Roger Ebert On Why Video Games Can Never Be Art
Roger Ebert has long held the opinion that video games are not and can never be considered an art form. After having this opinion challenged in a TED talk last year, Ebert has now taken the opportunity to thoughtfully respond and explain why he maintains this belief. Quoting:
"One obvious difference between art and games is that you can win a game. It has rules, points, objectives, and an outcome. Santiago might cite an immersive game without points or rules, but I would say then it ceases to be a game and becomes a representation of a story, a novel, a play, dance, a film. Those are things you cannot win; you can only experience them. She quotes Robert McKee's definition of good writing as 'being motivated by a desire to touch the audience.' This is not a useful definition, because a great deal of bad writing is also motivated by the same desire. I might argue that the novels of Cormac McCarthy are so motivated, and Nicholas Sparks would argue that his novels are so motivated. But when I say McCarthy is 'better' than Sparks and that his novels are artworks, that is a subjective judgment, made on the basis of my taste (which I would argue is better than the taste of anyone who prefers Sparks)."
At this point it's almost like he's desperately trying to find some way of defining "art" in a way that excludes video games purely because he, for some reason, NEEDS them to not be art.
I'm going to go out on a limb here and say that he's officially passed into hinging his entire worldview in relation to videogames as art on a "No True Scotsman" fallacy.
A bullet may have your name on it but splash damage is addressed "To whom it may concern."
Nuff said.
ICO is art.
Shadow of the Colossus, was also incredible but it did not have the emotional impact of ICO. However Shadow of the Colossus remains one of the most visually epic games to date, with a very insightful story... it misses the mark a bit but its there if you break it all down. Its an incredible game.
Anyone who knows art will tell you that something is art if people who know art say it is.
Seriously, there's nothing more to it.
Art is anything that has the ability to inspire emotions in people.
Then war is art.
Are the rules of games art? Perhaps not.
Are games themselves generally composed of art? Yes.
Does applying rules of games to the art in games negate the artistry? No.
Is Ebert being a curmudgeon again? Yeah.
The average first-rate game contain a good book worth of creative written material, galleries of fascinating and provocative artistic images, and a couple albums worth of creative sound. These things are art - they give the game rules context that creates a story the player enacts... they are a play with a branching script, performed with audience participation.
If that's not art, your definition is flawed.
Ryan Fenton
this has been understood for thousands of years
War certainly can be artful.
"16MB (fuck off, MiB fascists)" - The Mighty Buzzard
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood, who strives valiantly; who errs and comes short again and again; because there is not effort without error and shortcomings; but who does actually strive to do the deed; who knows the great enthusiasm, the great devotion, who spends himself in a worthy cause, who at the best knows in the end the triumph of high achievement and who at the worst, if he fails, at least he fails while daring greatly. So that his place shall never be with those cold and timid souls who know neither victory nor defeat.
It's dance, and an art. And yet, you can win at it.
Never argue with a man carrying a water buffalo
Is Roger Ebert really that dense?
It's like making the argument that a movie isn't art because you're sitting on your ass while watching it, whereas a painting you have to stand up for.
Art is not about the person VIEWING or EXPERIENCING - it is about the creator.
Clearly WATCHING a movie or PLAYING a video game is not art.
MAKING one, on the other hand, can be.
Considering his panning of Kick Ass because it was too comic book-ish and not chauvinistic enough, I think it is fair to say that Ebert has moved into Get Off My Lawn territory.
I'll hand him an example: Bioshock. Just because Bioshock has an end and ways to loose along the way doesn't mean it's not also an insightful, interactive exploration of Rand's philosophy.
The idea that there is Great Art and then everything else is a product of a limited view of culture that silences most people for the benefit of a few privileged voices. Video games explicitly acknowledge that the viewer contributes to the value of artwork, which challenges the view of Art as Universal Value, transcending the opinion of mere plebes. Since Ebert has vested his life in the idea that some people's opinions of art matter more than other people, specifically his, it makes sense that the idea of participatory art would be incompatible with his world view.
Seriously, what does it matter? It's all semantics anyway; it all hinges on how you define "art." Mr. Ebert has apparently defined art in such a way as to exclude games. He may as well have posted "Games aren't art because you can win games and you can't win art. Ergo, games aren't art because they are games."
I would say art is any beautiful act of creation.
So is a piece of music a work of art or is a performance of the work a piece of art?
Or are both examples of art.
What about the Golden Gate Bridge, the Handcock building, or the Parthenon?
To me the Saturn V, Supermarine Spitfire, and the Lockheed SR-71 are all works of art but I know an artist that disagrees because as she said, "their form is dictated by their function". I tend to see that as just working within the limitations of your medium.
