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Are The Press Neglecting Games As Art?

Thanks to the Guardian Online for their article discussing whether the press are rating games seriously enough as an artform. According to journalist/researcher Matteo Bittani, "the games press in general is guilty of treating games as if they had no other relevance than being mere commercial products." He goes on to argue that: "Games are still being assessed by the same criteria of playability, graphics, sound and longevity as they were 15 years ago, causing the analysis to just boil down to 'technological determinism in full effect'." Is there any merit to reviewing games on more conceptual, artistic grounds, or is that idea overly pretentious?

18 of 52 comments (clear)

  1. Not yet, but soon by acxr+is+wasted · · Score: 5, Insightful

    Games cannot be considered serious art by the "mainstream" because most video games right now, by and large, are "technological determinism." Why? Because that's what sells games.

    GameSpy just had that "Underrated Games" column, which included both Rez and Ico, two very hypnotic and "purposeful" games. It's pretty clear that the non-standard sort of experience that really captivates the player simply doesn't appeal to the big "middle-crowd" of system owners; people who only buy a few games that appeal specifically to their tastes. Very few people seem to be "hardcore" enough to want to experiment.

    Games will reach that point, but they haven't reached it yet. As for pretentiousness... well, almost any art can be called pretentious.

    --
    "Come on, let's go drink till we can't feel feelings anymore."
  2. Australian 'Escape from Woomera': Press? Gov't !!! by Anonymous Coward · · Score: 3, Interesting


    Why focus only on the Press, here?

    Consider the recent Australian federal gov't's
    response to an arts organisation giving a $25K
    grant to the developers of a game that deals
    with a very -current- news item (including
    Refugees' Children in Detention, in very remote
    centres, like Woomera, South Australia):

    Strong scrutiny of the arts organisation &
    that Au$ 25,000 grant.

    PS The -free- Escape from Woomera game is due
    any day now (eg, Oct 2003). 'can't wait...

  3. I have to disagree... by Leffe · · Score: 3, Interesting

    ... in Sweden we have two major gaming magazines, PC Gamer(sort of like PC Gamer) and Super Play(sort of like Edge).

    PC Gamer is just for PC games, they only care about the games that sell.

    Super Play is multiformat and gives high scores to games like Ico and Rez.

    Guess which one I like the most... err... I don't know, I subscribe to Super Play.

  4. So does the gaming industry by Piquan · · Score: 3, Insightful
    Personally, I think that the gaming industry cares smeg-all about the artistic merits of games, and only what sells. This wasn't always the case, but seems to be the overwhelmingly prevalent attitude coming out of the industry today.

    Is it any wonder the press uses the same scorecard?

    1. Re:So does the gaming industry by Allen+Varney · · Score: 3, Informative

      Personally, I think that the gaming industry cares smeg-all about the artistic merits of games, and only what sells. This wasn't always the case, but seems to be the overwhelmingly prevalent attitude coming out of the industry today.

      This /. discussion has so far focused exclusively on computer games, and in that field you're probably right -- though a few folks like Warren Spector are definitely interested in pushing the form forward.

      But if we broaden the topic to include other games, there's definitely a strong starving-artist-in-garret mentality in indie RPGs -- the tabletop paper kind. Check out The Forge discussion boards, and the many odd small-press RPGs those designers post on the Web. They're all convinced roleplaying games can be an artform, and they don't care if their work earns a dime.

    2. Re:So does the gaming industry by Grab · · Score: 2, Interesting

      Cars are designed based on concept drawings by an artist. There may be some limitations imposed by air resistance and the like, but within those limitations you can get an amazing variety of shapes. And if you look at sci-fi films and the like, there's a vast amount of attention paid to the cars/transport in all of them, bcos the style of the car embodies the style of that era. In Art Deco for instance, the car and ship are the two great iconic symbols of the style; and you can definitely track the progress of contemporary fashion through production cars of various decades this century.

      These days, most cars run well, handle well, have decent fuel economy, and stuff like that. The only way to differentiate them is therefore how they look. Ford's whole recent range of Focus/Puma/Cougar is an object lesson in this. To my mind then, cars are absolutely a form of art. Some are bad art, admittedly, but art nonetheless.

