From the cultural downtrodden to the high; our views on what constitutes artistic expression
The misconception that games can never be anything more than a simplistic entertainment medium for the masses is one of the many obstacle that the industry has to overcome before it will be taken seriously in its aspirations to legitimate status as high culture and art. The main problem with this aim is that games do not seek to be nor are in any way in compliance with the traditional canons of elite taste, an absolute necessity if they are to break through this barrier, nor have they had any pretentions of adopting these canons through stylistic modification. The fact of the matter is that what is considered high culture is regulated by an elite minority who fail to realise the untapped potential of this nascent artistic medium. The thought of claiming such a stigmatised medium to be capable of reaching such lofty ambitions may have many questioning whether or not such a goal is realistic but I assure you that it is, maybe not immediately, but it is attainable.
What sets games apart from other artistic forms of expression is the fact that they are undeniably an interactive medium - something no other art can really lay claim to. You may interact with a painting or music in so far that you are yourself a spectator but never truly more than a passive one at most. Such things may move you, they may affect you emotionally and mentally but ultimately, without you there, what is being displayed would remain fundamentally unchanged. The experience is the same for all, it is merely each individual's perception of it which changes.
This is an area where games have limitless scope and potential that has yet to be capitalised upon in any meaningful way. When we see a film or read a book, the vision behind each medium is in the end limited by accepted self imposed constraints every writer or director agrees to work within. A film has, on average, two hours to flesh out every character, develop, shape them and mould an engaging narrative around what is undeniably a constricting framework. Yet if a game lasts less than eight hours, it is considered poor value or to have been rushed through development. The length of your typical RPG (Role Playing Game), the genre most dependent on a strong narrative drive, is generally around the sixty hour mark. Sixty hours to flesh out each character and the world they inhabit. This can't be seen as constrictive, but rather liberating in almost every way. It frees the writer to do things that would seem inconsequential or overly time consuming within a film. But more importantly, it strengthens the all important bond between ourselves and the characters on screen. It can deepen the emotional attachment and our own involvement to what is occurring.
Games not only have the potential to develop existing narrative styles but also to allow the patron to experience it in the way he deems more suitable. When we read a book, we have no choice but to follow the descriptions laid out to us, limited to only seeing what we are meant to. From a cinematic point of view, every camera shot, every take is set in stone and unchanging. In a game you choose how long to soak in every vista, how to deal with every character and yet by doing so you need not deviate too far from the original vision. People prefer and appreciate different things in different ways and by giving them the freedom to do so you not only enhance the narrative experience but also deepen the connection between writer and reader, developer and gamer.
No other medium is capable of doing this so readily and while it may not be ready to handle such artistic responsibility now, the industry is young and growing. It just needs to be treated with the same amount of respect and maturity you would afford any struggling child in their aim to fulfil their intrinsic artistic potential.
'What sets games apart from other artistic forms of expression is the fact that they are undeniably an interactive medium - something no other art can really lay claim to. You may interact with a painting or music in so far that you are yourself a spectator but never truly more than a passive one at most.'
Yeah, but you can pick up a paint brush and make your own painting and you can pick up a guitar and make your own music. You can pick up a camera and shoot your own movie. But you can sit in from of a PC and make your own game without a lot of training. training.
You're making very little sense. Your only argument is that games are interactive and that entitles them to be art?
Let me ask you a question, who is the audience for your little essay? Because over here, you're singing to the quire.
Don't worry about the mistake, I got the meaning. My second article was written to address the lack of emphasis I gave imagination and creativity in this article when creating art. Something I, mistakenly, overlooked.
It's not just the interaction - it's the fact that games have every resource mediums such as films, books etc. have available to them (whether it's camera techniques, methods of characterisation) and then some. While it's true that it's harder to craft a game, you still need training in order to make a good film or paint a good picture. I just believe that, in the end, games are naturally less limiting in their scope and design then these other mediums. The issue I have at the moment is that game designers are imposing limits upon themselves which don't have to be there (hence my dislike of them striving to be'cinematic'). Games are different and should be treated as such. Our emotional connection with them, while not the same as we experience with films and literature, needs to be tackled in ways that make the most of what we have to offer. And such an approach negates imitation. We need to discover for ourselves how best to transmit this across and craft our very own 'language'.
Also, as for friends: I've been a site member for over a week... If people like what I have to say then they can add me. And if I find a blog I particularly enjoy, I'll do the same. I just haven't had the privilege yet.
