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Game/Movie Comparisons Raise Art Question Again

Via Game|Life, an article on the Variety site that sees something rather novel: a film writer defending games. Unhappy reviews of the film 300 sometimes cite the film's 'game-like' nature as a measure of it's poor quality, and Variety writer Ben Fritz calls those authors out on their poor grasp of modern media. Ron Gilbert, at the Grumpy Gamer site, has a few words of commentary on this issue. Coincidentally Gamasutra chose today to post a discussion of games as art which begins with the phrase "here we go again".

99 comments

  1. All about the speedo by PrescriptionWarning · · Score: 1

    I don't recall the last game I played where all the duded wore Leather speedos...

    1. Re:All about the speedo by Anonymous Coward · · Score: 0

      I don't recall the last game I played where all the duded wore Leather speedos...

      I sure do. Rawr!

    2. Re:All about the speedo by Anonymous Coward · · Score: 0

      letsee i'm sure some summer olympics game surely had men in speedos. leather, no. but speedos, yes. >>;.

    3. Re:All about the speedo by Anonymous Coward · · Score: 0

      Apparently you haven't watched enough immature people playing The Sims.

    4. Re:All about the speedo by superchob · · Score: 1

      Does it count if I play the game whilst wearing leather speedos?

  2. It's things like this that... by beef623 · · Score: 5, Insightful

    ...just make you want to slap a guy. "It looks too much like a game" so what? It sure looks to me like its selling and I thought it was an awsome movie when I finally got to see it(it was sold out all weekend).

    Back to the point though, what aversion do these people have against video games? Is it because they were fun? Is it because they didn't get to play them when they were little? Or maybe its because whole teams of artists of different kinds actually work together to make something that a normal person would look at more than once.

    I just don't get it, a baby could take a crap in a diaper and these people would call it art, but if that diaper moves when you push a button...

    1. Re:It's things like this that... by Seumas · · Score: 1

      The guy probably fondly misses the days (prior to about 1970) when all movies were in black and white and had TERRIBLE acting. Seriously, the acting in today's videogame cutscenes and soap operas is less hammed-up, over-dramatic and ridiculous than almost every movie prior to the 1970s. It was like they told the actors "Okay, you just found out the mailman didn't deliver your tax refund. So complain and cry like your mother just got shot in the face!"

      Ugh. Sorry. Just a damn pet peeve I have.

    2. Re:It's things like this that... by Jesterboy · · Score: 2, Interesting

      I never got this either; why doesn't anyone call video games art? Movies and music are both used in video games, and both are considered art forms. What makes video games so special that they are not? Are they not aesthetically pleasing? Are they not capable of evoking emotion?

      It seems to me that art is all about providing an experience for the viewer, for evoking emotion from the viewer even if it is just the simple pleasure of viewing something beautiful. Video games possess both an aural or visual component for doing this, but they also have an additional dimension that most art pieces cannot; interaction. The player is directly inovlved in the experience, and can make choices to affect its outcome. It seems to me that uniquely engaging pieces could be created taking advantage of these three areas. I would argue that several already exist.

      Perhaps it's the name of the medium? Should we switch to calling it "interactive digital simulation" to make it more appealing?

    3. Re:It's things like this that... by Surt · · Score: 1

      Actually, other than a few freak art critics, I think pretty much everyone does in fact consider video games art.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:It's things like this that... by *weasel · · Score: 1

      Back to the point though, what aversion do these people have against video games?

      It's a new medium, a young medium. It's not the one they're used to, and they don't understand it.
      So they demean it.

      We can see a perfect analogue to this mess in the way theatre types viewed films when they were young.

      Then, like now, most examples from the newer medium weren't really 'Art'.
      But it was inextricably capable of Art and examples did exist.

      Given time, this will also go away.
      --
      // "Can't clowns and pirates just -try- to get along?"
    5. Re:It's things like this that... by 7Prime · · Score: 4, Insightful

      While I agree, it also depends upon your definition of "Art". Now, a thoughtful, and more objective interpretation of the word boils down to anything that is produced through a creative process. Society, however, has subjectively attatched their own sense of taste onto the word so that anything that doesn't appeal to them is unartistic, and is often degraded to meer "entertainment". The word "art" is sort of the darling of the accademic community, and thus, reflects a certain bias towards certain works that share sensibilities that resonate with the tastes of people within that community. I'd consider myself deeply ingrained into that psychographic, yet it's important to recognize ones own biases.

      Some have attatched additional requirements to the word. You often hear things like, "to be art, a work must not serve any purpose other than itself," yet hardly any art philosopher would dare reject the entire genre of architecture, which most deffinitely does provide additional functionality. Then there are those that argue that the purpose behind art must not revolve around the aquisition of wealth. Yet the vast majority of works we consider art were created with the intention of being sold or licensed. Some would boldly go as far as to suggest that no work of art must have corporate backing... yet it is impossible to execute even some of the simpler forms of cinema without the budget of a small country. Should we, then, deem all cinematic visions "off limits"?

      Games do, on the other hand, have one slight distinction that separates them from all other forms of art: they have a goal. This is the only arguement I have heard, to date, for the possibility of not being able to define video games as art. Yet, even the conception of this goal is a creative endevour. Coming up with a great puzzle or difficult situation, in a game, takes quite a bit of fine ingenuity that can not be defined in any other way than being "artistic". When it comes down to it, the goal driving a game forward is simply that genre's counterpart to the clock ticking down the seconds until the end of the symphony, or the spacial dimension of a sculpture; it simply serves to give the work direction and structure.

      So, in closing, most of these comments can be taken as snide remarks by those in older generations who are simply inequiped to evaluate a new art form. One particular person is only going to enjoy a fairly small subset out of any given genre, this is true for any medium... but people completely inequiped to evaluate a genre are, then, unable and unwilling to find any of the redeaming characteristics that they normally would be able to find in any other genre.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    6. Re:It's things like this that... by Anonymous Coward · · Score: 1

      Yeah right. You should try talking to people outside of video game message boards someday, it might broaden your perspective.

    7. Re:It's things like this that... by meme+lies · · Score: 2, Insightful

      ...most of these comments can be taken as snide remarks by those in older generations who are simply inequiped to evaluate a new art form...

      You're absolutely correct.... It takes a while for a new form to become "art", and the old guard rarely accepts it. That's just the way it is. Additionally, no product becomes "art" without writers who champion the cause (and explain exactly what makes this thing so "great.") There's no point in bickering with detractors, better to put the energy into creating new forms of criticism to explain exactly why video games should be seen as art. Write intelligent commentary about specific games, what makes them "great", and the cultural signifigance these games have. "The Escapist" is a pretty good example of this. And then stop worrying so much if it's "art" or not, the important thing is simply to have the medium taken seriously. History will sort it all out, anyway...

      Oh... And one more thing that occured to me, there is something else that makes it difficult for games to "rise above"-- a human face* needs to be attached as creator much, much more often than it does. To call something "art", you need an "artist"; this is just basic human nature. We want to recognize genius, and we have no respect for greatness by collaboration. So If you were to call Half Life 2 "great art" then who is the artist? Valve software?

      * Or a creative team, such as a band in music, a writer/director team in film, etc.

    8. Re:It's things like this that... by thatguywhoiam · · Score: 1

      Great post, thanks for that. I would only quibble with one point - "it is impossible to execute even some of the simpler forms of cinema without the budget of a small country". That used to be true, but ever since that kid won a Sundance award for something edited in iMovie, that notion is probably out the window. Cheers.

      --
      If Jesus wants me it knows where to find me.
    9. Re:It's things like this that... by SpacialCoogs · · Score: 2, Informative

      People who would argue that movies aren't art and because theyrequire vast amounts of money or corporate backing have not studied their art history. Most artists could not afford to be an artist in Medieval times without a Patron or financial backer. The cost of some pigments alone were more than most people would ever see in their lifetime. Look at the Catholic church. How many wondrous pieces of art were made in it's name. They were the biggest financial backer at that time. As an artist, I would consider gaming art, and movies as well. They all involve a creative purpose. As do all artistic endeavours. Whether it be artists who use menstrual blood and feces to rail at the establishment, your local glass blower or potter to people like Brian Choo who is the creator of Episodes 1,2,3 robots. Just because a process embraces the technology of the time doesn't mean it's therefore invalid. Artist have used technology for ages. Look up Vermeer and see the work he did with optics if you need an example. But this is just my humble opinion.

    10. Re:It's things like this that... by 7Prime · · Score: 1

      Great points as well. I've been struggling to figure out what piece of the developement teem is, and should be, considered the artistic identity of the work. Movies have their directors, (although a lot of the public attribute the face of movies to the actors, since they are the ones they actually see on screen), music has bands and composers, but games are tough. They have developement teams, but those teams change for every game, so it's not like a band, who have a public identity. Games, I think, are pretty similar in their production makeup as films, and therefor, the director really defines the identity of the game. A few get their due credit: Miyamoto, Will Wright, etc. but not enough. Maybe it's because such a lot of games are Japanese, and it's harder for americans to remember Japanese names, but I think its more than that. With films, you have an intro credit roll, the direction team printed on the back of the jacket, and on posters. With games, you're really lucky to get an intro credit roll, and any names only get put on the jacket within the blurb, and only if they are superstar game producers. So, I do think more directors and team leaders need to put their names front and center.

