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On Game Developers and Legitimacy

Gamasutra is running a feature by game developer Brian Green on how he and his colleagues are still striving for legitimacy and respect as part of a medium that's still commonly thought of by many as "for kids" and "potentially harmful to kids." He notes that while financial legitimacy is no longer in question, artistic and cultural legitimacy are taking more time. Green makes some interesting parallels to the early movie and comic book industries, and points out that moral outrage against comic books did significant damage to the medium's growth in the US. "... in the United States there was a 'moral panic' about the corrupting influences of comic books on children, as there often is with many 'new' media. The government threatened to enact laws to censor comic books, for the good of the children. (Does that sound familiar to game developers?) The industry reacted by enacting their own regulations, the Comics Code Authority (CCA). The Comics Code Authority heavily restricted the content that comics could contain. For example, the words 'horror' and 'terror' were not allowed in the titles of comics. Werewolves, vampires, zombies, and similar creatures of the night were forbidden."

12 of 214 comments (clear)

  1. Re:When did comic books become legitimate? by Anonymous Coward · · Score: 5, Insightful

    Define art.
      Your definition will either include videogames or exclude a good amount of things everybody considers art.

  2. Re:When did comic books become legitimate? by moderatorrater · · Score: 4, Insightful

    Watchmen is a great work, and many of the batman comics that I've read have told a story as well as many books I've read. Have I ever read a comic I consider to be as thought provoking and, well, good as the Count of Monte Cristo? No, of course not, but I've read a few that I would consider as good as Asher Lev, Pride and Prejudice or other critically acclaimed novels.

    As for video games, I don't know whether they'll ever be considered art, and I do believe that your comment (though worded badly) is legitimate. In the end, these are games and should be treated with the same respect you'd treat a football game or soccer game. I'm hoping that the industry surprises me with something that tells a story so well that I'd consider it art, but I haven't found one yet.

  3. Something that might help by The+Wooden+Badger · · Score: 5, Funny

    A critically acclaimed video game turned movie will go a long way towards legitimacy.

    --
    Heroscape, it's like legos combined with anachronistic wargames.
  4. Games have been legitimate for years... by VinylRecords · · Score: 5, Insightful

    We've had movies based on games, games based on comics, games based on movies and TV shows, movies based on TV shows, games based on books, and soundtracks for all of them (but comics of course). Everything has been intertwined for years. And only the most idiotic of individuals could possibly isolate any one of these media and consider them not to be works of art.

    Chrono Trigger. Street Fighter II. Virtua Fighter. Starcraft. Metal Gear Solid. Art?

    Games are some of highest forms of art in existence as they include:

    - writing: storyline, plot twists, character history and back story
    - visual art: graphics, design, characters, creatures, environments
    - animated art: motion capture, cartoon animation
    - special effects: rag doll physics, explosions, stop motion (Max Payne), complex lighting
    - sound: sound effects, samples, ambient noise, environmental sounds, foley noise
    - music: original and licensed music, Chrono Trigger has amazing original music, Grand Theft Auto has amazing licensed music
    - acting: voice acting, including many AAA games having Hollywood level talent

    Are games considered brilliant works of art? David? Mona Lisa? Sistine Chapel? Are they considered as exceptional art because of the difficulty of the work?

    What about the difficulty in creating an original title such as Half Life? Or Starcraft? Or Chrono Trigger?

    David wasn't the first statue, Mona Lisa not the first painting, Sistine Chapel not the first mural, Starcraft not the first RTS, Half Life not the first FPS, Chrono Trigger not the first RPG, but they are standouts, works of a art, and unique accomplishments. And much time, thought, and effort went into the making of all them.

    Just look at the balance of Street Fighter II (which took fifteen years), or Starcraft (still being balanced every day in Korea and Blizzard HQ), or Virtua Fighter (Sega revises the arcade versions several times). Is there not an art of game balance?

    Balancing Virtua Fighter, where you have a cast of 19 extremely different characters that fight in different ways, or Starcraft where three completely unique races competing on different maps with different starting locations. Is there not an art to balancing those games? If it was a science then each character would be the same, each race the same.

    And level design. It's EXACTLY like set design but more imaginative as you aren't confined to real world physics. Cliff Blezinski designed some of the most amazing architecture I have ever seen. What buildings did he create? None. He made levels, amazing levels, in Unreal Tournament. Levels that are works of art. (UT1 also had an amazing soundtrack).

    Directing an in game cut scene is exactly like directing a scene in a movie (except the actors don't talk back). Look at Final Fantasy X or Metal Gear Solid 4.

