Ebert Reclassifies Games as Sports
You may recall last year's spirited debate touched off by film critic Roger Ebert's assertion that games are not art. He's once again touching that nerve, this time stating that he was too loose with his words. He points out that 'a soup can' can be art; what he meant to say is that games cannot be 'high art'. Says Ebert: "How do I know this? How many games have I played? I know it by the definition of the vast majority of games. They tend to involve (1) point and shoot in many variations and plotlines, (2) treasure or scavenger hunts, as in Myst, and (3) player control of the outcome. I don't think these attributes have much to do with art; they have more in common with sports." The critic goes on to discuss comments from Clive Barker from last year, a gent who took great exception to Ebert's view.
Stating that games cannot be high art, and backing up this assertion by giving examples of games that aren't (anecdotal evidence) is logically flawed.
He may be right that there are no games currently in existence that should be considered high art, but that does not preclude one from coming out in the future. There is nothing inherent to video games that would prevent this, especially given that what is and what is not "art" or "high art" is entirely subjective.
Suppose first-person-shooters are sports. Sports are played in arenas and FPSs are played in designed levels. If architecture can be considered art, then the levels of First-Person-Shooter "sports" can be considered art as well. Since the levels of FPSs are an integral part of the sport, by extension the game as a whole is art.
You only need look at Ebert to realize that he understands even less about sports than he does about gaming.
I'm an American. I love this country and the freedoms that we used to have.
It's not surprising that Ebert would miss the point of games, as it seems that everybody else does. Whenever this discussion comes up, we'll get pages and pages that go on about the plot or characters or music or whatever, but this isn't the answer; these are mere accidents, non-game art that's attached to a game.
To speak of games as (high) art, we must explore the foundation of the form, and that isn't the plot or music or story, though a great story can be told in a game's context. The art in games is in the experience that they create for the player; the feeling of doing something or being something that you're really not. This isn't a traditional emotional experience that you might get from literature, but that doesn't mean its value is less. We have literature to make us sad or happy or lonely -- games are something different, and that's why this new form is such a treasure.
I have seen the future, and it is inconvenient.
Really. If you ever want a game to show you that an interactive experience can be as much art as any book, try that game. There's many other examples, across all other aspects of art, but games hold many forms of artistic content, and the addition of choice does not lessen that expression.
Ryan Fenton
Choose your own adventure books are not, nor ever will be, "High art" because the "player" controls the outcome.
Ebert's argument often seems to come down to 'any time the artist has to interact with the subject instead of 100% dictating the experience, it is lesser'.
The problem with 'games as art' is that tree plot lines are much harder to write then linear ones. But there are artists out there who can do it,... I think some of the backlash from people like Ebert is he represents artists who can not do this and are thus feel threatened.
Games are not art.
Games are more like an art gallery. The story is art, the music is art, the graphics are art...
But the game is the package that they all come together in.
Non impediti ratione cogitationus.
completely in the eye of the beholder.
From the Article:
Barker: "I think that Roger Ebert's problem is that he thinks you can't have art if there is that amount of malleability in the narrative. In other words, Shakespeare could not have written 'Romeo and Juliet' as a game because it could have had a happy ending, you know? If only she hadn't taken the damn poison. If only he'd have gotten there quicker."
Ebert: He is right again about me. I believe art is created by an artist. If you change it, you become the artist. Would "Romeo and Juliet" have been better with a different ending? Rewritten versions of the play were actually produced with happy endings. "King Lear" was also subjected to rewrites; it's such a downer. At this point, taste comes into play. Which version of "Romeo and Juliet," Shakespeare's or Barker's, is superior, deeper, more moving, more "artistic"?
Barker: "We should be stretching the imaginations of our players and ourselves. Let's invent a world where the player gets to go through every emotional journey available. That is art. Offering that to people is art."
Ebert: If you can go through "every emotional journey available," doesn't that devalue each and every one of them? Art seeks to lead you to an inevitable conclusion, not a smorgasbord of choices. If next time, I have Romeo and Juliet go through the story naked and standing on their hands, would that be way cool, or what?
That said, let me confess I enjoy entertainments, but I think it important to know what they are. I like the circus as much as the ballet. I like crime novels. (I just finished an advance copy of Henry Kisor's Cache of Corpses, about GPS geo-caching gamesters and a macabre murder conspiracy. Couldn't put it down.) And I like horror stories, where Edgar Allen Poe in particular represents art. I think I know what Stan Brakhage meant when he said Poe invented the cinema, lacking only film.
I treasure escapism in the movies. I tirelessly quote Pauline Kael: The movies are so rarely great art, that if we cannot appreciate great trash, we have no reason to go. I admired "Spiderman II," "Superman," and many of the "Star Wars," Indiana Jones, James Bond and Harry Potter films. The idea, I think, is to value what is good at whatever level you find it. "Spiderman II" is one of the great comic superhero movies but it is not great art.
"To surrender to ignorance and call it God has always been premature, and it remains premature today." -Isaac Asimov
I agree - Ebert has chosen to focus on the activity portion of games and ignore the environment completely. Making a game involves everything required to make a film PLUS the gameplay. You could take 2001: A Space Odyssey, break it down into cutscenes, and add interactive tasks (spacecraft flight, etc.) in between. Would it cease to be high art?
