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Blow-Back From Ebert's Latest Games Assertion

Last week's new diatribe from Roger Ebert on the merits of games had some people up in arms. Commentary ranged from the respectful at Ars Technica, to the dismissive statements at GameCritics. N'Gai Croal, of Newsweek's LevelUp, has a lengthy and thoughtful look at the issue from both sides. From his comments: "It's the right of someone with the maturity of an honest and articulate four-year-old to forget the history of his own favored art form and close his mind to the potential of another. In the meantime, those of us who care about the possibilities inherent in this medium will have to rely upon ourselves and one another to keep doing the heavy lifting necessary to suss out where the art of videogames lies; to determine how the craft can enhance that art; and to continue the fight to push this young medium from squalling infancy into graceful adulthood. Let's get cracking."

158 comments

  1. Why care? by El_Muerte_TDS · · Score: 4, Insightful

    Why should we (gamers and game creators) care what Roger Ebert says?

    1. Re:Why care? by j00r0m4nc3r · · Score: 2, Insightful

      Why should we (gamers and game creators) care what Roger Ebert says?

      Because lots of people respect him and their opinions can be swayed by his comments.

    2. Re:Why care? by Lockejaw · · Score: 1

      Yes, but we're talking about video games. Isn't he a movie critic?

      --
      (IANAL)
    3. Re:Why care? by spun · · Score: 4, Funny

      Why should we (gamers and game creators) care what Roger Ebert says? Because he killed and ate Siskel and he'll do the same to you, byatch.
      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    4. Re:Why care? by dj_tla · · Score: 1

      Because, ignorant as he may be, people listen to him. If, instead of a movie review, he were to write a game review, people would take notice and games might have a bit more legitimacy in the minds of the newspaper-reading public. It's true, gamers, game creators and most slashdotters could give two shits what he thinks, and rightly so, but if people read his review and buy the game, suddenly there's some new money coming to the games industry from sources that were uninterested before. A more diverse audience might also mean more diverse games, which I think we can all agree would be a good thing. For Ebert to put down games only reinforces the idea that games are not worthwhile to his audience, and publishers keep putting out new iterations of the same rehashed crap that they know will sell to the existing audience.

    5. Re:Why care? by Rachel+Lucid · · Score: 1

      Because enough (older) people still think this guy is important enough to have any pull whatsoever, basically.

    6. Re:Why care? by Jarjarthejedi · · Score: 3, Insightful

      Yes but we're talking about the average person. Do they know the difference? Do they care? Will they listen to him anyways even if he's not an expert just because he's famous? Yes, yes they will, sad though that may be...

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    7. Re:Why care? by east+coast · · Score: 4, Insightful

      Because lots of people respect him and their opinions can be swayed by his comments.

      I don't think that lots of people need Ebert's opinion in this case. For the most part people align themselves with others who fortify their own ideals. It doesn't speak well of Ebert to have those voicing their support for him, the only thing that they're supporting is the words that came out of his mouth at that point in time.

      Without Ebert we're still going to have a mass of people who view gaming as less of a pastime then watching "the game" on Sunday or re-runs of M*A*S*H. The artistic or potential artistic merits of gaming aren't even a question to these people and citing Ebert only makes them feel justified, Ebert didn't turn them on to a new way of thinking. A lot of people do that with quotes from other mouthpieces around here like John Dvorak. Even though John is mostly wrong in his predictions there are those who will latch onto his words as true wisdom when he speaks out on something that they have convictions over.

      Forget Ebert. His "supporters" didn't need for him to take up the banner of the anti-gaming sect. He follows them as much as they follow him.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    8. Re:Why care? by plague3106 · · Score: 1

      Why? Rarely do any of the critics and I agree on what a good movie is.

    9. Re:Why care? by east+coast · · Score: 1

      Yeah, but he lost a lot of weight after eating Siskel. Does that mean that Siskel was the ultimate diet food that everyone is looking for?

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    10. Re:Why care? by Khaed · · Score: 1

      I don't.

      this is the same guy who didn't like the Usual Suspects basically because he was too stupid to pick up on the hints as it built toward the ending. An ending he said was there to be a "shock ending" but which I (and everyone I know) was awake enough to see coming an hour into the movie (and it's nearly two long).

      He's just a stupid old man who gets paid to watch movies and talk about them.

    11. Re:Why care? by _xeno_ · · Score: 1

      I'd go a step further than that. Who cares if people consider video games to be art?

      --
      You are in a maze of twisty little relative jumps, all alike.
    12. Re:Why care? by 0racle · · Score: 1

      So? Why does anyone care about anything anyone says about their past time. Ebert has his opinions I have mine. I don't care that they don't line up.

      Again, lots of people don't care what Ebert says, he doesn't influence people. Hell I bet if you went out and asked some of his readers what Ebert things of games they're going to look at you funny and say, "I dunno." People don't care that much about him. They don't even really care about is reviews, only if it got a good score or not and still, they are more likely to listen to a friend then whatever Ebert spit up that morning.

      --
      "I use a Mac because I'm just better than you are."
    13. Re:Why care? by HTH+NE1 · · Score: 4, Insightful

      I'd go a step further than that. Who cares if people consider video games to be art? Legislators seeking to censor them. If they aren't art, then they can't have serious artistic merit, making it easier to declare them obscene.
      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    14. Re:Why care? by Neo_piper · · Score: 5, Funny

      Yes, but we're talking about video games. Isn't he a movie critic?
      And Rush Limbaugh is a college dropout who has worked his way up in the radio industry from Disk Jocky to where he is now.
      That surely doesn't qualify him to comment on immigration or international trade but he does and people seem to listen to him... go figure.
      I hear it has something to do with Charisma, I wouldn't know since I spent all my points in Wisdom and Constitution.
    15. Re:Why care? by MightyMartian · · Score: 1

      Perhaps if someone could create a movie spin-off from a game that didn't suck, guys like Ebert might be more compelled to reconsider their positions. But after watching the abortion known as Silent Hill, I'm tending towards Ebert's side. Art may be a form of entertainment, but not all antertainment is art.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    16. Re:Why care? by Purity+Of+Essence · · Score: 0, Redundant

      Fuckin-A, Bubba. Somebody MOD that mother up.

      --
      +0 Meh
    17. Re:Why care? by MightyMartian · · Score: 1

      Whatever you think of him, Roger Ebert is a very well respected critic (one of the most respected critics in fact), and is considered one of the foremost experts on film. I agree that he's moving outside his area of expertise by judging video games, but let's not throw the baby out with the bathwater. He's not exactly a nobody, and his reviews betray a formidably well-read man.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    18. Re:Why care? by Anonymous Coward · · Score: 0

      Why should we (gamers and game creators) care what Roger Ebert says?
      but Ebert hasn't said anything in over a year.
    19. Re:Why care? by Khaed · · Score: 1

      Ebert doesn't really have the charisma Limbaugh does. I'm pretty sure Ebert has the charisma of a cabbage fart. I've seen them both talking on my "non-high-art" TV. Maybe he was having a bad day, but Ebert came off as a grumpy old turd.

      I kept waiting on him to stand up, shake a cane at the cameraman and scream "GET OFF MY LAWN!"

      Well, maybe not. But if he were younger, I imagine he'd spend a lot of time wearing a black turtleneck and beret in Starbucks with his MacBook, blogging poetry with no real syntax and whinging about how no one understands real art.

      Apologies to anyone who wears a black turtle neck for a legitimate reason, like covering burn scars. However, if you wear a beret and are not in a military unit and thus trained to kill those who mock the beret -- why?

    20. Re:Why care? by LKM · · Score: 1

      I think the Silent Hill movie was too much art and not enough entertainment. It was gorgeous, and it had a deep story, and it asked interesting questions about psychology and guilt, but it just wasn't entertaining.

    21. Re:Why care? by Das+Modell · · Score: 1

      Why isn't he qualified to talk about immigration? If he isn't, then who is? I have noticed time and time again that formal education doesn't often correlate with intelligence or knowledge.

    22. Re:Why care? by Crazy+Eight · · Score: 1

      Then again most of the posts on this topic are whinging about how Ebert doesn't understand real games. Why the obsession with Eberts opinion? Who has set out to make a work of art, but then decided to call the end result a game for marketing reasons?

    23. Re:Why care? by Crazy+Eight · · Score: 1

      So the fuck what bitch. Porno is obscene too. You wanna athetic wank?

    24. Re:Why care? by Culture20 · · Score: 1

      You should have rolled randomly; you could have gotten above average in everything.

    25. Re:Why care? by Anonymous Coward · · Score: 0

      So you'd shoot the messenger and ignore the message? Not too smart.

    26. Re:Why care? by Anonymous Coward · · Score: 0

      Lack of formal or good education often correlates with ignorance, and certainly does in this case.

    27. Re:Why care? by HTH+NE1 · · Score: 1

      Porno is obscene tool. And thus pornography is restricted in its distribution.

      If games aren't artistic, then they would have to have literary, political, or scientific value to avoid being considered obscene. I'd be hard pressed to categorize Super Mario Bros. in only those terms ("Thank you Mario. But our princess is in another castle!" has literary value?).

      So, should Super Mario Bros. have to be put in the back room with the other obscene material: pornography? There'd be no market left for serious non-adult video games and they will trend to the pornographic. The "back-room" stigma will keep those wanting to play serious, non-pornographic game-playing adults away.
      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    28. Re:Why care? by MightyMartian · · Score: 1

      I'll admit that the cinematography was pretty damned good, but the story was disjointed, the end seemingly hacked on, and consequently pretty silly.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    29. Re:Why care? by 10Neon · · Score: 1

      I play sousaphone in marching band. We're not trained to kill those that mock berets: we do it by pure instinct.

      --
      The Guide is definitive. Reality is frequently inaccurate.
    30. Re:Why care? by Crazy+Eight · · Score: 1
      Hmmm, you've made a good point. Moreover, I'm gratified to find my vulgar language hasn't inspired vulgar recrimination (thankyou). Expressing my counter-point obscenely made twisted sense to my twisted soul. Then again I may or may not have been inebriated at the time. I can neither confirm nor deny that sir.

      Is it really such a big deal to have games metered in some way so long as they aren't outright censored or banned? We do this with driving, drinking, gambling, voting, etc... I don't mind that 12 year olds aren't allowed drive. I prefer bars that aren't full of 23 year olds let alone teenagers. If there really is a political threat to Enemy Territory Quake Wars, for example, why must the defense be calling it art? There are playing cards with thoughtful athetic designs. I feel no need to call poker anything more than a game.

      For the record, I do find artistic merit in some of the video games I've played. The ambient sound in Medal of Honor deserves kudos. There was something a touch magical and Disneyesque to the dying skeletons in Return to Castle Wolfenstein (the musical cues in the single player game were emotionally effective too). Some of the maps in Call of Duty 2 had a kind of oblique harmony and balance.

      But we have to ask what the intention is when a game is made. Either it's something beautiful that the public incidentally wants to play or it's something fun that had room for athetic craftsmanship. The line drawn there can be fluid and debatable, but the conventional wisdom here seems frozen on one pole of the issue as if the matter were settled. Is there an offended rebuttal to Ebert from John Carmack or Splash Damage?

    31. Re:Why care? by faderanger · · Score: 1

      Ebert isn't even an expert on film: he's a professional entertainment personality. He spends so much of his career watching, writing and talking about bad mass-market films that he doesn't have a whole lot of credibility as one who makes judgements about art (let alone sport, which ironically has much to teach videogame theory about diegetic or ergodic art and craft)

  2. the answer is obvious by spyrochaete · · Score: 2, Interesting

    Art is something that draws you into its alternate universe to make you look at an issue or scene differently than you might otherwise. It is the man-made representation of the real world filtered through the artist's omniscient. Anything can be art if you permit yourself to perceive it as such.

    In my opinion Ebert is A, an old man, and B, afraid. He is afraid of interactivity and doesn't trust the people he writes for - the passive consumers of one-way art - to be capable enough to play along when given the chance. Newsflash, Ebert: art is what YOU make of it, not what the artist makes.