    Creating a game soundtrack is the same as making one for a film or television show. Look at Grand Theft Auto, Chrono Trigger, Halo.

    Creating the 3D models for characters in game is the same as carving a statue. The characters in Virtua Fighter 5R are extraordinary when you see them moving on an HDTV monitor at the arcade.

    Writing a script or character for a game is the same as writing one for a book or comic. Solid Snake & Niko Bellic have fuller lives and stories than some of the longest running television characters.

    Animating a character and his or her in game moves is the same as animating a character for an animated or 3D movie. The animations for Virtua Fighter 5R are just as impressive or better than Toy Story or Wall-E. VF5R moves at a blazing 60fps and the animations are fluid and jaw dropping.

    Cinema is art, music is art, television is art, painting or photography is art, writing is art, and so are games.

  5. game devs, the problem lies within... by boredhacker · · Score: 5, Insightful

    "The most virtuous are those who content themselves with being virtuous without seeking to appear so."

    Plato

  6. Re:CCA was a *good* thing! by Anonymous Coward · · Score: 5, Insightful

    My parents didn't have to worry about what comics I bicycled up to the corner convenience store to buy.

    "Internet censorship is a good thing! My parents don't have to worry about what websites I'm visiting!"

    "TV censorship is a good thing! My parents don't have to worry about what I'm watching!"

    Maybe your parents should have worried about what you were buying? Maybe, as parents, that's their job? I certainly see it as part of my job to watch over what my daughters are seeing.

    The problem with gaming being seen solely as the preserve of kids, is that I, a 41 year old, am restricted to content that's been approved for 18 and under. As a game developer as well as a player, I get that from both sides. I can't work on a game with a plot that's too involved, or the kiddies won't get it. I can't show too much emotion between two NPCs, or someone might think it's sexual tension and ban the game.

    The lack of respect for games puts us in a vicious circle where we can't do anything that would let us confront the player, and at the same time, we're not given respect because we never do confront the player.

  7. An insiders view by StaticEngine · · Score: 5, Insightful

    I work in the "Games Industry", so I'll throw in my two cents.

    Part of our problem is that the high profile titles are still stuck in what I'll call the Sitcom and Movie Of The Week phase. We have lots of heavily promoted titles that, to an outside observer, are only midly different (my mother would not be able to tell the difference between L4D and Fallout 3, just as I can't tell the difference between Fraiser and The King of Queens), and the production and release of these titles is largely driven by profitibility.

    There are smatterings of "art" games, and it is my belief that these games are the ones that will bring legitimacy to the industry, although it's going to be an uphill battle. Let me take this sentence apart, because I want to clarify what I mean and why I'm making this argument.

    A game like Emily Short's "Galatea", which is a text based game (ostensibly "Interactive Fiction"), is art, if solely for the beauty of the prose and the exploratory nature of the interaction. There are a vast array of possible conversations that the player can have with the title character, and these are mature, adult conversations, with depth and emotion fitting of any high quality published novel. But barely anyone knows about this game outside of the IF and Academic community.

    Another game is Johnathan Blow's "Braid", which I began playing for the third (fourth?) time again last night. Not only is it beautiful, fun, polished, and unique, but the time-manipulation gameplay ties in with the plot in an almost magical fashion. Who, or what, is The Princess, and how exactly does she fit into the timespace continuum? Even after I put down the controller, I find myself thinking about the story far more than the button mashing or the puzzles.

    But these two games also reveal part of the challenge, in that a game in the purest sense, as James Earnest (of Cheapass Games) used to attempt to impress upon me often, doesn't care about plot or story or pretty graphics. A game is about rules and play and fun, and that's it. So intertwining the game play aspect with the story aspect is the real challenge for legitimacy, because it's through story and narrative that people develop an emotional connection to the content, but it's via interaction that they experience this narrative.

    I think there are a handful of approaches that are starting to tie interaction and dynamic narrative together. Fallout 3 (which I haven't played, admittedly) and Fable 2 are probably good examples, although they're perhaps the modern day "Die Hard" equivalents: yes, romance drives the plot, but it's really about guns and explosions. Cultural legitimacy, when playing a certain video games becomes the mass-populace in-thing to do because there is a positive (or at least thoughtful and broadly appealing) common experience to be had, this is probably at least another decade off. I think we need to see more Braids and Galateas, and better Fables that are less about sword slashing and more about our inner conflicts as human beings, before we get there. I think we need development teams who are more artists and storytellers than algorithmic optomizers, and I think we need to make games that take more risks and fail not simply because the framerate was poor or the textures were blocky, but because they tried to teach us something about what it means to be human and just wound up being weird.