      So how does that affect games? Well, for starters games are "of their time". They're technologically limited in the same way as cars, but the concepts behind them are also somewhat of their time in the same way as books and films. The "killing aliens" theme will probably be one of the most distinctive features of 20th-century entertainment, for instance. A particularly well-designed game is also pleasing to the eye, and more importantly forces the player to consider concepts they wouldn't normally think about. GTA is a good example of considering those concepts - given that you're in a place with no moral limits on what you do and no serious come-back, what do you do? When game characters become more "human" and your choices become more like the choices you face IRL, it starts getting ethically challenging. And challenges to modern ethics and thinking is traditionally where art comes in.

      Grab.

  5. Criteria determine value as art of game design by phauxfinnish · · Score: 3, Insightful
    Games are still being assessed by the same criteria of playability, graphics, sound and longevity as they were 15 years ago
    These are the factors for determining value in a game as art. Yes, game design is an art form. However, unlike popular art, though similar to an artform such as wine making, there are certian criteria to judge with the finally deterimation of value based on personal opinion.
  6. Plenty of merit, plenty of precedent. by Bastian · · Score: 4, Interesting

    At least for certain genres. . . For some games, things like mood and storyline matter a hell of a lot, for others not so much. For example, lots of people still say Final Fantasy 6/3 is the best one in the series, but it's far, far, far behind 7 on technical merit. Why do people love it so? The storyline.

    The same goes for the adventure game genre - I've played adventure games with bad graphics and terrible game mechanics that were still fun to play because they were funny, or the storyline was interesting, or somesuch.

    Even the Quake games didn't escape from this. Sure, on a technical level Quake 2 and 3 were far better than Quake 1. The graphics are better, the control is tighter, the weapons are more balanced. . . but there are diehards who still say the first one is the most fun to play, because it is the one that succeeded in creating a mood.

    Heck, there's a subgenre that's entirely based on creating a mood - survival horror games. Some of these games (Silent Hill 2 comes to mind) would never have been good games had it not been for some excellent artists and 'scriptwriters' behind that game.

    So yeah, I'd say that asking whether there's merit to rating games based on conceptual grounds is pretty asinine, considering that it's pretty well accepted as an important part of many games even if that doesn't make it into the itemized star ratings you see in a lot of magazines.

    But then again, I'm not too sure that the concept behind a game and execution thereof should be rated in such a manner, because what one person likes conceptually another person will dislike. Such aspects of games deserve to be reviewed in prose, the way books are. Of course they already are, so I have no idea why I'm even bothering to talk.

  7. Diamonds in the rough by Momomoto · · Score: 4, Interesting

    There are some sites, however, that are treating games as more than just entertainment forms. I feel that Insert Credit is doing a fine job of analyzing games and gaming with a critical eye, as opposed to just writing trash like many of the other game-centric web sites do.

    Actually, once I found Insert Credit I stopped visiting any other sites. It's clear from their writing that the contributors love what they're doing, and they're not just pandering to the lowest common denominator. Check out the 'reviews' of F-Zero GX or The Wind Waker to see what I mean.

    --
    "Max, come over here. French-Canadian bean soup. I want to pay. Let them leave me alone." - Dutch Schultz
  8. Can games be judged as art? by neglige · · Score: 2, Interesting

    playability, graphics, sound and longevity

    Those are, after all, the key factors that make a game fun. As someone else noted, a good storyline and plot glue you to the monitor. I'd like to add interaction. That's what made Deus Ex or System Shock (IMHO) brilliant games.

    But I wouldn't call games "art". Yes, it's a long, costly and tedious process to create a game. Many people are involved, they contain novel ideas (I talk about the good games here). So I didn't mean that comment in any way to play down the quality of or the efford put into games.

    What is art? Paintings/Graphics, Music, Movies, Theatre etc. are all passive: the artists (normally) wants to convey a message, and the consumer must see/hear the art to get it. In games, you are active, you shape and change the outcome by you actions. In a way, you are creating art.

    And here lies the problem. Honestly, you cannot rate or judge art. One mans trash can be another mans treasure (got that one from blogger.org, I think). Some ppl like Britney Spears, others hate her, others don't care. Take a Van Gogh picture. Maybe you like it, maybe you don't - would you hang one in your living room if you could afford one (and you always can afford a replica)? Game magazines had to be ultimately reduced to demo magazines, since every person had to see the game itself before deciding whether it was good or not.

