfx quality isn't exactly up to snuff], but they don't need to be).

      As you can see, many of the propertiews which lead to a good movie also lead to a good game. Sure, there are distinguishing marks for either (seeing as one is passive, the other active), but the similarities between the two are much more than skin deep.

      --
      -- Waht? Tehr's a preveiw buottn?
    16. Re:please stop, think of the children! by Anonymous Coward · · Score: 0

      You forgot step five, duh!

      5. Profit!

    17. Re:please stop, think of the children! by ichimunki · · Score: 1

      To me Showgirls was so bad it was good. Luckily the overall production and the dance numbers were pretty good, because the story was pathetic and the acting mediocre. The boobies? Well, it's hard to complain about those-- but no amount of them could make Eyes Wide Shut less painful.

      --
      I do not have a signature
    18. Re:please stop, think of the children! by Magius_AR · · Score: 1

      I wouldn't classify Enter The Matrix as awful.
      I mean sure it was bad, but not awful.
      It was shittily coded and had enough fun action in it to make it comparable to such software blunders such as Counterstrike that are beloved by mindless shooters everywhere.
      To classify something as awful, it's gotta have like _no_ redeeming qualities (see any "Tycoon" game other than Railroad/Rollercoaster Tycoon...utter trash)

  7. FIRST POST! by Snowspinner · · Score: 5, Interesting

    I find, as a graduate English student, that I can't really think of any generation or era where the intellectual art has really lasted well. The popular stuff tends to be what survives, largely because it was actually designed for people to enjoy, rather than praise.

    If, in 100 years, we look back at any games as great works of art (And we may not - games are so dependent on the technology they run on that they may fail one of the basic tests of art, which is survivability), I do not think it will be deep and contemplative games. I think it will be things like SimCity, Zelda, and other games that were designed, first and foremost, for their players.

    1. Re:FIRST POST! by BagOBones · · Score: 1

      And maybe Lucas Arts Adventure Games ;)
      I just played all the way through Sam & Max hit the road using SCUMM VM and I must say the game was fun and challenging (but short).

      --
      EA David Gardner -"... but the consumers have proven that actually what they want is fun."
    2. Re:FIRST POST! by Zork+the+Almighty · · Score: 3, Insightful

      Of all the games I've played, I think that Tetris bears the most similarity to a great work of art. It is first and formost a great intellectual puzzle, but it also mirrors the human condition. The game gets faster and faster, and everyone who plays KNOWS that they are going to "die" sooner or later. Yet we play anyway, if only for the challenge and the simple joys inherent to success.

      --

      In Soviet America the banks rob you!
    3. Re:FIRST POST! by efflux · · Score: 4, Insightful

      Is 100 year what you consider to be lasting? In that case how about James Joyce (Damn near makes the 100 yr mark Ulysses 1922).

      Or how about Seneca? It's argued that his plays weren't even meant to be performed.

      Greek society *hated* Euripides, but now is a favorite among modern scholars.

      How about Bernard Shaw? Can you *be* more didactic? For god's sake Nothing happens in his plays.

      Sammuel Becket hasn't had enough time yet...but I guarantee he will.

      Of course, you can't forget Checkov.

      do you really think Bertolt Brecht is not going to last, sure it's been more like 50+ for him....but he's still around and going strong and has shaken modern theatre to it's bones (look at Angel's in American--definately not-"intellectual art" for an example of Brecht's wide reaching influence).

      Or are these not "intellectual to you?"

      Is William Blake and Henry David Thoreaux intellectual?

      How about Ezra Pound and e. e. cummings?

      Joseph Conrad? Jesus crist he'll philosophize for half a damn novel about Lord Jim's intentions&judgment... but he's still around, isn't he?

      How can you, as a *English grad student* say this? Sure if you define "intellectual art" as that which merely purports to be intellectual, but without any merit... then yeah. It won't last. But there's a word for this, and it's not "intellectual art". It's called pretentious.

      --
      Do I contradict myself? Very well, then I contradict myself, I am large, I contain multitudes. -- Walt Whitman
    4. Re:FIRST POST! by Snowspinner · · Score: 4, Insightful

      Well, let's see...

      Joyce, for all his being the greatest novelist of the 20th century, is hardly touched outside of classes looking at modernists. And generally, if you're reading Joyce, you're reading some short stories at this point.

      Seneca is not read outside of classics departments.

      Euripedes, while not necessarily popularly acclaimed, was writing for popular festivals all the same - I have trouble calling him intellectual. Also, of little interest outside Classics departments.

      Shaw, again, while didactic, was a tremendously popular writer in his time. Don't confuse your tastes with the tastes of the time. Checkov, likewise.

      Brecht is important in theatre, but his impact outside of that is minimal, and his impact in theatre is primarily as a theorist.

      Beckett will be reduced to Waiting for Godot - by far his most readable and popular play.

      As for your last set of examples... have you noticed how poetry as a whole is dying out in the academy? As is popular to dryly point out now, it's the only form with more practitioners than readers. Pound's star fell fast after his fascism. e.e. cummings doesn't show his face past high school much. Blake and Thoreau are probably your two best examples, but I wonder how anti-popular they were.

      The "canon" as it were is busting rather largely. "Classics" are hardly read in universities, especially not those considered to have the best English programs. The field is splitting largely between popular culture people and theory people, with those interested in historical periods increasingly focusing on "minor" texts of the period instead of the canon.

    5. Re:FIRST POST! by Jagasian · · Score: 4, Interesting

      Someone actually mathematically proved that all Tetris games eventually end. That is, no matter how well you play, you can't play forever.

    6. Re:FIRST POST! by tomstdenis · · Score: 3, Informative

      Um, I don't think that was the conclusion. They proved that deciding the *best* position and orientation of the tetris pieces is NP-hard [or one of those] which basically means there is no sub-exponentiation method of figuring it out.

      They didn't prove that you can't randomly guess correctly, just that you're not likely todo so.

      Tom

      --
      Someday, I'll have a real sig.
    7. Re:FIRST POST! by Dthoma · · Score: 1

      In addition to this, you have to look at Tetris' sheer simplicity. Think about it - it's just a big empty space and falling, movable blocks. If you do well the blocks start falling faster and faster. Then you die. And yet it is all-absorbing and highly immersive. Tetris is truly amazing just for the ratio of enjoyment-to-complexity it has.

      --

      Note to M1-ers: a curt but otherwise insightful message is not "Flamebait" or "Troll".

    8. Re:FIRST POST! by nomadic · · Score: 1

      The popular stuff tends to be what survives, largely because it was actually designed for people to enjoy, rather than praise.

      I've got to disagree here; only stuff with real artistic merit tends to survive, while the popular stuff fades away. You occasionally have overlap (think Shakespeare, or Dickens, or Gilbert and Sullivan) but for the most part it's the great artists who last, while the real popular stuff vanishes.

      How many people listen to Vaudeville these days, for example?

    9. Re:FIRST POST! by snarkh · · Score: 1
      What do you mean by the intellectual art? L'art pour l'art is a relatively new concept anyway. The idea was to entertain, enlighten and pay homage to the Almighty. Was Bach an intellectual composer? What about Plato? Was Tolstoy an intellectual writer? Kafka?

      Sure, they were popular during their lives, does it make them less intellectual?

      If you define intellectual as being unpopular, then, of course, very little will survive for 100 years.

    10. Re:FIRST POST! by efflux · · Score: 2, Interesting
      I maintain my disagreement with you, but I am happy to see more of an argument than what you first post afforded. Well, let's see... Joyce, for all his being the greatest novelist of the 20th century, is hardly touched outside of classes looking at modernists. Hmm.. I've never formally studied english beyond freshman comp, but I've read him and loved it. I know many others who are the same way. From many disciplines: Musicians, Mathematicians, Dramatists, Authors, and even the occasional unemployed hippie.

      And generally, if you're reading Joyce, you're reading some short stories at this point.

      I'm talking specifically about people who've read Portrait of a Young Aritist, Ulysses, and might have touched Finnegans Wake.

      Seneca is not read outside of classics departments.

      A word of caution against categorical statements: I've never been affiliated with a classical department, yet I've read Medea. I imagine I'm not the only one.

      Euripedes, while not necessarily popularly acclaimed, was writing for popular festivals all the same - I have trouble calling him intellectual. Also, of little interest outside Classics departments.

      He may have written for the competitions at the Dionysus festivals, but they were very ill recieved. At any rate, this is immaterial. I call him "intellectual" due to his blatant didactism. Much like sophocles (who was well received). What resonates with modern audiences is Euripedes challenge of social conventions and focus on the individual's psychology.

      Shaw, again, while didactic, was a tremendously popular writer in his time. Don't confuse your tastes with the tastes of the time. Checkov, likewise. Again, their popularity is immaterial. Does one have to be unpopular to be inetellectual? If one transcends the maxims of popular culture, does that *necessarily* make that work unpopular? Perhaps we should have a working definition of "intellectual art" before continuing this definition.

      That aside, I'm not sure what you're getting at with: "Don't confuse your tastes with the tastes of the time". I personnally like Shaw and Checkov, I don't know what would lead you to believe otherwise.

      Brecht is important in theatre, but his impact outside of that is minimal, and his impact in theatre is primarily as a theorist. Brecht remains somewhat important in film. While mostly limited to these forms, his theory is rather pervasive. The difficultly in citing his extensive influence, is because his largest influences have been in performance.

      Beckett will be reduced to Waiting for Godot - by far his most readable and popular play.

      You think? How about End Game? You think Waiting for Godot is more readable? I also find it telling that you call a play readable. It is, after all, meant to be performed. I would agree that this is definately true of his novels...

      As for your last set of examples... have you noticed how poetry as a whole is dying out in the academy? As is popular to dryly point out now, it's the only form with more practitioners than readers. Pound's star fell fast after his fascism. e.e. cummings doesn't show his face past high school much. Blake and Thoreau are probably your two best examples, but I wonder how anti-popular they were.

      The "canon" as it were is busting rather largely. "Classics" are hardly read in universities, especially not those considered to have the best English programs. The field is splitting largely between popular culture people and theory people, with those interested in historical periods increasingly focusing on "minor" texts of the period instead of the canon.

      Some interesting points. You probably have a much better grasp at what is going on in the English departments than I do, so I can't really dispute these points. However, I don't think it's fair to say that this has extended to all of society. I also would think it's unfair to say that people outside of English d

      --
      Do I contradict myself? Very well, then I contradict myself, I am large, I contain multitudes. -- Walt Whitman
    11. Re:FIRST POST! by tomstdenis · · Score: 1

      "sub-exponential"....

      I previewed my post, honest!

      --
      Someday, I'll have a real sig.
    12. Re:FIRST POST! by Fnkmaster · · Score: 1
      To repeat (since I might have gotten buried in the middle of my post), I would like to see your definition of "intellectual art".