OK, let me get this straight. Games are are a medium of their own, and developers should borrow less from other mediums like the file and focus more on the gameplay?
Should the developers then not use music in their games unless the player is consciously manipulating it? Should the artists not paint textures that resemble other works of art and only strive to create original ones? Should the level designer not create levels that resemble real world and create only original designs?
I'm sorry. You're not making any sense here. Are you upset at MGS4 or something?
OK, let me get this straight. Games are are a medium of their own, and developers should borrow less from other mediums like film and focus more on the gameplay?
Maybe he's just saying that games can be an art form in themselves, but something about them being a game needs to be at the core of the art. In other words, the "game" must be a core part of the artistic intent, otherwise they're just some other art form such as a movie or painting with limited interactivity.
Lol... funny you should mention MGS4. A rant about that game is forthcoming. Although I am a big MGS fan so it's hardly to the extent that you probably assume (I think I even complain about the LACK of codec conversations at one point).
I think intertextuality and the consequent interplay of different artistic mediums within games are paramount to the experience. Like I said, games are dialogic works, in other words, they can't help but inform and be informed by the films, books and music around us.
What I don't think is necessary is for games to put so much emphasis on imitating films from a narrative perspective.
And as for music that the player is manipulating, nearly all games already have interactive scores where your actions on screen affect the composition (even MGS4). It's a subtle technique that's been used for years and will probably continue to be so. It's not overly in depth (mainly the score looping to the more dramatic moments whenever you engage in something dramatic yourself) but it's part of what I'm advocating. As for original levels, every level created is original, it's bound to be in some way. It's just the specifics in how games deal with the emotional side of things which I think needs to be better shaped.
"What I don't think is necessary is for games to put so much emphasis on imitating films from a narrative perspective."
Yeah, but you do understand that there are people who really like that sort of thing? Take Indigo Prophesy for example, not my cup of tea, but a lot of people really enjoyed that game because it was like an interactive movie.
What about adventure games like Monkey Island and Leisure Suit Larry?
If you think a certain mechanic is not fitting for a particular game thats fine, but you shouldn't write it off for all games.
Not every film is going to avoid cliche and try new things. Neither is it going to be the same for books, music and games. I take that as a given, even if I wish it wasn't so.
It can work well (one of my current favourite games being Uncharted: Drake's Fortune, itself a highly 'cinematic' game.It doesn't do much that is new but it refines what elements it does have into a mirror sheen and as such was one of my most enjoyable gaming experiences of recent years) but a game's more likely to grab me by the throat and demand my attention if it goes in the opposite direction. For in doing so it suggests a designer who's willing to experiment and experimentation has always been at the forefront of art. It may not yield a better game because of it, but it will more likely than not yield a more interesting one.
And if I were to show off Uncharted to any of my even more pretentious friends (such people can exist, I'm not the pinnacle of them, hard to believe I know), they'd dismiss it in one go. Yet point them at Bioshock and they stall for a few moments. Public acceptance of our medium isn't necessary nor even overly desirable for most but it's something I still strive for. I may be preaching to the choir, but I do so in order to learn from my mistakes and strengthen my arguments, something you're helping with.
I'm overjoyed that my comments are helpful to you.
But lets get back to the conversation. From what I gathered, in your blog you're basically trying to say:
Game developers, please don't make games that suck!
And from the comments:
So that I can show them off to my friends to get their acceptance.
Damn, that's very verbose of you and also very vague.
Dood, boot up Tetris or some other competitive game with your friend and school them like the little n00bs that they are. Forget about showing them Uncharted, they're probably closet Pokemon players anyways.
"Public acceptance of our medium isn't necessary nor even overly desirable for most but it's something I still strive for."
As for not making sucky games - of course I want that, but more than that I want games that push the boundaries of what we can do within our medium, that try new things and experiment. Whether that turns out well or results in another Alone in the Dark isn't what's important to me. Developers will always make good games and bad ones. What I want, is something new.
And it's not just gaining acceptance from my friends (and that would be a summary of my last comment, not of all :P), but rather those people who consider the art world that they love to be apart from our own. I want the self labelled 'intellectual' elite to climb down their pedestals and see the games industry from our point of view and in doing so, realise the potential that lies within.
I'm sorry, but I do not make video games so I can't really do much about original games other than buying them.
As for this "self labeled 'intellectual' elite", would you mind if I asked who you are referring to? And how would they raise the "potential that lies within"?