Now I will say that I do not classify most video games as great art. In fact I would put 99.999% of them in the classification of commercial art but yes they are still art.
Now the big question is can any video game reach the level of what we call high art? So far the closest I feel we have come would would be maybe Myst for visuals, the works of Infocom in for writing quality, and honestly Tetris. As far and an abstract construct that really seems to resonate with everybody on the planet Tetris has got to be a stand out. If nothing else it has become a classic that I wouldn't shocked to see people playing 100 years from now.
See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
There are much older definitions of art, like Schopenhauer's. He argues that artistic judgment is the disinterested contemplation of beauty or the sublime. That is a technical definition, but it basically means that art is free from your will, or desire.
If Schopenhauer is right and art is free from the will, then Ebert's idea is not so stupid, and has some intellectual pedigree. For, a game is the embodiment of the will, in that you want to triumph.
You don't "win" or "lose" Heavy Rain. You experience it. It's even less of a game than Flower. I suppose Ebert could say that it has passed through being a video game, and gone on to being an interactive movie (hello Fahrenheit 451) -- but your skill, lack thereof, or intentional supression of it determines how the narrative unfolds. It's unlike most any other "game" you have played, and very moving.
That said, I fundamentally disagree with him. Art evokes an emotional response -- and video games do that in spades. From becoming an avatar in Ultima, to avoiding zombies in Resident Evil, losing Arith in FF VII, exploring your coldwar inner child in post-apocalyptic DC in Fallout 3 and discovering who GladOS is in Portal, video games do that. Denying such is just being snobbish.
The wheel is turning, but the hamster is dead.
Any sport without an objective scoring method isn't. It's merely performance art.
Come on. Who does not share the sense of elation at the end of something like Rocky, or when the Ring falls into Mt. Doom? How is that not winning, it's giving you the same feeling of relief and finality that closing out a good game does.
Movies are all about immersion. Books are all about immersion. Games are just giving you another way to get immersed in the story. Even games that theoretically have no story, have one created just by the act of you playing it - a million small triumphs (and thus stories) accumulated on the path to victory. You swap stories about games just as you would really profound or exciting scenes in movies, the only difference is that you had an even more personal experience with the game.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Ebert is a movie critic. As such he has a vested interest in keeping people interested in spending their eyeball time on movies rather than "diverting" it to other passtimes, such as video games. This constitutes a conflict of interest whenever he attempts to analyze those passtimes.
Again, Ebert is a movie critic. This means he thinks movies are something more worthy of his attention than other passtimes. This can be expected to produce a subjective bias whenever he attempts to analyze other passtimes.
While this may be his actual honest and informed opinion, rather than a conscious attempt to promote his own subject matter (and thus his career as a critic) or an unconscious bias manifesting as a denigration of other art(or not)forms, I am inclined to take what he says about video-games-as-art with a large salt lick. (The same one I used in the '50s through now when blithely ignoring the mainstream literature establishment's constant criticism of both science fiction - which has an opposing ideology - and graphic novels / "comic books" - which bear the same relationship to written literature as theater does to storytelling.)
I am reminded of the TV show episodes during the rise of various things perceived as competition to network TV - cable, internet-based conferencing (netnews, blogs, ...), and again video games - which attempted to tie video games to crime, drugs, death, etc. (For example I recall one particularly pathetic (and low budget) cop show (involving "The San Diego Chicken" as a major character and witness) where the murder was committed by an executive of one of two cable companies involved in a bidding war.)
I hope Ebert is not sinking to this level.
Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
He's arguing with someone who is actually correct that games are art. Here's how he handles this debate:
"Santiago now supplies samples of a video game named "Waco Resurrection" (above), in which the player, as David Koresh, defends his Branch Davidian compound against FBI agents. The graphics show the protagonist exchanging gunfire with agents according to the rules of the game. Although the player must don a Koresh mask and inspire his followers to play, the game looks from her samples like one more brainless shooting-gallery."
Ok, note the important thing: because games require you to actually play them to appreciate them, he's essentially describing a painting that *he has never even seen*. He's making the conclusion that the game is not art *based on screenshots*.
Really. Super really. He's as qualified to judge whether or not this game is art as my damned dog is to preside over the works of Michelangelo- meaning, he'll ignore that which is on the ceiling, and he'll pee on whatever he can reach.
"Her next example is a game named "Braid" (above). This is a game "that explores our own relationship with our past...you encounter enemies and collect puzzle pieces, but there's one key difference...you can't die." You can go back in time and correct your mistakes. In chess, this is known as taking back a move, and negates the whole discipline of the game."
For the unfamiliar, we have " http://en.wikipedia.org/wiki/Braid_(video_game) ".