      His definition of "intellectual art" seems to hinge on how much airtime it gets in English departments, and amongst the post-modern-trash literary theorist types. My tastes run somewhat similarly to yours, and I studied physics in college - go figure.

    13. Re:FIRST POST! by Jerf · · Score: 1

      I find, as a graduate English student, that I can't really think of any generation or era where the intellectual art has really lasted well.

      Well, you qualified yourself as an English student but made a claim about "art", so let me take a broad meaning of "art" and mention music.

      Up until early in the twentieth century, popular music and academic music were basically one and the same, and the music of the eighteenth and nineteenth century is doing fine. A lot of people (such as myself) listen to it daily, many radio stations remain dedicated to it, and a lot of people still perform. Sure, it's not dominating the music industry, but with so much music, there really isn't any one thing that's dominating any more.

      Speaking broadly, it wasn't until the Big Band era, Jazz, Rock and Roll, and eventually almost all music was seperated from academic music... but popular music is actually still largely based on the music theory of the 18th and 19th centuries, though it takes frequent (and justified; I'm not claiming theory uber alles, just mentioning this stuff) liberties with them.

      Now academic music is effectively marginalized and even with my rather broad tastes (best I can classify it is as "anything with substance", from classical music to Tubular Bells and even well-done modern video game music; Grandia 2 was superb), I can't stand modern (or perhaps "post-modern" would be better) academic music.

      You would recognize many tunes from a hundred years ago, even from the academic tradition of music, even if you couldn't name them. In fact the academic tradition of a hundred years ago has fared better then the popular tradition of that era.

      In this post I also kind of assumed that by "intellectual art" I could substitute the word "academic" without loss of meaning.

    14. Re:FIRST POST! by efflux · · Score: 1

      That should, of course, have been "A Portrait of the Artist As a Young Man" and not "Portrait of a Young Artist". It's not one that I myself have read, but it's one that's often quoted to me when I talk with someone about Joyce. As far as you're comment about short stories (I assume you mean Dubliner's)... I think this may typically classify as "intellectually art" as well (though it depend on your definition).

      when I normally talk about Joyce with people (whether brought up by me or the other person), it is *seldom* about dubliner's, and usually about Ulyssees. Occassionally about _Finegans Wake_--that "really great book that we all have heard the concept of but never read." I think that _Finegans Wake_ may embody what you are talking about... but this one is really way to the edge of the spectrum.

      Thinking more on what you've said, I think there is a strong reaction against the elitism that has pervaded literature for some long. This is a reaction that I embrace. That doesn't mean I perceive the death of the "intellectual art" (or the "itellectual" for that matter), but that there has been a significant body of art that has been grossly overlooked just because it existed in the public sphere. I think this oversight was a natural reaction considering the commodification of art and the delicate sensibilities of the intelligentsia. To now say that intellectualism is dead is just another swing of the penduluum.

      To bring this back to your original post: I really hope that people don't look back 100 years from now and study Zelda as a "piece of art". I wonder how dead their life, their understanding, their yearnings must be to undertake such a task. To hold it up as representative of human existence. Eie. Imagine someone finding solace (or understanding, or edification, or be just plain rocked throughout) by Mario stomping a gumba. If it were possible, what would be necessary of the person? What qualities? And what would those qualities mean for the person to posess?

      This really quickly disintigrates into what the purpose and function of art really is...at any rate, we would expect something worthwhile to be that which does not diminish with experience (or diminishes less than others). Otherwise, our lives quickly become without value. Furthermore, It would seem odd that we would be inclined to grow into shallowness.

      --
      Do I contradict myself? Very well, then I contradict myself, I am large, I contain multitudes. -- Walt Whitman
    15. RE: FIRST POST! by websensei · · Score: 2, Insightful

      I disagree with both the style and the substance of your argument.

      "I find, as a graduate English student,
      [As if this status had any bearing on your expertise in the subject at hand? Get off it! You're probably not even aware of how obnoxious and pompous this is, so I'm telling you here. If you were my little brother I'd smack you in the back of the head for trying to use this to manipulate others' perceptions of your credibility.]

      "...that I can't really think of any generation or era where the intellectual art has really lasted well."
      [Try harder: Dostoevsky, Pynchon, Delillo, Escher, Picasso, etc.... if this is the kind of thing you meant by 'intellectual art'. If not, please define it.
      Good luck.]


      "The popular stuff tends to be what survives,"
      [Actually the quality 'stuff' tends to survive. Look at recent American jazz music history: Miles, Coltrane, Ellington and Mingus are remembered and celebrated, as they likely will be for centuries. Who can name the 'Kenny G' of the 50's? I can't even cite proper counterexamples, precisely because pop trash falls by the wayside the moment the fad has run its course. As with music, so it is with literature and other forms of art. (Shakespeare may be a notable exception.) Those who maintain the legacies of Art History, Music History, and Literature are generally interested in preserving the best works in their fields, not the ones that were most popular at the time.]

      "...largely because it was actually designed for people to enjoy, rather than praise."
      [Huh? Are you really claiming to know the design motives of a given game's developers, and to be able to categorize them accordingly? So what is an example of a deep, contemplative game designed for the purpose of garnering praise? What a ridiculous proposition.]

      "...basic tests of art, which is survivability"
      [Art by whose definition? There are countless phenomenal but temporal works of art which defy this weak attempt at limiting what is called 'Art'. As for game technology change leading to extinction of playable games, so far MAME and similar emulators, combined with an increasing interest in preserving and archiving older hardware and software, suggest the opposite. Feel like playing Joust or Pong?]

      Ok that's enough said.

      --

      La via sola al paradiso incommincia nel inferno
    16. Re:FIRST POST! by Simon+Brooke · · Score: 3, Informative
      Up until early in the twentieth century, popular music and academic music were basically one and the same, and the music of the eighteenth and nineteenth century is doing fine. A lot of people (such as myself) listen to it daily, many radio stations remain dedicated to it, and a lot of people still perform. Sure, it's not dominating the music industry, but with so much music, there really isn't any one thing that's dominating any more.

      Bollocks.

      'Classical' music (and its precursers in the church and court musics of the renaissance and medieval periods) was never popular music. It was music written for an elite and one of its primary purposes was precisely to distance the elite from hoi polloi who were listening to (and enjoying) ballads, jigs, reels and other 'folk music'.

      Elite music is all about snobbery, oneupmanship and ostentation. Among other values elite music has to meet at least several of these criteria. It must:

      • Be novel - 'I can afford to hire a composer to compose music for me'.
      • Be technically complex to perform - 'I can hire more skilled musicians than you can afford'.
      • Require large numbers of performers - 'I can hire more performers than you can afford'.
      • Require complex and expensive technology - 'I can afford the most modern harpsichord, or the largest and most complex organ'.

      While elite music of lasting aesthetic quality has been produced, the main reason people listened to elite music in the past (and, indeed, the main reason people listen to 'classical' music now) is a wish to identify themselves as elite - 'I listen to posh music so I am posher than you'.

      This has nothing whatever to do either with aesthetic quality or with popularity. Elite music has never been popular and most of it never deserved to be.

      By contrast, until the twentieth century (and, to a remarkable extent, through the twentieth century and into the present one) popular music is played by small groups of performers on relatively simple portable instruments using traditional musical forms which change little over generations.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    17. Re:FIRST POST! by cokane2 · · Score: 1

      this post doesn't make any damn sense. It just sounds like you were trying to prove you knew all these damn writers well. Sounds like a pretensious attitude to me.

    18. Re:FIRST POST! by cokane2 · · Score: 1

      Joyce's "The Dead" is one of the most popular and most highly regarded short stories written in the english language. And not just by english departments

    19. Re:FIRST POST! by Jagasian · · Score: 2

      That was a different proof. I remember a different one that proved that even if you chose optimal block placement (nondeterministically you guess the best answer each time), you will eventually have your blocks rise all the way to the top. It has to do with the block shapes, and the probability that you get the shapes needed to complete a row before you have to cover it up.

    20. Re:FIRST POST! by Skwinx · · Score: 1

      While elite music of lasting aesthetic quality has been produced, the main reason people listened to elite music in the past (and, indeed, the main reason people listen to 'classical' music now) is a wish to identify themselves as elite - 'I listen to posh music so I am posher than you'.

      This, if I may say, needs to be elucidated. The "why" a particular classical piece was composed many be somewhat less-than-noble, but let's not count this against it. Why is the word 'classical' in quotation marks? Perhaps you mean to include music under different period titles (baroque, etc) in your remarks this way.

      Rather more mystifying to me is why you believe that the principal reason for people today listening to these 'classical' pieces is an attempt to identify themselves with a higher social segment. If there is some definitive survey or study on this subject, this would certainly be very interesting to those of us so naive that we thought the "lasting aesthetic quality" of those pieces which have lasted was the principal reason.

      Is it really true that most people who listen to classical pieces do so not because they actually enjoy the music but because they want to be seen listening to it?

      This seems somehow incongruous to me but I can't explain why except by appealing to my prejudices. For example, Vivaldi's "Spring" concerto is perennially popular with TV advertisors; but, is this because they think it elevates the standing of their product or because this piece is justifiably popular and they want listeners to think of their product when they hear it? (I would remark that most of Vivaldi's compositions were for popular consumption and were almost lost until rediscovered, at which time they became very popular, indeed.) The same remarks apply to Orff's "Carmina Burana" and those who score motion pictures.

      A better try, if you will: around Christmas there is always a production of Handel's "Messiah" here - I imagine this (and more) is true of most large cities. They even have a special night where the audience is permitted/encouraged to sing along with the choruses. I've not worked up enough courage to go to one of those performances, but do those who do go believe that the words 'sing along' are associated with haute culture?

      A different approach: Do people in high social strata listen to such music to keep up pretenses? I can't say this has been my experience. On the contrary, I've seen people champion music of "classical" style but questionable (in others' opinions) "aesthetic value" simply because they do in fact like it. Others have undergone periods of extreme infatuation with certain compositions to the potential annoyance of those around them. So I don't think the converse claim holds.

      But that "I want to be posh" motivation as the primary one -- damn my lack of cynicism but I just can't see it.

    21. Re:FIRST POST! by sgtrock · · Score: 1

      I'm writing this late on Saturday, so I don't know if anyone else is still reading this thread. I've read through several of the comments and I'm puzzled by something. Just what are you defining as 'intellectual art'?

      Really, I'm serious. I've read a lot of stuff from a wide variety of places and ages. I'm limited to English, as I just don't have my dad's ear for languages. He wrote his master's thesis on Don Quixote after reading it in the original 14th? 15th? century Spanish; is fluent in French and modern Spanish; picked up enough German, Korean, and Japanese to get by; and is currently learning Serbian as a hobby. Me? I took high school Spanish from him for 4 years and still have a hard time reading it.