    1. Re:the answer is obvious by Anonymous Coward · · Score: 0

      Maybe he's afraid that, via similar logic to his own, movies are not "art" either.

    2. Re:the answer is obvious by vpetite · · Score: 5, Insightful

      The only point I deemed even somewhat worthy from Ebert was exactly his concern over interactivity. Essentially, it's what differentiates the film medium from the video game medium. There is plenty to debate in that area, considering that this is the first medium that allows the actual audience to play a part, versus how many people participate in recreating the work (as in a play or movie).

      The funny thing is, however, that a large portion of the "high art" contemporary art world is actively exploring audience interaction. The catch there is though, is that an awful lot of contemporary critics refuse to believe that anything that became a part of popular culture could no longer be considered art, as it was something else now. What else? They don't know, don't bother to know, don't care. Thus video games != art.

      I actually wrote a lengthy paper for a Contemporary Art class debating whether or not video games could be considered art. The snag I ran into with my professor was pretty much the exact moot point I found Ebert stumbling on. What always got me laughing was that at some point or another in the history of art, there is a counter example for every point these contemporary critics believe prove A. is art but B. is not. Take when photography first began as a medium, for example. Walter Benjamin wrote that photographs could not be considered art, because they were reproductions of the work, and no longer had the "aura" that true art contained. But today, photographs can most certainly be considered art. This also kind of derides the argument that what exists in popular culture can not be art, because the only differentiating factor from that is the amount of people that acknowledge the work, due to mass copying. Film as well, was criticized because it incorporated new elements. Instead of just a stand still picture, there was sound, and a plot! But film today can be considered art (not to mention all of the basic elements within film can exist independently as an art form).

      Basically, the argument by "true" art critics comes down to 2 points. They either refuse to acknowledge interactivity as a new element, or they believe that the video game medium is a mash-up of other art forms, but where the collected parts are not as great as the whole. Both of these arguments can be countered in the "true" art world, as I stated previously.

      I do agree with you that art is a personal choice, and whatever a person chooses to consider art becomes art to themselves. But when you enter the "high" art culture, the argument becomes a whole nother ballgame, complete with flimsy logic and cloudy thoughts. At the end of my paper, I came down to these two points, disproving them (in a much more eloquent fashion however), but essentially ended on the point that ultimately, it becomes the artists' job to create something out of that medium that can be considered art by more than a few. And what happened in the end? My professor hated it. For him to even acknowledge I could be right, would essentially destroy his entire lifes' work as an artist. It would show that popular culture can produce mediums that are art worthy, and one doesn't not need to be in this exclusive circle in order to be a true artist.

      But then again, those that we acknowledge today as great artists were more often than not, considered to be almost treasonous to their craft. Look at the history of Modern Art. From Manet, Van Gogh, Monet, Picasso...(it's a long list)..and I'll stop at Pollock since he springs most to mind as the most recent debate within the art world, well, every single one of them caused a great divide between "art" and "not art", but ultimately, they created the revolution that allowed art to progress.

    3. Re:the answer is obvious by vpetite · · Score: 1
      ack, proofreading FTW.

      where the collected parts are not as great as the whole
      other way around. =D
    4. Re:the answer is obvious by spyrochaete · · Score: 3, Insightful

      Thanks for the thoughtful response!

      For me, and I am certainly no authority on the subject, for something to be art it must be something man-made that causes me to stop and appreciate it, forces me to evaluate it, and makes me consider a topic from a new perspective. This evaluation is interactive. Art cannot be consumed without initiative from the consumer.

      I find video games doubly artistic because the player is challenged to evaluate the universe as himself and simultaneously as his avatar. This becomes even more complex when a game is presented in the first person perspective, as the player must work even harder to validate this duality.

      Another interesting aspect to consider is the fact that video games are usually spawned from the ideas of a lead designer and actualised by many teams working under him over many months. This is similar to movies, but whereas movies strive to present the universe from a limited perspective (e.g., cardboard cutouts from the front) games must allow for exploration. The lead designer's vision must be much clearer and "realer" to be brought to fruition; so much so that, in my opinion, media like movies and paintings are flat in comparison.

      I'm all over the map here, I know. This is a tricky subject I suppose, but then again it isn't. In the end, who's got the right to tell me what is or isn't art? Isn't that up to me? In truth, video games are so important to me that it's a sort of religion. The concept of a man-made reality is pretty astounding and makes me wonder what's so special about this world if man can create his own.

      What all these media have in common is that they are man-made using limited tools and all convey a scene or story or mood or all three. If an end table can be art, why not Katamari Damacy?

    5. Re:the answer is obvious by Prien715 · · Score: 1

      Thank you for you insightful commentary. You made a new connection for me between the interactivity of many modern new art pieces and video games -- and I think you're spot on.

      I'm reminded of a quote from Jacques Derrida (I can't find it exactly right now so I'll paraphrase): You cannot understand new art. If you could understand it, it wouldn't be new.

      I think Ebert doesn't fundementally doesn't understand gaming as a medium. Rather than pointing to RPGs where interactivity is second to story, I think a game like Peace Maker qualifies as art in the fullest sense of the word. Why? The interface isn't great -- but one could argue the greatest painters didn't have the greatest technical skill. What makes it art is through interactivity, one discovers the pecularities and develops an understanding of the parties and people involved. There are limits, but even books have a set number of pages. By playing the above game, I gained new insights into the people involved, every bit as much as a novel. Central I think, unlike JRPGs, the gameplay is central to one's understanding -- not some add-on to gain levels.

      (Author's note: Don't flame me. I love FF, Xenogears, and Fallout, but in all except the last, the ability systems (the "RPG" gameplay) is fundamentally separated from the story, which is largely static.)

      --
      -- Political fascism requires a Fuhrer.
    6. Re:the answer is obvious by vpetite · · Score: 3, Insightful

      You hit the nail on the head there. The idea that there is this level of interaction deemed appropriate never sat well with me. Problem is when you head into that territory, I guarantee someone is going to pull some metaphysical BS (Does art need an audience in order to be considered art? Or is it just...Art.), which of course, tends to either end the argument completely, or deviate into a place that inevitably gets nowhere. I can't tell you how many times I wanted to slam my head into a desk every time I heard that.

      There are certain contemporary groups that would only consider small, non-plot oriented movies art, and anything that comes out of the cinema is just...garbage to them. The belief held there is that today's movies are created through very generic steps used to manipulate the viewer. Which somehow to them, proves mass culture to not be a part of art. Ridiculous, I know, it's like saying that a certain genre of literature can not be considered a great work of art, simply because there are so many others like it.

      But believe me, debating art will bring you back and forth to topics you never even considered to be a part of the culture. Art has always been the one thing I can run to when all else fails, and I'll be damned if anyone is going to call my work "not art" because it doesn't fit into their current box. (Kinda restrictive for something that's celebrated for it's innovation, too...). But every time I've seriously been asked to define art, I leave that choice completely up to the individual. It is not my place to define what art is to them, or to even believe I could understand beyond an empathetic level.

      And Katamari Damacy is totally art...to me at least. =D Royal Rainbow!

    7. Re:the answer is obvious by Anonymous Coward · · Score: 0

      Directors (and writers and whoever else) of games need to be given the same commendations as their counterparts in movies. I believe games haven't been "elevated" is that they are attributed to corporations. You need a human face, one person or a small team with a creative vision for the medium to be more than an industry and the exceptions (like Miyamoto) need to be the rule for games to be taken seriously.

      I don't know how this would come about other than for game reviews and criticism to make a point of giving credit (good or bad) where it is due. But this is a major roadblock; to be "art" you need an "artist." And how do you laud Nintendo, Capcom or EA as "artists?"

      That said many of Ebert's statements are for the most part valid considering what exists right now. I don't think video games have reached a point yet where they can really be considered anything more than entertainment. That's not to say they couldn't, or that some haven't come damn close (Fallout, for example.) But the potential is very much there. He can't see that, and probably won't be able to considering his age and lack of interest, but I doubt his opinion means a thing in the greater scheme of things,

    8. Re:the answer is obvious by GarethRWhite · · Score: 2, Informative
      Hi vpetite. You're spot on with the observation about interactivity, but I wanted to ask you about this,

      "Walter Benjamin wrote that photographs could not be considered art, because they were reproductions of the work, and no longer had the "aura" that true art contained."

      That's certainly true about the aura of authenticity, but I'm not sure that he said they couldn't be considered art. I thought he was rather saying that the notion of art had to be revised,

      "The nineteenth-century dispute as to the artistic value of painting versus photography today seems devious and confused. This does not diminish its importance, however; if anything, it underlines it. The dispute was in fact the symptom of a historical transformation the universal impact of which was not realized by either of the rivals. When the age of mechanical reproduction separated art from its basis in cult, the semblance of its autonomy disappeared forever. The resulting change in the function of art transcended the perspective of the century; for a long time it even escaped that of the twentieth century, which experienced the development of the film. Earlier much futile thought had been devoted to the question of whether photography is an art. The primary question - whether the very invention of photography had not transformed the entire nature of art - was not raised. Soon the film theoreticians asked the same ill-considered question with regard to the film. But the difficulties which photography caused traditional aesthetics were mere child's play as compared to those raised by the film."

      Benjamin, Walter. The Work of Art in the Age of Mechanical Reproduction (1936)
      http://www.marxists.org/reference/subject/philosop hy/works/ge/benjamin.htm

      This is Benjamin's seminal - and highly referenced - piece, and well worth a read still now over 70 years later.

      As far as I'm concerned there's no question about whether games can be art or not. For my taste, however, most games aren't in a similar way that most pop music and most Hollywood movies aren't.

      I contend that the difficulties which film caused traditional aesthetics are mere child's play as compared to those raised by games.

      (For the record, I've been professionally coding games for 7 years, and am currently a Master of Arts student, writing on game studies in the School of Cultural Studies at the University of the West of England, and my dissertation is (preliminarily) called The Aesthetics of Embodiment in Resident Evil 4: Wii Edition. I sometimes blog about games and culture. See also the Digital Games Research Association for extensive research on video games.)
    9. Re:the answer is obvious by vpetite · · Score: 1

      Yeesh, that was quite hasty of me. What I meant to have said was that Benjamin wrote the photographs/film lacked the authenticity that art before the mechanical age contained. Furthermore, what one can derive from Benjamin's article is that during the growth of photography and film, there were conflicting interests regarding the artistic value of the two mediums, and Benjamin essentially provided a work around for the debate. Benjamin most certainly applied different levels of value to the mechanical mediums. However, Benjamin brought the two new mediums into the realm of art by doing so. Overall, he allowed for the progression from one medium to the next, much as the majority of art folks today might want to rethink their current definition of art.

      With regards to your own art criticism in the field, I'd have to say that I personally agree. My main point is as follows...that the society as a whole should not disregard the medium of Video Games based upon the current selection that exists within popular culture. At this point, it becomes either a matter of personal preference (as there really isn't much for arguing once a person decides what art means to them), or for a real debate, attempting to see whether each piece has added to the progression of the field (as far as I understand, this is generally what defines art).

      But I most certainly appreciate you pointing out my blunder. With regards to your work, that sounds insanely interesting. I'm presently in my last year at Stevens Institute of Technology, for a bacholer's in the relatively new Art and Technology program, which is nothing of all of what it sounds. I began with an E.E. degree, and I hope that at some point (preferably soon =D ) the relationship between the two fields (argh, at least video games and art) become less of the hot button issue it is today.

    10. Re:the answer is obvious by vpetite · · Score: 1

      But is the artist the one who provides the funding for the work and it's completion? Because I can assure you that there have been many, many artists throughout history with their own private benefactors. You might argue that Nintendo or Capcom are capable of dictating the content. Private benefactors have done the same, asking for specific content relevant to their particular tastes and so on. Therefore, if you would consider the private sponsor to be an artist, only then would it be possible to consider the corporate entity the artist as well. The problem here is that when it comes to creating art, many, many people are involved with many different interests. But there are actual artists, and they exist independently of private sponsors, the audience, etc.