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
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Yeah, but you can pick up a paint brush and make your own painting and you can pick up a guitar and make your own music. You can pick up a camera and shoot your own movie. But you can sit in from of a PC and make your own game without a lot of training. training.
You're making very little sense. Your only argument is that games are interactive and that entitles them to be art?
Let me ask you a question, who is the audience for your little essay? Because over here, you're singing to the quire.
But you can't sit in front of a PC and make your own game without a lot of training. training.
Still no friends, laym.
It's not just the interaction - it's the fact that games have every resource mediums such as films, books etc. have available to them (whether it's camera techniques, methods of characterisation) and then some. While it's true that it's harder to craft a game, you still need training in order to make a good film or paint a good picture. I just believe that, in the end, games are naturally less limiting in their scope and design then these other mediums. The issue I have at the moment is that game designers are imposing limits upon themselves which don't have to be there (hence my dislike of them striving to be'cinematic'). Games are different and should be treated as such. Our emotional connection with them, while not the same as we experience with films and literature, needs to be tackled in ways that make the most of what we have to offer. And such an approach negates imitation. We need to discover for ourselves how best to transmit this across and craft our very own 'language'.
Should the developers then not use music in their games unless the player is consciously manipulating it? Should the artists not paint textures that resemble other works of art and only strive to create original ones? Should the level designer not create levels that resemble real world and create only original designs?
I'm sorry. You're not making any sense here. Are you upset at MGS4 or something?
OK, let me get this straight. Games are are a medium of their own, and developers should borrow less from other mediums like film and focus more on the gameplay?
I think intertextuality and the consequent interplay of different artistic mediums within games are paramount to the experience. Like I said, games are dialogic works, in other words, they can't help but inform and be informed by the films, books and music around us.
What I don't think is necessary is for games to put so much emphasis on imitating films from a narrative perspective.
And as for music that the player is manipulating, nearly all games already have interactive scores where your actions on screen affect the composition (even MGS4). It's a subtle technique that's been used for years and will probably continue to be so. It's not overly in depth (mainly the score looping to the more dramatic moments whenever you engage in something dramatic yourself) but it's part of what I'm advocating. As for original levels, every level created is original, it's bound to be in some way. It's just the specifics in how games deal with the emotional side of things which I think needs to be better shaped.
Yeah, but you do understand that there are people who really like that sort of thing? Take Indigo Prophesy for example, not my cup of tea, but a lot of people really enjoyed that game because it was like an interactive movie.
What about adventure games like Monkey Island and Leisure Suit Larry?
If you think a certain mechanic is not fitting for a particular game thats fine, but you shouldn't write it off for all games.
It can work well (one of my current favourite games being Uncharted: Drake's Fortune, itself a highly 'cinematic' game.It doesn't do much that is new but it refines what elements it does have into a mirror sheen and as such was one of my most enjoyable gaming experiences of recent years) but a game's more likely to grab me by the throat and demand my attention if it goes in the opposite direction. For in doing so it suggests a designer who's willing to experiment and experimentation has always been at the forefront of art. It may not yield a better game because of it, but it will more likely than not yield a more interesting one.
And if I were to show off Uncharted to any of my even more pretentious friends (such people can exist, I'm not the pinnacle of them, hard to believe I know), they'd dismiss it in one go. Yet point them at Bioshock and they stall for a few moments. Public acceptance of our medium isn't necessary nor even overly desirable for most but it's something I still strive for. I may be preaching to the choir, but I do so in order to learn from my mistakes and strengthen my arguments, something you're helping with.
But lets get back to the conversation. From what I gathered, in your blog you're basically trying to say:
Game developers, please don't make games that suck!
And from the comments:
So that I can show them off to my friends to get their acceptance.
Damn, that's very verbose of you and also very vague.
Dood, boot up Tetris or some other competitive game with your friend and school them like the little n00bs that they are. Forget about showing them Uncharted, they're probably closet Pokemon players anyways.
"Public acceptance of our medium isn't necessary nor even overly desirable for most but it's something I still strive for."
You make games?
And it's not just gaining acceptance from my friends (and that would be a summary of my last comment, not of all :P), but rather those people who consider the art world that they love to be apart from our own. I want the self labelled 'intellectual' elite to climb down their pedestals and see the games industry from our point of view and in doing so, realise the potential that lies within.
As for this "self labeled 'intellectual' elite", would you mind if I asked who you are referring to? And how would they raise the "potential that lies within"?