      Now, many movies have huge creator identities: Martin Scorsese, Stanley Kubric, Peter Jackson, Clint Eastwood... all have their own fanbase that will go see a movie specificly because they like the work of that director. The only game directors I know that have followings in the same way are Miyamoto, Will Wright, and Hironobu Sakaguchi. It's much more difficult to take a work seriously if you don't have an identity to attatch it to. I think this will change, though, as game developement starts to look more and more like film crews.

      But saying "Valve Software", on the other hand, is similar to saying "Miramax Films". Noone goes to see a film because of its production company, since the people involved changes for every movie. The only exception would be Pixar, which has a very significant identity, and since it's only about 1000 employees, it's basically one central design team with a few rotating directors. Point in case, Square-Enix may be known for Final Fantasy, but it has games all across the board, spanning many genres and created by different people. I've played some games that I love, and some games that I absolutely dispise, that had no connection with each other. It's not really helpfull to know what production company did the work, it's just far too general.

      One method may be to brand gaming teams more thoroughly. "Sonic Team", was able to do that to a certain degree. "Hal Labratories", to a lesser extent. Clover Studios definitely were able to define themselves as an entity... but probably a good deal of that was because of the backlash when they were cut.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    11. Re:It's things like this that... by Night+Goat · · Score: 1

      Now, a thoughtful, and more objective interpretation of the word [art] boils down to anything that is produced through a creative process.

      There's a distinction you're leaving out. Art is created primarily to evoke a feeling in people. This is what excludes things like well-designed furniture from being art. There are some really nice looking wooden tables out there, but they're not art. They took some creativity to make and definitely display some artistic aptitude, but they're not art. I'm not touching the debate on whether games are art or not, but I figured I'd chime in on the definition of art.
    12. Re:It's things like this that... by Night+Goat · · Score: 1

      Oops, I didn't read your whole post. Maybe I should call it a night, it's 1 AM and my reading comprehension has gone bye bye!

    13. Re:It's things like this that... by jackbird · · Score: 1

      Then why does the Museum of Modern Art in New York (among many others) have a large collection of tables and chairs?

    14. Re:It's things like this that... by 7Prime · · Score: 1

      And how are they not art? They're functional, sure... but do you dismis all architecture from artistic definition? A table in chairs falls into the same catagory.

      You've made a declaration, not a logical arguement, for the idea that a table and chairs are not art, by means of a supposed ad populum. The truth is that the definition of "art" is a moving target, and can't be defined directly in and of itself. As I've said, some put different criteria on the definition than others. There is little common consensus as to the definition either. Many use a fairly liberal defintion in that, "all creations by means of a creative endevour should be considered art", and some use fairly conservative definitions by attatching conditions such as functionality, quality, and intent.

      The problem with these conservative arguements is that even the most rigid believers in them commonly find contraditions with their own arguements, without actually thinking it through. For example, many people agree with your functionality axiom, although few would would argue that architecture does not belong within the definitino, which automatically rules out functionality as a universal truism. I realize that my arguement is not a completely logical one, as it appeals to a particular hypocracy of popular definition.

      Another common misconceptions stems from the notion that "art" is inherently a positive attribute. Therefor, art can only be something of which one considers to be of value. Value judgements are completely subjective statements, and therefor, not subject to logic or rational debate. This has no place in a formal definition.

      Finally, there's intent, something which is next to impossible to put a universal stamp on. The only way this arguement plays out is by giving total license to the creator to define their work as art or not. "If the creator deems his work artistic, then it is, by nature, so." This is a popular arguement, and while useful for studying the reasons behind the creation of a certain work, it is completely useless in defining that work as a whole. Intent is not a completely black and white notion, and a creators personal philosophy on art may impede his/her judgement about the intent of their own work, so as such, even the creator can not make an objective judgement about the definition of their work. Intent is unequivically important to study, yet it is shallow and irrational to attatch as a condition for a work.

      I have yet to hear any rational arguement as to why videogames or tables and chairs, as respetive genres, should be universally striken from artistic definition. One can not "cherry-pick" certain conditions for some genres, and not others. If one must attatch afunctionality to the definition, that is fine, but realize that this goes against common conception in many different genres.

      Ones definition of "art", more often than not, simply betrays ones personal bias towards certain genres as having more value than others. This is not relivant to any linguistic defintion.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  3. The problem of people who didn't like 300 is... by Anonymous Coward · · Score: 0

    one that can be solved with a spear through their neck.

    1. Re:The problem of people who didn't like 300 is... by JoelMartinez · · Score: 1

      This Is Sparta!

  4. Ok by LordPhantom · · Score: 4, Insightful

    FTA:300 is a vacuous film filled with bad dialog, stiff acting, a pointless one-dimensional plot and interchangeable characters that hardly deserve to be named in the script. The film barely has a first act and does nothing but drive to a preposterous conclusion led along by a sequence of ridiculous events. The Visuals are nothing more than technical masturbation. Simply put, 300 is the best damn film I've seen all year. I haven't had this much fun watching a movie in a long time. It's nice to see Hollywood is finally striving to be more likes games.

    Ok, so in short, gamers as he sees it are only interested in the technical masturbation portion of what games are. IF that's true, then consoles that emphasize game play wouldn't be doing as well as a certain little industry darling that does is. But even if that's only about -gameplay- (as Wii games don't exactly have the best acting/plot), some of the most loved games out there have some incredible characters and/or plot. (textual or otherwise).

    He totally misses the point, this movie was one for people who are looking for eye candy and visuals, not plot or well developed characters and script. There are games like this as well. For example, the difference between the Monkey Island series (amusing, somewhat witty script) and Doom 3. Implying that all games in the popular market in somewhat recent memory are terrible in terms of things that a typical movie-goer would find important only demonstrates an ignorance of what the over-21 year old gamer market really is looking for.

    1. Re:Ok by Feanturi · · Score: 1

      does nothing but drive to a preposterous conclusion led along by a sequence of ridiculous events.

      The movie from 1962 called "The 300 Spartans" is that without the eye candy. Yeah that's right, Frank Miller didn't make this up. I take it the reviewer has not heard of Google.

    2. Re:Ok by Das+Modell · · Score: 1

      I think silly movie critics should be forced to play/watch Grim Fandango.

    3. Re:Ok by Anonymous Coward · · Score: 0

      Yeah that's right, Frank Miller didn't make this up.

      Great insight! I'll tell Herodotus that he's off the hook. Meanwhile, you go try to find out if Troy was based on anything that might have been written earlier. I think we're onto something here.

    4. Re:Ok by Feanturi · · Score: 1

      Of course I know it goes back to ancient history, but what's the point of mentioning that when they can't even go back within our own bloody century?

    5. Re:Ok by maxume · · Score: 1

      He made up plenty of it:

      http://www.thestar.com/article/190493

      (I like pretty much all of the Frank Miller work I have seen...)

      --
      Nerd rage is the funniest rage.
    6. Re:Ok by kamapuaa · · Score: 1
      If a movie featured such plot points as the hero trying to figure how to advance, and doing it by using a punch card to block the progress of a balloon and then twisting the balloon into a toy dog, viewers would be rioting in the aisles. People are bringing up adventure games in thread after thread, ignoring that:

      1) Heroes in adventure games are basically personality-free.
      2) The genre is dead, and has been dead for 10 or 15 years.
      3) There were only a small handful of games worth mentioning.
      4) Even these games only had a niche audience, and really weren't all that.
      5) These games don't hold much interest to people 10 or 15 years later, unless it's for nostalgia purposes. Implying there's a whole lot of advertising or technical masturbation that went into people enjoying these games. Whereas Tetris can still find addicts.

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    7. Re:Ok by Das+Modell · · Score: 1

      If a movie featured such plot points as the hero trying to figure how to advance, and doing it by using a punch card to block the progress of a balloon and then twisting the balloon into a toy dog, viewers would be rioting in the aisles.

      Uh, that's not the point. I was not suggesting that someone should make an exact cinematic replica of Grim Fandango.

      1) Heroes in adventure games are basically personality-free.

      Well, I'm talking about Grim Fandango, here. Manny is anything but personality-free.

      2) The genre is dead, and has been dead for 10 or 15 years.

      Doesn't mean that Grim Fandango still isn't a great game, an example of what video games can be at their best, and an example of how not all games are GTA or Doom.

      5) These games don't hold much interest to people 10 or 15 years later, unless it's for nostalgia purposes. Implying there's a whole lot of advertising or technical masturbation that went into people enjoying these games. Whereas Tetris can still find addicts.

      I'm not sure if what you're saying is even related to what I said.
    8. Re:Ok by kamapuaa · · Score: 1
      Uh, that's not the point. I was not suggesting that someone should make an exact cinematic replica of Grim Fandango.

      I was suggesting: Plot contrivances in Grim Fandango really aren't particularly intelligent or interesting, certainly not up to the level of even the most ludicrous of movies.

      Well, I'm talking about Grim Fandango, here. Manny is anything but personality-free.

      His personality was limited to making sarcastic quips.

      Doesn't mean that Grim Fandango still isn't a great game, an example of what video games can be at their best, and an example of how not all games are GTA or Doom.

      In a discussion comparing video games to art and movies, I was claiming that Grim Fandago didn't measure up. Sure it's not as stupid as Doom, but what is?

      I'm not sure if what you're saying is even related to what I said.