      Personally, I am unable to state whether any of the video games we interact with today would be considered high art in the future. To be dreadfully honest, I don't know. However, the majority of what Ebert states is absolute bunk. He is not merely dismissing today's video games, he is dismissing the medium entirely. That is something I have a problem with.

    11. Re:the answer is obvious by LKM · · Score: 1

      I don't really understand the "interactivity" argument. Well, I understand the argument (I think it goes something like "if it's interactive, then the gamer is creating the experience and not the person who made the game, so the person who made the game can't be an artist, but the gamer might be one"), but I don't think it has any kind of merit. Yes, the gamer can decide what to do, but every decision results in something the game designer has designed. The gamer can't really create something - unless we're talking about games like Second Life or Little Big Planet. All the gamer can do is decide what part of the designer's picture he wants to look at. The interaction in games isn't really that different from the interaction of a viewer with a painting - you can look at different parts of the painting, but you can't add your own strokes.

    12. Re:the answer is obvious by spyrochaete · · Score: 1

      If you're interested I wrote a short, informal essay related to this topic (and granting Katamari the crown jewel). Here's the URL - http://blog.demodulated.com/2006/09/15/we-live-kat amari/

      I'd be interested to read your essay too if you've got it online.

    13. Re:the answer is obvious by Crazy+Eight · · Score: 1

      Name one technically unskilled painter.

    14. Re:the answer is obvious by Joe+the+Lesser · · Score: 1

      A famous jazz composer (google failed me on his name) once wrote a song with no notes, just 2 minutes or so of rests.

      He would sit down at the piano, put his hands on the keys, and just tap his foot counting the rests with a serious face.

      The art in the piece he said, was how the audience reacted to the absurd sight of a man just sitting there quietly for 2 minutes and then getting up and bowing as if he had done something. The reactions would range from patience, to confusion, to laughter, back to confusion etc.

      Brilliant in my opinion.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    15. Re:the answer is obvious by Prien715 · · Score: 1

      I never said any of the great painters was technically unskilled -- merely less skilled than some virtuosoes who relied solely upon skill to achieve their worth. If one objectively compared the lighting elements and texture in a Picasso to a Jan Van Eyck for example, the latter is definitely more skilled in his use of lighting and the complexities of color. In music, pick a classical guitarist who graduated from any university and they have more skill than Kurt Cobain ever did. But since art isn't about technical skill, it doesn't matter. Super Mario Bros will always be a better game than Daikana;)

      --
      -- Political fascism requires a Fuhrer.
    16. Re:the answer is obvious by Crazy+Eight · · Score: 1

      Ahh, good point. I've misread you and agree.

  3. Must be art by tonyreadsnews · · Score: 4, Interesting

    Doesn't the fact that people are arguing over whether it is or isn't art make it art? Especially since some people's art is another person's trash...?

    1. Re:Must be art by zussal · · Score: 1

      That what I was thinking. I think Picasso said that art is: the elimination of the unnecessary. What else do you need to know?

  4. Sigh, No. by SatanicPuppy · · Score: 4, Interesting

    See, the question is, "Why would Ebert bother to comment on gaming if he doesn't actually care about gaming?"

    The answer is simple. We see it here every day. Why do people put inflammatory crap on their websites? To drive traffic.

    Ebert's not an idiot. He is, however, largely irrelevant in terms of the internet...Movie reviewers are a dime a dozen here. Anyone ever been to his site for anything else? I never have.

    But with one clever piece of pure flamebait, he drove his web traffic through the roof. Read his article...No, actually don't, just read someone else who's quoted it...No more traffic for you! Not yours! It's pure flamebait, right down to ad hominems and poop jokes at the expense of his target.

    So let the irrelevant blowhard pass on by. By even caring about his hilariously irrelevant opinion, you're giving him what he wants.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    1. Re:Sigh, No. by Applekid · · Score: 2, Insightful

      Good point. I would add that gaming in general is a competing factor to movies. The average person might not care what Ebert has to say about some artsy-fartsy sundance film (Full Disclosure: I like artsy-fartsy), but they sure care what he has to say about Contrived Dribble 2: More Dribbles!

      As games get more cinematic and more (I might as well say it) important, from an entertainment standpoint, it stands as a barrier to an industry that literally butters his bread. His, and his bretheren, rely on the public-at-large to continually be interested in movies. No interest in movies = no interest in movie critics. Then they'll be relegated to the snooty obscurity where today one might find, say, indie rock critics and fanfiction reviewers.

      He's just trying to protect his own. Ain't gonna work, but, hey, those buried alive also tried clawing out of their sealed coffins.

      --
      More Twoson than Cupertino
    2. Re:Sigh, No. by SatanicPuppy · · Score: 4, Interesting

      This sort of thing always happens. You should read some of the nasty things theater critics said about early movies; they called 'em debased, shallow, puerile, and definitely not art.

      Now we're dealing with the same crap from their descendants. It's no surprise. People are crappy at handling change.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    3. Re:Sigh, No. by Anonymous Coward · · Score: 3, Insightful

      Isn't it remotely possible in your mind that this actually might be his opinion?

      Honestly.. From all he's done in his career I'd say Ebert deserves some credibility. The guy's a physical wreck (recovering from cancer) and he's certainly made his fortune. If money was his only motivation he could have retired long ago but he continues to write because he genuinely loves writing about movies. Nothing I've read of his indicates that he writes from anything other than a love of cinema, and if you look back at his career he seems to be anything but a sell out or a shill.

      That's not to say you have to respect his opinion, not at all. Whether you agree or not is irrelevant, he has a forum to express his opinion and did so. You should feel free to disagree but perhaps refuting his points would be a much better way than calling him a blowhard. Write a thoughtfu. essay on the merits and possiblities of gaming as an art forum. If it's good, and enough people do so, then it will be taken seriously. Lashing out and yelling names just makes gamers look like crybabies.

      I'd also add that if legitimate criticism by "gamers" (criticism in a literary sense) is going to be taken seriously then it needs to take itself seriously. Every new medium has this battle. Even movies; they were held in the same light games are today back in the early 20th century. No matter what the medium is, the old guard never takes the young turks seriously.

    4. Re:Sigh, No. by SatanicPuppy · · Score: 1

      Then why genre hop? I wouldn't take literary criticism coming from him. I wouldn't take art criticism from him (outside of his narrow focus). He doesn't seem to spend a lot of time spouting off about these, so it would seem that he's aware of his shortcomings in those areas. But video games, now that's something he knows a lot about! He played Myst once, you know.

      I read his "rebuttal" of Barker's defense of gaming, and frankly, that was enough for me. He didn't address the points, he used repeated rhetorical cheap shots and snippy nitpicking. Frankly it was embarrassing to read an accomplished critic write something so petty. His health is irrelevant to the discussion. I don't wish him ill, but I'm not going to go soft on him just because he's not feeling well.

      And as for gaming takiong itself seriously...It doesn't have to take itself seriously at this point. It's still emergent. Nothing that actually has the potential to be taken seriously, starts off taking itself seriously! Only pretentious crap does that. Barker wasn't arguing that games are art...he was arguing that it's not impossible that they're not art. This is perfectly reasonable, even self-evident.

      If Ebert disagrees (in an offensive manner) with a non-offensive statement like that, in a situation where he clearly has no real knowledge, it makes me wonder where else he's just spouting off without any experience to back up his assertion. Thumbs down, way down.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    5. Re:Sigh, No. by aichpvee · · Score: 1

      I've read a few reviews on his site that were linked from somewhere else. Only one by him though. I actually kind of think game reviewers could learn a thing or two from his reviews (at least the thumbs up, thumbs down ones they did on TV). Because he'd usually give a movie a thumbs up if he thought people would enjoy going to see it and didn't nitpick about how "innovative" and ground breaking it was.

      Of course there's a lot higher buy in price on a video game, but maybe someone should do something about that too. Shorter games with prices approaching that of a movie ticket would be pretty nice. Too bad almost everything that fits that category right now is either a throw away "casual game" that probably has an equally good free equivalent or is a 10-20 year-old ROM that's been encrypted and shoveled onto a proprietary emulator.

      --
      The Farewell Tour II
    6. Re:Sigh, No. by iminplaya · · Score: 1

      It's pure flamebait, right down to ad hominems and poop jokes at the expense of his target.

      Pull my finger

      --
      What?
    7. Re:Sigh, No. by Anonymous Coward · · Score: 1, Interesting

      They were debased, shallow, puerile. There were three basic strains of film from 1900 to 1910. First was the fine art experimentation of people like Georges Méliès. Second was the short film vaudeville adaptations. These tended to be a reel (15 minutes) long and were as vulgar and crass as what they were imitating. Third was the full length feature, which debuted with The Story of the Kelly Gang in 1906. The Birth of a Nation was very prominent stylistically. However, the early directors tended to just film theatrical plays in a straightforward manner, ignoring the stylistic direction Birth of a Nation lead to.

    8. Re:Sigh, No. by Anonymous Coward · · Score: 0

      They were debased, shallow, puerile. There were three basic strains of film from 1900 to 1910. First was the fine art experimentation of people like Georges Méliès. Second was the short film vaudeville adaptations. These tended to be a reel (15 minutes) long and were as vulgar and crass as what they were imitating. Third was the full length feature, which debuted with The Story of the Kelly Gang in 1906. The Birth of a Nation was very prominent stylistically. However, the early directors tended to just film theatrical plays in a straightforward manner, ignoring the stylistic direction Birth of a Nation lead to.

    9. Re:Sigh, No. by buffer-overflowed · · Score: 1

      Ebert is not a classically trained film critic. His background is in literature. He became a film critic in the first place by "genre hopping". So yes, I would take a critique by him about a book seriously. Hell, he's a better critic than anyone in the gaming media, so I'd take a game review by him seriously. Ebert has his critical failings, a soft spot for anything set in Chicago for one, being enormously trapped by the whole auteur thing(another reason for his stance on gaming), but he tends to judge things on their merits/audience. He isn't going to(and doesn't) pretentiously bash a summer blockbuster for being a summer blockbuster. He will give a cult classic an absolutely glowing review. He doesn't do the film-school fan-wank over a piece of art-house cinema. He is probably the single most important and influential critic out there in the real world, in any medium. And as we've seen time and time again, the internet PALES compared to the real world.

      I happen to agree with him, mostly. Gaming isn't art. It's not low art and it's not high art. It's entertainment and technical achievement(and what's wrong with that anyway? Does it make you lay awake nights crying or something?). And every response just underscores WHY it isn't(although I would add the caveat YET).

      For one, it has no real critical culture. Why? Well, simply put art isn't transient and isn't judged by things outside the limitations of it's media and times. It's judged in context.

      If you're rating a film on a scale of 1-10, you don't knock 3 points off, right off the bat, because something was filmed in Super 8, you say it was filmed in super 8 and move on. You don't call a paleolithic cave painting crap because someone invented oil paints, canvas and brushes far later. The Taming of the Shrew isn't outdated by CATS.

      Ahh, but in gaming, we do. Because there IS NO critical culture. There's a bunch of whiny puerile "gamers" who if they were within another realm, would be ranking movies by the quality of the CGI, and books by their cover-art. They also wouldn't by and large be able to judge the quality of a story EVEN if you subjected them to Jane Austin before forcing them through the classics(which after Jane Austin would seem fan-fuckingtastic imo). This is especially illustrated by the non-Ars rebuttal wherein I doubt the writer has the level of intellectual maturity of a High School grad.

      Then we have the interactive nature of the medium. Interactivity is fine. There are performance arts and visual arts pieces that are both interactive and art(although I can't think of a interactive piece of fiction ala choose your own adventure that many would qualify as such). The interactive component of a video game would be the gameplay. The problem with gaming is that it tends to have defined goals. Art exists for the sake of art. Introducing a goal to it, tends to muddy the waters. Going back to the previous point, rather than judging the gameplay solely on it's own merits, we judge it by whether it helps or hinders our achievement of the games goals. In any other interactive setting we judge the impact of the interactivity on the audience. There are a few games actually I can think of that *might* qualify here, but by and large most don't. The interactive component doesn't add anything to the experience of the story, but it can detract from it.

