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.
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.
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.
Then he would reply that certain parts of the game may be art (textures, terrain, etc), but not the game as a whole. To extend your analogy, if we were to play tic tac toe on the mona lisa, the game wouldn't be art. The outcome might be, but the game of tic tac toe itself wouldn't.
I personally believe that he's wrong, but it's for more complex reasons dealing with what art is; at its core, that's what all the hubub is about, the lack of a definition of art.
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.
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.
Missile Command. You can't escape your fate, and that makes it all the more ghoulish. Defcon. You can at best change the magnitude of the global nuclear holocaust, but you can't avert it. Both of these are poignant and, dare I say, artistic games.
In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
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...