      Huh! I was suggesting: If Grim is really so great, why aren't people playing it 10 years later?

      If you need further simplification, I am always happy to help!

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    9. Re:Ok by Anonymous Coward · · Score: 0

      If you can't understand basic English, what are you doing on an English language BBS?

    10. Re:Ok by Das+Modell · · Score: 1

      I was suggesting: Plot contrivances in Grim Fandango really aren't particularly intelligent or interesting, certainly not up to the level of even the most ludicrous of movies.

      It's a videogame. An adventure game. Puzzles are part of the gameplay. However, this does not mean that a movie of Grim Fandango would include the puzzles.

      His personality was limited to making sarcastic quips.

      In your opinion.

      In a discussion comparing video games to art and movies, I was claiming that Grim Fandago didn't measure up.

      That's your opinion. Many people disagree.

      Huh! I was suggesting: If Grim is really so great, why aren't people playing it 10 years later?

      Very few games are widely played 10 years later, so that's a very unreasonable demand. Grim Fandango, being a singleplayer adventure game, does not lend itself to the kind of repeated playing that you get from Doom or Quake. Furthermore, the game was not a commercial success, and the adventure genre is not quite as popular as some other ones. However, this does not in any way mean that Grim Fandango is not a good game. It is, in fact, a classic, whether you like it or not.

      I played through Grim Fandango last year.
    11. Re:Ok by Das+Modell · · Score: 1

      How is this bizarre comment related to anything I have said in this thread?

    12. Re:Ok by Das+Modell · · Score: 1

      Unsuprisingly, this Gamasutra feature about video games as art mentions Grim Fandango on the first page.

    13. Re:Ok by Broken+scope · · Score: 1

      Frank Miller was at best inspired to remake the story of the Spartans. 300 is a fantasy movie based on something vaguely historical. The movie has a few names that are real and thats about it.

      --
      You mad
  5. Critics are... just stupid... by __aaclcg7560 · · Score: 1

    The movie "300" is not even comparable to making a movie in game like Quake 2. That would be different and quite ugly. One guy did a Quake 2 movie in talk show format that ended with everyone shooting rocket launchers at each other. Someone did the Monty Python's killer rabbit scene in Unreal. Critcs are just stupid.

    1. Re:Critics are... just stupid... by Das+Modell · · Score: 1

      One guy did a Quake 2 movie in talk show format that ended with everyone shooting rocket launchers at each other.

      Hah, I remember seeing that. I think it was Quake 2 Late Nite Episode 2.
  6. UWE by mastershake_phd · · Score: 4, Funny

    Instead of using "game-like" in a deragatory manner you could say "Uwe Boll-Like"

  7. 300's "game like nature" by nephridium · · Score: 4, Insightful

    ..has nothing to do with it being based on a game. It's based on a comic book (rather mediocre one imho) and it does a great job bringing the pictures and the story to life. Thus it succeeds in its aim and the people mentioned had obviously no idea what they were talking about. Spider-man is also a good example of a movie in which you could freeze at almost any frame and have a beautiful picture that could have been just like that in the comic book - that's skill, that's art!

    That being said it seems "300" itself gets misunderstood by quite a few people, ostensibly because it has no accurate disclaimer at the beginning and most people are ignorant about the story and Greek/Persian history in general. It should be clear from viewing the first few scenes, that it is hardly a realistic depiction, but rather a fantastic (obviously biased) and embellished story told by a proud Spartan war veteran. The comic-like style is actually essential in pointing out this very fact.

    --


    And when you gaze long enough into the code, the code will also gaze into you.
    1. Re:300's "game like nature" by Rallion · · Score: 2, Informative

      I seriously doubt that. You've shown a link that proves that he thinks about those kinds of things, but 300 was published in 1998 -- well before people were talking about these things, and at a time when such a metaphor would have been so difficult to notice as to be pointless.

    2. Re:300's "game like nature" by Anonymous Coward · · Score: 0

      Wrong.

      First, Huntington's "Clash of Civilizations" article was originally published in 1993. Bruce Sterling wrote a few short stories about a fictional Islamic superpower during the mid 1990s as well. So people were "talking about these things" before 1998.

      Second, OP's point was that the movie was not meant to be taken seriously, that it is just an exaggerated comic-book tall tale. The fact of the matter is, regardless of when the comic was originally published, Miller has transmuted 300 into film at least partly for the purpose of conveying a manichean, pro-war message about our present geopolitical situation.

      I mean, come on, the guy thinks Iraq declared war on the United States.

    3. Re:300's "game like nature" by Anonymous Coward · · Score: 0

      This is BS. Any work about the "clash of civilizations" will go into detail about each of the corresponding cultures and what distintinguishes them from each other as to illustrate how such a "clash" could or would occur. The only "cultural" reference in 300 is the depiction of the Spartans as a solely warlike people; the Spartan hoplites being depicted as the epitome of honor, strength and self-sacrifice, and ideal which people (primarily men) in any culture/country strife for, but which in fact has no eqivalent today or ever. The movie blandly depicts one side as the good and the other as the ultimate evil - rather senseless if it wanted to work out the tensions that would lead to "clashes" of civilizations.

  8. Game/Movie 'synergy' could be a goodthing by Hogwash+McFly · · Score: 3, Interesting

    I believe that games would do better to become more 'movie-esque' than vice versa. It seems to me that there aren't many games that feature characteristics more closely associated with film or even literature, such as good characterisation or plot. Most mainstream games are all about plopping you straight into the action with little regard to back-story and expect you to be satisfied 1607 dead stormtroopers later. The oft-repeated mantra, common on Slashdot, that 'games should be fun' seems disingenuous to me. I mean, if the gamers among us want the industry to be legitimised as a 'proper art form' and move beyond the nerd kids in the bedroom stigma, why does there seem to be such a lack of 'adult' (not necessarily in the boobs and gore sense) titles, of intellectual titles, in the local game shop? Do we say that 'films should be fun'? Yes, while many are indeed fun, there are also many that are shocking, dark, depressing, thought-provoking. Where are the 'head scratcher' games - the ones you try and figure out with your friends at the pub like after the movie theatre? Where are the games in black and white?

    Yes, there are obvious differences in format; movies are non-interactive and last a couple of hours, games are naturally controllable and generally last at least ten hours. I'd like to see more of a fusion between the two art forms. I'd like a game that was short by game standards, but was beautifully written, had a tight storyline and was populated by intelligent, deep and interesting characters. I'd like to see games where you have to put some thought into what you are doing and the decisions you make. I'd like a game where you hardly fire your gun. I want a game to make me cry.

    I'm not saying that such games aren't to be found or that there should be no shallow, time-waster games. It just seems an under-represented niche.

    --
    Mother, do you think they'll like this sig?
    1. Re:Game/Movie 'synergy' could be a goodthing by dbhankins · · Score: 1

      Ico (short, tightly plotted storyline, makes some people cry)

      Shadow of the Colossus (ditto)

      Silent Hill 2 (head-scratcher)

    2. Re:Game/Movie 'synergy' could be a goodthing by timster · · Score: 2, Insightful

      Games must be fun, because Fun is the art. It's unfortunate that our language has such poor vocabulary for fun, because "fun" really encompasses a wide range of emotions that can't be found in cinema. What's dumb is to say that games should be like cinema; we have cinema to be cinema. Games should be fun; beyond fun there isn't a reason to make a game.

      I guess this goes back to the days, not so long ago, where "fun" meant running around outside. If you want to be adult about this, consider Super Mario Bros. No plot, no characters, no story beyond "our princess is in another castle!" Yet gamers around the world will submit that as a defining moment in the art form, because it presented a new, fresh experience. Call this the Game as Experience Theory, if you will.

      I don't have anything against story games, any more than I have anything against music videos. But when we talk about gameplay, there's a reason why Advance Wars is so great, while a game with the same plot, setting, and characters could just as easily be very bad, if it wasn't fun to play. The difference between the two is, in my view, quite deep. Often I think people believe it to be shallow due simply to ignorance. Take board games for example; a lot of people might look at Settlers of Catan and think "I could do that, it's easy, just some cards and some rules." In fact, it's very difficult, much like producing a great photograph.

      --
      I have seen the future, and it is inconvenient.
    3. Re:Game/Movie 'synergy' could be a goodthing by dbhankins · · Score: 1

      Come to think of it, let me add Halo and Halo 2 - there are references, allusions and similarities to the Greek and Persian wars, to Norse mythology, to medieval history, and to Judeo/Christian themes and ideas. One of the main characters, an AI named Cortana who is ostensibly the protagonist's ally, is hinted to have her own agenda which may not match that of the government that created her.

      Even some of the enemy characters are intelligent and complex, from the disgraced fleet commander seeking redemption through suicidal service and eventually coming to mistrust his masters, to the Prophets that rule the Covenant - Regret, who never does, Mercy, who has none, and Truth, who tells none.

    4. Re:Game/Movie 'synergy' could be a goodthing by KDR_11k · · Score: 1

      I believe that games would do better to become more 'movie-esque' than vice versa.