      Or another way to put it: Board games aren't art, and neither are video games that utilize that goal-oriented formula. Some non-games may qualify though.

      Moving beyond the interactive into story and visual elements. Well, visual elements can certainly qualify. They're just not judged in an artistic context. For instance the visual style of Wind Waker, Okami, and Viewtiful Joe is certainly art. Doom 3 or Crysis OTOH is technical achievement. We have almost never have ANY of the visual elements of film or photography present, because of the interactive nature of the medium. And when they are there, they're either done poorly, or when d

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
  5. No big deal by heinousjay · · Score: 1

    I don't get it, why care? Does everyone have to have a favorable view of games to keep them going now? I'd say critical mass has been achieved. There will always be people who get pissed because the kids are having too much fun. Time and tide make them as irrelevant as they deserve to be.

    --
    Slashdot - where whining about luck is the new way to make the world you want.
    1. Re:No big deal by HTH+NE1 · · Score: 5, Informative

      I don't get it, why care? Does everyone have to have a favorable view of games to keep them going now? By categorizing games as "not art" in the public mindset, those looking to censor them would no longer have to consider whether they have "serious artistic merit".
      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  6. Charge! by Sneftel · · Score: 1

    Ah, "art": that most bloodied and sacred of semantic battlegrounds. For centuries it will be fought over by the classicists and the abstract impressionists, neither side ever holding the line for long, all for the right to apply the fortifying balm it exudes to one's tortured ego.

    --
    The opinions stated herein do not necessarily represent those of anybody at all. Deal with it.
    1. Re:Charge! by Ray+Radlein · · Score: 1

      Ah, "art": that most bloodied and sacred of semantic battlegrounds. For centuries it will be fought over by the classicists and the abstract impressionists, neither side ever holding the line for long [....]
      ...and then some Dadaist crushes the lot of them beneath a giant inflatable dog poo, and runs off, cackling gleefully.
    2. Re:Charge! by Sneftel · · Score: 1

      I suppose. Dadaists, like every single other faction in this war, believe themselves to be above the fray.

      --
      The opinions stated herein do not necessarily represent those of anybody at all. Deal with it.
  7. Thoughtful? by outlander78 · · Score: 1

    "It's the right of someone with the maturity of an honest and articulate four-year-old to forget the history of his own favored art form and close his mind to the potential of another." This a quote from a thoughtful article on Ebert's comments? Calling him an immature, dishonest person with the mentality of a four year old? Such name calling does not belong in a thoughtful piece. These kinds of "stories" do nothing to improve the reputation of gaming.

    --
    cheers,
    Andrew
    1. Re:Thoughtful? by Haeleth · · Score: 4, Interesting

      This a quote from a thoughtful article on Ebert's comments?
      Yes, but you need to look at the context: as it happens, "the maturity of an honest and articulate 4-year old" is a direct quote from Ebert's original article, where Ebert himself used it to describe Barker! Which kind of changes the way you see things a little, doesn't it?

      Well done, though - you've illustrated nicely what really harms the reputation of gaming: the fact that people automatically assume that gamers are immature, and therefore anything a gamer ever says that might possibly be taken to reinforce that stereotype will be taken out of context and misinterpreted in the worst possible way. :)
    2. Re:Thoughtful? by arbarbonif · · Score: 1

      In general, humans are immature. I would venture a guess that ANY group of them that is large enough can be described in similar terms.

    3. Re:Thoughtful? by Jack9 · · Score: 1

      I find this to be untrue. The majority of groupings, larger and smaller in number, do not exhibit this to a degree that they are classified by the characteristic of "immature". Antisocial behavior is only acceptable over a network. I cannot understand why you would think that gamer behavior has a bearing on normal human interaction. The "internet community" is most comparable to the CB radio bands, but even less empathetic. It's not really amazing that removing channels to exhibit emotion leads to intense emotional outbursts.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    4. Re:Thoughtful? by brkello · · Score: 1

      No, a blind person can't drive because he can not see. How does that relate to gaming and maturity. Sight is fundamental to driving. How is immaturity fundamental to gaming? Fact is...gaming has permeated to every echelon of our social fabric. Rich, poor, well educated, and high school drop outs can all be seen gaming. The fact that you choose not to see this shows your own ignorance and immaturity.

      --
      Support a great indie game: http://www.abaddon360.com
    5. Re:Thoughtful? by brkello · · Score: 0, Troll

      You are confusing gaming with the anonymity of the Internet. You don't need a game to be involved to see antisocial behavior over the 'Net. Clearly you just have a personal bias that isn't based in logic.

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re:Thoughtful? by Jack9 · · Score: 1

      You don't need a game to be involved to see antisocial behavior over the 'Net.
      Gaming that does not occur over a network cannot be called immature or even meaningfully gauged. It's not bias to restrict a observational data to something that can be observed.
      --

      Often wrong but never in doubt.
      I am Jack9.
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    7. Re:Thoughtful? by Jack9 · · Score: 1

      gaming has permeated to every echelon of our social fabric. Rich, poor, well educated, and high school drop outs can all be seen gaming
      How does this relate to behavior? It shows that "gamers" are have an independent, consistent, culture. How easy it is to find a "gamer" doesn't change the culture of immaturity resulting from anonymity. The "gamers" in poor countries who game face to face do not suffer from the same immature behavior of outlandish outbursts or petty behavior within the game.
      --

      Often wrong but never in doubt.
      I am Jack9.
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    8. Re:Thoughtful? by king-manic · · Score: 1

      Can we get a -1 "didn't RTFA's" or is it a -1 "you must be new here" for me?

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    9. Re:Thoughtful? by LKM · · Score: 1

      How does gaming make one anonymous?

    10. Re:Thoughtful? by Jack9 · · Score: 1

      There's no game that has an authentication method proving who you are. In gaming circles, the most common method of "proving" who someone is, consists of third party apps or in-game communication where you can do a human-Voight-Kampff test of audio/video/behavioral cues (can you name a game that features streaming video of current players?) to determine "if someone is REALLY who they claim to be". The state of NAT'd networks means almost every networkable game simply has to deal with the fact that computers masquerade their origin and that players are likely to want to "connect" from one of multiple locations so there is no location-identification either. Convenient. All games and most other virtual interactions are, effectively, anonymous.

      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    11. Re:Thoughtful? by LKM · · Score: 1

      Oh, your point is that people who play online games often come over as immature? Well, d'oh :-)

      Only a small percentage of all gamers play online games regularly, and even non-gamers become immature when they are anonymous. I don't really see the correlation between gamers and (im)maturity.

  8. At least look at his argument by DreadPiratePizz · · Score: 4, Informative

    From the perspective of storytelling, videogames are in fact a poor medium for doing it, for reasons Ebert describes. The physical interactivity with a game world that videogames provide add nothing to a story, and in mediums such as film, the director and editor use decisions to guide the audience. Any story you can think of telling will always be more effective as a novel, play, or film, than as a videogame. Nearly every videogame story involves violence or physical conflict. Why? Because the story has to motivate the gameplay, and guess what the gameplay entails! Interaction is limited, so the stories are as well. Unless you want to use cutscenes or text... in which case you're using another medium.

    So it depends on what you consider a videogame. Games like MGS3 are pretty artistic, but it's all conveyed through cutscenes. Nothing wrong with that, but the emotion and depth brough tforward there isn't possible using only interactive elements. It seems to me like the games that are the most artistic, are also the games that are least like GAMES.

    1. Re:At least look at his argument by Dunbal · · Score: 0

      Nearly every videogame story involves violence or physical conflict.

            This is true of any movie or novel too. Your point is moot.

      --
      Seven puppies were harmed during the making of this post.
    2. Re:At least look at his argument by Anonymous Coward · · Score: 0

      Really, are you sure? Because most movies I tend to see involve EMOTIONAL conflict. Even ones with a setting of physical conflict in the background, the real story is what's happenign with the characters. And I can't remember the last time a read a novel with a drawn out action sequence...

    3. Re:At least look at his argument by HTH+NE1 · · Score: 1

      The physical interactivity with a game world that videogames provide add nothing to a story.... Interaction is limited, so the stories are as well. Unless you want to use cutscenes or text... in which case you're using another medium. So, how do you feel about kinetic sculptures where people are permitted to manipulate it? Or, hell, just a plain static sculpture?

      Or do you feel that the real art in the plaque next to the sculpture bearing its name and explaining to you what you're looking at?
      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    4. Re:At least look at his argument by Mathonwy · · Score: 1

      Actually, the reasons Ebert describes are pretty lousy, really. Basically, it seems to boil down to "Most games aren't art, and focus on overly-simplistic mechanics. Therefore, all games XXX"

      That is a deeply flawed argument, from a logical point of view. (a is in set A. a is in set B. Therefore all members of A are in set B)

      And your argument "Emotion and Depth [brought forward through cutscenes] isn't possible using only interactive elements" is seriously lacking in backing. About the BEST you can say here is "I haven't seen it done, so therefore I don't believe it can ever exist." There is no evidence that you can't bring forth the same emotional range with interactive elements. Just that no one has done it well yet. Which should NOT be confused with proof.

    5. Re:At least look at his argument by Anonymous Coward · · Score: 0

      Knights of the Old Republic.

      Cutscenes are used, but for items that you are not part of. Dialog is subject to your choices. Some choices are meaningless, while others can transform your end game and the ultimate end of the story.

      When discussing whether games can be considered art it would help to find out which types of games are being used as examples. Minesweeper? In it's current form, no. KOTOR? Yes. Postal? No comment as I have not played it.

      Austin Powers movies vs. No One Lives Forever
      Star Wars Ep I - III vs. KOTOR I
      Falling Down vs. Postal???? I should not list that as I noted I have not played it.
      Mission Impossible vs Sam Fisher games?

      There is definitely games out there that can be considered art. There are games out there that cannot be considered art. But as always, everyone is entitled to their opinions.

      Also do not forget that many of the promotional materials for games can be considered art. Take a promo piece created entirely in the game world and compare it to some paintings over the last many centuries. Some of those can be considered art.

      Ebert is trying to drum up visibility as he is seeing his choice of art, movies, losing out to a different medium, video games.

    6. Re:At least look at his argument by Hatta · · Score: 1

      You don't need to tell a story to be art. I would consider Nethack to be a great work of gaming art. The story is immaterial, the beauty of Nethack is in the rules. It is wonderfully balanced, intricately detailed, and a hell of a lot of fun.

      Also, I take issue with your assertion that games have no advantages when it comes to storytelling. They do. Games really allow you to identify with the protagonist more deeply. The story of the reluctant hero is a lot more interesting when you feel like you are that hero.

      Maybe you're just playing too many shooters. Go back and play some 90's adventure games. King's Quest 5 and 6 are absolutely exquisite. Or if that's not your style Bioware has made some great RPGs recently. Compare Knights of the Old Republic to Episodes 1-3 and see which tells a better story.

      --
      Give me Classic Slashdot or give me death!
    7. Re:At least look at his argument by freezingweasel · · Score: 1

      > From the perspective of storytelling, videogames are in fact a poor medium for doing it, for reasons Ebert describes.

      True or false, storytelling isn't required to be art, or to be high art. I disagree. As a composite medium, a game can do EACH AND EVERY THING a novel, a painting and a movie can do. A game is a superset that includes the capabilities of each of these other three mediums. If a movie can be art, or high art and the maker of a game can limit the functionality of a game to that of a movie, the game can be every bit as much art as the movie. A game takes nothing FROM what a movie can do, but ADDS to it, so how can the potential be lesser? More Less.