      I've tried not to let that limit my reading, though. I've read Don Quixote, most of Victor Hugo's published work, Ibsen, Wilde, Jules Verne, Dickens, most of Kipling, most of Poe, the Odyssey, H G Wells, H Rider Haggard, Shakespeare when I was ten (Try struggling through THAT with a basic American public education. :) ) and on and on.

      By and large, the stuff that lasts is the stuff that tells a cracking good tale while teaching us something. Individual authors may favor the tale over the lesson or vice versa. However, the classics all do both or they wouldn't last. So, if a great tale teaches us something, or if a well written, deliberately deep story also happens to entertain us, how can you not define it as 'intellectual'?

      I'm reminded of a comment by David Drake in an Afterword in a recent novel. He's a Vietnam vet, lawyer, and writer of military sci-fi for those who aren't familiar with him. He's probably best known for the Hammer's Slammers series. One of his trademarks is his conscious use of historical and mythological themes to drive his stories. He would talk about the fact in interviews, but he was always reluctant to do more than mention it in passing.

      He said that he used to hate writing Afterwords that described the writing process of a novel or short story and refused to do so. His fans kept asking for it, his publisher kept asking him for it, but for years he wouldn't do it. He always felt that his work should stand on its own.

      Finally, his fans wore him down and he started describing the themes that he used. Now, any fan halfway familiar with the themes of Norse mythology, for example, recognized his inspiration in _The_Northworld_Trilogy_. Still, it was gratifying to see him explain some of the more obscure references to history and art that gave him inspiration. It personally led me to study things that I had no idea had existed. Always a good thing, right?

      The strange part, though, was the reaction from the critics. Suddenly, critics who would never be caught dead reading science fiction or fantasy were pointing at his work and talking about how ONE author in the whole wasteland that was sci fi actually was (gasp!) classicly trained.

      Actually, anyone who reads much science fiction and fantasy knows that nothing could be further from the truth. Virtually all of the really good stuff in both genres comes from authors who have done their homework in meticulous detail. Their fans won't stand for less, as a more opinionated bunch probably doesn't exist. And yes, I include slashdotters. :)

      The point of all that? Set aside the fact for a moment that Drake's work probably won't last 100 years. His work is very good, but I hesitate to call it 'great'. However, doesn't his conscious (and IMO successful) re-use of the themes from our past to re-tell a tale in a different setting require a certain engagement of the reader's faculties to really get the most out of it possible? Doesn't his work show at least some characteristics that would categorize it as 'intellectual'? Or are we limiting the definition of 'intellectual art' to a far more specific type of writing?

    22. Re: FIRST POST! by Snowspinner · · Score: 1

      Well trolled!

      Going in order, then...

      The graduate student point seemed relevent before making claims about the durability of various types of literature. Rather like IANAL, only more like IAAL.

      Picking 2 of your 5 examples of "intellectual" as current writers is a bit of a poor choice in dealing with the claim as made... with two of the others being painters, I have a hard time commenting, art history not being my thing.

      As for your third point, the number of later discovered writers is staggering... as is the number of seemingly "major" writers of their time who are totally forgotten. Attention to history of a humanistic field would reveal this, making me suspect you have little such attention.

      Yes, I am claiming to know design motives of a number of game developers. You could too if you purused the internet and read developer comments and essays, of which there are many by many developers.

      As for the last point, I confess to an accidental change in meaning from the earlier usage of "art" as equivalent to "text" to the use of it as a value judgment there. The basic form of the statement is "We do not really study texts that cannot be preserved as literature". Preservation relies on a number of factors - historically, language has been one (Read much Linear A lately?), and interest, both immediate and long-term, is another (Consider that we are missing two plays of Shakespeare... consider also that a number of medieval manuscripts are simply not in any form of print at the moment, which rather restricts their study). Even with the existence of MAME, we're looking at an incredibly young form here, and it has many, many compatability and preservation issues to work out before any claims for its survivability can be made.

  8. text of story by Anonymous Coward · · Score: 5, Informative

    What is the Sound of One Hand Designing?
    "[Do not] mistake yourself for an 'artist.' Our goal is to create newer and more fun games. Art is not our goal." Tetsuya Nomura, Final Fantasy character designer[1]

    The Entertainment versus Art debate flares perennially. These participants may be having fun, but the dichotomy is uniquely inappropriate to games. For example among MMORPGs, to Jessica Mulligan, fun subsumes art[2]; whereas, to Raph Koster, art subsumes entertainment.[3] I will challenge the dichotomy itself. Crafting fun is the art of the game.

    To paraphrase Stephen King: Put your game design desk in the corner to remind yourself every day that Art supports Life, not the other way around.[4] By the end of this article, we may disentangle the faulty dichotomy. After reconsidering what we think we know about a game, fun, and art we may come to discover that Nomura and Costikyan are correct:

    "If you were to write a Seven Lively Arts for the 21st century, the form you'd have to mention first is clearly games." Greg Costikyan[5]

    To begin disentangling, we need to come to terms with the game as a unique medium.

    A Unique Medium
    "Unfortunately, as similar as the two media are, the differences are real and compelling and the superficial similarities can actually make people LESS effective in new, game-oriented roles." Warren Spector[6]

    Games are not like other forms of art. To define a game: if it uses points, has players and rules, it's a game. Of course a game may be part of a service or a world or a community, too. To keep a game, as I use the term here, from being confused with all the disciplines that game theory has been applied to (economics, psychology, politics, empirical analysis), call it "a parlor game," if the reader must. But Joe and Jane at the checkout counter call it a game.

    As the sound designer for the Lord of the Rings: The Two Towers video game wrote:

    "It is unproductive to think of games as âinteractive movies,â(TM) although many people tend to think of games in those terms. Let's be clear: games and films are different media. The techniques, processes, and skills involved in the creation of each are unique and not interchangeable. The metrics by which each is judged are also different, meaning that many of the properties that make for a good film would lead to a lousy game, and vice versa."[7]

    Narratives, which includes most films, and games differ dramatically, because games donâ(TM)t tell stories, players tell stories. A narrative is a passive experience. One watches and feels but does not do. The audience is not the actor. In a game, the audience is at once the actor, also. Herein is a conflict of purpose. The author of a narrative must control the lives of the actors. Whereas, the designer of a game must abdicate control. To paraphrase Will Wright's first advice for a budding game designer: Games are about players having fun; not about writers solving the narrative problems they want to solve.[8]

    Part of the problem is that an intellectual property rarely links a fine narrative to a fine game. Dungeons & Dragons is not J.R.R. Tolkien-in-the-medium-of-a-game. American McGee's Alice is not an adaptation of Lewis Carroll-in-the-medium-of-a-game. Go or Eleusis, which are puzzling, logical, and playfully deep, offers better comparison to Lewis Carroll. Reiner Knizia came closer with his cooperative board game of "Lord of the Rings," which retains the spirit of the novel. But still "Lord of the Rings" is more of a novelty than a fine game.

    Many game-movie crossovers, such as Tomb Raider or Mario Brothers, failed and so did movie-games, such as Atariâ(TM)s E.T.[9] or Braveheart. Their lesson: satisfy an audience for a movie, a player for a game. A bleak road lies before one who seeks a movie experience in a game or vice versa~$?ugh the fine game invokes something powerful inside the willing player, don't look for J.R.R. Tolkien or Lewis Carroll in a game. He's not there. Equally, there

    1. Re:text of story by Anonymous Coward · · Score: 1, Funny

      yo, Tomb Raider the movie did not fail, unless you count a worldwide theatrical gross of $275 million bucks failure.

      where do I sign up to fail?

  9. Age of Decadence by Anonymous Coward · · Score: 1, Insightful

    We like music .... but the majority of us consume it rather than create it (bodily noises don't count!)

    We like sports ... same deal

    We like art ... more of the same

    The earth has never had so many people. So many of us are educated with so much knowledge that it would be unbelievable to people just a 100 years ago.

    Yet ... we still have world hunger. Children die of lack of clean water, polio, etc.

    1. Re:Age of Decadence by Anonymous Coward · · Score: 0

      Children don't die of polio anymore. And there's always a reason the water's dirty. Maybe if we pray to Lenin it will solve everything. Religion is indeed the opium of the elite.

    2. Re:Age of Decadence by dubStylee · · Score: 1

      Children don't die of polio anymore.

      You mean they don't die of polio in rich countries anymore. The U.N. failed to meet its goal of erradicating polio in the year 2000 and has now pushed the goal to 2005. After years of decline, last year in India, the number of polio cases *increased* by something like 800%.

    3. Re:Age of Decadence by dubStylee · · Score: 1

      I can see how the remarks on priviledge and poverty might get modded as off topic but I think the question of how games relate to Real Life is definitely part of this conversation. Games, Art, any activity doesn't *have* to address human misery to be great, but if none of them address it at all, we have wandered into a an age of more than decadence.

  10. I Don't Know About That by Jack+Comics · · Score: 2, Insightful

    I wouldn't be so sure about that. If gaming is an art, I'd consider it at the bottom of the art ladder. I've bought and played many PC games over the years, and I even bought a PlayStation 2 after a friend bugged me enough to get one. I'll play a game on my computer for a day, if that, before uninstalling it. The graphics are fine, but I find the plot and gameplay severely lacking in every graphical game I've tried. Then it was suggested to me that I try Dark Age of Camelot and the Sims Online, that maybe I'd enjoy an on-line multi-player game more than the regular games. They were both dull, boring, and felt like more along the lines of watching paint dry than enjoyment. I uninstalled both and canceled both accounts within three days.

    Since then, I realized that most, if not all, of the computer and video games made the past ten years or so are utter crap. I even sold my PS2 and all my games. I haven't played a graphical game in months. But yet, every day I come back to playing MUDs, which are text-based on-line games. Using a simple telnet client, I find more plot and imaginination in text lines than I do in stunningly beautiful graphical games. Plus, I find that they rely more on intelligence and ingenuity than graphical games, which seem to primarily rely on eye candy and a gamer's reflexes.

    --
    "We are all in the gutter, but some of us are looking at the stars." - Oscar Wilde
    1. Re:I Don't Know About That by Shelrem · · Score: 1

      As an aspiring game maker and current game theorist, i have to agree with you that currently, most games out there are total crap. Even the really popular ones that you and i loved as kids (or adults) are generally really lacking on any deep level.

      But that's not to say that games, as a medium, are not able to be meaningful. It's just that the barriers for entry have been too high, the system of production has been entirely profit-driven and ultimately very conservative (this whole "fun" requirement is holding games back), and amatuer game makers are very often technology driven, and are happy to just reimplement the same pap they've been playing all these years. Some of these things will change. Some of them won't. It's something we have to deal with.