...where does Mario Paint fit in?!
That's right. For example, most online FPS games make me feel lame and inadequate most the time and then, when someone's connection dies or they have to go feed their cat and I finally manage to kill someone, it aides my ability to delude myself into thinking I might be getting better.
How we know is more important than what we know.
One could certainly make "high art" in the form of a video game. If they weren't interested in making any money.
Video games are made for a market. A market looking for action and entertainment, not a foray into the depths of the human experience. Games don't even try to be high art, and I don't think they should. Perhaps, like a soup can, they'd be better classified as pop art.
Sports and multiplayer video games maybe, but what about single player RPGs? If they're sports too, then what about paper RPGs like Dungeons and Dragons?
Who are the jocks going to pester now?
The fact is... there are sports video games, but they are just that, sports video games. To lump ALL video games together as "a sport" is ludicrous.
Leave it too a movie buff to categorize video games...
Also, movies can't be high art because I've seen YouTube and its just a bunch of drunk teenagers and kittens falling asleep. Furthermore, painting can't be high art because its just a bunch of kindergarteners spreading color on paper with their fingers. I've seen both of these, and it outweighs any other knowledge I lack.
as well as the game part.
Games, like other art forms, follow the characteristics laid out in Aristotle's Poetics. Specifically, games raise and lower dramatic tension by posing and answering questions. Ebert misunderstands the basis of art. It is as if I were to say that paintings and theater both can't be art, because their characteristics are so different. Yet paintings too ask and answer questions. We even talk about tension and motion in paintings. We say the eye is drawn this way or that. Why? Because the painting poses a question with it's structure that makes you want to look here as opposed to there. I think dramatic tension is a key component of art. But then, looked at that way, sports are art too, because they raise and lower dramatic tension the same way.
- None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
"What I should have said is that games could not be high art, as I understand it. How do I know this? How many games have I played? I know it by the definition of the vast majority of games. They tend to involve (1) point and shoot in many variations and plotlines, (2) treasure or scavenger hunts, as in "Myst," and (3) player control of the outcome. I don't think these attributes have much to do with art; they have more in common with sports."
For someone who reviews countless action movie sequels and buddy cop movies, he sure has a poor grasp of how most great works of art are rare "diamonds in the rough." He has listed 2 (?) genres, FPS and point and click adventures. He has never seen the level of detail Bioware put into the characters for their many games. He has never experienced the emotional story of a FF6. He has never tried to see a dynamic artificial world created by the likes of Civilization.
I think Barker is wrong in calling Ebert prejudiced towards games. I think he's just ignorant towards them.
Games are games. Why do people have such a hard time with this?
-- I prefer the term "karma escort."
However, were he to encounter a game where you play as Romeo, and no matter what you try you and juliet both die, then is it not art?
Planescape Torment. No matter what choices you make, no matter how good or evil you play, you can't escape your fate.
He's not even an authoritative source on movies; why would anyone take anything he says seriously about art, sports, or games?
Every time I read arguments like this, the first thing to mind is Fountain . Note: voted the most influential artwork of the 20th century.
If a urinal is the most influential piece of art in a century, do we really care about "high art" anymore?
I have this recollection of a man standing in front of something really stupid and screaming "ART!!!" at it. I don't remember what it was from (I'm sure someone will tell me), but it reinforces the point that "artists" will insist everything is art, just because they made it.
This sig was generated randomly by one million monkeys with Speak 'n Spells. . .
Infocom.
I nearly wept in at least two of their games.
"If you change it, you become the artist."
How many games can you actually change the outcome of? Using Romeo and Juliet as an example only shows that he doesn't understand how games work - that if the play were made a game he thinks it would have a different ending or multiple possible endings.
I've played through GTA:San Andreas several times and the narrative always starts with CJ coming home and ends with Tenpenny driving off an overpass. What happens in between has some flexibility, sure. But there is no way to damage the narrative.
Hollywood is scared of the games industry eating their lunch, which undoubtly will occur in the coming years. They put a high respected puppet to deride games as not being art by taking lame examples of games as art. As if most of Hollywood's output is art!
Here's a quick list for what Ebert should have "played" instead to get a grip:
* A Mind Forever Voyaging, by Steve Meretzky from Infocom
* Shadow of the Colossus, by Sony
* Savoir-Faire, by Emily Short
* The Legend of Zelda: Ocarina of Time, by Nintendo
* Deus Ex, by Ion Storm
* Anchorhead, by Mike Gentry
* Super Metroid, by Nintendo
* Spider and Web, by Andrew Plotkin
* Half-Life, by Valve
* Metal Gear Solid, by Konami
and so on...
Interactive art is here to stay! The original author of a work of art does not mean his audience to sit there passively reading/watching the plot unfold, but to activelly participate and change the outcome in ways he could not see. We're still not quite there, but eventually this goal will be reached...
I don't feel like it...