    I hope I made sense, sorry if I didn't ;)

    --
    My cats ate my karma. They also wrote this comment.
  9. Fun by GypC · · Score: 4, Insightful

    Games should be, and are, judged ultimately by only one criteria... is it fun?

    Take, for example, "American McGee's Alice". Artistically, it was a tour de force. But it was plagued by mediocre mechanics and gameplay, and, despite the beautiful level design, the levels were like a "rail-shooter", there was only one path to follow. It got good initial reviews because of its sheer beauty, but people soon came to realize that it just wasn't much fun.

    Artistic? Yes. Fun? Not really. So, as a game, it wasn't very good.

    Long term sales are the best indicator of a game's quality. All intellectual pretension aside, the people vote with their wallets. Word of mouth will ensure the success of a game that most people find fun.

  10. Art is necessary by _Sexy_Pants_ · · Score: 2, Insightful

    Art has always been a necessary aspect of video games. It's what seperates the good from the bad. What game is going to steal the most of your time, the simple graphics or the game that creates an atmosphere. This has almost always been present, right down the the "bip boop" of Asteroids. But let's pretend that the atmosphere means nothing - game design is still something that has to be tweaked. Cookie-cutter games generally don't do very well. You can't just make a first person shooter and have it be gold, it has to have the right feel to it.

    --
    Look it's a joke about my sig IN MY SIG! LOL!
  11. I feel the complete opposite on this one... by pocopoco · · Score: 2, Insightful

    I wish art was reviewed more like games. We have all this modern crap (and I'm not just talking visual art - we get modern, trying to do something new just to be an ass, works in music and literature as well) that everyone with some taste hates and doesn't connect with the people who view it at all getting rave reviews. Art is only as valuable as the people it affects, without good 'playability' it is worthless.

  12. Like Freddy vs. Jason... by JFMulder · · Score: 2, Insightful

    ... a game like GTA3 will always have trouble to be seen as a work of art.

    And if you'd ask me, I'd say GTA3 is a piece of trash, not art. So there.

  13. Re:Oh please, not again. by n0wak · · Score: 2, Interesting

    Some people consider painting a passtime; others consider it an artform. It's all context.

  14. There they go, comparing vgames with movies again by MilenCent · · Score: 2

    Movies have become the archetypal Modern Art Form.

    Games should say something about the world, like movies do! Games should have big-budgets! Designers should be treated like stars! We need an independent game industry, just like the independent cinema scene!

    Horse-hockey! Well, I like the idea of independent gaming, but the rest is bull. Look at the movies that make the most money, they're *crap*. Look at the games that make the most, with some exceptions they're also mostly crap. I mean, the biggest seller last year, if memory serves, was a multi-platform Madden game. *Madden*! Yet another ANOTHER version of a game, video football, that's been remade countless times since the DAMN ATARI 2600/INTELLIVISION WARS. Madden itself got started in the Genesis era, two generations ago! How many football games are there per-gamer-capita? People are not buying these for healthy reasons. It doesn't make sense to pay $50 for the same game each year with an updated player roster and some minor additions.

    Anyway, my point is that the efforts of the game community to push gaming along the Hollywood path are wrong-headed. They're copying the massivecrap, blockbuster-focused, take-no-risks Bad Hollywood instead of the smaller, more thoughtful, artistic Good Hollywood, which isn't really what we think of as "Hollywood" anymore.

    The following is a list of ways that games are not like movies, and shouldn't be treated like them:

    - Non-linearity. The best games are non-linear. The very best games make a mockery out of the whole concept of linearness -- how "linear" is SimCity?
    - Focus on algorithm over data. The movie analogue -- well, there isn't one, movies are all data. "Data" in a game means pre-made level designs, monster placements, and static setting. "Algorithm" means focus on general situations more than dealing with specific situations. How to survive the three fireball-shooting demons at the end of this hallway? That's data. How to play an effective game of chess, given the almost infinite variation in situation that can occur from the initial state of the game? That's algorithm.
    - Effort required. The fact remains that you can still make a game entirely in your garage, or living room or what have you. Even the equivalent independent cinema, which has had a small number of success story along those lines, required actors, and equipment, and editing tools much less available than your home PC, and film stock, and other stuff I don't even know what they are.