      I completely disagree. The movie is a static, linear medium whereas games are a highly non-linear medium (at least if they are used properly). They have completely different strengths. Movies have complete freedom of making the main character act in a prescribed way while games have the freedom to explore what-if scenarios. Unfortunately games these days tend to be very movielike which often manifests itself as gameplay being an interlude between movie sequences, this makes the game and story detached from each other and often the whole thing is no longer controlled by the player beyond clearing the condition for the next movie. They fail to offer the player decisions like "what if I just let the dragon eat the princess?", some even force failures in cutscenes (notorious one being FF7 having a character die with no player interaction, all newer FFs have movie-based losses that force the player to accept a loss as unchangeable despite this being a game that should be about what the player does). A game should not make the player an actor in a movie where he has to act the script or the scene is retaken, a game should be about letting the player improvise and having the world react to it.

      There was a time when film critics thought that movies with sound were just stupid gimmickry. That was only changed when M - Eine Stadt sucht einen Mörder was released. Why? Because it made use of the fact that it had sound to do things silent movies couldn't do. If games want to be recognized as an art form on par with other media they have to play to their strengths, not just try to copy other media while using their own medium as a gimmick. Such a game has to use its interactivity to do things a movie could never do.

      Meanwhile movies are closing the gap. Lola Rennt demonstrated how what-if scenarios can be explored in movies. A game could use a much larger range of possible choices at many different points to see the different outcomes.

      I'd like a game that was short by game standards, but was beautifully written, had a tight storyline and was populated by intelligent, deep and interesting characters.

      Would that really be a game? To allow for player freedom you have to make sacrifices with the storyline because you can't make the player act the way you want all the time. If you want the game to be basically challenges to unlock the next movie, sure, that'll work. But don't be surprised if your game gets bashed for it.

      I'd like to see games where you have to put some thought into what you are doing and the decisions you make.

      Play a strategy game.

      I'd like a game where you hardly fire your gun.

      Point and click adventures or other peaceful games spring to mind.

      I want a game to make me cry.

      For many people that already happened in Final Fantasy 7.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Game/Movie 'synergy' could be a goodthing by Frumply · · Score: 1

      With download sales picking up and episodic content getting more common, it'll probably be possible to do what you described a little easier in those few-hour segments. You could probably have just as good a console RPG by taking all but the story-significant battles away, and yet if the developer actually does that they'll be slammed for the game being short. I can recall this exact thing happening with Disc 2 of Xenogears: the characters launch into a monologue for a bit which fleshes out the story, with boss battles in between so that the content remains interactive. Many reviews complained of this lack of freedom to move around, talk to NPCs and battle your way to the bosses on your own -- I didn't really miss this lack of a timesink myself, probably because I'd done a good 20hours of that prior to this scene.

    6. Re:Game/Movie 'synergy' could be a goodthing by Eideewt · · Score: 1

      I think you're overlooking the fact that there's room for more than one type of game, just like there's more than one type of movie. Not just stylistic genres, but some movies aim to be profound while others just aim to be exciting. I don't see any reason games can't do the same thing. Just like there's art music and there is hardcore punk.

    7. Re:Game/Movie 'synergy' could be a goodthing by fooDfighter · · Score: 1

      I believe that games would do better to become more 'movie-esque' than vice versa.

      I disagree.

      Games need to be as interactive a possible, complex storylines and characters make this extremely difficult.

      Look at it this way, good music can be enjoyed simply by listening. A good movie, on the other hand, requires visual attention from the viewer as well. Listening to a movie and glancing up at the screen periodically will give you not much more than the audio format can deliver on its own (ie. radio plays).

      Moving on to games, having a game that is visually and musically interesting but lacking in gameplay is akin to having a movie without any compelling visuals. Both only exploit part of their medium. For a game to be a good game artistically I believe it has to do something expressive with the interactive part of the experience. Playing the game should be MUCH more stimulating than just watching it. This is not easy to do, but when done right the game can transcend its technological limitations (eg. Tetris), just like a good movie (ie. Citizen Kane).
    8. Re:Game/Movie 'synergy' could be a goodthing by Eideewt · · Score: 1

      I think I lost my train of thought and responded to something you didn't say. What I originally intended to say is that games have another dimension along which they can diversify, ranging from linear to free-form. The former can be nearly a movie (like Star Trek: Klingon for instance, and many works of interactive fiction), or it can be more in the style of Doom 3. I don't see any reason that a game tending towards this end of the freedom spectrum is necessarily inferior, any more than a movie is inferior to a game. Gamers often get so hung up on linearity (after suffering through snooze-fests like Doom 3) that they consider it completely a bad thing, but no one minds it when they don't decide where a movie goes. Perhaps "interactive movies" is a better term for games which adopt a linear storytelling approach, but interactivity still gives them an essential claim to gamehood.

    9. Re:Game/Movie 'synergy' could be a goodthing by 7Prime · · Score: 1

      I think we're both on the same page, as far as our interest in seeing the more sophisticated side of games, that really hasn't risen its head yet. However, I dissagree that games should become more like cinema. As one of the other repliers said, "we have cinema for cinema". But what I think you intended to say is something along the lines of, "games have a lot they could learn from good cinema."

      But as far as I am concerned, a certain level of sophistication simply hasn't been introduced into games yet. Even our most "sophisticated" examples (some have suggested Shadow of the Collosus, Ico, etc.) have about equal to B fantasy movie created for 15 year olds. In this genre, at this time, that isn't bad. But it isn't great either. It makes me sad that "Metal Gear Solid" is held as one of the crowning achievements of story and characters in gaming, when it amounts to little more than something out of the James Bond series... a series that, while fun, I wouldn't even begin to describe as, "sophisticated."

      Where's my "Good Night and Good Luck", my "Capote", my "Citizen Kain", or my "Chinatown"? There's no game I've ever seen that comes anywhere close to the level of sophistication any of those provide. However, I'm not worried. It took cinema many years to reach its potential, as well as photography, sculpture, and almost any other artistic medium. It's not there yet, but give it its due course.

      The other thing to note is that all genres, in their infancy, will go through periods of emulation of other comparible genres. Just as early art photography attempted to emulate painting, or early cinema used to emulate theatre. It's only natural that, here, in its second stage of developement, videogames would emulate cinema.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    10. Re:Game/Movie 'synergy' could be a goodthing by 7Prime · · Score: 2, Insightful

      Freedom, shmeedom... that's not why I play games. Freedom isn't the only thing that games have to offer that other genres don't have. Or should I say, games offer a wide variety of different forms and varying levels of freedom, each of which, no other genre can do. I love cinema, I enjoy it a lot, I don't miss the opportunity to control the actions the main character has in the storyline, because identifying with an exquisitely-cratfted storyline is one of the main reasons why I watch movies, and it happens to be one of the main reasons why I play games, as well. But simply "not being able to control the story" doesn't make a game a movie, or any less reliavent.

      There is no such thing as a movie that allows me to control the pacing, the camera angle, the position of the camera, and interact with the world in various ways. None of these things inherently call for variation of the overall plot, or character personalities. It is true that a game allows for a level of interaction that movies do not... but to what degree?

      I, personally, don't play an RPG because I want to create a story, I play one because I want to be immersed in a finely crafted story, to a greater extent than a movie can deliver. I feel that society is becoming too full of itself, too arrogant to really listen to others, that even our storytelling must be our own. We want control, we want freedom... but at what cost? The cost of finely-crafted creative vision? We're no longer comfortable with sitting back and letting someone else make us do some serious thinking.

      The bottom line is, we all have different interests. While I'd like games to be more than just "movies with button pressing to advance scenes." I don't want to sacrifice fine storytelling just to satisfy some amorphic need to control everything.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    11. Re:Game/Movie 'synergy' could be a goodthing by NeMon'ess · · Score: 1

      You should go play KOTOR for the xbox, Blade Runner and Grim Fandango for the PC. The first two have different paths. Player behavior limits what can happen next. I wish more games did this. I don't want a game that takes 40 hours to play. I want a game that takes fifteen or twenty hours, but when I play it again in a different way, half of the content has changed. I have other things to do with my time than spend it all on a game for 40, 80, 100 hours. If I only play though the game one or two times I'll have had a great time, and had the pleasure of beating it.

      While you're at it, play Fallout. You don't have to always gun your way though the game if the hero's verbal skills are invested in. Games that offer puzzle solutions as alternatives to violent solutions should be celebrated.

    12. Re:Game/Movie 'synergy' could be a goodthing by blahplusplus · · Score: 2, Insightful

      "I believe that games would do better to become more 'movie-esque' than vice versa"

      While games becoming "movie-esque" is good and necessary for some games, there is also going overboard like RPG's currently do. Final fantasy 12 for instance, is not my idea of good gaming. The game recieved rave reviews but all you did in the game was navigate and watch a bunch of dumb stuff. You were not even "in" the game, it was basically an navigation simulator. I do not play games to to just walk around and not be able to make choices about how and which movements I use to interact with my environment in a positive way. Now imagine if they automated a game like Gradius V or Ikaruga and you see the problems of basically passivizing games into movies rendered on a CPU. Not my idea of "gaming".

      More and more games are being dumbed down to the point of the game being a movie rendered in 3D on a computer with little to no interactivity. The great things about games is the interactivity. Show me how making Civilziation 4 for instance more "movie-esque" would make Civ 4 even more addictive or a better game? Or may be tetris just isn't "movie-esque" enough? The truth is the more graphical emphasis you place on a game the more money, resources and risk you expose yourself too. After all if you take away the meat of a game, at some point people are going to become bored and drop gaming entirely since games stopped being games.