What happens if my games allows only two interactions, 'previous page' and 'next page' and while doing so it is showing some writing of Shakespeare? Is Shakespeare displayed on a TV (in text form) less art then printed on paper? Is there even a difference? Now, true, most games allow some more interaction then 'previous/next page', but many are really not that far away. Many games don't have much freedom, the story they present is predefined and linear, the only real difference is that the 'next page' trigger is a little harder to reach, hidden in some piece of action sequence or NPC dialog or whatever, that however doesn't really change the story they tell. A game simply can express the same stuff as a movie or a book, since when the interaction is striped down, its really almost the same thing.
However, there is a worthy point to discuss left: When a game gets closer to a movie by using cutscenes, it can be art like a movie. And a game that relies heavily on text dialog can get very close to a book and so be art like a book. But what about the actual gameplay itself? Most games that evoke emotions do so by using non-interactive cutscenes, not gameplay. Can a game evoke emotions in via gameplay itself? I think the answer would be 'yes', but there are only very few games around that ever tried that, let alone succeeded at it in the same way a non-interactive book, movie or cutscene can.
"You art cannot be as good as ma art!"
Copyright infringement is "piracy" in the same way DRM is "consumer rape"
What's wrong with it being a sport? It's not like sports are a second-class citizen, and calling it art will not change anything.
I like and respect Roger Ebert quite a bit, but here he's confusing the creation of art with how art is used.
He's judging a (potential) work of art by how it's used, rather than by what goes into its creation.
A game may or may not possibly be a work of art - I don't know.
But by Mr. Ebert's own yardstick (the use of the product), nothing hanging in any Museum is a work of art either.
All people do with the things displayed in Museums is to walk and look at them. How artistic that?
Ah, well ...
How do I know this? How many paintings have I looked at? I know it by the definition of the vast majority of paintings. They tend to involve (1) strokes and colors in many variations and plotlines, (2) subjects and lighting, and (3) artist control of the outcome. I don't think these attributes have much to do with art; they have more in common with video games.
Both arguments are BS, except that, unlike Ebert, mine was crap by intent.
I give him two thumbs down. Or one finger up, if you want to be artsy-fartsy.
Kevin Smith on Prince
OK, to begin my argument I am going to set forward two definitions that the semantics can be debated evenly upon.
Art
Fine Art. Yes, I know he said 'High Art', but there was no such definition so I used the next best thing I could find.
Looking at the two definitions, Ebert's statements seem a little soft. The first bullet point for 'Art' seems to support video games of at least qualifying for consideration inside its ranks. Using the first two bullet points for 'Fine Art', the incredibly controversial Super Columbine Massacre RPG can easily be debated as a form of Fine Art. Have fun arguing over that one.
Bullet points three and four under 'Fine Art' seem to support Ebert's assertion. 'Fine Art' is not functional, and to be judged by the theories of art. It also asserts a hard definition for the forms worthy of this definition (painting, sculpture, architecture, poetry, music). My initial issue with this is the 'theories' part. Theories are built upon to create new theories using new information gathered from the application of the older theories. Is there a cut off point for the validity of a theory in this case? What are the criteria used to establish applicable 'thoery' in this sense? What was the criteria used to establish writing as able to qualify as 'Fine Art' when at one point all that existed was verbal story telling? Ebert compares games with Shakespeare, but according to this definition - that doesn't quite qualify as 'Fine Art' either. Once again, I realize he said 'High Art', but 'Fine Art' and "High Art' are used interchangeably by many.
Bullet point 5 of 'Fine Art' seems to remove everything Ebert has ever reviewed from the definition of 'Fine Art', making him wholly unqualified to define what is and isn't able to attain the categorization. I don't know, maybe Ebert has reviewed a movie that wasn't created for commercial purposes - but I highly doubt it. Even if he has, his references to Shakespeare's writings and Andy Warhol's paintings fail as these were commercial efforts.
Take it one step further, Andy Warhol's paintings were created in his famous studio the Factory. Andy used capitalisms methodologies as a method of delivering his vision. The soup cans weren't art - the ability to create them so efficiently and have people THINK THEY WERE ART was the art. It was a pretty impressive social statement that established him as a great artist, and thereby allowing the definition of 'Fine Art' to be applied to his works. This completely undermines every single one of Ebert's assertions by allowing work to be defined as 'Fine Art' after the fact if the creator can somehow establish their greatness AT ANY POINT IN THEIR WORKS EXISTENCE.
Hell, Van Gogh, and his work, was considered nothing until he DIED - thereby eliminating access to anything that wasn't already created. By this logic, and it has been applied by academics and the plebeians alike, almost ANYTHING can become 'Fine Art'.
Fundamentally, I see this mans statement as a great example of how large the generation gap really is between the Boomers and X on. The Boomers fight to keep their definitions relevant and superior instead of recognizing the disruptive cultural technologies created of the past two decades and embracing the possibilities they enable.
Someone needs to get this man a copy of Planescape: Torment stat!
Due to circumstances beyond my control, I am master of my fate and captain of my soul.
Probably most games are not art in the normal sense. But there are some. I challenge Ebert to play "For a change" and emerge convinced that it's nor art.
Obviously a film reviewer, albeit a superlative one, is not the best person to make the call, not being aware of the breath of the genre. Not every film is Transformers, not every video game is Doom.