      I guess my point is that yes, most games are total crap. Just don't rule out the medium as a whole. We'll do interesting things with it one of these days. I know i'm trying my hardest.

      b.c

    2. Re:I Don't Know About That by Sulihin · · Score: 1

      I think this is more of a statement on the current selection of games, not on the medium itself. The vast majority of MUDS are also crap hack and slash monstrosities with no plot or imagination. It's just easier to go that route in graphics. Try something with an involved plot like Planescape: Torment or Fallout. To me these easily outdo all but the best MUDs (including the one I admin to my chagrin.)

    3. Re:I Don't Know About That by Jad+LaFields · · Score: 1

      I second Planescape: Torment as an example of how close games have come to art so far. Too bad I never finished it, I probably should drag it out from somewhere and... aw, shit, there goes my weekend =)

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    4. Re:I Don't Know About That by Freedom+Bug · · Score: 5, Insightful

      1. Read headline
      2. Make reasonable comments on the headline, saying "I disagree, here's why".
      3. (Score:5, Insightful)
      4. read posts pointing out that you actually probably agree with the article.

      If you had bothered to read the article, you would have realized that the author agrees with you that nice graphics or an involved, non-interactive plotline do not make a good game.

      thank you,
      Bryan

    5. Re:I Don't Know About That by pyrrho · · Score: 1

      It's an artistic medium... that it's used for crap is a shame and abomination.

      It will rise as the supreme art... why? Every good novel or movie (even non-art ones) surrounds it's viewer, brings them into it's world, largely by anticipating the emotional reaction various kinds of viewers will have to the phenomenon it presents (simulates).

      In computer based games you don't have to just anticipate, or guess, the program can actually watch the user. When we learn to master this additional ability, computer games will become the most fufilling art for artist and player. I figure that will happen about 2 to 5 hundred years from now.

      --

      -pyrrho

    6. Re:I Don't Know About That by AshPattern · · Score: 1

      and that's why all of you should try TempusMUD, the ultimate in hobbyist online gaming!

    7. Re:I Don't Know About That by nomadic · · Score: 2, Insightful

      There are few games that qualify as art, but that doesn't mean they don't exist. If you had a Playstation, you could try Ico; if that isn't art, then no game is.

    8. Re:I Don't Know About That by easychord · · Score: 1

      Most games are crap, most novels are crap, most of everything is crap.

      That doesn't mean that there are no good games or novels.

    9. Re:I Don't Know About That by Freedom+Bug · · Score: 1

      5. post being criticized gets modded down, everybody else making the same mistake with less intelligent posts gets modded up.

      Bryan

  11. Deep. by American+AC+in+Paris · · Score: 4, Funny
    I can't tell if the server is slashdotted or if this is a brilliant piece of minimalist commentary.

    *boggle*

    --

    Obliteracy: Words with explosions

  12. Homeworld by Jad+LaFields · · Score: 4, Insightful

    Alright, did anybody else cry when then got to the third level of Homeworld by Relic? You know, the one where um... something bad happens.. (no spoilers wanted).

    Alright, I didn't actually cry, but for some reason it affected me alot more than most of those 'tearjerker' movies out there. Maybe I was just starting to really 'get into' what turned out to be a really awesome game.

    Umm... I hope this didn't sound *too* pathetic...

    --
    [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    1. Re:Homeworld by Anonymous Coward · · Score: 0

      nope... i agree with you completely; i felt really sad.. the musical score just accentuates it (and really well, at that)...

      i must say though, the two most cinematic games ive ever played are Half-Life and Max Payne.

      Half-Life had that sweet 10-minute intro that faded you into the tram going into black mesa... so cinematic; and the storyline was divided very well.

      Max Payne had the absolute best feel out of any game ive ever played. the mood was just *right* on. The game got a little crazy at the end, but it still stayed cool and fun. The dream levels were especially freaky, the part with the small child crying, the warping of the playroom, and the bathroom thing scared the fuck out of me :0

    2. Re:Homeworld by Jad+LaFields · · Score: 1

      I hear you, I loved those games as well, even the much-maligned dream levels of Max Payne (although I hated running along those... blood trails? and falling off every few steps).

      Similar story about 'getting really into' a game: I was in the levels right before the final boss in Half-Life, completely immersed in the game, it was way late at night, sound up, lights out, quiet house... I get the last guy, he rears up in front of me, all like, ten stories of him, my jaw drops, and BOOM! the power goes out. I think I sat in the total darkness for a full minute, shaking with the stupid idea that the monster from the *game* somehow had turned off my power.

      Now, I don't know if that qualifies as art, but it sure was one hell of a gaming experience.

      Oh, and if you wanted to know the name of that song in the begining and on level 3 of Homeworld, it's Adagio for Strings by Samuel Barber.

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    3. Re:Homeworld by CheeseMonkey · · Score: 1

      Yeah, man! Um... it's been a while, but I think I remember the part in question. Though I'm not sure how many people you're really saving from spoilers- the sequel's on the way, and the game's old enough that whomever wanted to play it probably has already at this point.

      But, yeah, that really suprised and shocked me. Even though you never really saw the people you were dealing with in that game, it was so well done that I think it was easier to get attached.

      --
      Nothing to see here.
    4. Re:Homeworld by Anonymous Coward · · Score: 0

      Oh, and if you wanted to know the name of that song in the begining and on level 3 of Homeworld, it's Adagio for Strings by Samuel Barber.


      Actually it's the choral version so it would be considered Agnus Dei (I think that's how you spell it) That particular piece is by the Cambridge Trinity College Choir.
    5. Re:Homeworld by Mac+Degger · · Score: 1

      Did you just sit back and watch the battle unold on the 'Gardens of Kadesh' (eighth level, I believe) level, too? Bloody brilliant storytelling, that game...

      --
      -- Waht? Tehr's a preveiw buottn?
    6. Re:Homeworld by Anonymous Coward · · Score: 0

      Too bad the gameplay offset that storytelling.
      If they had only done something to fix some of the bone headed stupid issues that would make me have to re-load a frigging level.
      There were AI and balance problems as bad as the original C&C in Homeworld.
      In C&C the AI could decimate hundreds of infantry with a single tank, while you had no hope of abusing a tank that well.
      In Homeworld you ships often were piloted by complete morons who had no ability to effectively pilot a starship and enemy units that would instikill the strongest ships you had on contact.
      It pissed me off how many times I would have my biggest ships going after the enemy capships, the stupid AI on my ships would go in close and surround to fire long range weapons, then the enemy cap ship sould simply rotate and anhilate the entire group of ships.
      I also had a bone to pick with the asteroid field level.

    7. Re:Homeworld by Mac+Degger · · Score: 1

      I do agree with you; the AI in Homeworld was 'teh suck', as they say :)

      What they really needed was an easier difficulty setting (in the end I needed a trainer to finish the game...first game I ever needed that for), and it would also have been nice if they hadn't scaled the enemy strenght in the levels, so if you salvaged ships correctly, you'd have an advantage for once.

      And for multiplayer, they should most definitely have upped the cost of repair corvettes.

      As for the asteroid level, is that the one where you jumped into an asteroid field and had asteroids incoming while you traveled 'on rails'?
      I thought that was one of the easier levels :) Just move all non-combat ships behind the mothership, set your harvesters to harvesting and your fighting ships into a couple of massed, evasive, wall formation groups and shoot the incoming asteroids...and move 'em every so often so your larger ships don't get crushed. I didn't lose a single ship that way.

      --
      -- Waht? Tehr's a preveiw buottn?
  13. Comment removed by account_deleted · · Score: 4, Informative

    Comment removed based on user account deletion

  14. I don't care by IWantMoreSpamPlease · · Score: 2, Interesting

    if it's considered "art" or "fun" or even "monkey vomit", so long as it (the game) holds my interest.

    --
    So rise up, all ye lost ones, as one, we'll claw the clouds.
  15. Games are Art as far as I'm concerned by dlur · · Score: 2, Insightful

    Ive always thought most games were an art form, in their design aspect at the very least. I write areas and encounters for Homeland MUD and the sheer volume of unique descriptions of rooms, areas, NPCs, and objects that have been written be me and our staff is astounding. Each one is like a short story in and of itself. This is no different from the guys that toil for hours in order to create the graphical artwork for graphical games instead of text-based ones.

    I also contend that the code used in these games, or any creative code for that matter, is a form of art. Especially if it's well formatted and commented!

    I'd also go as far as to say that certain players of games engage in an artform. Surely it is art the way a top Quake3 player frags their foes. And it is art to watch from above as some of the players on Homeland use their strategies and skills to accomplish what they and I never though possible.

    --
    Duris MUD - The best pkill MUD. Ever.
  16. way off by scrotch · · Score: 4, Insightful

    This guy makes the mistake of equating "art" and "good." This is a common mistake among people who don't know much about art history and the art world. "Art" is a type of thing, not a value judgement. So, at best, his essay makes a case for making Good Games by taking inspiration from Fine Art. This is a totally different thing from suggesting that Games have a place in Fine Art ie: that Games are a type of Art. I'm certainly not saying that games are not Art, I'm saying that that is a completely different subject.

    All in all, this guy's lack of understanding of the art world, and especially contemporary art, makes this essay just about worthless.

    1. Re:way off by Anonymous Coward · · Score: 0

      "Art" is a type of thing, not a value judgement.

      Bullshit. One mans art is another mans trash.

    2. Re:way off by yorkrj · · Score: 1

      I concur. Games are not neccesarily Art although Art can take the form of games.

      In addition, he misses another big point, that being the concept of play. A successful game engages the subject in play. While the elements of fun, narrative, and aestetics enhance a game, the primary factor the defines a game is play.

      Game. Play. Get it? Good.

    3. Re:way off by David+Kennerly · · Score: 1

      We agree so oddly.

      > he misses another big point, that being the concept of play. ...
      > While the elements of fun, narrative, and aestetics enhance a game

      The definition of fun in the article is enjoyable gameplay.

      David

    4. Re:way off by David+Kennerly · · Score: 1

      > Good Games by taking inspiration from Fine
      > Art. This is a totally different thing from
      > suggesting that Games have a place in Fine Art

      I am sorry that it was not clear enough. I consciously attempted to distinguish between fine games and good games.

      > I'm certainly not saying that games are not
      > Art, I'm saying that that is a completely
      > different subject.

      It is the same subject as the article. There is only about 100 words describing fine art in another medium inspiring the medium of the game; whereas, there are 2000 describing how a game may potentially qualify as a fine game, and that there have been fine games. E.g., Chess (boardgame), Lost Cities (card game), Seven-card stud poker (card game), Civilization (computer strategy game), ChuChu rocket (arcade game).

      David

  17. Challenges by meta-monkey · · Score: 4, Insightful

    Art is something that should be thought provoking and challenging, right? Great art is that what makes you challenge your assumptions. It makes things interesting.