      >The physical interactivity with a game world that videogames provide add nothing to a story,

      Again, I must disagree. Games have better emotional control of the audience. A series of action-ish segments climaxing in a difficult boss gives a player a feeling of exhaustion a movie can't match. How about the upswing in emotion when the harassed hero happens upon a cache of weapons / power-ups? The impact is magnified because it's not just Ash Ketchum who suddenly got a new psychic pokemon that can turn the tables, it's the player as well. A movie, being passive can't give the same feeling of triumph because the movie-goer is always on the outside looking in. Perhaps the best feeling is the "door-opening" feeling you get when Link stumbles across the hook-shot, feather or bombs, as a whole new world opens in front of you. Theoretically the story may be the same, experienced from afar (movie) or directly (game), but the immersion increases. How often are you surprised in movies? How often in games? Once you're brought into the character's mindset the story gains freshness and life. What's more, the gameplay allows a choice, which outside of DVDs and choose-your-own-adventure books is non-existant. A well balanced choice can bring the agony of a character's choice to life, but more importantly allows the choice which isn't even a possibility in the theater.

      If a movie faces a viewer with a moral dilemma, who is right and who is wrong, does that make it not art because no side is chosen? Isn't it a higher artistic calling to explore both sides?

      The biggest difference I see between chaff and "high art" is rarity. You can't stare at THE Mona Lisa *in person* from anywhere in the world. You can't watch a Shakespear play being run by Shakespear himself anymore. It's no coincidence that being "high art" often involves a dead author. I think what makes art "high art" is that it can be posessed, while Harry Potter, be it trash or treasure is in the grubby hands of, gasp, EVERYONE! I'm fairly sure there was a book or movie a while back about a famous painter who came back to life, only to see the value of his works plummet, wish I could remember what it was called.

      What makes the Mona Lisa special? There have been many portraits with more detail, less detail, more vivid colors, more people depicted, less of a person depicted (only a face) etc. What makes THIS PAINTING more special than any other portrait? Does the reason behind why this painting was made matter? The value seems to come from a combination of scarcity, actual quality / effort put in and who the artist was. "Pouring yourself into" a work seems to make it higher art. The Sistene Chapel, painstakingly crafted will rightfully gather more praise than graphitti, which due to the legality tends to be (when it's actually OF something) more visual poetry than a full treatment of anything.

      Art is not beauty, (and much that is ugly can be called art) but merely recording beauty can transform it (or the recreation in any part) to art. In the most basic sense what we call art IS art, BECAUSE we assign it that value. Art seems to be that which we deem note-worthy *for its own sake*, collected in such a form (written in a book, captured on a photo) to be passed on.

      To an extent, games could be considered "not art" BECAUSE they are ma

    8. Re:At least look at his argument by DreadPiratePizz · · Score: 1

      Games have better emotional control of the audience. A series of action-ish segments climaxing in a difficult boss gives a player a feeling of exhaustion a movie can't match. How about the upswing in emotion when the harassed hero happens upon a cache of weapons / power-ups? The impact is magnified because it's not just Ash Ketchum who suddenly got a new psychic pokemon that can turn the tables, it's the player as well. A movie, being passive can't give the same feeling of triumph because the movie-goer is always on the outside looking in. Perhaps the best feeling is the "door-opening" feeling you get when Link stumbles across the hook-shot, feather or bombs, as a whole new world opens in front of you.

      This is very true. Games can evoke emotion in the player. However, each and every person may have a different reaction. See why this is troubling if you're playing as the hero? How is the hero supposed to grow and change, if YOU are the hero, and the game designers have no control over your thoughts and feelings? Good stories involve characters who change and make tough moral decisions. That's sort of difficult when each time the game is played, the 'main character' i.e. you, has a different set of motivations and morals. So either you make a boring hero with no motivations (the silent protagonist), or you give the hero a personality and risk having it clash with the priorities of the player.

      Of course, you could always have the player NOT play the main character, so maybe there is yet a way to do it.

    9. Re:At least look at his argument by freezingweasel · · Score: 1

      > This is very true. Games can evoke emotion in the player. However, each and every person may have a different reaction.

      The same is true of a movie. What makes a game different is that by participating, whatever effect you get from playing is magnified.

      > See why this is troubling if you're playing as the hero? How is the hero supposed to grow and change, if YOU are the hero, and the game designers have no control over your thoughts and feelings?

      The author does have control though. Most games are not generic do-anything-you-want MMORPGs, GTAs or Shenmues. Most games lead you through a specific series of events, so the stimulus, like a movie is controlled. If the player / movie-goer reacts differently... oh well, hopefully they'll like the gratuitous explosions / skin tossed in for those who miss the main point.

      > Good stories involve characters who change and make tough moral decisions. That's sort of difficult when each time the game is played, the 'main character' i.e. you, has a different set of motivations and morals.

      Admittedly that's not most games, but there are those that focus on morality. Some Ultimas, Fable, even Sonic Adventure if you play through as Amy and Gamma. (You see Gamma's growth and indecision, but you don't get to participate in the indecision)

      > So either you make a boring hero with no motivations (the silent protagonist), or you give the hero a personality and risk having it clash with the priorities of the player.

      For the most part I think players will tend to either fall in line, like watches in a movie, or be snarky. Possibly having the same line of thought as I did, pretty much every conversation in the recent Bard's Tale features snarky and nice options to let you play as you wish.

      > Of course, you could always have the player NOT play the main character, so maybe there is yet a way to do it.

      Would the player recognize what's going on? Was Zero the main hero in Mega Man X? He starts off stronger, rescuing your character, and is recognized by the manual as far stronger. The gameplay revolves around X, so X will be seen as the star. If the hero outclasses the played character, players will be jealous.

      Another fun game for decisions was Guardian Heroes on the Saturn.
      http://en.wikipedia.org/wiki/Guardian_heroes

    10. Re:At least look at his argument by jdgeorge · · Score: 1

      From the perspective of storytelling, videogames are in fact a poor medium for doing it, for reasons Ebert describes. The physical interactivity with a game world that videogames provide add nothing to a story, and in mediums such as film, the director and editor use decisions to guide the audience.

      I agree that these statements apply to most games with which I am familiar except that, in some cases, the interactivity adds a visceral component to the drama experienced by the protagonist. I conclude that Ebert never had the opportunity to play Outlaws, which I think transforms the sport of video gaming into an effective and artistic vehicle for storytelling.

      Briefly, what Ebert seems to have missed is that (in my opinion) video games are not stories that are rendered more artistic through interactivity. Rather, they are sports that have been transformed into art through storytelling, sound, and visual design.

  9. Why care? Here's why. by PopeRatzo · · Score: 3, Insightful

    As a lover of video games and cinema, and as someone who can understand the very close and deep relationship of the two artforms, I'm very interested in what Roger Ebert has to say about video games.

    Cinema was seen as a medium for serious art from its very birth. The mercantile value of cinema developed subsequently, though quickly. Today, video games are primarily mercantile, yet they have enormous potential as an art form, a potential that goes largely unexplored.

    Critical theory is a field with which I am well acquainted, and the attention of a first-rate critic like Ebert can only help video gaming. As fans we just have to love the medium enough to see that there is much work to be done and not feel challenged and wet ourselves just because someone says, quite correctly, that video games have not developed artistically as far or as fast as they could have. Nor will they as long as our fandom supersedes our ability to think critically about them. (Fanbois take note)

    --
    You are welcome on my lawn.
    1. Re:Why care? Here's why. by UbuntuDupe · · Score: 3, Insightful
      Cinema was seen as a medium for serious art from its very birth

      What are you talking about? It was treated just as video games. From the wiki (and recalling that films first arose in the 1890s):

      It wasn't until 1911 that countries other than Australia began to make feature films. By this time 16 full length feature films had been made in Australia. ... Leading this trend in America was director D.W. Griffith with his historical epics The Birth of a Nation (1915) and Intolerance (1916). ... Along with a boom in high-toned literary adaptations, these trends began to make the movies a respectable diversion for the middle class and gain them recognition as a genuine art form with a secure place in the emerging culture of the twentieth century. In France brothers Lafitte in 1907. created so-called Films d'art. They were supposed to draw the higher classes of society into movie theaters. The more educated classes thought that film was just for uneducated people and preferred traditional theater.
    2. Re:Why care? Here's why. by PopeRatzo · · Score: 1

      From the Lumiere bros, the artistic potential of films was seen. There were short art-films long before feature-length films became a popular format.

      --
      You are welcome on my lawn.
    3. Re:Why care? Here's why. by darkwhite · · Score: 1

      The problem is not that Ebert is criticizing video games. The problem is that he is clearly doing so without expending the least effort to acquaint himself with the genre. There are numerous games out there which arguably are masterpieces of art. For any one of them - or even all - you may have good reasons to feel that it doesn't qualify as such. But to dismiss them en masse, based on some meaningless generalizations, without even listing any worthy contenders, then go on to dismiss the whole format, is not an excusable offense for a reviewer.

      I used to care about what Ebert said in his movie reviews. His taste in movies aligns easily with mine. After this episode however, I'm very much disillusioned in his work as a reviewer, due to the sheer arrogance and ignorance which he managed to demonstrate.

      --

      [an error occurred while processing this directive]
    4. Re:Why care? Here's why. by LKM · · Score: 1

      Well, the demo scene most certainly is creating art and has been for a long time, so there's a gaming analogon to the "short art-films" you mention.

    5. Re:Why care? Here's why. by PopeRatzo · · Score: 1

      Even the movies of the Lumieres were public sensations. The often excellent demo scene work is way way beneath the radar.

      Plus, I think the demo scene does not yet touch the narrative potential of video games. That narrative is what Ebert was describing in his excellent critique.

      --
      You are welcome on my lawn.
    6. Re:Why care? Here's why. by LKM · · Score: 1

      Even the movies of the Lumieres were public sensations. The often excellent demo scene work is way way beneath the radar.

      Yeah, but that is due to the fact that movies were new and exciting and public, while the demo scene is something that is very specific - you have to have a certain computer and be in a certain environment to even be exposed to it. Either way, I don't see how public awareness has anything to do with whether something is art.

      Plus, I think the demo scene does not yet touch the narrative potential of video games. That narrative is what Ebert was describing in his excellent critique.

      Personally, I don't think the narrative potential has anything to do with whether it's art. Are dadaistic works not art because there's no narrative potential?

    7. Re:Why care? Here's why. by PopeRatzo · · Score: 1

      Either way, I don't see how public awareness has anything to do with whether something is art.
      This is very difficult. I understand exactly what you mean, but in a way, public awareness, at least to the level of knowing about the form itself, is required for an art form to reach its potential. Otherwise, all you get is a small inbred group making art for each other, which eventually dies out when something new comes along.

      And to your second point, no, narrative doesn't have anything to do with whether something is art, but narrative potential is a very large part of the potential of video games to be art. Yes, there will be dada and abstract video games, God willing, but I was specifically comparing video games with cinema, the art form they most resemble.

      I am a little bit surprised you don't see a narrative in dada, though. It can be said that anything that unfolds over time has narrative, has story.

      Let's agree that video games have an enormous potential as art that is not being well served ATM.
      --
      You are welcome on my lawn.
    8. Re:Why care? Here's why. by LKM · · Score: 1

      I understand exactly what you mean, but in a way, public awareness, at least to the level of knowing about the form itself, is required for an art form to reach its potential.

      Of course, but it's still art. During Van Gogh's lifetime, his art was not appreciated by most people. Only after his death did it become famous. Does that mean that his paintings weren't art while he was still alive, just because there was no public awareness?

      Otherwise, all you get is a small inbred group making art for each other, which eventually dies out when something new comes along.

      That is so, but again, I question whether public awareness has any connection to whether something should be considered to be art.

      And to your second point, no, narrative doesn't have anything to do with whether something is art, but narrative potential is a very large part of the potential of video games to be art. Yes, there will be dada and abstract video games, God willing, but I was specifically comparing video games with cinema, the art form they most resemble.

      I think there already are abstract video games. Rez, for example, does not have any story (I think?), but I would say it's art. Battle Girl had no real story or plotline, but I would quite clearly consider it to be art.