--- These are not words: wierd, genious, rediculous
I'm completely with you on the first paragraph, I just don't think the underlying game ever becomes art. I just don't see how a set of rules and a victory condition can evoke emotion and be considered art. Think about Chess, great game but not art and playing the game using pieces that are art doesn't change that.
The reason why they have such a problem with it is because they can't get the relationship right. Ebert got it backwards. They both involve rules and a victory condition, sports are just a subset of games that involve some athleticism.
When he states that the player is actually in control to the same degree as in sports.
In fact, the appearance that the player is actually appearing to affect anything at all is just an example of masterful illusion at work. Ideally, the programmers design a game in such a way that it _appears_ that the player's actions and choices are in control, and for all intents and purposes they can be considered to be, but in reality, the programmer determines what will and what will not happen in a game. In actuality, the CPU is doing nothing more than shoving data around memory and performing mathematical operations on the data. But _EVERYTHING_ that happens in a game is something that the designer put there, whether deliberately, or inadvertently (such as a bug).
File under 'M' for 'Manic ranting'
Have you looked at a list of films that he's given kudos to? This guy generally doesn't know shit.
"He who can destroy a thing, controls a thing." --Paul Atreides, Dune
Well, actually, everyone getst he point of games (or should): to have fun and entertain, just like Romeo and Juliet, or the Odessey, or Star Wars. Yet al three of these are art, and, I would say, high art. Anything can be art, such as taking a screenshot of a vista in TES4:Oblivion. The "high" part comes in arranging the pieces of the work in a way that conveys a deeper meaning. Making it allegorical, if you will, but allegories that are consistent to convey a meaning. For instance, Star Wars conveys a deeper, subsurface allegory for the battle between good and evil, and how evil takes root in our lives, and hence contains "high" art. In video games, this can be present in the story line/gameplay as well. I can't really think of any off the top of my head, but they can and do exist, even though only rarely, and I think we will see more and more of them as the genre develops. (Bioshock, for instance, looks promising.)
Because I can choose what perspective to view it from. The creator of a game has put thought into each ending and game style a player might use, and each should not only be fun, but convey a message tailored to that player. I'm a bit extropian in tilt, so I saw Deus Ex in a transhumanist way and chose to merge with the machine. A neoluddite (not meant as a derogative) might get an entirely different message, but it was, no less, intended by the creator.
refactor the law, its bloated, confusing and unmaintainable.
I disagree very much with his assertation that high art cannot be malleable by the user. Any art major will tell you art by its very nature is malleable by interpretation - and video games are EXACTLY that. You interpret a storyline or what visual evidence you have seen so far in the game, and draw conclusions and epiphanies of meaning from your own personal interpretation.
Take for example impressionism, impressionism uses purposeful blurring effects, and emphasis on reflections to create an image that is defined - but also malleable by the user to be what they want to see - a face may be blurred, allowing a distinct character - but one left to the viewer to finish off and fill in the details that might remind them of their similar looking uncle or something. That's how it grabs people - that's why it's so popular and powerful - because it is malleable to interpretation.
So unless Ebert's idea of "high art" is exclusive of everything post neo-classicism I think he's full of shit - the last few hundred years of art have been about not just telling a story (as in classicism/romanticism/neo-classicism), but telling a story the viewer defines (as in impressionism, modernism, post-modernism, etc).
So now the question is, are gamers really interpreting their world as they define? Or are they more constricted than say, a viewer of a Renoir, by the simple possibilities pre-defined by the game designers as possible endings and variations on story? I say that this is what makes some games art, even high art - the ability for a user to define their world from a meaningful, complex, even beautiful world of choices that can create some sense of epiphany (even a nebulous one we can't put into words) allows some games to become art. For a gamer example, see games like Deus Ex Machina, or Metal Gear Solid II: Sons of Liberty, or Final Fantasy VI, VII, even VIII to some lesser extent, as well as Chrono-Trigger. These games all have user defined interpretations of storylines that are not static, but can be conclusive only through interpretation of those events that the designers did not lay out for the gamer. I mean to say that yes, there are sub-quests, alternate endings, and these help to allow a user a personal interpretation of their experience with the 'art', but there is also missing information which, just like the blur effects in impressionist paintings, force users to fill in those unsaid parts of the story they chose - and That is what makes it real art, instead of just a story with multiple endings. Real art IS malleable - otherwise you may as well just take a fucking picture you high-nosed, unintellectual ponce (referring to Ebert).
Stop kicking us out of the Salon de Paris - we're art damn it.
Arguing if games are art is like arguing if Star Wars is a western. No matter what people have made up their minds and no one will change them regardless of how persuasive the argument. And, in the end, it doesn't really matter since they are terms that only matter if you want them to matter.
I don't care if something is art or not. I don't care if Star Wars is a Western or not. All I care about is if I like them and find them worthwhile or not. The terms you apply to them won't change that.
http://www.popularculturegaming.com -- my blog about the culture of videogame players
I dare this guy to play Final Fantasy VI and Silent Hill 2 and tell me that games cannot be art.