    I once read an interview with Sid Meyer of Civilization fame. He said the way to make a great game was the give the user interesting choices. Great art does the same thing.

    --
    We don't have a state-run media we have a media-run state.
  18. This is what I have to say . . . by Anonymous Coward · · Score: 0

    Games are not art!

  19. Better with the sound off... by siskbc · · Score: 1
    I liked the tomb raider movie. what are you, gay?

    Just because you liked Angelina Jolie's tits doesn't make the movie good as a whole. But trust me, I know where you're coming from. Sometimes I think we should have stayed in the silent film era.

    --

    -Looking for a job as a materials chemist or multivariat

  20. Not art according to Miyamoto by fredrikj · · Score: 5, Insightful

    I read in a recent interview with Shigeru Miyamoto that he doesn't consider video games to be art. He considers them to be products, made to entertain people and - well - make money.

    He drew a comprison to opera - long ago, opera was not considered art, it was made to make money. The operas had to follow the fashion or people wouldn't pay. It's only recently that we've started considering opera to be an artform.

    1. Re:Not art according to Miyamoto by heli0 · · Score: 3, Interesting

      Interview with C&VG Miyamoto Interview Part 1

      "The opera for instance is very interesting and can be fun and a lot of people consider opera to be 'art' and very artistic but really if you get down to it, all the opera is is entertainment. And of course long ago when people were writing plays, when they were writing the script for their own play in their theatre, if the theatre next door suddenly started running a production that was a very similar idea then all of a sudden the scriptwriter would re-write his script completely.

      So that's probably one of the reasons that you used to see a lot of stories where things wouldn't line up at all and you'd have these crazy stories that didn't match together and people would say: "Oh, that's brilliant artistic expression" but (laughs) really it's probably more often because they were forced to change things at the last second because of other things in the market."

      --
      Whenever the offence inspires less horror than the punishment, the rigour of penal law is obliged to give way...
    2. Re:Not art according to Miyamoto by ddimas · · Score: 1

      So basicly when popular entertainment dies, it becomes art?
      When did modern and post-modern art die? Why won't they stay dead? Who are the fools laying out big bucks for some guy to mentally masturbate all over a canvas?
      Sorry, I seem to have some issues.

    3. Re:Not art according to Miyamoto by Mac+Degger · · Score: 1

      Case in point, Shakespeare. His plays where at the time nothing more than popular entertainment; read 'em, and you'll laugh at the soap-opera elements in there, as well as the shit/piss/fart jokes.

      What differentiates him though is that his use of language is used so masterfully as to make deep, insightfull comments on the nature of humanity. But the plays themselves where made for the 'plebs'.

      --
      -- Waht? Tehr's a preveiw buottn?
  21. less-thinking-more-blowing-stuff-up? by Jad+LaFields · · Score: 5, Funny

    Hey, I find a well-rendered explosion or the graceful arc of blood spraying from a flesh-eating zombie to be a very powerful statement of man's... um... insignificance in the face of the world's indifference... um

    Ah, hell, just give guns, cars, and innocent bystanders, I'll make my own art: six wanted stars with a chainsaw.

    --
    [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    1. Re:less-thinking-more-blowing-stuff-up? by ddimas · · Score: 1

      Zombies don't bleed. Otherwise, Here Here!

  22. Art is elsewhere by Anonymous Coward · · Score: 1, Funny

    What about the nude cartoons you used to draw in junior high? that's art too!

  23. I won't forget it... by pyrrho · · Score: 1

    ... and stop calling me john.

    --

    -pyrrho

  24. Game Domain Patterns by CrashVector · · Score: 3, Interesting

    And maybe after the Philosophers come up with a game philosophy SOMEBODY will define a common set of key controls so that I don't have different throttle and weapons key templates for all of my flight sims!!!!

    And speaking of flight sims whatever happened to the Jane's/EA gaming colaboration? Am I ever gonna see a flight simulator better than F-18???

    --Richard

    1. Re:Game Domain Patterns by Osty · · Score: 1

      And maybe after the Philosophers come up with a game philosophy SOMEBODY will define a common set of key controls so that I don't have different throttle and weapons key templates for all of my flight sims!!!!

      I don't expect that to happen. The WASD/mouse combination for first person shooters became the de facto standard because it is intuitive (for a right-hander). Your right hand is on the mouse, so your left hand needs to be on the keyboard. You can't exactly use the arrow keys without moving the keyboard or having your left arm at an awkward angle. However, the WASD keys are right there under your left hand, ready to go, with plenty of other keys around them for auxillary functions (much of which can be moved to the mouse, with multi-button mice; 'use', 'reload', 'next/prev weapon', etc).


      Flight sims have a lot more functions than even the most complex FPS, and generally work best with at least a joystick and preferably a throttle and maybe even pedals. When one hand is on the joystick and the other is on the throttle, there's really no intuitive keyboard positions you can easily use. Thus, no player-chosen standard has really arrived (that I know of). In contrast, the WASD standard was defined by players. Hell, I was shocked the first time I bought a game that defaulted to WASD (it's been so long, I don't remember which game I got that defaulted to that first). I was happy that I didn't have to spend five minutes going through the control setup before I could play the game, because my preferred setup had become the standard.

    2. Re:Game Domain Patterns by mnemonic_ · · Score: 1

      "And speaking of flight sims whatever happened to the Jane's/EA gaming colaboration? Am I ever gonna see a flight simulator better than F-18???"

      The Jane's endorsement of EA products ended a while ago. Jane's Fighter Squadron was still under development at the time. Since then JFS has had its development transferred to Xicat Interactive, and was later released. It was a very bad game, very outdated and didn't hold a candle to Il-2.

      Better sim than Jane's F/A-18? That game had a lot of flaws in my opinion; highly inaccurate flight model for the F/A-18E according to a Super Hornet pilot (not the F/A-18C pilot who worked on the game), very very bad framerates (single digits) on high end computers, bland textures on all of the non-player vehicles, repetitive terrain, sparse "cities" and scripted campaign. Falcon 4.0 with the SP3 patch is better in all those areas and many more. Same goes with Il-2 Sturmovik if you want WW2.

  25. published v. independants by Anonymous Coward · · Score: 2, Interesting

    That's completely understandable from a game developers perspective. I wish it were not true. I'm big on pushing games as an artistic medium, but I don't believe any publisher in the US considers the same route.
    Development in the US is geared towards pushing games as profit, and profit is generally in direct conflict with artistic creation. This is why independant publishers need more coverage. There are many out there who are not on the corporate bankroll and want to push further in the field of intereactive medium to create something new and bring new concepts into light in a way that can only be done using games.

    The main issue with this is the general public handing over their cash for whatever the media and marketting tell them to. Unfinished, buggy titles that are blatant rip-offs of previous games, but with pop-licenses slapped on the cover. Rarely does a unique title get through the gauntlet of marketting, and if it does it's because it is a potential money-maker, and it's immediately cloned by countless other developers upon release. Cloned, not for it's creativity and what it brings to the table in terms of unique ideas, but for the posibility to cash in on it's "newness".

    Hopefully we can push independant designers to the forefront someday (not likely, but it's a personal goal), and we'll see the more artistic side of the industry. For the time being, however, I believe this really *will* mimic the US movie industry, and most titles that try something new will find themselves in the game-industry equivalent of independant film festivals- few and far between, small coverage, but golden.

    1. Re:published v. independants by Mac+Degger · · Score: 1

      Yup; I have to agree.

      But then again, the underlying reason is that games have to be fun first. If they're not, they don't make money. Just like movies. However, this doesn't mean that a game still can't be art if it's fun and makes money.

      Me, I'd posit that games like Homeworld approach art; it might be fun to play, it might have made money, but after playing the level 'Gardens of Kadesh' the story was elevated to art, imo, same as a good novel.

      --
      -- Waht? Tehr's a preveiw buottn?
  26. You sound like one of the Infocom elitists of yore by HarveyBirdman · · Score: 3, Insightful
    But I tease... there's nothing wrong with games that are graphically oriented rather than deeper sims/adventures. One form is not superior to the other.

    I love a deep and complex simulation, but I also love a good platformer. If you still have access to a PS2, try out Sly Cooper. It's possibly the best and most fluid platformer ever created. There's levels that I finished and went back to replay simply because they were that damn fun.

    Other platformers to consider are Ratchet & Clank, Jak & Daxter (both have upcoming sequels). It's just a different type of gaming rather than better or worse. To be honest, I have a job that is deep and intellectual, so I make no excuses if I generally seek out the lighter side of gaming.

    I also like FP shooters, third person shooters, turn based RPGs, non-turn based RPGs, action RPGs (Zelda, Kingdom Hearts-ish games), puzzle games, SimCity like stuff, and whatever the hell Monkey Ball was. Above all else, I want VARIETY more than anything.

    But, yeah, there are a lot of crappy games. There's a lot of bad movies and books and TV shows and whatevers. Nothing new there.

    --
    --- Ban humanity.
  27. Thank You! by LeoDV · · Score: 1

    I keep telling people and telling them that videogames are a form of art and they look at me and scoff...

  28. RPG's by phorm · · Score: 1

    And yet many RPG's could make good movies (FF movie was never an RPG first, just took the name and stepped on it). FFX was packed with cinimatics, it might have made a good flic.

    In the same idea, there was a german CGI movie shown on /. (forget name) that looked like it would have made a cool RPG. Wonder if that one is ever going to be subbed and available in english? Kazaa fansubs anyone?

    1. Re:RPG's by Sulihin · · Score: 1

      I've said to many people that FFX is not a game, its a slightly interactive movie with a number of embedded sub-games, some of which replace the play button.

      For some of the people I've discussed this with, they found that they'd have enjoyed FFX more if for example there wasn't the necessity to fight a bunch of things in between the spectacular cut scenes. In the case of Kingdom Hearts, for me, the game mechanics actually ended up detracting from the story so much that I wasn't motivated to keep playing: I have to hit the attack button how many stupid more times so I can continue with the plot?

  29. According to Raph Koster by macragge · · Score: 3, Interesting

    According to Raph Koster the Art Vs. Entertainment arguement is inherently flawed. I could sumarise the essay for you but I am lazy.
    Go read "The Case for Art" before you start arguing about being a puppet in a game designers show.
    http://www.legendmud.org/raph/gaming/casefo rart.ht ml

  30. I think you played the wrong games! by siskbc · · Score: 1
    Since then, I realized that most, if not all, of the computer and video games made the past ten years or so are utter crap. I even sold my PS2 and all my games. I haven't played a graphical game in months. But yet, every day I come back to playing MUDs, which are text-based on-line games. Using a simple telnet client, I find more plot and imaginination in text lines than I do in stunningly beautiful graphical games. Plus, I find that they rely more on intelligence and ingenuity than graphical games, which seem to primarily rely on eye candy and a gamer's reflexes.