      What is a game? It's a combination of sound and moving pictures which allow for user interaction and generally tend to have some kind of goal. I've been to art galleries where the artist had created or commissioned interactive pieces that actually were games. I can not see how somebody could seriously claim that games aren't art, or can't be art, or aren't "high art" (whatever that means). Games are a combination of different media and interaction. There's nothing in games that makes them inherently different from other art forms.

      I am a little bit surprised you don't see a narrative in dada, though. It can be said that anything that unfolds over time has narrative, has story.

      Okay, but that is usually an unintentional narrative. It happens in your head because humans are bound to look for patterns and a story, but it's usually (or often, or maybe even always) not something the artist intended to occur.

      In fact, this interpretation of dadaistic works is not entirely different from the interaction in games. In something like GTA, you may create your own story and do something that the creator did not intend. Ebert thinks that this kind of interaction automatically implies that games can't be art; yet they are very similar to what happens when you interpret a dadaistic piece. You create your own story.

      Let's agree that video games have an enormous potential as art that is not being well served ATM.

      Okay, I agree :-)

  10. also coming soon... by mugnyte · · Score: 1


      scandal rocks the news world as debates rage:

      What is Art?
      What is Love?
      What is Beauty?
      What is Truth?

      What is...the point? Saying it never makes it so (except in baseball), so Roger bloats out to movies while others prefer different eye candy. So be it.

      no different than the tabloid:

      What is YoungerstersTooSassyForTheirOwnGood?
      What is TheBestHolidayDestination?
      What is MilkTooOldToDrink?

    1. Re:also coming soon... by PixelScuba · · Score: 1

      What is Love?

      Haddaway.

  11. Choice != sport or low art by Squiggle · · Score: 3, Insightful

    I think Ebert's fundamental, and most interesting, assertion is that because there is an aspect of player choice in a game it is more similar to a sport where the outcome isn't determined (by the artist). Without the control over outcome, Ebert believes that you can't rise to the level of high art.

    This is where his unfamiliarity with the medium really shows. The outcome of a game is usually one of a set of outcomes (win or lose being the most basic), and there are certainly designers that want to expand those choices and make them more meaningful. If the game includes any outcome (that has been carefully designed) that would make it high art then the game as a whole must be high art, even though there could be many outcomes that are not. At first this seems to make games a poorer medium for the expression of high art. However, there is little difference between the players that choose the "low art" paths through a game and an audience who "doesn't get" a high art film. Both will come away from the experience thinking that the game or film was low art (or worse). Games only allow the the audience to interact with their low art interpretation of the game if designers allow the player the freedom to do so (eg. shooting everything).*

    Games are generally made to be replayed, so that they can be explored in full: choice doesn't turn it into a sport, choice only increases the re-playability, or in terms of other art, the re-experience-ability. Like coming back to a complex and deep book or film and understanding it "better" because of insights learnt from the last time you experienced it, games hide part of their content purposefully. The choice of which content you experience is just more obvious in a game, but the knowledge and experience that allows you to make those choices to see that content is not very different from being able to "see more" in your other art.

    Just like someone who can't understand the high art film, Ebert's ignorance of games prevents him from seeing if there are high art games. I'm not sure there are any myself - I'd say there are many that we will look back on and recognize as the precursors and inspiration to those that eventually get acknowledged as the first high art games.

    * Note: much of the art of game design can be found in the options or available actions given to players. How the designers restrict the players into particular outcomes is the essence of the art. That Ebert doesn't understand this, or believes that multiple options is somehow incompatible with high art is testament to Ebert's unwillingness (or laziness) to think about games seriously.

    --
    Complexity Happens
    1. Re:Choice != sport or low art by shinma · · Score: 1

      The idea that interactivity and "player" or "viewer control over the outcome of an experience precludes something from being fine art is ludicrous.

      John Cage's work was regularly defined by the audience. Many artists use interactive installations, or interactive performance art. Closer to Ebert's home, there are any number of critics and scholars that believe that Shakespeare's plays exist solely as they are performed. That the text on the page is simply a blueprint, highly mutable depending on the needs of the production company and the artist, and that when discussing the plays, one needs to refer to a specific production to define the boundaries of the discussion.

      --
      Shinma
    2. Re:Choice != sport or low art by Squiggle · · Score: 1

      Yup. Cage is an excellent example. I think that it is important to note that a work that is "high art" could be experienced as "low art" given a particular set of choices by the players/audience. For example, I'm sure you could ruin Shakespeare depending on the artistic choices you made.

      --
      Complexity Happens
    3. Re:Choice != sport or low art by freezingweasel · · Score: 1

      Choice actually has made some games much more than they'ed be without it.

      One Ultima had a series of choices to determing what drove you, to create a character appropriate to your view of what was most important. Making the player decide what they truly valued in this manner was more powerful that most morals added to movies.
      http://en.wikipedia.org/wiki/Ultima_IV

      The mechanics of how you play Mega Man X4 differ greatly based on which character you choose to play as.

      Nothing is easier than to condemn the evildoer, nothing is harder than to understand him.

      When you can play through as both the "good" and the "evil" character in some games (or the same character making different choices, ie Fable) you get a better picture. A story can be segmented to show both sides, as can a movie, but playing through really drives it home.

    4. Re:Choice != sport or low art by BlastOff · · Score: 1

      I have to agree with this. In the games where we are allowed choices like Fable, Deus Ex or others we can come away with a different experience every time we visit that game. For me, that is no different than every time I visit Proust again. I have read Swann's Way three times and have always found something new to appreciate there. No different than every time I view a piece by Klee or watch a play by Ibsen. If I have no problem comparing the works of Peter Molyneux and Will Spector to those of Marcel Proust or Henrik Ibsen than I have no problem calling games art.

    5. Re:Choice != sport or low art by Squiggle · · Score: 1

      I've been thinking more about the Cage example more...

      Imagine John Cage's 4':33" piece as a good example of a extremely flexible but "properly" (i.e. makes it high art) restricted set of game rules. If you don't know this piece, it involves a pianist sitting at the piano for 4 minutes and 33 seconds without playing the piano, instead she lets the audience "play" the piece - the music is the sound of the audience (reacting). This is "high art" music, but it isn't that much of a stretch to call it a "high art" game as far as I am concerned, with the biggest mechanic being how quickly (if ever) the audience realizes they are the players of the game and the other mechanic being the existing cultural norms of concert etiquette.

      It is tough for computer games to get that elegant and powerful, but there are already other games that have achieved "high art" and it is hard to believe the medium would control the message (especially after McLuhan).

      --
      Complexity Happens
    6. Re:Choice != sport or low art by shinma · · Score: 1

      4:33 was exactly the piece I was thinking of when I used Cage as an example. The entire performance is not only defined by the audience's interaction, it is never the same twice, and in fact can't really exist (as art or otherwise) as a solitary entity. It exists COMPLETELY in the context of its relationship with the audience, which is, I think, a hallmark of a video game as well.

      OK, maybe not Xenogears. ;P

      --
      Shinma
  12. ....who cares.... by MBraynard · · Score: 0, Troll

    What some fat Chicago has-been says who doesn't even watch the movies he reviews thinks?

  13. Is "art" context specific? by Daneboy · · Score: 5, Insightful

    Within Ebert's definition of "high art", it is not unreasonable to state that games do not pass muster. The way he defines high art, it precludes the kind of interactivity that is in most games. Nothing wrong wit that.

    But what about the individual elements that go into a game -- like the textures, or background images, or cutscenes, or level designs, or soundtrack -- can those be "high art", even if the game as a whole is not?

    The Mona Lisa is, unquestionably, High Art. Would it still be High Art if I used it as a texture for my "Louvre Deathmatch" game mod?

    What if I made an original painting of equal artistic merit as the Mona Lisa, but instead of exhibiting it in a hoighty-toighty gallery I used it in a game -- would my choice of context instantly make my painting become Not Art?

    If a famous composer wrote a symphonic work specifically for a game, would it still be High Art? Why (not)?

    --
    /* "Specialization is for insects." -Heinlein */
    1. Re:Is "art" context specific? by Das+Modell · · Score: 1

      The way he defines high art, it precludes the kind of interactivity that is in most games. Nothing wrong wit that.

      Except Ebert doesn't quite understand the nature and limitations of interactivity in video games, so his argument is not very good.
  14. In case of emergency, RTFA by shma · · Score: 3, Informative

    I know someone's going to question N'Gai Croal's choice of words in the summary, so let me quote this from the debate Ebert had:

    Barker: "I'm not doing an evangelical job here. I'm just saying that gaming is a great way to do what we as human beings need to do all the time -- to take ourselves away from the oppressive facts of our lives and go somewhere where we have our own control."
    Ebert: Spoken with the maturity of an honest and articulate 4-year old.

    --
    I came here for a good argument
    1. Re:In case of emergency, RTFA by iainl · · Score: 1

      Clive Barker. vs. Roger Ebert.

      Since the best definition of "Art" we have is "the stuff that an Artist makes", I'm rather more inclined to take Barker's word on the matter than the guy who watches movies for a living.

      --
      "I Know You Are But What Am I?"
  15. Sculpture by HTH+NE1 · · Score: 3, Interesting

    So I create a sculpture unlike any before. Instead of looking upon its exterior surface, you have to step inside it and explore its inner surface. There are many branches, converging and diverging, and depending on the path you take to explore the sculpture you see different things. Areas differ in appearance through materials used, lighting, projections, etc. Others differ in acoustics, have different environmental sounds, perhaps play back recordings of others who were there before. Others may be completely dark with nothing visible and you experience it only through touch. It can be enjoyed singly or in groups. Some parts are only accessible if you cooperate with others, or if you picked up some element along the way necessary to reach something. Other areas are only accessible if you work against your fellow explorers. Many are mutually exclusive. Some parts of it react to your presence and try to induce you to follow particular paths, which you can go with or fight against. The sculpture is the size of a large building, both in height and footprint. There is one entrance, but thousands of exits. It may even be impossible to fully explore within one person's lifetime.

    Is it just a game? Is it just a sport? Or is it art?

    What makes it one and not another?

    --
    Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    1. Re:Sculpture by Anonymous Coward · · Score: 0

      It's not a sculpture like none before it, it's like countless millions. They're called "buildings".

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

      Arquitecture?

    3. Re:Sculpture by HTH+NE1 · · Score: 1

      I was hoping someone would some up with "funhouse".

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    4. Re:Sculpture by Gatsby137 · · Score: 1

      I think you just described the City Museum in St Louis! http://www.citymuseum.org/

  16. Video games COULD be art by mrraven · · Score: 1

    I sincerely believe video games could be art but I haven't seen one actually cross that threshold yet. 99% of video games are similar to thriller genre fiction, pure crap. The possible candidates I have seen for video game as art would be:

    1. Second life, allows people to be creative in a virtual world

    2. Myst and it's sequels, original concept beautiful artwork within the game

    3. That Japanese game where you roll things up into a big ball Katami something or other? I haven't played it but the screen shots look interesting and I think it's very purposelessness points to it being more art than entertainment.

    4. Spoor when it's released?

    All other video games I have seen are entertainment not art. The difference is how long they will last in the culture, entertainment games go in the rubbish bin as soon as a new generation of video card comes out, art games will be preserved in some sort of simulator and discussed in classes like Huckleberry Fin and Citizen Cain are. Thus far it hasn't happened yet though I think the above listed games COULD reach that status. Half life, Quake 4, etc? Never...
    BVTW nothing wrong with entertainment it's just not art that has a hugE impact on our whole culture Mozart, the Beatles, Public Enemy, Shakespear, etc. The jury is out whether any video game will do that but as a slashdot reader I hope it does happen.

    p.s. I AM Open to hearing about other games that COULD be considered art they must be able to run on OS X power p.c. G5, P4 Linux notebook, or PIII Win XP with integrated graphics if I am to see them. :)

    --
    Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
    1. Re:Video games COULD be art by Anonymous Coward · · Score: 0

      Have you played any Metal Gear Solid game?

      They are as much 'Art' as any James Bond movie.