Old people. It's almost as if their perspective of the world freezes at 40 or something. I wonder if this will happen to me too.
Ok, so Ebert wants to get into logical discussions about games vs. films as art?
Here ya go:
Much in the same way that C++ is a superset of C, video games, properly understood, are a superset of the more limited, and therefore by definition inferior, medium of film. Any game can simply be a start menu and a 2-hour cutscene (i.e., a movie). To say that games can or cannot do or be any particular thing, Ebert, doesn't show that you're prejudiced against games, only that you're totally ignorant of the possibilities of the medium.
QED.
- For every action, there is an equal and opposite criticism.
So... that title should've read "Fact: Games > Movies". Self-owned.
- For every action, there is an equal and opposite criticism.
I'm sure someone has said this here before, but it's very simple. A painting can be art. Not even Roger Ebert would disagree with that, right? But the act of looking at a painting is not art. Music can be art. The act of listening to music is not art. Movies can be art. The act of watching a movie is not art. Games can be art. The act of playing a game is not art.
There. Get it now?
meh
"the feeling of doing something or being something that you're really not."
simstim
though certainly not art.
I don't feel like it...
Most of his responses are pretty ad hominem and snarky. And he really doesn't make much of an effort to define what he means by art, and whether his meaning is consistent with the general public or artistic community.
I don't know if he's right, but if he's taking the time to write that article and we're taking the time to read it, I expected a little bit more.
Art is only considered to be art if its static. And The Thinker is considered to be art, yet no one can come to an inevitable conclusion that everyone is satisfied with.
He might not call it high art, but that's because high art is by definition not consumed by the masses, its appreciation is an affectation of the higher classes.
You can't take the sky from me...
Is why a film critic (by definition someone that's already NOT GOOD ENOUGH to create himself) is criticizing a medium he doesn't understand or have any experience in. Second, why should anyone care? It's not like he's even a good movie critic.
The world has passed you by, say hello to the old men who were decrying the depravity of the waltz on your way to the special hell reserved for snobs and creationists.
You can't take the sky from me...
If you can all remember back to art history, low-art is usually that of the masses, essentially anything that isn't high-culture. However, these works often turn out to be of the greatest importance to historians since it essentially shows an unabashed view of a cultures interests.
In this analogy, the Game itself is not the art, but the medium. The sequence of actions you perform within a game may be art. In the same sense that the rumble in the jungle might be considered art, but boxing in its self cannot be.
Well.. maybe. Or Maybe not. But Definitely not sort of.
...shows it's false. If you take away the story from a movie, you're left with a collection of dailies with no editing. The art of the movie is in the application of all the technical aspects of creating the images and sounds combined with the scripting and editing that merge these into a coherent (or at least cohessive) work. Similarly, the key of making art out of a game involves the combination of the technical aspects with a vision of the story (or stories) it tells via it's various plot lines. I also take issue with the idea in another thread that to be art, the plot threads of a game must be mutually consistent. Perhaps there IS a way out for Romeo and Juliet, but it has to involve a level of sacrifice that makes the player realize what is lost. Maybe they have to burn Capua to the ground and spend the remainder of their lives as fugitives in order to distract their families enough to get away. Or maybe the emphasis of the story could shift completely away from the tragedy and morph into something like "The Taming of the Shrew". This even raises the possibility that some plotlines of a game could rise to the level of high art, while others fall back to melodrama. But even high art is rarely flawless. Given that an RPG contains all of the elements that make up a movie, and then some, I don't see how Ebert can go around claiming that no game can ever rise to the level of high art. Unless he is also saying that no movie can ever achieve that level either. Imagine that instead of a movie, there was an RPG of "Casablanca" (or pick your favorite), and the main game flow followed the exact plotline and points of view of the movie during the game. Would the game be any less of a work of art than the movie? And what if all of the potential plotlines of the game were similarly satisfying, both emotionally and intellectually? Wouldn't that actually be a greater achievement than the movie that actually exists?
We are the 198 proof..
I'm glad you said that "most games" only evoke emotion through cutscenes.
I think just about every player was inspired to emotion by their first interaction with the Norbert character in Nashkel in Baldur's Gate. In most cases Norbert probably didn't survive the experience, despite the fact that he never did anything to threaten the player. He really was that annoying.
We are the 198 proof..
The closest I think you could come is a game like Half Life 2. It is both unambiguously playing by the rules of games (no cutscenes that take you away from control of the character), yet stays on rails enough for the developers to give a controlled and interesting experience to the player. If that's the best we can do, it's time to give up the crusade.
For some of the greatest games (in my opinion) it would be impossible to make a strong case for being art, because they allow for experiences largely in the control of the gamer. The best are strong enough that they turn the player into an artist of sorts. SimCity isn't art, but many user-created cities could be.
Ebert is speaking from ignorance here, but he's still right. As much as it gives games a dignity they surely deserve to lump them in with "art," there's no way to make them art without stripping them of what makes them interesting as games.
lol!
..
..
me: "wow i'm kicking ass!"
Blackbird: Hey fuckers 1'm back, now bend over!
I'd agree generally, but not as a blanket statement. How about Deus Ex, stronger story and characters than virtually any film. Actually I'm not sure you could call all films art, particularly the SFX orgies you often get.