    I would tend to agree, but there is some good stuff out there that gives you what you want. There are good RPG's if that's your thing, and there are decent action/story hybrids like Deus Ex if you prefer that.

    I know what you mean with MUD's, it's amazing what you can do when you don't have that graphical crutch. But there are games that build fairly well on that sort of thing without getting bogged down with confusing scenery.

    --

    -Looking for a job as a materials chemist or multivariat

  31. Art, schmart. by Anonymous Coward · · Score: 0

    You just want to jack a Rhino. ;)

    Can't say I blame you. Now *that'd* be some great footage for Fox.

  32. Re:please stop, think of the children! (LOTR) by Anonymous Coward · · Score: 2, Interesting

    Geez... Don't forget LOTR.

    LOTR and the other Tolkien stuff that goes with it are great books... plus they were made into great movies (so far).

    I would have to say that D&D spawned largely from Tolkien fantasy.. and thats a game.

    And a great number of video game RPGs spawn from D&D. Nice lineage of Written Art -> Games -> Video Games -> Movies.

  33. Storytelling is Art by Bombula · · Score: 1
    The best games I've played have the same merits as the best movies I've seen: they tell a great story. Little compares with the feeling of a movie or game that really sweeps you into the world of the story. And great storytelling is a very fine art indeed. Storytelling is, perhaps, the oldest of all arts, and I think that's why both movies and games are immensely popular worldwide.

    --
    A-Bomb
  34. You're missing the point by Omkar · · Score: 2, Insightful

    Do you want plot and depth? Look in a book. If you want fun, innovative gameplay, try a game! Games should be judged on their gameplay first, and on their ambience second - and you have to look at the whole picture to see the game's true value.

    As for your assertion that no good games have been developed in the last ten years, I advise you to consider the output of Shigeru Miyamoto. The man continues to create fun, engaging games. For example, The Legend of Zelda: Ocarina of Time is widely considered to be one of the best games produced.

    1. Re:You're missing the point by Mac+Degger · · Score: 1

      Funny you should mention Miyamoto...he always contends that his games are popular in great part due to their ambience (which is expressed in it's art direction, mostly).

      You can this in Zelda, but also in games by others, like Metal Gear Solid, Homeworld, etc...all games which are considered great are so as much due to gameplay as due to the fact that they have consistent, engaging and, for want of a better word, beautifull ambiance.

      --
      -- Waht? Tehr's a preveiw buottn?
  35. Art is creatively overcoming limitations - gaming by leoaugust · · Score: 5, Insightful

    Art is creatively overcoming the limitations that the artist sets upon him or her self. It does not matter what the limitations are, but if the artist can successfully express more than what the limitations should logically allow, then I think it is successful art.

    For example, if I had to convey the mood in the park next door to my house I could bring you here. But that is not possible. So, I can decide to express the mood in the park to you only via words, no sight, no sounds, no smells. Then I am a writer.

    If on the other hand I choose the limitation of being only able to express in colors, then I am a painter if only through the medium of colors I can convey the mood in the park to you.

    Or if I accept the limitation to be just using sounds, no sights, no colors, no smell, then I am a musician.

    I can even choose to express the mood in the park by using only matchsticks, or some other arbitrary limitation. As long as I can overcome the "self" or "else" imposed limitations to convey more than what the limitations should logically allow, I think I am a successful artist.

    I think gaming is the same way. By accepting limitaions on the medium of the computer screen, keyboard, joystick, the game attempts to transport the gamer into another world, another reality. If it can do that, it is succesful art. It is almost like movies where you suspend disbelief and enter the world of the movie. If you thought about it, all it really is just colored light flickering on a screen in a darkened room, with a bunch of speakers around. If with just these things the flickering light and sound can transport you to antoher world, it is art.

    And so, Game Design is an art. Maybe coding by itself is not art, just like an artist can use artisans and craftsmen, but the game design aspect, I believe, is definitely art. It is art because it is able to creatively able to overcome limitations.

    And using my definition of art, we can apply it to life too. The limitation of our lives is that they will end. The limitation of life is death, and so if we can live our life in such a way that we can transcend our physical death, our lived life itself then becomes art. So, I guess, in some ways I am saying the way we live our lives is the art of our life.

    I understand that in a strange way I have come around to define just about anything as being possibly art, and so maybe I am taking away from the exclusivity of the art. But, not really. because for it to be successful art it has to transcend the limitation, whether the limitation is real or arbitary. Thus, though everything has the potential to be artistic, it becomes art only if it overcomes the limitation. And it requires creativity to achieve that, and not everything is creative. So, not everything is art. Whatever is left, is then definitely art.

    Anyway, let me get my fourth cup of coffee. My head is spinning, and maybe if I could do something by overcoming that limitation, I could be an ... artist (?) (!)

    --
    To see a world in a grain of sand, and then to step back and see the beach where the sand lies ...
  36. May I make a suggestion? :) by Polyphemis · · Score: 3, Interesting

    If you're jaded about most of the shallow games over the past decade, you might be interested in Planescape Torment to provide something deeper. It's a role-playing game from Black Isle that came out a few years ago. It's not up to par graphically anymore, but the storyline more than makes up for it. There's a typical isometric top-down perspective of your characters and the world they're in, but nearly all of the game is conveyed to you through richly worded written descriptions of people, places and objects. Most of the game is dialogue, and there are scores of interesting branching dialogue options that develop your character in whatever way you choose, even so far as to be purely evil, which, surprisingly, doesn't impede your progress in the game at all! There are MANY, many different ways to play it that almost playing experience is different. All the dialogue in the game is enhanced by an extremely talented cast of voice actors that lend credibility to their characters. All of the main characters you'll meet in the game are very unique and well-written and there are scores of interaction options that you have with them.

    It's incredibly difficult to adequately summarize this game, but I have to say, the real thing is better than I've described. :P It's the closest I've ever come to actually reading a good book while still playing a game. It's currently my favorite game out of all that I've played. If you're frustrated with all the shallowness then I'd highly recommend giving this game a try. It's $10 and up on Amazon, and you can find this in practically any given Wal-Mart or Target for $9.99 in one of those little two-game bundles. For a game that good, that well-written and that interesting for so low a price, it's hard to go wrong.

    I'm going to go install it again. :)

  37. Art? What the Fuck is Art?! by Anonymous Coward · · Score: 4, Insightful

    Half the crap that passes for art nowadays isn't art. I know people are "pushing boundaries" and crap, but when you get stuff like this passing itself off as "art", then the whole fucking concept of art doesn't mean any more to me than a bunch of industrially sealed cans of someone's piss. (Which a British museum paid $35,000 for.)

    Art is a joke. People use the term to describe things they don't understand and think are cool for no apparent reason. True art, like sculpture, paintings you don't have to be high to come up with a meaning for, orchestrated music, good writing, poetry that rhymes, and isn't just someone pulling stream of consciousness shit out of their ass and wiping on a piece of paper for you to read...this...THIS is art.

    Unfortunately, art's been so diluted by utter crap that the public uses it to describe any and everything. "Look at that goal!" screams the unwashed mass, "That is art!"

    No, it isn't.

    Don't get started on that, "well, it's art to me" shit, either. If that's all that it needs, then Everything == Art, and the discussion is still equally useless because there isn't anything that can be claimed to not be art.

    The only Art is see anymore, if the guy who works across the hall from me. He isn't a game, and games aren't him.

  38. Re:Art is creatively overcoming limitations - gami by Sulihin · · Score: 1

    You didn't define art, particularly since you used 'creatively' in your definition, which means you have to define 'creative.' If you examine some of your examples of different media a better definition of art creeps forth - Art (capitals intentional) is about expressing and communicating something to an audience. The chosen limitations aren't the issue, and in fact detract from the issue. An artist uses the medium they are the LEAST limited in. Writers don't choose music as a medium because they are better at expressing themself with the written word. If art was about limitations, they would do the opposite...

  39. interesting by Cyno · · Score: 1

    I've long heald the belief that all forms of work could be made into play. Having fun should be part of the job, IMO.

  40. Re:Enter the Matrix by PinkoHeretic · · Score: 1

    Enter the Matrix is "awful"? Have you played it or is that based on some review? While it is certainly flawed, I think that all of its flaws can be directly related to the differences between movies and games. Its an inconsistant experience, the sort of game where you are exhilarated with one fight/level but bored or frustrated by the next. But to call it awful is a gross exageration. Firing an MP5 through a slow motion cartwheel, doing a shooting dive with dual MAC-11s, and snapping an enemies neck with a jump kick off a wall are just a few of the moves in EtM. Its not very intellectual, but you can't tell me its not fun. EtM's Main flaws: *Full Motion Video cutscenes pull you out of the action too often *Animation that relies too heavily on motion capture is sometimes incredible but other times robotic and abruptly transitioned *Uninteractive enviroments *Fighting system that is too automatic *Crummy driving levels *Too short All of these flaws combine to create a game that is more like a movie where you control the fight scenes. Its not perfect, but that doesn't mean it isn't fun.

  41. Fuck art by Shawn+Baumgartner · · Score: 5, Insightful

    This insistence on attempting to pigeonhole crap that someone throws onto celluloid, canvas, hard disk, etc. is such bullshit. There's no such thing as art as a separate entity from everything else that people create. Art is strictly a matter of opinion, and since everyone's opinion differs, there can be no definition. Video game renders are as good as anything that some sweaty old man smeared squished plant matter all over.

    This is just more of the same ignorant elitist shit that keeps that stupid art vs. pornography debate alive and kicking, frivolously pissing away time in our courts. If you create something and someone else likes it, then good on you. If they don't, throw that crap away and try again. Its bad enough that we've gotten so fucking stupid as to require the government to tell us what we find acceptable and what we don't; we sure as hell don't need these jackasses wasting anyone's time by trying to elevate their chicken scratches to a higher level of being through some arbitrary decision to promote it to the mystical realm of ART (cue angelic choir).

    1. Re:Fuck art by mcpkaaos · · Score: 2, Informative

      Browsing this topic I see quite a few inflated +5 posts... yet the parent to my ramble is stuck at, oh, 1. Shawn, albeit grumpy and bitter, has made the most insightful point of all thus far. I'll add my own $.02 in and state that even beyond what Shawn is saying that *everything* is art, just as art is nothing, even if you don't see it as such through your eyes. If you ask me, the moment you try to define art is the same moment your objects of definition lose the very thing that made them art in the first place.

      For the purposes of this topic you may as well just substitute all instances of the word 'art' with the word 'novelty'.

      Moderators: wake up and give this guy some credit, willya? ;)

      No I am not trolling! I really think the parent deserves some sort of recognition for well made points.