Firstly, in chess, if you are practicing or playing by yourself, taking back a move is one of the things you do to explore the gamespace more thoroughly. Only in a competitive multiplayer environment does time manipulation become something different entirely. He's suddenly gone from exploring a world into cheating. Not related. Plus, the game isn't just a regular game that has time manipulation, as he would again discovered *if only he could type it into google*. Seriously, here's from wikipedia:
"Time and Mystery introduces objects surrounded by a green glow that are unaffected by time manipulation; for example, switches will remain flipped even if time is rewound to before the action occurred. Rewinding can thus be used to change the synchronization between objects that can and cannot be rewound, the basis of many puzzles in this section.[15] This theme is also used in later worlds to denote objects unaffected by the player's time manipulation."
Ok, so, he doesn't know what he's talking about. This isn't "taking back a move" at all. This is something he has never heard of and doesn't understand.
And his third:
"We come to Example 3, "Flower" (above). A run-down city apartment has a single flower on the sill, which leads the player into a natural landscape. The game is "about trying to find a balance between elements of urban and the natural." Nothing she shows from this game seemed of more than decorative interest on the level of a greeting card. Is the game scored? She doesn't say. Do you win if you're the first to find the balance between the urban and the natural? Can you control the flower? Does the game know what the ideal balance is? "
I don't know man DO YOU? You haven't even TRIED this game out.
What a tool. Seriously, this is like refusing to acknowledge sculpture as art because all you have seen are pictures, or dismissing photography because you heard someone describe how a camera worked and then you were like, wait, does the exposure speed matter? WHY DO YOU NOT SAY NOT ART LOL. Or as I mentioned before, dismissing paintings having never viewed them.
Old man is old.
Well put.
I think if he were to admit that video games are art, that would make him the definitive critic of the SECOND most prevalent/biggest/whatever 'art form' industry on earth, since I recall reading that video games have eclipsed movies in global sales/profits/whatever.
To me it sounds like a semantic argument based off of pure ego.
HA! I just wasted some of your bandwidth with a frivolous sig!
He's not a game critic. He's a MOVIE critic. He's watched trailers of games and commented on them with the perspective of a movie critic. Did he play portal? Did he play Braid? Did he play bioshock? Did he play WACO? No.
Now i'm going to play the part of the snob. Even if he did, he's unqualified to judge them. Roger Ebert does not understand the vocabulary of gaming. He hasn't played enough FPS to judge the waco game as an experience beyond you run and shoot people.
Not that i'm defending the waco game as art. i've never played it myself. I don't go into it thinking the point of the experience is to shoot people however. shooting people is common place to gamers. to someone who has played a number of FPS games, they are likely not paying much attention to the fact that they are shooting people. Someone who doesn't instinctively control an fps is likely to spend more time trying to figure out how to move, how to shoot, than to absorb any kind of message or mood the game is trying to convey.
Having gone to art school, i know that art snobs think the knowledge you bring to viewing the art is important in critiquing it. Having a thorough knowledge of principles of design and color theory is essential to being an art snob. Games have their own vocabulary and history, and if you don't posess it, you are just a schmoe saying, "i could have put a red square on a black canvas."
and take gymnastics and diving and figure skating out of the olympics then?
Yes, please.
No. Not war itself. War is ugly, not beautiful. Killing people and destroying things is not in itself an art form and is certainly not beautiful to anyone but a psychotic. The aim of any really good commander is to win the battle or the war with the minimum of casualties and destruction - on both sides.
I think what Tzu was referring to was strategy and tactics - the methodology used to prosecute the war, and I agree with him there - a well-crafted and executed battle plan can have an elegance and beauty all it's own, especially if it achieves it's intended result with the least amount of mayhem possible. ...and yes, I've read it. Several times. The man was a genius.
SB
It's old. The more humans I meet, the more I like my cats. At least they are honest.
Not to mention, many games are very linear, i.e. like a movie you follow a set path through the story to a predetermined conclusion. There's merely interactivity and the chance that you'll fail at executing what in a movie is already determined circumstances and have to restart from a previous point. Some games are more open-ended, and move towards multiple outcomes(alternate endings, anyone?)
Successfully navigating the game from beginning to end is little different from a movie plot. Even more open-ended games can be thought of as movies with deleted scenes or alternate imaginings of scenes. I think Mr. Ebert the Waterboy is mad because Gatorade not only refreshes your body with lost electrolytes, it tastes better, too. Gaaaaaatooorrraaaaaaaadddee... :D
What's so fundamentally different about finishing a game or finishing a book?
Property is theft.
He's Begging the Question. He defines 'games' as 'interactive stories that aren't art', then uses this to prove that games aren't art.
Art is any conscious creation that adds beauty or significance to our otherwise empty existence. (That's my own personal definition).