What the heck is "high art"?
I'm surprised nobody mentioned SPACE INVADERS. You can apparently play that game 'forever' without the game 'messing up' after 255 levels like PAC-MAN famously does. You lose if the invaders reach the bottom of the screen.
On the lighter side, you can play TAPPER 'forever' on the low(est) skill levels without it 'messing up' after 255 levels. It took me 8-plus hours to find that out the game has a 'stage 0' then after you clear it, the game starts all over like you first put a coin in the slot.
But what do you do about games that deliberately(?) become IMPOSSIBLE to play like BURGERTIME does once you get to stage 30 or so. The 'ingredients' move SO fast you can't elude or outrun them. The same thing happens in PAC-MAN but it is a bit more subtle.
Also, there is the 'cat coin' in MAPPY that acts as a HURRY UP in the game if you spend too much time on one level of that game.
There are probably other examples but these are the ones I know about from personal experience.
But nowadays, the games are expensive and have a 'time limit' to them or make it (almost) impossible to get extra lives to extend your play time.
But in the end it looks like arcade videogames are dead--all you'll find are those 'crane games' that are more lucrative because there is no computer program to 'outfox' to extend the value of the money you put in it to play.
I classify games as games :).
Everyone needs to play that game if they want to find proof of games as art. It wasn't the cutscenes that made it art, it was the camera placement behind your character, the choice of colours, Cel shading, the way blood was handled, and not exactly the story itself (as that could be told in a movie or book as well) but the way the story was presented. Some levels were entirely surreal just to get an artistic point across about the mind of the main character(s). On the other hand, if one were to play it competitively (trying to beat it as fast as they can, trying to unlock the secret character, etc.) then it's more like sport.
If Ebert doesn't think that the games of Chess and Go are beautiful, then he is mistaken on a level beyond belief.
This Ebert guy is a Film Critic. And like all Art Critics it's not art if it's not
:)
impenetrable to the general public. Art for them is self referential symbolism, etc etc bullshit, bullshit.
He plainly states he doesn't think Spider Man was art. And having seen some "Art" movies I'm inclined to agree with him.
The simple rule is... "If it is widely enjoyed by the greater public, then it's NOT Art"
These peoples very livelyhoods hinge on the fact that Art is an impenetrable fortress of bullshit.
This is so they can write screeds and screeds of opinion pieces explaining to us boorish retards the meaning of the Art
It's just a cash cow for them. Any anything that gets called Art with mass appeal is instantly attacked.
They are after all only protecting their jobs.
I quite sure in the early days of film, there were detractors saying, "Yeah it's great and all, but it's not Art"
Hell, I'm willing to bet that when Ug and Grunt were scraping bison pictures on cave walls, some smart arse
at the back of the cave was saying, "Yeah, but is it Art?", I also suspect he got his head kicked in.
Which could be why Art critics are the bunch of whiney arseholes they are today.
And to be fair, I think that the ONLY reason people are trying to hold Video games up as Art these days is to find some
sort of defence from the "Video games are evil" Luddite's that seem to have the ear of the politicians.
And if you stop to think about it. The fact that the fear of video games has brought together the left wing, limp wristed tree huggers and the right wing bible thumping knuckle draggers is testament to the ability of video games to unite people
Something to be proud of in my book *hehe*
Help! help!, the termites are eating my DRAM!!!
Comparing video games, a relatively new medium (~25 years old), to film (~90 years old?) or classical art and music is extremely unfair. When "motion pictures" first came out and consisted mostly of train robberies and pirate movies, I bet there were art snobs who said the same thing about film as Ebert is saying about video games. Most universities in the world have a specialized program in film study, but only a limited number of universities include undergraduate video game study.
The fact is, without a doubt, video games posses more capacity to include art than any other form of art in human history! A video game is able to combine the following elements:
plot + visuals + sound + music + interaction with story = more art than is possible with any other medium!
For once in our lives we can be considered athletes! Who's afraid now fast moving baseball!
If movies are art, what is MaxPayne? Surely a movie can't be sport.
Because you receive feedback from your interactions, the actual act of playing a game can indeed be considered part of the art, if that feedback generates the response (usually emotional) you'd associate with art.
One might argue that interaction makes you even more emotionally invested than merely observing, as is the case with other art forms.
I actually just finished up a senior (undergrad) project involving just that. It was, literally, a Choose Your Own Adventure-style play*, with the audience presented with multiple choices along the way. Everyone in the audience received a xylophone (so you know it's good theatre!) and at key points would hit one of the two notes, thus notifying the backend computer which choice had been made. There were seven possible endings, and each audience was able to see 3-4 (depending on time).
The show was extremely well received, with audiences having a great time. All were very responsive to the idea. Whether or not it was *good* art, I'd be quite offended if someone implied it was art at all. It was certainly as much art as Wrestlepocalypse (pretty much what it sounds like) which went up on campus the same weekend and was billed as a theatrical piece, or as some of the abysmally horrible Shakespeare interpretations in my four years in a theatre department.