    Those are the mistakes we need to make in the industry, so that we can learn from them. Only when we understand how to merge interaction with introspection will video games be legitimate forms of art and entertainment.

    1. Re:An insiders view by martyros · · Score: 4, Interesting

      But these two games also reveal part of the challenge, in that a game in the purest sense, as James Earnest (of Cheapass Games) used to attempt to impress upon me often, doesn't care about plot or story or pretty graphics. A game is about rules and play and fun, and that's it.

      Actually, that's a very good point. There have been games around since before writing began. But no one has ever tried to say that Poker, or Hearts, or Chess, or Monopoly, or golf were "art". That's not what the inventors of those games was going for. The difference is that a lot of modern video games involve both the "game" aspect and the "story" aspect. And for the vast majority of games, the "story" aspect isn't particularly respectable art (nor does it particularly need to be).

      --

      TCP: Why the Internet is full of SYN.

  8. is this really still true? by Trepidity · · Score: 4, Insightful

    I work kind of in this area as a researcher, so maybe I have a rosy-glass view, but the arguments seem a bit dated to me. Sure, in say 1999 this was a problem, and not that many people took games seriously. But in 2009? Yeah, people still like to kvetch ("games are rarely taken seriously blah blah and we aim to change that" is a standard opening move if you're writing a paper), and maybe the average person on the street doesn't, but there are plenty of inroads:

    There are journals and academic conferences on games, in both the humanities and computer science.

    MIT Press has an entire division of books about videogames. I'm currently reading one about the Atari 2600, which, yes, even covers its role as a cultural and artistic platform.

    There are initiatives and companies to use games for "serious" purposes. The U.S. Army in particular takes them seriously and funds development.

    Braid sold over $1m, despite being a kind of weird arty game made by a single guy. You can even get an MFA doing fine-arts stuff related to games.

    Heck, Gamasutra itself frequently publishes about games as art, and it's semi-high-profile (at least to the extent that getting linked at Slashdot once a week counts as semi-high-profile).

    I mean yeah, I'll agree that far more people respect, say, film than respect games. But it's not as if this is some novel argument and nobody has ever thought about taking games seriously before. Also, to some extent, it's the fault of people not making more interesting games: Hollywood may be crap, but there are a lot more innovative indie films out there than innovative indie games.

    1. Re:is this really still true? by Anonymous Coward · · Score: 4, Informative

      To add one more example, the library at University of Illinois at Urbana-Champaign has a video game collection with vintage and current title.

  9. I'm the author of the article by Psychochild · · Score: 4, Insightful

    A few general comments here.

    First, this article is intended for professional game developers. I wrote another article on this topic for game players and enthusiasts at RPG Vault: http://rpgvault.ign.com/articles/807/807409p1.html Read that article if you want to see why legitimacy is important to everyone, and why attempts to restrict the content of games hurts more than just game developers.

    The question isn't really if games are Art (with a capital A), but if they're seen as legitimate. The biggest example to show that games are not necessarily considered legitimate is in the numerous laws enacted to restrict the sales of games to "protect the children". Most of these politicians railing against video games are the same ones that would never think about trying to regulate books or even movies. Politicians will speak out against games because there is enough sentiment that games aren't really legitimate that the politician can score easy points. Thankfully, at least in the U.S., the courts have defended games in terms of free speech against various legislative attacks.

    Personally, I think games are an incredibly powerful medium. I think that in the future we'll be able to develop games that have the same impact and meaning as classic movies and books; of course, we still have a very long way to go. On the other hand, we may not get that opportunity if we're hobbled by people who scream the battlecry "save the children!"

    --
    Brian "Psychochild" Green
    MMO developer's blog
  10. Re:When did comic books become legitimate? by Spatial · · Score: 4, Insightful

    Hackneyed androgenous anime figures with an emo lead wielding oversized weapons doing physics defying acrobatics in some stock fantasy world on a quest to save the world is art???

    I'm curious as to how any typical game could NOT be 'art'. No matter how shitty it is.

    Music is, and games have music. Creative architecture is, and game worlds are composed of this. Sculptures are, and models are just another digital variant of that. There's (shitty) acting. There's animation and motion capture. There's the creative composition of all of these elements, another artform in itself. Even if I hated it as a game, I've never played one that had no artistic qualities.