    2. Re:Video games COULD be art by mrraven · · Score: 1

      I wouldn't consider James Bond art because it's genre fiction i.e. it relies on troupes of thrill/action fiction. I believe (yes subjective) that true art at least in modernist western terms creates a unique world that doesn't rely on previous forms or story telling conventions.*

      For example the painter Miro's worlds are unique to him, Chopin invented new musical forms and public enemy extended and deepened hip-hop to the point where their 17 year old CDs are still being discussed today.

      Note that unlike Ebert I am saying games could be art I just haven't seen it yet. The fact that you compare Metal Gear to James Bond doesn't give me great hope that the game has lasting literary or visual qualities. I am however interested in playing that Japanese game about rolling things up if I can find a platform it will run on. :(

      Note that this my subjective opinion YMMV, blah, blah, blah...

      *Very rarely genre fiction contains transcendent unique forms Philip K.Dick as a science fiction writer I think would be an example.

      --
      Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
    3. Re:Video games COULD be art by Xymor · · Score: 1

      You don't consider James Bond movies art?
      I know the concept of art is highly debatable, partly because of the speed of digital media evolution, but movies are accepted as Art, no matter how crappy or without sense you think their plot(or lack thereof) are.

    4. Re:Video games COULD be art by pyrrhonist · · Score: 1

      The possible candidates I have seen for video game as art would be:

      4. Spoor when it's released?

      I looked for games that contain spoor, and I think you have an interesting idea of what constitutes, "art".

      Hell, you have an interesting idea of what constitutes a game.

      --
      Show me on the doll where his noodly appendage touched you.
    5. Re:Video games COULD be art by mrraven · · Score: 1

      Har dee har. And you wonder why many gamers are considered immature.

      --
      Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
    6. Re:Video games COULD be art by Anonymous Coward · · Score: 0

      You really should take a look at the following games:
      * Baldur's Gate series
      * Planescape: Torment
      * System Shock series
      * Deus Ex
      * Fallout series
      * Chrono Trigger (SNES)

    7. Re:Video games COULD be art by pyrrhonist · · Score: 1
      At least it was only a dig at a misused homophone.

      If I had been really on top of my game yesterday, I would have found some way to work in a poop joke.

      --
      Show me on the doll where his noodly appendage touched you.
  17. I read it, and it was inane. by Anonymous Coward · · Score: 0

    Okay, let's assume for argument's sake that technology has evolved quite a bit from our present standards and technology such as the holodeck from Star Trek, or the Matrix exists. The closest thing we have to that is video games.

    Are you telling me that _feeling_ what the protagonist (or any other character for that matter) feels couldn't be used in an artistic fashion? Because currently writers try very hard to make you emotionally feel the same things as their characters, and I'd bet that being able to physically feel the same things would make the job a bit easier.

    Look at a movie like Saving Private Ryan. Are you saying that without the physical conflict the movie would be the same? The expression of that combat, even through video games, could certainly be used to convey aspects of the story, and I will agree that storytelling isn't always art, but it definately can be (in the case of video games, tetris, like chess will never be an art, although playing them well is, but that is a different conversation).

    Furthermore, we now have the technology to create open worlds. Tom Hanks might be able to say "fuck saving whosits" and go do something else in the WWII universe (God only knows how many different stories have been set there), and each and every story may have artistic value, they might even be intertwined (Ryan could have valuable information, so letting him die has an impact).

    Now just imagine how many adventures over many universes may be created. Creating an epic and enjoyable adventure itself may be considered art. Sadly, we'll probably need someone with the cultural magnitude of Shakespeare to have games recognized by the mainstream as art.

    Shit, I probably should have used a car metaphor in there!

  18. Art vs appreciating art by Orii · · Score: 3, Insightful

    Ebert is a smart guy, but even smart people can be wrong. What he labels "sport" is just the playing of the game. A movie is considered art, but the act of watching a movie is not. In the same way, a game could be considered art even if the act of playing it is not.

    There are also games where the "result" could also be considered art (like Spore's creature creation, for example).

    1. Re:Art vs appreciating art by Squiggle · · Score: 1

      I don't think that watching and playing are analogous. Playing is more similar to participating or interacting with art (music, installation pieces, sculptures, architecture, etc). This doesn't rule out art - consider music. Playing or singing can be considered art, especially when the players are making choices, say an improvisation in jazz music. Playing an old standard without any open/improve sections would probably not be considered high art, but it could be once the musicians start improvising (playing) with each other. 'Course there were lots of people (and no doubt still are holdouts) that wouldn't consider jazz an art and definitely not capable of achieving "high art". Great jazz players who were inspired by other greats probably find that laughable.

      --
      Complexity Happens
    2. Re:Art vs appreciating art by xtieburn · · Score: 1

      The act of playing a game _is_ the game! Thats its entire purpose, its what games are judged on, its why people buy them.

      If you happen to play it in such a way as to produce something artistic that doesn't make the underlying game art anymore than a painters picture would make the paintcans he used art.

    3. Re:Art vs appreciating art by xtieburn · · Score: 1

      'Playing or singing can be considered art'

      Wrong definition of art. That is art as a skill, e.g. John Carmacks programming is highly skilled and therefore he is worthy of being refered to as a master of the art of programming. It isnt art in the same sense that a piece of music is art.

      It is also clearly not the definition Ebert is using as I am quite certain the man isnt stupid enough to believe programming top grade games is something that comes easy.

    4. Re:Art vs appreciating art by spyrochaete · · Score: 1

      I'd say playing games is generally more analogous to dancing to music than playing it. Dance is certainly recognized as an art form.

  19. VGs are not "high art", they are the HIGHEST art by Xenkan · · Score: 1

    Video games are not high art. They are, potentially, the HIGHEST form of art.

    Is a novel "high art"? Is a painting "high art"? A picture is worth a thousand words, a movie contains one hundred thousand pictures, and a video game can generate a million possible animated sequences. You do the math.

  20. This Reminds Me by Song+for+the+Deaf · · Score: 1

    This reminds me of traditional jazz musicians in the 50s complaining about that repetitive, simplistic nonsense called Rock n Roll.

    Meanwhile, The Beatles.

    Oh- a word about choices: when I decide to either despise Hannibal Lecter as a monster or admire his capabilities despite his flaws, I'm making a choice. When I decide that "Starry Night" is really about the village in the foreground, I'm making a choice. All these people bitching about videogames as art are really just broadcasting, loudly: "I am a dinosaur, I will soon be extinct."

  21. I don't know what art is... by SuperMonkeyCube · · Score: 1
    but I know it when I see it.

    Perhaps Katamari Damacy, or Ico, or Shadow of the Colossus is art. It's a set of images that evoke feelings from me that I both have an emotional and physical response to. Just by watching them, people I know think about both games and art differently.

    Even Tetris, from a design standpoint is art in the way that a cleanly designed piece of Jens Risom furniture is art.

    Even God of War could be considered art.

    Isn't it, like, subjective? Don't movies suffer from the same flaws? When you think of art, do you think of A Room With A View, or Rear Window, or Clerks, or do you think of Uve Boll masterpieces like Alone in The Dark and the House of the Dead and Bloodrayne? If you have a preference, does that invalidate the claim of another that the other group is art?

    I'm just sayin'.

  22. Great 3 D movies? Nyet... by mrraven · · Score: 1

    Nyet SOME movies are art Citizen Kane leaps to mind:

    http://www.imdb.com/title/tt0033467/

    as well say Ingmar Bergman movies:

    http://en.wikipedia.org/wiki/Ingmar_Bergman

    however 99.9999% of movies are entertainment as is true of music, video games. There is nothing wrong with entertainment I have my guilty pleasures in music like the Go Gos from the 80s, very fun but I'd never try to claim it was art just fun music with good memories for geezer aged people like myself. I hope you aren't trying to claim all movies are art, would that include Porkies III, and Ernest Scared Stupid?

    Some movies are art, as are perhaps some video games though as I have said I have yet to see the video game that I think will be remembered in 50 years time when computers will offer us fully imersive reality, and Half Life Quake 4 etc will seem tired, quaint and utterly lacking interest. That to me says that 99.9999% of video games are graphic sizzle eye candy without substance much like the 3 d post cards that were produced at the turn of the century:

    http://en.wikipedia.org/wiki/Stereoscopy

    In a similar fashion 3 d movies from the 60s to early 80s did not leave us any masterpieces, Jaws 3d ring a bell? Just because a technology is new and exciting to us does not guarantee it will lead to the production of great art.

    And BTW I do hope I am wrong and something comes of video games but I am not convinced, YET. I am looking forward to Spoor BTW and I am not the cynic about this that Ebert is, I just have high personal standards (which may differ from yours, shrug).

    --
    Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
  23. Must be... by Anonymous Coward · · Score: 0

    Hey! Leave my Yugo out of this.

  24. Talk to me when... by Trojan35 · · Score: 1

    Okay Ebert. I've seen most of your highly rated movies, and can see the artistic touch in many of them. Have you played many of the games I consider art? Based on your comments, it's a rather obvious answer.

  25. On experiancing "art" by Resaurtus · · Score: 3, Insightful
    I'm a gamer, and a movie fan, and I love reading. Every medium has it's points, all have gotten ahold of the emotional strings at one point or another. (First fiction cry goes to "Where the Red Fern Grows", worst cry goes to "Jurassic Bark")

    Here is just a personal anecdote:

    The game was Black and White, you're a God, with incarnate consciousnesses, created by some villagers in a desperate cry for help. From there you progress through the game by winning the faith of other peoples. Your choice in actions defines your good/evil alignment. In retrospect, it was a set up, if you didn't go into the game intending to be a certain alignment, you would almost certainly be good, it was natural, you wanted to be kind.

    I was at the beginning of a map many levels in, I had many powers and the little angel spoke frequently, the little devil was gone. My tower was ivory and my voice angelic. On this map, the second village was a particularly difficult convertion. I slaved over them, did everything I could to show them my benevolent worth, I aided them in every endeavor, and through hours of painstaking effort I won them over. It was a stunning relief to finally convert them, the worst hurdle overcome. A few moments later the enemy God retaliated, sending a pack of wolves to punish the villagers. I destroyed many of the wolves, but I don't think they were really stoppable. The village turned on me, setting me back to a condition far worse than I had started the map.

    I sat there, staring at the screen in disbelief. I was angry beyond reason. At which point, a little evil voice, no animation, just a soft voice of evil said: "Go on boss, do it, do the bad thing." (It sounds cheesy, but it was the kicker for my already trembling hand.)

    By the end, I had created an ever-burning pit into which I cast those who denied me. I took the land in a display of brutal rage, right down to destroying my enemy while listening to his pleas for mercy. I was the God of fire and brimstone. I drifted back toward the light after passing beyond that map, but it wasn't the same, I wasn't the same. I was a darker, more vengeful God from there on.

    It was an emotional event, it was like stepping into Lucifers shoes, just before the fall. It was a lesson about absolute power and corruption. It was awesome. It's left an impression. It was art.

    Lack of complete narrative control doesn't preclude success, much as possessing narrative control doe not ensure it.

    In a video game, when they have achieved a level high art, you have to be willing and/or lucky enough, to be led where they are trying to take you. That is certainly true of music, movies, painting, photography, and other artistic mediums I have experienced. (Joshua Bell performed in a busy Metro station, to minimal acclaim, it was not the art that was lacking.)

    -- Res

  26. Context and Medium matter by Anonymous Coward · · Score: 0

    High art is traditionally art for art's sake, not for entertainment, removed from economic constraints (i.e. not a mass-consumed, reproduced, commoditized product).

    That's the difference.

    Context has always mattered and medium too as people have historically considered high art associated with things that require more skill such as painting and music as opposed to film, etc. Though the definition has changed over the years less towards skill and more towards concept.