Likewise, while a long argument can (and should) be had over whether specific games are examples of "good" art, to say it's impossible to make a game which is also art is foolish just as, one hundred years ago, saying movies could never be art would have been foolish.
-Trillian
*"Choose Your Own Adventure #178: The Pirate Ghosts of Bigley Manor." Not a real CYOA book, but with a lot of concepts taken from them. Again, I didn't say it was "good" art, but could you really call a show with pirate ghosts *bad*?
So would a play which involved audience participation, and which was scripted such that according to said audience participation could result in one of several outcomes, then become a sport? I don't know if such a thing would offend the High Poobahs of theatre, but it sounds like a cool work of art to me.
:-)
As soon as you said that, I thought of The Mystery of Edwin Drood, a play which does involve audience participation. Because Dickens died before finishing the novel, the story has no ending. When performed as a play, the audience votes on who the murderer is, and then the cast finishes the play with one of several endings per the audience's choice. It's actually pretty cool
-ryry
There's too many scrambles here for defining just what about games makes it an art:
-The mechanics makes it an art! Tetris is the greatest masterpiece ever!
-The story makes it art! Final Fantasy VII is the greatest masterpiece ever!
-Abstract games are art! Fl0w is the greatest masterpiece ever!
-It's the emotional response that makes it art! Floyd dying in Planetfall makes it the greatest masterpiece ever!
-It's the player that makes the art! This youtube video of someone finishing SMB in 10 minutes is the greatest masterpiece ever!
It's the same arguments that people made about film a hundred years ago: it's the cinematography, or the acting, or the script, or the special effects, or the soundtrack, or the...
The bottom line is, there's no such thing as "Fine Art". There's art that has a purpose, and there's art that exists for it's own sake. The Mona Lisa isn't art because it's a painting, it's art because someone stood up and said "That's Art!" and defined "art" to include it. What we have to do is not argue the definition of what makes a Game "Art", but argue the definition of Art to include Games.
For me, the most simplistic definition of "Art" is it's something that captures my interest. It can be a song, or a picture, or a tree, and it's art to me. The Definition of Fine Art that separates it from just art is that it not only captures my interest, but makes me think and feel, too. I think Andy Warhol's soup cans -- which many call "Fine Art" -- are dull and boring. The "industrialization" of art that it came to represent, however, makes us consider the piece in different levels beyond paint on canvas. Similarly, one might not appreciate the aesthetic elements of a game such as Thief to be a spectacular achievement, but the tension and atmosphere created by the "game", the moral dilemas presented (to kill or to avoid conflict?).
So argue all you want about what makes a game "Art". Ebert won't back down because he chooses not to recognize the own struggle his favorite medium fought for recognition, as well. I had a college professor tell the class that the soundtrack for a movie shouldn't play a role in determining it's quality because a movie was technically a moving picture so the auditory elements didn't matter. Tell that to Alfred Hitchcock.
There are some cases, I feel, where games have evolved. I like to list a few games I think Mr. Ebert should play before coming to his conclusion. Note the fact that I'm listing only the games that I've actually played; I'm sure there are dozens of games out there which I have not played and should be considered worthy of the "art" status.
Shadow of the Colossus: Shigeru Miyamoto once said all the creatures in the game were like "inverted Zelda dungeons", and I found that to be an accurate statement. There's so much open land in the game that you feel like exploring sometimes, and claiming victory in the battles feels like huge accomplishments. Beautiful music and art design, but the best part is the ending - thought provoking, really makes you think of all you've done in the game.
Metal Gear Solid: Yes, I agree with whoever mentioned this game before. The way you embody Solid Snake and participate in the plot is an integral part to understanding its message. Also, some of the ways the game coerces the player to think outside the game's content, with things such as the Psycho Mantis boss fight and other ways the game acknowledges the person playing the game instead of Snake (think of the interrogation scene). It provided new and interesting ways for the player to participate in the story; not just as Snake, but as himself.
My personal opinion is that we haven't even scratched the surface of the potential of game design. There are ways of giving the action more context within the game - a lot like what Sir Peter Monyleux is attempting with the Fable series or what has been done with Knights of the Old Republic on the XBox. Ways of showing that a players' choices and decisions are not mutually exclusive to the world around them. That is, they effect more than the next two scenes in the game - they have a resounding impact on everything that happens afterward. When I studied Ontology in college, I found its elements to be the kind of aspects we should strive for in game design - how we impact our world and how it impacts us. Not quite sure exactly what Ontology is, but I'm sure I've hit on some part of it.
In order to reach this level of game design, we have to mimic the role of Christoff from "The Truman Show". We create a world where one main character interacts with his society/environment, and through events of our own devices, pull this person into different sorts of situations and issues. From my own personal beliefs, it feels as though we're playing the role of the fates, perhaps even elevating ourselves to the role of "god", trying to control the movements and actions of different PCs and NPCs.
This can create an experience that inspires people, that forces them to think in ways they never had to before, just like real life could give them... but artificial. And yes, they would still be games about fun and entertainment and shooting bad guys.
