'Systems-As-Art' In Games
GameSetWatch has an interesting essay about the relationship between games and art. Matthew Wasteland discusses the difficulty in translating other artistic creations to video games, giving Moby Dick as an example. "If Melville had so much as allowed for any possibility at all where Captain Ahab 'wins,' no matter how remote, the work's message and its interpretation of the world completely changes. Instead of destiny and fate, we would now speak of probability and chance." He then goes on to examine whether the logic systems and rules that define a game can achieve the status of art. "Distancing the work from the 'entertainment' of popular games is fine, but even the most artsy, obscure and difficult works must connect with an audience somehow. I am not sure a system of rules by itself is the best method to achieve that. If rules are art, could not one just as easily publish a rulebook, and leave it at that?"
Games are not only going to be handicapped by their interactivity; they're also going to be handicapped by their setting. After 100 years science fiction still hasn't escaped its literary ghetto, and a large percentage of games incorporate science fiction aspects.
...that may not be true. For example, nothing says you can't have a game which forces Ahab to lose. See 9:05 from your favorite interactive fiction archive for an example, or for a more graphical one think about the original 'Postal'. You can make the *gameplay* the point rather than the ending, if you're good enough at it. It does, however, produce a stress on the gameplay designers which is quite different from that of the writer, and it is a mechanic which is not nearly as *common* as the twist ending in stories.
A hero is someone who knows when to run away. I am a hero. -Trent the Uncatchable
This is silly. What is art? Is Beethoven's 9th Symphony not art, simply because its meaning is decided upon by the listener and not by predefined plot elements?
If everything had to have a predefined "plot" in which only one thing could happen in order for it to be art, then things would be rather bleak indeed. One of the best things about art is that it can elicit different emotions and ideas from different viewers.
An artwork is some kind of media tapestry (a painting, a story, a play, or a game or device) that causes the participant to receive external stimuli that elicits a reaction that is meaningful in some emotional or intellectual way. I would argue that a magnificently engineered machine is a piece of art, or at least is so in the eyes of some observers. Who here hasn't look at some amazing code and thought it was just downright beautiful?
How can we not feel like victims of artistic inspiration as we read the fundamental theories of science? The artistry of these elements can be found in the elegant thinking of the men who gave birth to the ideas.
If this guy really lives in a world where art must be a novel that goes from point A to point B, then I'd say he's missing an entire universe of art. Art is multi-dimensional and unique to the person perceiving it.
Like all great artists, I did not read the article. I'm willing to take a break from my homework in order to spout off my casual, possibly ill-formed opinions, but not enough of a break to actually read something and check to see if I'm being a moron. =)
meaning or definition, or the lack thereof. Art is as much in the eye and sometimes ear of the beholder much as paintings, music, and movies. I myself cant stand art where they paint the obvious or paint splotches of nothing that look like a 5 year old created it, but hey thats just me. I cant stand music where the same drawn out chord is played over and over and over again ad nauseaum because the artist is talentless hack, but hey thats just me.
Ok so maybe its not just me but the point is art has no definition so can't we all just cut the crap and talk instead about the fact that some art is widely acknowledged because it can truly be enjoyable, or because people think they are truly enjoying it.
+5 insightful - who's your daddy
Video games can be considered as art. It is a form of media, which means that the medium allows itself to be judged as an artistic form. Video games are also an emerging form of media.
How long did it take society, and even more so the high and mighty art critics, to judge someone like Monet or Picasso and consider it art? At the time it was viewed as rebellious and demeaning to concept of "art".
Every medium has its problems. Photography for instance, introduced the concept of "the original" and what people most often saw, the copies. The original was the negative, whereas what most people saw was the photo produced from the negative. The fact that the copies were what most people judged disturbed the idea of considering photography an art. Yet today, photography is studied and is most definately considered a form of art. Video as well has had its problems, on whether to consider video as simply a mashup of sounds and a series of photos, or to consider the elements as a whole and judge the final product as a separate art form.
Video games introduce a new element. There's interactivity. That's where the art comes in. The audience participates within the performance, and that demonstrates the true art form.