    13. Re:Game/Movie 'synergy' could be a goodthing by Anonymous Coward · · Score: 0

      You really should try one of these games:
      * Baldur's Gate 2
      * Planescape: Torment
      * Deus Ex
      * System Shock 2

    14. Re:Game/Movie 'synergy' could be a goodthing by KDR_11k · · Score: 1

      A problem is that linear games often tell their story in cutscenes that are pretty much detached from the gameplay and all the player contributes to the story is move from one scene to the next. I don't mind linearly designed games that prioritize on the gameplay, i.e. the challenge and the fun that comes from it but it gets pretty silly when a game makes the story its primary focus and still tells it with movies. At that point I wonder if the designer wouldn't have been better off making a movie or a series (I've seen RPGs turned into Anime TV series, worked without a hitch) if he really wants to control all of the actions of the characters.

      What really annoys me is the standard "OMG you broke the seal" plot element where the only way to make the game move forward is to do something that's obviously a bad idea and usually unleashes the biggest evil upon the world. I mean, that's just plain stupid, you know it's a bad idea but you can't just say "I'll not do it" because the game is scripted to only let you proceed if you break the seal.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:Game/Movie 'synergy' could be a goodthing by Eideewt · · Score: 1

      Sure, and I agree that it's easy to make a lousy linear game. I just don't think that linearity necessarily makes a game bad, or that there's any reason that games are "meant to be" free-form. Myst 3 and Halo were fairly linear, but both were pretty good games. In the end, many games boil down to doing things in the "right" order.

  9. The test for art is very simple: by Purity+Of+Essence · · Score: 2, Insightful

    If the artist can intentionally provoke a specific emotional reaction in the viewer, it is art. The end.

    --
    +0 Meh
    1. Re:The test for art is very simple: by Anonymous Coward · · Score: 0

      So is kicking you in the balls art because it hurts? If there was such a simple, defining test for art, then thousands from philosophers to slashdotters for hundreds of years would not debate it. The use of the word "intentionally" in your definition itself has had numerous books written about its precise meaning. Art is an abstract concept that everyone will have their own definition of, and arguing about it is as fruitless as arguing about the existence of God. The question of whether two people can share the same concept is similarly beyond the realm of human understanding.

    2. Re:The test for art is very simple: by omnilynx · · Score: 1

      Oh? So would you consider it art if I punched you in the face? I would be provoking surprise, hurt, and anger, just so you know it's intentional. There's something more to art than that. I'm not sure anyone can define art in such a concise statement, but at the very least I would say that art has to communicate some insight to the viewer, in addition to provoking a reaction.

      --
      ceci n'est pas une .sig
    3. Re:The test for art is very simple: by ucblockhead · · Score: 1

      Ahah! I *told* the art teacher that kicking him in the balls was art!

      --
      The cake is a pie
    4. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      So is kicking you in the balls art because it hurts?

      Yes and no. It's not art simply because it hurts, but rather because you selected "the balls" (and phrased it as such) to provoke a specific emotional response. To the viewer it will elicit a different emotional reaction than a slap on the face, or a knife plunged into a pregnant woman's belly. Just because it's dimwitted and not sophisticated doesn't exclude it from being art.
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      +0 Meh
    5. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      So would you consider it art if I punched you in the face?

      Yes, see above.
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      +0 Meh
    6. Re:The test for art is very simple: by omnilynx · · Score: 1

      In that case, any form of communication is by definition art, since communication is intended to evoke a reaction, and reactions are practically always colored by emotion. While you personally may define art that way, it fails the "general consensus" definition test. By the way, when I say "general consensus" I mean of people familiar with art, not just your average yokel.

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      ceci n'est pas une .sig
    7. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      No, not any form of communication. Simply listing facts without context is not art. And not just any reaction is sufficient. When my modem sends an ACK, it is not an emotional reaction.

      See, the problem with the "general consensus" is, they want to elevate art to a place where it has no business being: some unknowable, mysterious thing that is the sole domain of art experts into which the great unwashed have no business exploring. That is the epitome of elitist anti-art, and has no real place in the art world except as a form satire or self-mockery. Is it art because Professor Watzisphuck says so? Or is it art because you can feel it? Those are the choices and I pity anyone who chooses the former. Ask yourself, which came first, the art or the art expert? Only one of those requires the other to exist.

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      +0 Meh
    8. Re:The test for art is very simple: by snuf23 · · Score: 1

      If this is the case than Steven Spielberg is a great artist.

      --
      Sometimes my arms bend back.
    9. Re:The test for art is very simple: by grumbel · · Score: 1

      ### If the artist can intentionally provoke a specific emotional reaction in the viewer, it is art. The end.

      Which specific emotions should Michelangelo's David provoke? Or Mona Lisa? etc.

    10. Re:The test for art is very simple: by omnilynx · · Score: 1

      You ought to brush up on your communication theory; simply listing facts without context isn't communication, either. Check Wikipedia. It's not the most rigorous source, but it does represent a fairly general cross-section.

      Strangely enough, I have been considering you as one of the elitist art 'experts', because yours is a position I see many of them taking: that art can be anything as long as it produces a reaction. That seems to so generalize art that it doesn't really have a definition, anymore. Our posts provoke reactions in each other and hopefully in other viewers. Does that make them art? I don't consider my posts art.

      Bottom line (as this will be my last post on this topic), I know art (good and bad) when I see it, though I can't provide my own definition, and there are things that fall under your definition that I know are not art. I think anyone who's not trying to make a point would agree.

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      ceci n'est pas une .sig
    11. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      Which specific emotions should Michelangelo's David provoke?

      You'd have to ask Michelangelo. I can't tell you what he was intending to say with his art. The majority of the popular works of Michelangelo are first and foremost technically adept spectacles designed to induce a sense of wonder, which is why the church employed him in the first place. It's razzle-dazzle for the church, just like Gospel Music, the Crystal Cathedral, or Deepak Chopra in the modern era. In a sense, much of his work for the church is very literal and not very "deep" (beyond the biblical parables they illustrate). It's not unlike a lot of the highly visceral cinema that is being produced today with spectacular special effect sequences strung together by simplistic plots featuring even simpler characters.

      To speculate on the intended emotional reaction from viewing David specifically, how about a sense of awe for the shear size of the work, an empowering sense of beauty and strength in the idealized human form, or most importantly a feeling of inspiration through the inherit symbolism of the meek overcoming great adversity which is the central theme of the story of David and Goliath?

      As for the Mona Lisa, I can not speak for Leonardo da Vinci, but isn't the sense of mystery invoked by her curious smile one of the most commonly cited observations of popular art? Did you somehow miss that? I doubt the Mona Lisa was ever intended to be much more than what it is: a commissioned portrait created for a single family so that the owner might look on his smiling wife and smile back.

      Perhaps you don't feel any emotion looking at those works. That just proves that art does not affect everyone equally. I don't believe anyone every claimed it should. The specific works of art you cite were created for people who lived hundreds of years ago, not for you, in a period and environment whose context may be lost on the modern observer. Not everyone "gets it" sometimes, and not everyone needs to. While I may love Salvador Dali, you may hate his work, and maybe neither of us could tell exactly the full scope of meaning behind any particular work of his. As long as Dali can communicate at least some of his message to some of its viewers, it is art. If he can't, it's poor art, or maybe just self-indulgent art designed for an an audience of one, the artist.
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      +0 Meh
    12. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      Strangely enough, I have been considering you as one of the elitist art 'experts', because yours is a position I see many of them taking: that art can be anything as long as it produces a reaction.

      I don't get how you could ever think that someone who posits one of the broadest, most inclusive definitions of art possible as being elitist. That doesn't make sense. It's only through broad exclusion that one can be an elitist.

      Our posts provoke reactions in each other and hopefully in other viewers. Does that make them art? I don't consider my posts art.

      If you don't think there is an art to the persuasive argument, you're never going to make one.
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    13. Re:The test for art is very simple: by thatguywhoiam · · Score: 1

      If the artist can intentionally provoke a specific emotional reaction in the viewer, it is art. The end.

      What about a political attack ad? The purpose is to get you to vote a specific way, yet it uses emotion to try and achieve this. Art?

      --
      If Jesus wants me it knows where to find me.
    14. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      What about a political attack ad? The purpose is to get you to vote a specific way, yet it uses emotion to try and achieve this. Art?

      Yes, absolutely, art.
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      +0 Meh
    15. Re:The test for art is very simple: by omnilynx · · Score: 1

      I don't get how you could ever think that someone who posits one of the broadest, most inclusive definitions of art possible as being elitist. That doesn't make sense. It's only through broad exclusion that one can be an elitist. Elitism is not against art. Art is inanimate. Elitism is against other people. Art experts aren't elitist because they exclude certain things from being art; quite the opposite. They're elitist because they believe only they can 'see' the art in things most people consider non-artistic. You're saying that the vast majority of cultured people are incapable of understanding what you do.

      If you don't think there is an art to the persuasive argument, you're never going to make one. I believe there is 'art' in the archaic sense of craft or workmanship. But I think the motivation is primarily practical, not aesthetic.
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      ceci n'est pas une .sig
    16. Re:The test for art is very simple: by Purity+Of+Essence · · Score: 1

      If you don't think there is an art to the persuasive argument, you're never going to make one.
      I believe there is 'art' in the archaic sense of craft or workmanship. But I think the motivation is primarily practical, not aesthetic.