    The emergence of the independent scene in moviedom, however, is something that would probably help us independent developers. Kevin Smith made Clerks for about $25,000, and it looked it, and then it went on to break out and get him a "real" career, but a good number of people (as shown by a Non-Scientific Slashdot Poll (tm)) still think of it as his best movie. Chris Crawford has gone on record somewhere (I don't remember where alas) as saying we needed something like that.

    As for games needing to "say something about the world," well, how do movies say something about the world? If you think Independence Day was actually about humans banding together over adversity and finding a common basis then I've got a fish to slap you with. It failed on those terms because it was didactic, it was obvious, it told us what to think. Most games are like that, and most games will thus fail to say anything meaningful. Schindler's List isn't a good movie because it shows us that Nazis are bad. It's a great movie because it's about the mystery of Oscar Schindler, and it doesn't show us what happened inside his head to make him go from Nazi sympathizer to rescuer of Jews. Movies that tell you what to think are propaganda. Movies that actually teach show us something, and expect that we're smart enough to draw our own conclusions. Gaming may one day evolve a way to do this, but I don't think it'll be any time soon.

  15. Very astute by AvantLegion · · Score: 2, Interesting
    What you described applies to all art.

    That which is new and compelling generally begins on the "avant-garde", and appeals only to the fringe.

    Eventually, that which is "avant-garde" becomes an accepted part of the mainstream art.

    Gaming is kind of a peculiar situation, as it changes SO rapidly in such a small span of time, due to technological advances. A lay person might see art from a span of 2 centuries as being obviously related, but might look at Pong compared to GTA: Vice City and see them as in no way related (except for being "images onscreen that you can manipulate - which, in art terms, would be reducing the relationship to "paint applied to flat surface").

    That which changed in centuries in eras gone past, and decades in more recent eras, now changes in mere years.

    There are TWO issues here - people treating games as art, and game developers treating games as art. If the latter does not happen, then there's no reason to expect the former to. In today's industry, I would argue that the latter happens "sometimes".

    Still, it's a trend. Both those that make the games and those that play them will gradually begin to see gaming as less of a diversion, and more of a substantial vehicle for something meaningful. These two will coexist, as they do in motion picture cinema (although, hopefully, gaming will fare even better than Hollywood).

    1. Re:Very astute by PainKilleR-CE · · Score: 2, Interesting

      That which changed in centuries in eras gone past, and decades in more recent eras, now changes in mere years.

      This is true in all mediums, though. This is why the music industry is having so many problems with their sales figures. Even when they dump huge amounts of money into artists that fit today's pop culture, the sales are minor compared to popular artists of the past (even artists they dumped almost no money into in the past). The music industry also has distinct differences between popular music and social commentary. Music that contains significant social commentary only occasionally makes it's way into the mainstream. Art in terms of paintings and sculpture are even moreso in this realm, as even the most popular works are not going to make the artist a significant amount of money unless their work is incorporated into something else (ie game artists, or concept artists). Movies also carry this distinction, as do books. Stephen King is often derided for not writing as an artist might, but he's consistently a best seller. Your average 'chick flick' rarely has any social commentary outside of that which can be found just as easily on Oxygen or Lifetime.

      There are TWO issues here - people treating games as art, and game developers treating games as art. If the latter does not happen, then there's no reason to expect the former to. In today's industry, I would argue that the latter happens "sometimes".

      The latter will always happen 'sometimes', and chances are that the mainstream media will overlook each and every example until mainstream adoption of games is as close to 100% as it can be. Even then, we can expect about a decade or more of non-acceptance, just as many forms of music are not accepted as art (or were in the past). The fact is that the mainstream media isn't even in a position to judge art as art, until they hire someone that has already been doing just that for some time period (and let's face it, most people don't accept reviewers' points on the artistic value of a film or album, they just want to know if it's good). If game journalism took itself more seriously, there'd be less of a problem there, as the mainstream press could have a valuable resource for picking up reviewers, and eventually being able to discuss games as art.

      Fortunately, I'm perfectly happy with game reviews that tell me whether or not a game is technically sound and fun, even though I may have to read several reviews to get an accurate opinion on the game. I don't need someone to point out the significance or social commentary in a game any more than I do in my music, movies, or the pictures I hang on the wall. Most of it in the more generally accepted forms of art is as subtle as getting hit in the face with a shovel anyway.

      --
      -PainKilleR-[CE]