      --
      mcp.kaaos

      --
      It goes from God, to Jerry, to me.
    2. Re:Fuck art by mcpkaaos · · Score: 1

      Damnit, save your mod points for Shawn's post, not mine! hehe :)

      --
      mcp.kaaos

      --
      It goes from God, to Jerry, to me.
    3. Re:Fuck art by Chad+E+Dirks · · Score: 1

      While you seem to have quite another agenda on your mind, I would like to comment to what is at least that which you would have us believe is your intent. If you have only the best of intentions, then I apologize, but I do think it is fair of me to question this.

      You assert, "Art is strictly a matter of opinion."

      You seem to be proposing that when a person says, "x is art", what this person actually means by this statement is, "It is my opinion that x is art." However, I do not believe that your theory provides an adequate account of the meaning of the assertion, "x is art".

      First, consider we have both a person, A, and a person, B. A asserts, "F is art". B responds, "You are incorrect; it is not the case that F is art."

      It seems clearly that there is disagreement between person A and person B. Now, according to your theory, when A says, "F is art", what A actually means by this statement is, "It is my opinion that F is art." According to your theory, when B says, "...it is not the case that F is art", what B actually means by this statement is, "...it is my opinion that it is not the case that F is art."

      However, this is clearly not what the disagreement is about. A certainly does not deny that it is the opinion of B that it is not the case that F is art. Likewise, B certainly does not deny that it is the opinion of A that F is art.

      For us to accept your theory, we must, it seems, accept that there is in fact no disagreement between person A and person B in this scenario. At best, this seems incredibly counter-intuitive.

      Yet, this is not all.

      You also assert, "...and since everyone's opinion differs, there can be no definition."

      I see no sufficient reason to assent to your claim that there can be no definition of what constitutes art. It may be quite difficult to produce a definition of what constitutes art that will be fully adequate, but from this we need not conclude, "...there can be no definition."

      For example, I feel quite certain that the USB cable protruding from the front face of my mouse and extending to the USB port on the reverse of my laptop, is not art. In fact, I would go so far as to say I know it is the case that this USB cable is not art.

      The statement, "This USB cable is art", is false.

      If you wish to argue that this USB cable constitutes art, I will gladly do my best to give you a fair hearing, but I can not say I have high hopes for your convincing me.

      If you are successful, however, a single fault on my part would, admittedly, do little to convince me. Following is a short list of additional statements you may begin work on if you are willing to put forth this effort cause me to see the truth of your claim.

      It is not the case that the sock on my right foot is art.
      It is not the case that the sliced piece of untreated 2x4 holding open this window is art.
      It is not the case that this statement is art.
      It is not the case that the cardinality of the set {1, 2, 3} is art.
      It is not the case that the crushed mosquito on my wall is art.
      It is not the case that the fine trimming job I have done of my index finger finger-nail is art.

      Am I utterly misguided? Is it not the case that I know these statements to be true?

    4. Re:Fuck art by BobFunk · · Score: 1

      When asked "what is Litterature" Roland Barthes simply replied "Litterature is what gets taught..."

    5. Re:Fuck art by Anonymous Coward · · Score: 0

      Heh, I like that. Good answer. So I guess art is that which gets stipends from the National Endowment for the Arts. ;)

  42. Re:Art is creatively overcoming limitations - gami by leoaugust · · Score: 1

    You are right about "expressing and communicating something to an audience." I meant the same when I set up the whole exercise as "if I had to convey the mood in the park." The intention was that the aim to to communicate, but the communication is more than what the medium or tools of communcation should "logically" allow. As I talked about overcoming the "logical limitation" I used the word creatively. But, in essence, all art is about communication, and communicating despite the limitation, where the limitation can be real or arbitrary.

    --
    To see a world in a grain of sand, and then to step back and see the beach where the sand lies ...
  43. Re:Art is creatively overcoming limitations - gami by Sulihin · · Score: 1

    My contention however is that you're focussing and stressing limitation which is not at all correct. A painter doesn't paint because by painting they limit themselves, a painter paints because they are MORE expressive in that medium. I think that to call this 'overcoming a limitation' is not really very useful in describing art or what the artist does. As an artist I don't say 'ok, I have a message I want to convey. What artifical or non-artificial limitatons can I now overcome to express this message.' I say, 'I have a message to express, what medium will allow me to express this in the most interesting manner.'

    Yes, in expressing something when painting I have to overcome certain limitations, but this is a given in any communication, as nobody has the ability to transfer the entirety of someone's understanding about a message to another person.

    Does that make more sense?

  44. Re:oops by Anonymous Coward · · Score: 0

    lol what is that man doing to his anus

  45. An artistic game I have played... by Anonymous Coward · · Score: 0

    The most artistic game I have played is a game called Sanitarium for the PC. It's a guy who goes crazy, and has to work his way through his psyche to solve a problem. Great storytelling, great graphics, great puzzles and music, and great fun too.

    It's worth playing even now.

  46. Re:Art is creatively overcoming limitations - gami by leoaugust · · Score: 2, Interesting

    I think we are talking about the same thing, but what we differ in is the "role" of limitation. An artist could arbitrarily choose a limitation but they seldom do. The limitations emerge from the nature of things, the primary being that the artist cannot "transfer the entirety of (the artist's) understanding" but the aim still remains to transfer a sufficient amount.

    Digressing, in the movie "Immortal Beloved" Beethoven asks Schindler who is listening to one of Beethoven's sonata being performed, "What is music?"

    Schindler says "It exalts the soul."

    "Nonsense," says Beethoven. "The power of music is that it takes the listener into the mental state of the composer. The listner has no choice. It is like hypnotism."

    So the artist would like to approach "transferring the entirety," but of course cannot do, because the communication with the audience can only be done by some medium. The moment a medium is chosen limitations are imposed because no medium can transfer the sounds, the colors, the temperatture, the taste, the humidity ... et al. So, the game becomes transferring "a sufficient amount" despite the limitation of the medium. Of course, now, the artist is going to choose a medium that he or she is comforatble with so that the task of overcoming limitations is feasible for him or her based on the talents or capabilities that the artist has.

    And then the artist, despite the limitations of the medium, is able to transfer a "sufficient amount," which also implies that the non-artist could not have transferred a "sufficient amount."

    Now the limitation that was accepted and overcome by the artist was real, and pretty peculiar to him or her. But, the same limitation is pretty arbitrary from the audience's point of view. Because if another artist had been trying to convey something similar they would have chosen a different medium, and hence different limitations.

    From the audience's point of view, it would not have mattered what the medium was, as long as they were "able to get into the mental state of the composer." And so, here we have all the elements of communcation, limitation, talent, expression, real, arbitrary, ......

    --
    To see a world in a grain of sand, and then to step back and see the beach where the sand lies ...
  47. I think this is the real point by Anonymous Coward · · Score: 0

    I think the real point is that playing games can be an aestetic experience, and I think thats true. It isn't if games are to be thought of as great works of art, it's that playing a game can be an aestetic experience. Certainly, in that there is graphical art, music, and storytelling involved. Even simple games like the first zelda could be thought of like the skeletons of fables (boy cries wolf), and those do warrent consideration as art, and thats just for the story part. I think in this way games can be considered art. I'd further propose that any change that makes a game better to play increases it's aestetic value.

  48. That doesn't matter at all by garyrich · · Score: 1

    We've been steeped in all these 19th century concepts of art that we don't realize that most art has been made by normal people that are just trying to get a job done. The idea that art is only created by tortured souls suffering and pondering the meaning of the universe is as silly as the comment a bit further down that if it isn't made from the artists feces it isn't art.

    Trash novels, cheap sci-fi and pseudo philosophy? Sounds like most of the world's religious books to me - and you know how much "art" those have spawned.

    --
    -- your Web browser is Ronald Reagan
  49. Re:oops by Anonymous Coward · · Score: 0

    omgomgomgomgomgomg!!!!!!!!!!111

  50. Games are a form of expression by Rolman · · Score: 3, Interesting

    Games are a very complete form of expression, as such, they're able to convey or express complex messages or feelings to many of our senses simultaneously, but as I'm afraid happens with most other forms of expression, it just depends on who is trying to express something, how it is expressed and who is willing to receive it.

    Many games are really complete works of art, you need people working in the plot and gameplay, music and graphics, so you practically have writers, musicians, painter and sculptors all working in a project, plus the coders and engineers to create an environment where all these elements can be merged. And on top of it, it's interactive, no other medium can ever give you that level of immersion.

    Someone here mentioned having a bad experience playing PC games. Sure, I myself would say most FPS are just overrated pieces of crap, but I'd never underestimate the perception of those who are willing to appreciate a single element of the game that attracts them the most. Being the music or a single texture map.

    I dare anyone to ever play Xenogears, FFVI, Metal Gear Solid, Zelda, Metroid and many other beatifully crafted games to the end, and not come out compelled on the powerful experience they can provide you. Some of them even make you question your own beliefs, some others will make you reflect upon your behavior. When an author is able to make you truly feel something, that's definitely art.

    That said, I'm not pretending that ALL GAMES are art. Not all paintings, not all music, not all writings and certainly not all games are masterful pieces of art. But the subjective differences between those that can and those that can't be considered as art are what make our "art appreciation" skills meaningful.

    --
    - Otaku no naka no otaku, otaking da!!!
  51. Art is food for the imagination by dubStylee · · Score: 4, Insightful

    I think there is a distinction between entertainment and art that lies in the interaction of the person with the artwork, not in the artwork itself. Games are required to be entertainment and have the potential to be art.

    An entertaining movie/game/book/whatever stimulates the imagination as you consume it, pulling you in to a temporarily vivid world. But if it's only entertainment, an hour later you're hungry again. Art, OTOH, remains with you, changes you somehow, provides you a hook to hang future thoughts and emotions on.

    Sure, if you play a game for X hours, you'll dream about it and find a thousand ways in which it is a metaphor for the events of your daily life, but how rich is the metaphor? how flexible? Does the extension of the game into your psychic life narrow your field of view, or expand it? If the game is multi-player, does it encourage social interaction along the single dimension of the game's progress, or does it provide a jointly formed framework for exploring many dimensions of social interaction?

    I have a higher bar for the term "interactivity" - any shoot-em-up can absorb you and provide you with choices which impact the game, but a richly interactive game will also keep on interacting so that after the pixels have faded from the screen or the last stone has hit the Go board with a satisfying thunk, it will contnue to generatively engage you on multiple levels.

  52. Games aren't fine art? You don't know fine art. by jjlilj · · Score: 4, Interesting
    If you think games are not fine art, what do you think fine art is?

    Fine art is not only the ceiling of the sistine chapel, but also the gazillion portraits painted of the virgin and child, still life and scenic meadows. Fine art is not only Beethoven's ninth and Miles Davis' solos but also the minor works of Saliari and the Spice Girls. Fine art contains Gone with the Wind, Schlindler's List, and Freddy Got Fingered. Fine art is Shakespeare, Vonnegut, and silly romance novels. The creative use of media on a professional level to entertain is fine art.