      The motivation may be primarily practical, but the execution is purely aesthetic. If the given argument isn't expertly crafted to be appealing to an otherwise unwilling or ambivalent target, the target isn't going to accept it. If we were all computers, logic would be the only requirement, but because we are human we live in a world where policy, more often than not, is dictated by emotion.

      Elitism is not against art. Art is inanimate. Elitism is against other people. Art experts aren't elitist because they exclude certain things from being art; quite the opposite. They're elitist because they believe only they can 'see' the art in things most people consider non-artistic. You're saying that the vast majority of cultured people are incapable of understanding what you do.

      I don't feel that jibes at all with what I've said. I think perhaps your perception of elitism is much more narrow than mine. To my mind, elitists are elitist because they believe that only a narrow spectrum of art is 'true' art worth of being called such. That's what I mean by saying they have an exclusionary anti-art position. What I've actually said is perfectly easy for anyone to understand, it is a very simply stated position: It is art if the artist can intentionally provoke a specific emotion from the viewer. An elitist's position on art is so highly refined that they are incapable of defining it. What kind of position is that? It's no more refined than the proverbial Average Joe position of "I may not know art, but I know what I like." At least that position is honest and straight forward.

      What I haven't made clear, but what I do believe, is that people have been conditioned by the art world to believe that they have no business thinking about art in simple, prosaic terms because the artists and gallery owners are financially motivated to have it that way. This is more simply stated by the exclusionary, if popular, definition of art that says that if anybody can do it, it is not art. That statement has dubious merit. Barring some extreme personal handicap, anybody can be an artist.

      Even an accidental occurrence can be made into art if it is framed for the observer in an appropriate context. I accidentally hit my thumb with a hammer: not art. You observe that I have recently lectured my son on the importance of safety in construction: ironic humor. In this case, the observer is the artist. Now I take the same situation and write it into a script. Now it's not an accident and now I'm an artist. So how easy it is? It's just art. It doesn't have to be clever, it doesn't have to elevate us intellectually, it doesn't have to make us feel good, it doesn't even have to make obvious sense. It's just art.

      Elitism Home Test
      Which of the following are not art:
      A. "Autumn Rhythm" painting by Jackson Pollock
      B. "The Pond--Moonlight" photograph by Edward Steichen.
      C. "The Fantastic Four" comic book by Stan Lee and Jack Kirby
      D. "Fear Of A Black Planet" rap album by Public Enemy
      E. "Doom" film directed by Andrzej Bartkowiak
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      +0 Meh
    17. Re:The test for art is very simple: by omnilynx · · Score: 1

      I think perhaps your perception of elitism is much more narrow than mine. To my mind, elitists are elitist because they believe that only a narrow spectrum of art is 'true' art worth of being called such. Actually, in this case my definition of elitism is broader (not that there's anything better or worse about how broad one's definitions are; they just need to fit the definitions of one's audience): I include as elitist anyone who believes they are inherently better than others, and that their decisions should carry more weight. This encompasses many more areas than just art snobs. But this discussion is a tangent.

      Elitism Home Test Which of the following are not art:
      A. "Autumn Rhythm" painting by Jackson Pollock
      B. "The Pond--Moonlight" photograph by Edward Steichen.
      C. "The Fantastic Four" comic book by Stan Lee and Jack Kirby
      D. "Fear Of A Black Planet" rap album by Public Enemy
      E. "Doom" film directed by Andrzej Bartkowiak

      Your test is not complete. I consider all of those to be art, yet I reject your definition. There are several things those examples have in common that aren't present in your definition. For one thing, the artists all consider their work to be art. Second, they all appeal to the aesthetic sense in some fashion (this doesn't, by the way, mean that they're all beautiful. Ugliness is part of the aesthetic sense as well). Finally, they are all meant to communicate some insight to the viewer. Are they all "good" art? No. But they are all art. Here are some things that are not necessarily art (they might be in certain situations):
      A. A mugger threatening his victim with a gun.
      B. A poster on a forum trying to convince someone of his position.
      C. A man on a first date with a pretty woman.

      My definition of art is extremely relaxed, but I do draw a definite line between art and simple communication, which, as you pointed out, almost always involves playing on peoples' emotions. You are pursuing a reductio ad absurdum to suggest that they are the same, as very few informed, rational people believe that.

      I kinda wish there was an easier forum to debate this on, as Slashdot doesn't lend itself to long conversations.

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      ceci n'est pas une .sig
  10. An Entertainment Medium to an Artform by MiceHead · · Score: 1

    Video games are mostly an entertainment medium at the moment, but I think we'll see more and more people agreeing that there's art somewhere in there.

    I often liken early (and even modern) video games to movies where moustachioed villains tie women to railroad tracks while our stalwart hero struggle to rescue her (woo!). That's entertainment, not art. However, movies later had their more respectable Citizen Kanes and Seven Samurais, as I hope we'll have for video games. Not all movies are art (we still have our summer blockbuster action flicks), though we do have artistic "films." Similarly, we'll have video games meant for entertainment, with a handful specifically pitched as art. Call 'em "interactive media."

    A side-thought I had is that while most video games rely on making the player feel gratification for their actions ("Hooray, I won!"), an "artistic" video game would be one that didn't rely on this as its primary reward mechanism ("I just finished playing The Illiad, and I detested every minute of it. It was great!"). But I'm just talking out of my rump there, and may be way off.
    _____________
    Indie Superstar - A video webcast on indie video games!

    1. Re:An Entertainment Medium to an Artform by Tofystedeth · · Score: 1

      moustachioed villains tie women to railroad tracks while our stalwart hero struggle to rescue her

      I was in that play 2 years ago.... no joke.

      A side-thought I had is that while most video games rely on making the player feel gratification for their actions ("Hooray, I won!"), an "artistic" video game would be one that didn't rely on this as its primary reward mechanism ("I just finished playing The Illiad, and I detested every minute of it. It was great!"). But I'm just talking out of my rump there, and may be way off.


      I don't like to play Zelda: Ocarina of Time. Playing it is not "fun" to me, but I can and have watched people play for hours. The whole time we have discussions about what a great game it is and why.
      --
      "A little knowledge is a dangerous thing. Drink deeply or not at all."
    2. Re:An Entertainment Medium to an Artform by p0tat03 · · Score: 1

      I would say that *some* (a small minority) of games have already achieved artistic status.

      To me art is about communication in a non-verbal and non-written manner. It expresses the creators thoughts, feelings, and aesthetics. Some games today do this. I'll bring up the example clearest in my mind: Deus Ex.

      While the game is entertaining, and engaging for the player, and there is a clear "winning" aspect to it, I cannot shake the feeling that the game reaches a place where great movies play. It extols the dangers of an information society, the rampant potential for abuse of an omnipresent informational convenience, where government can conduct surveillance at will. It also touches on class struggles, the legality of rebellion, and a whole slew of topics most normally covered by dramatic epics and philosophical texts.

      The player cannot help but come away with a new angle on all of those issues. And that is what great art does.

      *That*, is art.

    3. Re:An Entertainment Medium to an Artform by Anonymous Coward · · Score: 0

      It extols the dangers of an information society, the rampant potential for abuse of an omnipresent informational convenience, where government can conduct surveillance at will.

      Extol: (v.t.) to praise highly : glorify

      Yeah, that's a new angle all right...

  11. non-interactive art? by Tofystedeth · · Score: 1

    In the Gamasutra article, there was mention of the fact that many people who dismiss video games as an artistic medium do so on the basis they are interactive. Tim Schafer countered with the argument that plays with audience participation are then not art by the same argument. However, it the counter could be even more broad than that. Anyone who has taken a public speaking or communication class, not to mention a literature class would be taught that in any communication, there is no message unless there is both a transmitter and a receiver. Not to mention that there are a whole slew of literary criticism techniques based on who the reader is, in what context they are reading, and their interpretation of the work. Without anyone to see it and be affected by it, the Mona Lisa would just be some paint on a board that happens to look like a woman. And if someone can play Duck Hunt and be deeply moved by the tragedy of the duck's futile attempt at freedom and hurt by the dog's belittlement, well then by golly, that's art. (At least to them)

    --
    "A little knowledge is a dangerous thing. Drink deeply or not at all."
  12. Excuse me? by wframe9109 · · Score: 0

    You people are seriously daft.

    In case connecting the dots are too difficult:
    No matter how well a game is made, if it attempts a realistic style, it will contain obnoxious subtle details that stick out like a sore thumb.

    If a movie uses this same style, the same damn thing happens. Personally, I enjoyed the movie, but I was a bit pissed off at a few points where CGI was used quite poorly (The fight scene with the two seperated spartans where the camera is rotating around them was particularly shitty).

  13. Important distinctions. by MaWeiTao · · Score: 2, Insightful

    I think there tends to be a confusion regarding whether or not something qualifies as art. Just because something is artistic doesn't mean it's art. Just because something exudes style doesn't mean it's art. It's the same reason design isn't really art.

    People like to refer to Shadow of Colossus as an example of art. It presents a novel concept, has a unique storyline twist and is certainly artistic in it's art style. But it isn't really art. Why wouldn't God of War, for example, be considered art. That game has plenty of style. It has a story that's arguably more immersive, even if it's a bit contrived.