There are no rules for art. A study of art demonstrates that the artists that leave the "rules" of what is currently considered art will be looked upon as progress. All art attempts to accomplish is to show further insight into our nature. Video games demonstrate this exceptionally well, as they utilize both performer and the audience, instead of directing a one way message.
they are working on a few games in where they are integrating what you could call art into games. More experimental than anything. I'm keeping an open eye for when they release their own version of the red riding hood story, the Path.
Tale-of-Tales.com:
The Graveyard
The Endless Forest
Yah, yah, mod me down if you think this is offtopic. Personally I've found their work linked to art the most. I can think of many other games, but for some reason they came up in my head at the moment.
...unless, of course, the movie is already arranged as such.
You can hold down the "B" button for continuous firing.
if you want to see an artistic game, one that stretches the imagination, and imprints its message artistically, look at Braid.
now there's a well written game.
I guess its important also for a game to carry a message (or anti-message) in the first place.. as all art does.
...at least for me.
Most people in the video game industry, and many people who write about them for a living, hope for games to be taken seriously as art or literature.
I've been a programmer in the game industry for 11+ years now. I don't recall ever wishing video games to be taken as seriously as art or literature. I love what I do, but I have no illusions about creating "art", at least as this author is defining it. To me, "art" isn't some lofty goal - it's a department.
I take professional pride in creating the best game I know how to. For me, the best part of this job is knowing that someone is having a blast playing the game I had a small hand in creating. If someone wants to call that art, or a toy, or even a game, that's fine by me. As long as they had fun playing.
Irony: Agile development has too much intertia to be abandoned now.
The Moby Dick example is weak, it's just a case of a work of art that wouldn't translate well into another art form. Big whoop, you can find tons of examples like this between any two art forms. Besides works of art are best when made for the art form they were intended for, and not "ported" between art forms. If all you want in a game is tell a story just like in a movie or novel maybe you're on the wrong art form.
Games as an art form has, just like any other art form, unique advantages, mainly the huge advantage of being more "alive" than any other art form in that it changes depending on your actions and reactions, i.e. it's interactive. Of course you can try to tell a scripted linear story in a game, but in order to use the full capabilities of the art form you'd rather make a story that depends entirely on the actions and decisions of the player. Linear scripted story games are somewhat like a movie in which you'd play a part, you have a certain degree of freedom in what you do but ultimately the story remains the same. Of course it can make up for great games, but it's an under utilisation of the possibilities.
Multiple outcome stories are a step in the right direction, but still an under utilisation of the possibilities, considered games allow you to experience a story that wouldn't occur twice, the "full possibilities" I'm talking about would be a game which would last more than 10 hours in which the whole story would depend on what you do (kind of like real life if you will) and not be a bit scripted. At the end of it you would have experienced a unique story that only your memory would allow you to remember. Of course that's theoretical, it wouldn't be easy to make a game which would allow you to experience very memorable stories, but all the art of it would lie in the algorithm(s) that make up the story, and just like classical story writing it takes a talented writer. Because that's what art is all about, talent.
You just got troll'd!
From TFA:
> "If Melville had so much as allowed for any possibility at all where Captain Ahab 'wins,'
> no matter how remote, the work's message and its interpretation of the world completely
> changes. Instead of destiny and fate, we would now speak of probability and chance."
On the other hand, even mathematical certainty in the invulnerability of a story or person isn't proof against the cleverness of humanity.
And it makes the incident all that much more epic!
Yes, it's locked into history as solidly as Moby Dick...
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
While most role playing game books include some non-rule filler, the bulk of such books ARE a collection of rules. How your character advances, abilities/actions you can take, combat resolution, loot. D&D, in particular, is notable for this. While there is a default world, the idea is that someone else (the DM) creates their own world in which to apply the rules. While the default D&D world is certainly a creation, the rules themselves are as well. They shape the way you think about the game world.
Now, more recently game rules tend to be more of an engineering affair, I imagine -- beta testers, etc. But, when you look at some of the very earliest D&D resources (e.g., the little pamphlets that made up 1.0 and such -- not that I was old enough to have them, but I saw them at an old DM's house ;)), they're basically nothing but a list of monsters, rules for conflict resolution, and tables of results/loot/etc.
I think one could consider the creation of that ruleset art, in some degree.