Take a look at some of the more linear RPGs for an example (ie Xenosaga or Final Fantasy). In essence they are a movie or a book interupted by some interaction with the player. Thier primary focus is to tell a story, often time a complicated or thought provoking one, and in this they differ only slightly from a book or movie in that the player gets to move the guy around in some locals between story telling pieces
The Dig... Loom... King's Quest IV... Planetfall...
http://worldofstuart.excellentcontent.com/grid/war s.htm
Note on the URL: I believe it's World of Stuart, not Wolrd ofStu art.
Anyway, some games are pure, this is an example.
my associative arrays can kick your hash - TCL
- infinite spin (explained),
- counterintuitive T-spin triples (explained), and
- "bag" randomization that allows playing forever (explained).
You can blame Mr. Rogers.Thanks, man. I was only 50 pages away from the end of the book.
The ending was first published in 1877. If it's public domain, it's not a spoiler.
that you can make the player do things. I'm reminded of American Psycho by Bret Easton Ellis. The book was filled with extraordinarily repetitive prose. Pages and pages of what people were wearing, eating, driving etc. At first the murders in the book were horrific, but a break from boredom and a welcome change of pace for the reader. Something of fascination of the abomination. Then the murders became more frequent, and more repetitive and they became just as boring as the ultra-detailed exposition of clothing. The artistic triumph of the work, I thought, was the deft manipulation of the reader (or at least me) into being able to read about the disemboweling of a prostitute as if it were instructions for a stereo.
That kind of manipulation, on many more levels and not just with violence, is much more possible with games. You want to explore the kind of evil Hannah Arendt was interested in? Make a game about optimization and organization: start with trains in Germany 1938, then go to Auschwitz and manage the prisoners, and when the allies take over, run the trains for the allies. The game designer can focus the player's creative energies on whatever he or she wants. I think that will be very important for any game that aspires to be "high" art.
Anything made by humans can be art. The way you tell is if the artist says it is. It has nothing to do with the medium. If Da Vinci used pastels or oils it doesn't matter. Whatever mediums are available, humans will make art with it. It's bizarre to presume you would know better than the artist, it is the worst pomposity to look at something an artist made and say is it art? It's like listening to someone talk and saying is it speech? Only one step worse is to say high art, that is always applied randomly or retroactively it makes no sense, you are better to talk about the weather.
Doesn't matter if the message is received, just that it was sent. Whatever the content or medium, a message is a message, art is art.
There are several forms of modern art that change depending on the position of the viewer, or change depending on what time the viewer arrives at the art and sees its current incarnation. In this case, the designer intends that viewer has some control over the content of their experience. If they want to see a certain aspect of the art, they can view it from all angles or wait for the art to complete it cycle.
Taking this to an interactive game, if your outcome in one version of the story was different from some other, it was reflective of your choice - but the designer intentionally set the stage to viewed from those various angles.
If you were to make another comparison, if I were to compose a sonata, would its inherent value or impact be changed if a composer down the line chose to play it with different instruments, or changed some of the notes? If I built inherent choice of instrument or varied choral plans into the sonata, would that mean it's not art suddenly?
But not on video games.
For me, the definition of art is something that, when experienced, evokes feelings of strong emotion and appreciation for the skilled labour and vision that has gone into the form. This could be a good movie, a beautiful piece of music, or a well-designed video game.
One theme in this discussion is that of not being able to change a tragic outcome in the narrative. Such as Romeo & Juliet. This type of scripting does exist in computer games, for instance last night while playing a certain popular RPG I got to a stage where I was forced to kill a character that I honestly felt sorry for. I tried to get out of it a number of ways but had to play along with the story. The feeling of regret that I felt was quite genuine, and who is Roger Ebert to tell me otherwise.
Self-owned, but not by the lack of a greater-than sign. A game is a "film" with interaction; a game without interaction is a game without a game, and thus something else entirely—like, say, a film. As I suspect you know, subsets and supersets are mathematical concepts; mathematics, of course, has no concept of superiority or inferiority, thus subsets are not inherently inferior to their supersets. (They are "less complete", but while you seem to have taken the view that completeness is perfection, Ebert seems to disagree.)
Nevertheless, Ebert is wrong. He fears games because he does not understand them: he believes games to be more interactive than they are. There comes a point, when interaction is increased, when a game ceases to be art and starts to become a world(or, if art, then of the player's creation, rather than the designer's), however, that point lies very far into the future. Games, as they are now, are highly limited "Choose Your Own Adventure" books, and it seems laughable to suggest that such a book could not be art, because it so resembles that most revered of art forms, the novel. Of course, most actual CYOA-books, as most actual games, are made more to entertain rather than as works of art; but that doesn't say anything of the potential of the medium.
(Ebert does have a point, however: interaction can get in the way of art. I just finished an excellently written text adventure recommended by another poster in this very thread; excellence notwithstanding, I was frustrated by the end of it because the puzzles(probably simple puzzles by any experienced player's standards, the "hints" which I fell to using about an hour of unproductive frustration were quite patronizing) got in the way of the writing, and there was not enough of a world to explore while I banged my head against the parser.)
I'd urge Ebert to watch an experienced player play through a well-written text adventure. This experience is very obviously art—obviously even to Ebert, I'd think, because it very much resembles traditional "art" in the form of reading a short story.