    Fine art CAN have a philosophical point, be deep, meaningful, emotionally wrought, thematically interesting and all that, but it can be and often is quite shallow and trite. Every see Andy Warhol's Campbell Soup can? Ever listen to modern pop music? Have you been to a movie lately? Have you ever tried to delve into the meaning of Christopher Wren's St. Paul's Cathedral?

    Sure the history of painting and sculpture contains masterpieces, same with music, architecture, literature, movies, and even TV. I'll tell you this for nothing, the history of video games is going to contain masterpieces as well, and because the medium is interactive and popular, it has the potential to produce more of them in the future than the other media combined.

    1. Re:Games aren't fine art? You don't know fine art. by shaitand · · Score: 1

      Where do you get this nonsense? The amendment to your entire post would be "Anything can be art".

      Fine is a grade, it varies with the eye of the beholder, but certainly most would agree that while all of your examples are Art, most certainly are not Fine.

      Where to start?

      "The creative use of media on a professional level to entertain is fine art."

      "The creative use of media" as good a definition of art as any I've heard. However, whether or not someone is getting paid to produce it IS NOT the defining factor in whether art is any good. Whether or not said art is intended to entertain is also irrelevant in determining if it's fine.

  53. Re:Art is creatively overcoming limitations - gami by kamapuaa · · Score: 1
    I agree in concept. In reality, I can't think of any games that provide immersive worlds and are successful as games. RPG's are too shallow to count as immersive - much as I enjoyed FF7, the appeal of the game was levelling up and killing new baddies. And "Shenmue" might just prove the rule - it showed that immersive worlds make a poor subject matter for games, and that it's not going to be popular with gamers.

    I think people underestimate the "gee whiz" factor that goes into games, that people play them specifically because new technology is kind of fun, rather than any of the game's inherent qualities. "Quake 3," or any Playstation game, are unlikely to be popular 5 years from now, except with the nostalgia crowd.

    On the other hand, Bach concertos, or "Songs in the Key of Life," will still be available 100 years from now.

    --
    Slashdot: providing anti-social weirdos a soapbox, since 1997.
  54. Re:What is Art? by yorkrj · · Score: 1

    ...another medium (comic books) that is often dismissed by the "Fine Art" community.

    That is simply not true. Take a look at Maus by Art Spiegelman which has received much recognition by the "Fine Art" community.

  55. For those who haven't heard of him... by Omkar · · Score: 3, Informative

    Sigeru Miyamoto is arguably the most influential game desginer alive today. He's responsible for the Mario and Zelda franchises and is renowned for his quality. Try miyamotoshrine.com for more info.

    1. Re:For those who haven't heard of him... by Anonymous Coward · · Score: 0

      He's the guy responsible for Zelda? Well I'm sorry I bought Wind Waker. I played it before when it was called Ocarina of Time. Replace horse with boat, remove difficulty...NEW GAME!

      I beat that whole game without dying once. Even today I would be hard pressed to do that in the original. WTF?

  56. Wrong type of properties? by wikthemighty · · Score: 1

    The metrics by which each is judged are also different, meaning that many of the properties that make for a good film would lead to a lousy game, and vice versa.

    How true this is, let's see a list:


    For some reason I think they meant properties as in properties of creation of a film/game, not IP as in "Mario" or "Laura Croft"

    For example, for example I'd bet dollers to doughnuts that ET the movie had very different design/creation properties (care of Spielburg and company) than ET the game (Howard Scott Warshaw on a time crunch!)

    A good example of a company bridging the gap would be Square, with the later Final Fantasy games having strong movie elements (and a movie that kept making me think of game terms while watching it!)

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  57. Re:Art is creatively overcoming limitations - gami by Sulihin · · Score: 1

    Right, and as I said, I don't see the concept of the limitations as being useful to the definition of art. It is perhaps useful in the definition of a talented artist, but one cannot look at a particular work/activity and say 'Oh, he overcame limitations therefore it is art.' There is much that requires one to overcome limitations which would still not be art. Hence the concept of limitations in the discussion of what art is has no meaning as it profides no useful distinction.

    Yes, the limitations are there. Limitations are present in just about any activity. How does looking at the limitations an artist surmounted further the understanding of the work or the understanding that the work is art? In some specific cases it may, but in the general case I don't see that it does.

  58. Re:way off (play vs gaming) by xMonkey · · Score: 1

    Hmm...

    Read some of the articles on http://www.gamestudies.org/. I forget which but one paper describes the dividing line between play and gaming.

    basicly. Playing is the use and immersion into immagition. To fantasize and escape into another state. This is Playing.

    Games are about structure and rules. Gaming is using the RULES to advance within a given structure.

    One example. When you think about sports there is very little PLAYING involved. professional sports is engaged by Grownups, using the rules to advance in the structure of thier sport. They are not imagining or playing.

    Just becuase people 'play' games doesn't mean that games are about PLAYING.

    However, 'good' games incorporate play because it achieves what makes a game have longevity. immersion.

    Play and gaming are seperate, however, than can both be engaged at once, together.

  59. +1 Funny by Anonymous Coward · · Score: 0

    This comment is so deliciously non-sequitur that I can't help but burst out laughing :).

  60. Re:Art? What the Fuck is Art?! by norton_I · · Score: 3, Insightful

    To define art in terms of what you consider traditional forms, such as painting and sculpture, is to cut its balls of. Art is the combination of skill, intuition, and creativity to show people something, usually about humans, or how the universe relates to humans. Nothing less will do, and nothing more is required. The medium you choose to express yourself must fit the meaning. The reason for much of the dreadful "modern art" hanging in galleries is due to people trying to use traditional artistic media (such as oil on canvas) to express things it is not really suited for. Usually, when I walk through those sections of a museum the message I get is merely the artists frustration at trying to express what is certainly a very real feeling to them onto a 2 dimentional canvas.

    On the other hand, non-traditional media are frequenly much better. For instance, the industrial sealed can of excrement is (at least to me) a statement about how we are frequently commercially driven to the point that we would buy almost anything if it were packaged in a nice way and well marketed, even a "turd in a can". The fact that a museum in fact paid a large sum of money for it only makes it more delightful.

    Another example of modern art I heard about recently was a goldfish swimming in a blender, the idea being to force the people seeing it to confront the power they have of life or death (ie, they could switch on the blender and kill the fish). The great thing about that is that it engages the observer much more directly than any painting can. In fact, without a person there, it is just a fish tank.

    To me, you sound like an old rich curmudgeon who was taught way back when you were a kid that certain things are art and certain things are not, and are unwilling to reconsider. Free your mind.

  61. interactive fiction / text adventure gaming by Anonymous Coward · · Score: 0

    You remind me of an entire genre of gaming that manages to blur the distinction between art and gaming: IF/text adventures.

    First, they were text adventures. Eventually they also became known as interactive fiction.

    A silly distinction? Perhaps. But some of them really are more like interactive fiction, and less like adventure games. And some are in between.

    IF/text adventures have become pretty abstract, some have become explorations of artistic interactivity at the prompt. And some are just good old-fashioned mysterious-trap-door adventure games.

  62. Re:Art? What the Fuck is Art?! by Steeltoe · · Score: 3, Insightful

    Art
    is what stops
    your
    thoughts,
    makes you see
    the world
    in a different light
    and perspective.

    Nobody can own
    Art belongs to everybody.

  63. art IS communication/games are NOT by bob_calder · · Score: 1

    debating whether particular works are valid is not important. games can contain art. art can contain games. however, games are not art in general. the intent of the artist/group work is what is important. watch the piece on the program EGG about conceptual art which explains some of the hard-to-grasp aspects of the piss-in-a-can conceptual pieces. there is a huge machine that replicates human digestion and produces actual shit too. :-)

    --
    Any preoccupation with ideas of what is right or wrong in conduct shows an arrested intellectual development. (Wilde)
  64. Re:Art? What the Fuck is Art?! by tabby · · Score: 1

    Art is something you create that someone else likes. End of story. Everything else is academics arguing catagories, and people trying to elevate their favorite catagory over someone elses.

    --
    I've experiments to run, there is research to be done on the people who are still alive.
  65. Re:Art? What the Fuck is Art?! by LBArrettAnderson · · Score: 2, Interesting

    no. not at all. art is creation through creativity of the mind.

  66. Cyan's games are artworks. by Animats · · Score: 1

    Cyan's's products are works of art. Myst and Riven are beautiful places to visit. Some gamers criticize them for this.

  67. Beauty is in the eye of the beholder by PurplePhase · · Score: 2, Insightful

    Very nice post. I'm glad you expressed yourself here.

    Beauty is very good Quality, so it is completely dependant on the viewer and the viewer's current state besides the object and it's state.

    If you (or other readers) haven't taken read it already, I suggest Zen and the Art of Motorcycle Maintenance by Robert Pirsig.

    8-PP

  68. Re:Art? What the Fuck is Art?! by Zagadka · · Score: 1

    It isn't the unconventional medium that pisses people off. It's the fact that many of these so-called pieces of art don't require any creativity or skill to either conceive of or to implement. These are all examples of "art by reputation of the artist" or "art by being good friends with someone who works at the museum", not actual Art.

  69. Re:Art? What the Fuck is Art?! by Steeltoe · · Score: 2, Insightful

    no. not at all..

    Be careful what you say and how you say it! "no. not at all"?? Am I completely off?

    art is creation through creativity of the mind

    EVERYTHING can be said to be creation through creativity, if you don't believe in a bigger thought than man-mind, you might restrict this to "everything man-made".

    However, alot of creation is accidental, or not something done out of love and estetique. Lots of creativity can go into the creation of office-spaces, but that is the "Art of creating lots of office-spaces", not the kind of art we're talking about.

    So the very term "Art" is relative, as everything in this world seems to be. So discussing it can really be a pointless excercise in ignorance, because the language is not rich enough to express the totality to make it absolute.

    Also, Art does not exist without the observer. So Art is relative to the observer too. To minds usually have different opinions of what is Art, what is important in art, and they also have different defintions of art! But still they argue as if they talk about the same subject!!

    Mind-boggling? :-)

  70. Playability reloaded + horrible article by beef3k · · Score: 1

    What the author is _really_ trying to say is that is usually referred to as "playability" and in this article as "fun" is the most important design aspect when creating a game. What else is new?

    That aside, I really think that in the future the author should try to state his opinions in a more orderly fashion - this is not an article, it's a short opinion littered with quotes and references which serve no other purpose than obscuring the point he's trying to make.

  71. Re:Art? What the Fuck is Art?! by Anonymous Coward · · Score: 0

    The basic problem with what you're saying is that it's a bunch of horseshit.