  27. Certainly all games are not high art by hlomas · · Score: 1

    You are asking about music and paintings, both of which would be capable of high art when considered by themselves. Inserting a Mona Lisa into deathmatch isn't going to make the latest FPS into high art, since the FPS is comprised of more than the painting or music that you have around it. It would be like framing a classic painting in a square mile of paintings by five year olds. There is no doubt that most games come nowhere close to a piece by *insert favorite artist*. Ebert, of course, considers films high art. A film has a strict design space path that it never deviates from. You can imagine a straight line. Some games allow for a certain level of interactivity, but you are still constrained within the design of the game. All a game does is open up the straight line "experience" of the design space into a cylinder of "possible experiences". That freedom and interaction allows for a slightly different story. I doubt it even enters Eberts mind, when thinking about this subject, that most of the films he considers "high art" could have been changed in subtle ways, and he still would have lavished praise on them. While there are an infinite number of possibilities even in a cylindric design-space path, they are limited to the possibilities contained within the volume of the cylinder. If you imagine a film traversing the design space of all possibilities, there is a smooth, linear transition from one moment to the next. It never deviates. But you could, conceivably, take portions of that line, and move them ever so subtly... a game merely gives you the freedom to move the line yourself, while being capable of delivering to you a very focused experience. What I'm trying to say is that if the director of the Godfather switched the camera angle and had Pacino phrase his line a little differently, it would not have impacted the movie much. A gamer playing Shadow of the Colossus that crawls up the left leg instead of the right leg of the giant creature is merely "shifting" the experience of the design space line within the cylinder provided to him by the game producers. I would argue that a game producer can still provide a deep, meaningful experience while allowing the player some small degrees of freedom (enough to make it an interesting game), and with that end I would argue that a game could be produced that would be considered "high art", even if none exist today. Not to mention we were playing 8-bit Mario years ago, the game industry has a lot of maturing to do, who knows what we'll have in another fifty years...

    1. Re:Certainly all games are not high art by hlomas · · Score: 1

      Curse your lack of WYSIWYG and editing, Slashdot.

    2. Re:Certainly all games are not high art by Daneboy · · Score: 1

      Well, what I'm really asking is this:

      Suppose I was an artist capable of creating a painting which, considered by itself, would generally be considered high art. The kind of artwork that, if displayed in a New York gallery, would attract critical attention from people whose career revolves around critiquing art.

      Now suppose that I had created this amazing piece of art because I had been commissioned to produce background imagery for a game. It is never exhibited or shown outside of the context of the game for which I created it.

      Is it possible for such a work to be considered high art? Remember, we're postulating that the work itself is one that WOULD be considered high art if it had been shared with the Art World. Does being included in a game actually detract from the "standalone" artistic value of the game's component pieces?

      --
      /* "Specialization is for insects." -Heinlein */
    3. Re:Certainly all games are not high art by UbuntuDupe · · Score: 1

      I'm not the original responder, but I got what you were getting at. And I have to agree. For example, I absolutely think that if Uematsu's work on e.g. Final Fantasy II or III (all US names to keep my sanity) had been presented with actual intstruments and in another medium, it would be identified as "high art". But it's just a video game, so who cares, right? And that frustrates me. (I made a mix CD for my mom one time that had ~10 classical music tracks, and I made one of them a piano arrangement of Rosa's Theme from FFII. I didn't tell her that was it, in advance. She told me it was her second favorite, and then wouldn't believe me when I told her it was written for an SNES game.)

      And along smiliar lines, I saw a news magazine show that reported on a famous child artist whose work was regarded as being great *art* because of his age when he made it. But why should that matter? It certainly makes the feat more *impressive*, but it wouldn't, you'd think, make it better *art*.

      It's for reasons like these that I've long held the concept of "high art" to be cliquish and unscientific. Now of course "art isn't science". But by that I mean that if subject to appropriate scientific controls, and with groupthink bias removed, no one would agree on what constitutes "high art". I think the recent experiment with Joshua Bell proved this: If his playing was such mind-blowingly great art, wouldn't it be recognizable to someone who hadn't been *told* that in advance, thereby prejudicing his views? It's the Placebo principle: if you have to be told it's good to enjoy it, it's not really good. (He makes most of his money by playing for people who were already told he's good in advance. I found it particularly delicious when he got all sad about how he no longer had that "validation" he gets when he's paid a lot of money to play.)

      I do not, however, go so far as to say that e.g. "all art is equal". It's not. There is, however, such a thing as "hype" and "groupthink" and "high art" seems to be particularly infected with it.

  28. kind of true by slib · · Score: 2, Insightful
    I hate to admit it, but for the most part, Ebert's right. Not very many games (if any) have achieved a high-art status; games tend to steer away from any sort of truly artistic expression, instead focusing on pure low-level emotional experience (think of your standard FPS). Enormous amounts of death with little or no repurcussion are also present - and if a there IS a consequence, 99.9% of the time it's a hard GOOD or BAD. Drama is for the most part completely absent, and when it exists it barely reaches the quality of a throwaway soap opera. Yes, there are well-written games (stuff by Black Isle/whoever made The Longest Journey), but they never force you to truly extrapolate on the concepts that they're laying out.

    Not to say that this doesn't expose Ebert as a whiney old coot. His decision to rail on Clive Barker (read: easy target) is especially telling. But that doesn't change the fact that the most a video game will make you contemplate what it means to be a person or what a person is capable of being is a quick glance at a STAT menu.

    Peter Molyneux really should've released "The Room" for these reasons. A surreal playground like that would open a lot of people's eyes to just how affecting a "game" can be.

    1. Re:kind of true by d34thm0nk3y · · Score: 1

      hate to admit it, but for the most part, Ebert's right. Not very many games (if any) have achieved a high-art status; games tend to steer away from any sort of truly artistic expression, instead focusing on pure low-level emotional experience (think of your standard FPS). Enormous amounts of death with little or no repurcussion are also present - and if a there IS a consequence, 99.9% of the time it's a hard GOOD or BAD. Drama is for the most part completely absent, and when it exists it barely reaches the quality of a throwaway soap opera. Yes, there are well-written games (stuff by Black Isle/whoever made The Longest Journey), but they never force you to truly extrapolate on the concepts that they're laying out.

      So....exactly like every other medium ever used by humans for art then?

  29. Good responses at Eberts site by Bwerf · · Score: 1

    Roger Ebert actually has posted some interesting responses to his statement. Some of which are really interesting. No further comments of his own though. And if you didn't read the original article I recommend reading it too, even if I disagree with Eberts conclusions it has some interesting aspects on what makes art(at least to me who is an art noob).

    --
    If noone rtfa, then what's the slashdot effect?
  30. Bullshit by Crazy+Eight · · Score: 1

    Nearly everything isn't art. There's nothing commensurate between my toenail clippings and "Who's Afraid of Virginia Wolf".

  31. Re:hey by theStorminMormon · · Score: 2, Insightful

    If GameCritics.com is "smart reviews for serious gamers" they are using a different definition of "smart" than I am. In just the first couple of paragraphs the writing is enough to make one shudder, and includes such gems as "The problem is simply that "art", and it's even more pretentious sibling "high art", are definited so vaguely,"

    Honestly, I think GameCritics.com would do gamers a service not to enter into this discussion.

    --
    The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  32. 7th circuit court disagrees by whitneyw · · Score: 1
    Mr. Ebert is certainly entitled to his opinion. Those of us within the jurisdiction of the United States Court of Appeals for the Seventh Circuit are entitled to theirs. http://www.ca7.uscourts.gov/fdocs/docs.fwx?caseno= 00-3643&submit=showdkt&yr=00&num=3643

    Most of the video games in the record of this case, games that the City believes violate its ordinances, are stories. Take once again "The House of the Dead." The player is armed with a gun--most fortunately, because he is being assailed by a seemingly unending succession of hideous axe-wielding zombies, the living dead conjured back to life by voodoo. The zombies have already knocked down and wounded several people, who are pleading pitiably for help; and one of the player's duties is to protect those unfortunates from renewed assaults by the zombies. His main task, however, is self-defense. Zombies are supernatural beings, therefore difficult to kill. Repeated shots are necessary to stop them as they rush headlong toward the player. He must not only be alert to the appearance of zombies from any quarter; he must be assiduous about reloading his gun periodically, lest he be overwhelmed by the rush of the zombies when his gun is empty.

    Self-defense, protection of others, dread of the "undead," fighting against overwhelming odds--these are all age-old themes of literature, and ones particularly appealing to the young. "The House of the Dead" is not distinguished literature. Neither, perhaps, is "The Night of the Living Dead," George A. Romero's famous zombie movie that was doubtless the inspiration for "The House of the Dead." Some games, such as "Dungeons and Dragons," have achieved cult status; although it seems unlikely, some of these games, perhaps including some that are as violent as those in the record, will become cultural icons. We are in the world of kids' popular culture. But it is not lightly to be suppressed.

    Although violent video games appeal primarily to boys, the record contains, surprisingly, a feminist violent video game, "Ultimate Mortal Kombat 3." A man and a woman are dressed in vaguely medieval costumes, and wield huge swords. The woman is very tall, very fierce, and wields her sword effortlessly. The man and the woman duel, and the man is killed. Another man appears--he is killed too. The woman wins all the duels. She is as strong as the men, she is more skillful, more determined, and she does not flinch at the sight of blood. Of course, her success depends on the player's skill, and the fact that the player, whether male or female, has chosen to be the female fighter. (The player chooses which fighter to be.) But the game is feminist in depicting a woman as fully capable of holding her own in violent combat with heavily armed men. It thus has a message, even an "ideology," just as books and movies do.

  33. Ebert has never player Total War by SlappyBastard · · Score: 1

    Medieval II may be one of the most artistic games out there.

    --
    I scream. You scream. I assume that means we're both acquainted with the problem. We proceed.
  34. Re:kind of true, kinda false. All subjective.... by trdrstv · · Score: 1

    I hate to admit it, but for the most part, Ebert's right. Not very many games (if any) have achieved a high-art status;

    To date, many people don't think any Video Games have achieved "High art status", and that is a result of how they classify "art". If you view Art as "____" then it may be obvious to you that Video games "clearly aren't, nor could they be art..." but if you view Art as "____" then it may be obvious that Video games "Are, or certainly could they be art..." and that is the discussion.

    I question Mr. Ebert's assertions of video games myself, but it is after all his opinion and he is entitled to it. The subjective nature of Art invites these kinds of discussions. To get back to one of your points however...

    ...games tend to steer away from any sort of truly artistic expression, instead focusing on pure low-level emotional experience (think of your standard FPS). Enormous amounts of death with little or no repurcussion are also present - and if a there IS a consequence, 99.9% of the time it's a hard GOOD or BAD. Drama is for the most part completely absent, and when it exists it barely reaches the quality of a throwaway soap opera.

    I will first state that I agree with you that most video games are done in a way that forgoes their classification of "high art" by most standards, I would argue however that cinema is no different. Shall we hold up every Pauly Shore movie, or Uwe Boll film as exhibits A & B that cinema is not art?

    Do the existence of non-artistic pieces (even if the majority) preclude the possibility that a medium may achieve high art?

    But that doesn't change the fact that the most a video game will make you contemplate what it means to be a person or what a person is capable of being is a quick glance at a STAT menu.

    I have to disagree with this. Haven't you ever played a game with a strong enough narrative where you could actually relate to the character and understand why they make the choices the make?

  35. Funny thing about choice... by TheJerg · · Score: 1

    I can choose how I view a piece of (let's call it)traditional art. I can read a novel and decide that a piece of satire isn't meant to be taken as satire(assuming you view satire as art), and instead choose to take it literaly. I can look at that Jackson Pollack and decide it is about happiness in youth, while the guy next to me is thinking how depressing it is. Choice is most definitely an inherent part of defining art. And that choice is not something the artist has any control over.

    I know I'm saying the same thing as other people but every medium of art is interactive. The people who get an emotional rise out of a novel are connecting with the hero and feel as though they are participants in the story. If H.P. Lovecraft can be considered art then Doom 3 can as well. Both exude a sense of atmosphere that is almost tangible although one you have to imagine for yuorself where the other is right in front of you.

    Ultimately, the problem with Mr. Ebert's argument comes down to the fact that art really is different for everyone.
  36. He should have a go at by moloko_synthemesc · · Score: 1

    Psychonauts. Particularly the boss in Gloria's Theater: A big fat self-important theater critic.