    To me, something can only qualify as art if the primary motivation behind the creative process was to create art. Certainly there are special conditions, for example when we look back on the work of ancient civilizations. But I think in that case we're so removed from the culture that work is being viewed out of its original context, with a sense of detachment. In that case we're free to create our own impressions.

    However, with nearly all games and movies what is the overriding motivation for creation? Money, perhaps to tell a story, to provide an entertaining experience. The creation of art isn't the driving force. Artistic concepts and creative design are simply a part of that process.

    There are the rare occasion where a movie or game could become art in it's own right. But that's due to the artistic passion behind the creative process but more importantly to the fact that the subject or presentation is so compelling it's transcended the medium. But that's exceedingly rare. It's not something that can be made to happen. I can think of one game that may qualify, Out of this World.

    Interestingly, although the story for that game was interesting. I think it was a number of other factors that make it qualify as art. There seems to be this notion, however, that somehow for a game or movie to qualify as art it requires a deep, complex story. There are art movies out there that consist of nothing but random images. Hell, there is art out there based on little more than mathematical computations.

    Perhaps some people believe that if games are taken more seriously they can attract a higher caliber of writers. The problem is that from a business standpoint it's irrelevant. The most important aspect of any game is gameplay. Second to that is probably immersion which is why graphics and audio are important. Story may enhance the game, but it isn't really important because in most cases once gameplay and story can't really coexist. Gameplay has to be interrupted to tell the story. Probably the only exception is adventure games, and to a lesser extent RPGs. Unfortunately not many developers seem interested in creating adventure games.

    That's an important point. A quality story can sell a movie, and can sell a book even more effectively. A good story might help a game, but it isn't really crucial. So why would developers bother spending money that could be invested elsewhere. And the reality is that there really aren't that many good writers. Like anything else, the best ones are likely to go where the money is and where there's a greater chance of prominence. So inevitably, many game stories come off as amateurish.

    That's all irrelevant anyway. Games are an important part of culture. Games serve their own function and I don't think what works for movies or books will ever work as effectively in games. It's a different medium with a completely different kind of involvement on the part of the person being entertained.

    I haven't seen anyone mention this yet, but 300 is based on a graphic novel. Which in turn was based on a movie. Which in turn was based on embellished stories regarding a historical event. It's not that the movie is game-like at all. It's that it's a stylized, simplified comic-book like story.

    1. Re:Important distinctions. by ultranova · · Score: 1

      I think there tends to be a confusion regarding whether or not something qualifies as art. Just because something is artistic doesn't mean it's art. Just because something exudes style doesn't mean it's art. It's the same reason design isn't really art.

      And this reason is ?...

      To me, something can only qualify as art if the primary motivation behind the creative process was to create art.

      The primary motivation behind creating most things that are commonly considered art - Mona Lisa, for example - was the artist's desire to get money for food. Besides, your assertation means that "art" is actually a nonsensical concept; it is not a quality of the thing in question, nor the effect it has on viewer, and in fact cannot be determined without cross-examining the creator.

      Certainly there are special conditions, for example when we look back on the work of ancient civilizations. But I think in that case we're so removed from the culture that work is being viewed out of its original context, with a sense of detachment. In that case we're free to create our own impressions.

      So basically, if I bury a Coke bottle on my backyard today, and an archeologist digs it up 2000 years from now, it has turned from junk to art in the meantime, without any human intervention ?

      However, with nearly all games and movies what is the overriding motivation for creation? Money, perhaps to tell a story, to provide an entertaining experience. The creation of art isn't the driving force. Artistic concepts and creative design are simply a part of that process.

      Yeah, because no artist of old ever asked for money for their art.

      Anyway, I'm starting to think that the word "art" shouldn't be used in discussion, since it has no commonly accepted meaning, and when pressed people come up with nonsensical elitistical crap like this.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    2. Re:Important distinctions. by MaWeiTao · · Score: 1

      The primary motivation behind creating most things that are commonly considered art - Mona Lisa, for example - was the artist's desire to get money for food. Besides, your assertation means that "art" is actually a nonsensical concept; it is not a quality of the thing in question, nor the effect it has on viewer, and in fact cannot be determined without cross-examining the creator.


      First of all... It's been suggested that Da Vinci produced a number of variations of the Mona Lisa. Meaning an on-going creative process not purely motivated by income. Secondly, even if he were commissioned to produce the work, as many artists were, he was still commissioned to produce art. That's an important distinction. It's very different from a company making a decision to develop a movie or a game.

      Secondly, I have no clue where you get the idea that I've said that art is a nonsensical concept. I have no idea what you're trying to say. Art is all about sharing a concept. Art can't really exist without a receiver to view and interpret the work. It's all about the effect it produces on the viewer, whether that be an emotional or intellectual response.

      So basically, if I bury a Coke bottle on my backyard today, and an archeologist digs it up 2000 years from now, it has turned from junk to art in the meantime, without any human intervention?


      Well, they do have the expression, "one man's junk is another man's art". Andy Warhol did create a painting that was nothing more than a Campbell's soup can. Then there's Duchamp who basically turned a urinal upside down and called it art.

      The thing here is that those objects, like a coke bottle, in and of themselves are not art. But they've been reinterpreted in a way that makes them art. To use a game related example: pixel art has been appearing quite a bit in art the past few years. That doesn't mean that all those old games are inherently art because they introduced the style. Someone embraced that theme as a concept for art.

      So I never said that there was no human intervention. In fact, quite the contrary. The reason I mentioned historical detachment is because of the change in context. If I show people a coke bottle, few will see it as a work of art. Everyone will see it as a consumer good. Unless one of two things happen. One, I take it and produce a work of art out of that coke bottle, which changes the function and context of that bottle. And two, someone finds it thousands of years from now, not seeing it in today's cultural context but possibly appreciating the bottle for it's contours or the quality of it's glass, and reinterprets it as art. Obviously human involvement and interpretation is essential.

      Yeah, because no artist of old ever asked for money for their art.

      Anyway, I'm starting to think that the word "art" shouldn't be used in discussion, since it has no commonly accepted meaning, and when pressed people come up with nonsensical elitistical crap like this.


      I never said artists couldn't earn money on their art. My arguments had nothing to do with art, but rather the motivation behind the creative process. A game developer doesn't produce a game to create art. They're in the business of making money. An artist may be trying to earn a living, but first and foremost they're creating art. It may be art for profit, but it's art. The involvement of money has nothing to do with whether or not something is art and I never made that argument. I was merely discussing the creative process.

      I don't understand how my points could be misconstrued as elitist. And I do think distinctions need to be made. Like it or not, not everything qualifies as art. I myself am a designer and I don't consider myself an artist at all, even though I may use artistic techniques in my work. I'm not going to designate something as art merely because it makes some people feel good or it makes them think what they do is somehow more relevant culturally.

      Just because you obviously had difficulty understanding my point doesn't make what I said elitist.

      And "elitistical" isn't a word.
    3. Re:Important distinctions. by king-manic · · Score: 1

      Art is subjective. Motivation isn't the only justifcation for calling something are. The collected works of shakespeare were created likely soley for the sake of money. Shakespeare plagarized ideas from others but he was good at it. It's like Zack Snyder and his remake of dawn of the dead. Art is a retroactive label on things we find pleasing or having some merit.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    4. Re:Important distinctions. by ultranova · · Score: 1

      First of all... It's been suggested that Da Vinci produced a number of variations of the Mona Lisa. Meaning an on-going creative process not purely motivated by income.

      Produce a piece of crap painting and you won't get paid, nor will you get any further commissions, so striving to do good work hardly disqualifies the profit motive. Besides, games don't just appear fully formed on their creator's minds, but are often changed before and during production.

      Secondly, even if he were commissioned to produce the work, as many artists were, he was still commissioned to produce art.

      He was not commissioned to produce "art". He was commissioned to produce a painting. This is only different from commissioning a video game designer to produce a game if one accepts the preconception that paintings are art and games are not.

      It's very different from a company making a decision to develop a movie or a game.

      You still haven't explained why. You've simply asserted that this is so.

      But tell me: what does this make of Nethack, which was and is being developed for free and not by a company ?

      Secondly, I have no clue where you get the idea that I've said that art is a nonsensical concept. I have no idea what you're trying to say.

      What I meant is that your claims reduce art into a nonsensical concept: "It can't be art unless it was made for free, unless it was made a long time ago".

      A game developer doesn't produce a game to create art. They're in the business of making money. An artist may be trying to earn a living, but first and foremost they're creating art. It may be art for profit, but it's art.

      Do you have any evidence whatsoever for this claim ?

      And please read again what you wrote: A game developer can't be producing art, because games are not art, so he must be in it for money, and something done for money can't be art, so games aren't art; but an artist making makes art for arts sake so whatever he produces is art, even if he does it for money's sake.

      Isn't that circular logic ?

      The involvement of money has nothing to do with whether or not something is art and I never made that argument. I was merely discussing the creative process.

      If the involvement of money has nothing to do with the subject, then why did you bring up the presumed profit motive of game developers ?

      I don't understand how my points could be misconstrued as elitist.

      Because your arguments boil down to "games aren't art because they aren't art, and BTW making money from your art is bad unless you're doing REAL art (not games)".

      I'm not going to designate something as art merely because it makes some people feel good or it makes them think what they do is somehow more relevant culturally.