To quote Nietzsche, "Art is the proper task of life."
Games, much like the opera, are a combination of many distinct forms of art (imagery, music, storytelling, etc), and also constitute a form of art unto themselves.
Ebert can stuff it.
Mr. Ebert is incorrect for the very reason that the medium does not determine art.
Writing is often used with an objective - to communicate inventory, describe an actual scene, give orders.
Rhythm and rhyming may be used to aid in memorization, to aid in oral recollection.
Pictures, video are used for documentation, recorded evidence.
Wood, marble, steel is shaped to create buildings, stairs, chairs, eating utensils or religious relics.
Bodies move with precision in order to build, cook, or fight.
Interactive computer programs and simulations exist to educate, train, provide guided assistance on tasks, or obtain information.
At some point we get art out of all these mediums. We decorate the urn, make our religious icons more elaborate, tweak our oral histories to make them more fun to listen to, arrange our photo shots, play with the beats, create a more elaborate melody. The medium changes from straight functionality more and more to creation for aesthetics, to elicit an emotional response rather than a strict material/practical goal.
For me this point in video games (interactive computer programs and simulations), was definitely reached when playing "Planescape: Torment" back in the early 2000's. Yes, ostensibly you have a clear goal, and you can win the game. But the dialog and overall plot elements are such that I was immersed in thought, absorbed by the characterization and concepts. For others in my rough age group (cutting our teeth in the mid 80's to 90's) it may be games like "Myst" or "Psychonauts", Infocom's "Trinity", "Grim Fandango", or even a silly satire like Mystery Science Theater 3000 Presents "Detective" (http://www.wurb.com/if/game/146); more modern might be Katamari Damacy. Yes, please get off my lawn all you newfangled Xbox360 and Nintendo DS gamers.
If someone's never had an aesthetic moment with a video game it simply means that they haven't found that game yet.
and one that I think does not fall to Ebert's "games are goal directed" criticisms: Jason Rohrer's "Passage" http://hcsoftware.sourceforge.net/passage/ I highly recommend it!
Art has a deeper meaning than what it directly presents. Art uses its medium to make a subtler point that is separate from the medium.
I often have the conversation with a friend, an abstract sculptor and painter, about What Art Is. Some artists do not have a "deeper meaning", they are simply making art for art's sake - an aesthetic pulled from purpose for the sake of the pleasure of seeing it. So then What Is Art?
We generally end up back at the conclusion that the only reasonable definition of art is its impact on the viewer. Taking that perspective to the extreme, there is no such thing as "bad art", because the viewer just discounts as art that which does not move him. Some might even view a sunset as art, drawn by a divine being. Bearing that in mind, it is patently absurd that games could never be an artistic form of expression.
I believe this decision rests with the viewer. I suppose the viewer could choose to see something as "bad art", rather than "not art". It seems to me that such a viewer is choosing to put someone else's definition of art before his own, though - and I don't believe that is reasonable. Still, if that is his choice, then it is bad art for him - and therefore it is bad art in at least one instance, and so it can be called bad art. (So I lied, there is bad art, but it exists only as a result of poor self-worth.)
Ultimately, though, What Art Is seems as useful as a debate over Does God Exist. You buy it or you don't, but such conclusions are drawn from personal experience and reflection, not debate.
"All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
Apart from them, what other examples of games that could count as art are there?
Doesn't matter! At this point, we've already advanced "games" to the same position as "novels" in his own example. Once you show that some games are definitely art, it becomes a matter of subjective tastes what constitutes "art" in a game. Ebert's real problem is that he doesn't understand that the aspects of interactivity and free will within a game are only slightly less constrained than someone watching a movie. You can't go read a newspaper in a Full Metal Super Warrior 2 FPS game. The creators of games already have a path in mind for you--- they just don't lead you by the nose down it like a movie writer does.
If a job's not worth doing, it's not worth doing right.
However, Tetris does not. Tetris has a single obvious purpose, and no underlying message.
Are you kidding? If a douchebag can frame an untouched piece of engineering graph paper and claim it as art (saw it hanging in a gallery in Santa Fe) then you certainly can't say Tetris isn't art. The definition of art is completely subjective. Art merely has to evoke something that the materials alone do not. Your suggestion that it has to be a "message" is incorrect. It need only be a feeling... and it doesn't even have to be the feeling the artist intended. If something on a computer makes someone feel something that the mere flipping of bits doesn't normally make them feel, then it's art. If you're going to suggest that you know how Tetris makes everyone else feel, you're a fool.
If a job's not worth doing, it's not worth doing right.
Ebert commenting on games is like deaf person commenting on music or a blind person commenting on paintings. Just like you need to hear to understand music and you need to see to understand painting, you need to be able to play it to understand a game.