      How do you measure cultural relevancy ? Games are already past movies in economic impact, the US army uses games as recruiting tools, they are used in political propaganda, and there's an ongoing debate about if and how much they influence their player's behavior. There have even been laws passed in several countries just because of games. They seem to be having quite an impact on culture.

      Just because you obviously had difficulty understanding my point doesn't make what I said elitist.

      The fact that you fail to make any point not backed up by circular logic or unproven assumptions, however, does.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    5. Re:Important distinctions. by El+Mariachi+94 · · Score: 1

      Just because something exudes style doesn't mean it's art. It's the same reason design isn't really art. I disagree. If that's true, then architecture is excluded. The architecture of Gothic cathedrals in Europe were designed to evoke the power of god in church-goers. That doesn't have artistic merit? Or does someone have to draw a picture of the architecture for it to be associated with art?
    6. Re:Important distinctions. by Fluffy+the+attack+ki · · Score: 1

      So, your definition of art is that which is produced when the primary goal is to create art, or something artistic which is very well made? Sounds a bit recursive... Also, you failed to define "artistic" as it differs from "art".

  14. 300 was the GREATESTEST...est by sgant · · Score: 1

    I mean, bar none...300 had to be the BEST obviously-filmed-in-front-of-a-greenscreen movie EVER! The move harkens back to the by-gone days of movies like "Attack of the Clones" with the historical accuracy of Michael Bay's "Pearl Harbor".

    This will open doors for more obviously-filmed-in-front-of-greenscreen movies, which the world needs more of.

    --

    "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
  15. 300 -is- built like a VG. by Anonymous Coward · · Score: 1

    "What "300" does share with most videogames are the digital effects that created the backgrounds, action sequences and, yes, blood. But it's fundamentally wrong to suggest that "300" structurally resembles a game."

    And he is fundamentally wrong.

    Having played a videogame or two, I know the VG structure when I see it, and 300, the movie, structurally resembles a game.

    VGs work like this. You are the hero. You are fearless. You have just enough backstory to get into the action. And then there's action action action action action, and occasionally a cut scene so that you feel like you're watching something of depth, and more action.

    Now, you could say that -all- movies are like this, but you'd be horribly wrong. Braveheart, for all of its action, has just an inordinate amount of time when people are just flat out talking. But what is more condemning for 300 is the way that the action happens.

    In VG terminology, the foes that you have to dispatch come in a series of rounds called "Waves". I don't know when it started, but one of the oldest games I can think of is Galaga. Ever play it? You're the space ship, and then a bunch of blue ships come, and you wipe them out, they are easy. Then some red ships, they are a little harder, maybe you die once or twice. And then some red and yellow ships, that do crazy stuff like try to suck you in... the "Mini-boss" if you will. Wave after wave until it is just too much for you to handle, game over.

    That is 300.

    Backstory: You are a killing machine. Someone comes asking for your servitude, so you kill him. Now you have to fight his army.

    A Non-Player-Character comes to you with vital information, do you a) ignore or b) listen? a? Really? Are you sure about that? Hmm....

    Timer Round: You have two minutes to build a wall before the enemy gets here....start.

    1st Wave: Soldiers with shields that were made of wicker. Wicker, though stylish, and excellent for baskets and chairs, is not known for its spear repelling capability. (no Spartan deaths, mode: easy)

    2nd Wave: Arrows!! (no deaths, mode: easy)

    3rd: Then soldiers on horses. (no deaths, mode: easy)

    4th: Elephants! (press B rapidly to push them to the cliffs)

    5th: Rhino! (tip: throw the spear and hit it in its weakpoint just above the head)

    Then (I believe) it was time for a mini boss -- the big bald guy (some deaths: mode: medium)

    CUTSCENE: You get to meet the main boss (xerxes) (sometimes in VGs you meet the main boss just to "know your enemy" before you actually fight him)

    6th: Immortals. (some deaths, mode: medium)

    CutScene: Back in Sparta I. "Will the queen be able to save the day?"

    Then you press the B-button ("Use your Allies!") and the Arkadians jump out of the bushes, and they kill some people will your troops get their energy back.

    Cutscene: Back in Sparta II. "Nope."

    Alas, the NPC that you ignored earlier betrayed you, so now you are fighting immortals on both sides, AND the main boss (skill level: impossible, total death).

    Game Over.

  16. High Art by greedyturtle · · Score: 1

    I think that the real issue isn't so much that video games are art. Any dimwit can argue that anything created is art. Usually the only requirement is some kind of human interaction. We don't say that a mountain view is 'Art' because it wasn't created by a human (or arguably, an animal of some kind... but that's another discussion)

    The real question here is whether Video Games belong to a much more exclusive category known as http://en.wikipedia.org/wiki/High_culture High Culture.

    Movies have only very recently made this list, popping up within only the last hundred years. I fully expect "Interactive Computer Simulations" to join them in the very near future - maybe 30 - 70 years or so.

  17. Interactivity and enjoyability by Cactus · · Score: 1

    (As posted to my blog)

    A couple of weeks ago, I bought Psychonauts for the PS2, conviced by NoobToob, and the fact that it's written by Tim Schäfer (man, did I love Day of the Tentacle) that it's going to be a great game with clever humour. So I started it up with great anticipation, and was soon disappointed. While it delivered on the humour front, as a game, it was a pain in the ass to play, due to unbearable loading times and frequent framedrops and slowdowns.

    Now, what does this have to do with our subject? Well, it got me thinking about how I nearly always finish movies or books I start. No matter how boring and pompous, sitting through a movie is never really tedious. There are lots of movies where shitty execution covers an otherwise solid concept, and I'm sure everyone's read books that are poorly written yet have messages that are definitely worth absorbing.

    But if it's a game, and even one that shows so much promise for its writing as does the first couple of levels in Psychonauts, if I have to waste 20-30 seconds each time I go from one place to another looking at a boring "loading..." screen, sooner rather than later I'm going to say "fuck that shit" and just not care what witty humour awaits in the next room.

    And this is not the same as whining about superficial stuff like graphics. Take Shadow of the Colossus, for instance. After I've finished this truly marvelous game, I've read on a lot of sites how horrible its graphics and textures are by today's standards. But when I was playing it, I was so overwhelmed by the experience, as opposed to the sensation, that even at this point I still can't look at screenshots and not be awed.

    --

    Guikachu: Resource editor for PalmOS developers

  18. SSDD by El+Mariachi+94 · · Score: 2

    When photography first began to emerge in the 19th century some artists criticized it as not being a true form of art. Critics said it could never compare to oil painting or sculptures.

  19. The real difference between films and games.. by Channard · · Score: 1

    .. to quote TV critic Charlie Brooker is that 'It's okay for film buffs to chunter away about that bit of camera work or this evocation of the measles scene or for food buffs to detail their year long quest for the perfect balsamic vinegar. But anyone who discusses videogames in any detail whatsoever is automatically branded a sad spoddy nerdo geek virgin with the cultural sensibilities of a spoon.'

  20. Entertainment vs. Art by Anonymous Coward · · Score: 0

    I think the biggest problem most people have when interpreting art is they allow too broad of a definition. I hear the "if movies can be considered art then so can games" argument all the time and I'm just not convinced. Most movies are bad movies which aren't artistic in the least bit. Even good movies often lack artistically. Like games, most movies are mere entertainment.

    The biggest confusion I see among Slashdot readers when this issue is brought up is that people don't understand the difference between the visual arts and others. People often cite the special effects of a movie or the graphics in a game and they believe these impressive visuals must be artistic. But what makes a movie artistic is the STORY. Movies are an advancement of theater, and the critical criteria hardly changes from one to the other. The visual arts, such as painting or photography, seek to communicate some idea through the eyes. For a movie to be a visual art the meaning would have to be shown rather than told, which is rarely the case (usually movies do both, but dialog moves things along usually reveals the meaning). Anyway, for games to be considered art one would have to look at the story, not the graphics.

    Sorry, but Super Mario Bros. and Halo don't cut it. They are just entertainment. Metal Gear Solid, on the other hand, examines and questions the human condition, and each iteration in the series comes to different conclusions based on the characters and the plot they are involved in. Shadow of the Colossus, similiarly, is artistic because it examines what humans are willing to sacrafice or destroy for greed and love, which are ironically one in the same. I would only consider a small percentage of movies on the market as art, but even less games are deserving of the title.

  21. IS "ART" ART? by popo · · Score: 1

    I challenge anyone who knows what they're talking about (as in, have taken art history, and art philosophy courses)
    to define art.

    There are dozens of great philosophers from Danto, Dickie, Tolstoy, etc. who have tried to define it -- and failed.

    The art world has done everything it can to break down boundaries of what can be called "Art" and the reality
    is that NOTHING (yes, nothing) that exists today cannot be considered an artistic medium or statement.
    (That includes bodily fluids, lights, video, noise, dance, interactive media, ...the list is literally infinite.)

    But the bigger point is that "Art" is no more a measure of merit than "Fiction", or "Drama". It doesn't take a
    curator or art dealer to tell you that "Most art is amateurish and atrociously bad". (After all if there are
    elite artists, there must be many more non-elite artists. So if most art is bad, then why would we
    compare anything to art? Are we asking: "Are video games mostly bad?"

    --
    ------ The best brain training is now totally free : )