(maybe biased cause im a filmmaker and heavy gamer)
"Metal Gear Solid" on the other hand...okay, it's been too long since I played the original, PS1 version of it, but my experiences on the Gamecube didn't leave a terribly good memory of it. 30 minutes of gameplay to get a 15 minute video lecture on the evils of North American culture was a bit heavy-handed for me.
But as you say, art is art to whomever sees the art.
-I think Halo 3 is a completely valid game to bring up in the "games/art" debate. Unlike Transformers, Halo garnered universal acclaim from critics and journalists, and near-universal acclaim from gamers. The mountain of perfect scores that the game has been getting (and the rabid backlash against scores less than a 9) is saying that "This is the best we have to offer." The community has, for better or worse, held the game up as its flagship, making it a valid choice to examine the medium from.
-While I agree that games should fuse different storytelling mediums into one experience, I think that cutscenes are too often used as a crutch (similar to how early movies used theatrical conventions as a crutch). Simply throwing in a cutscene to tell the story, to me, just lazy. Cutscenes need to start utilizing interactivity more, the way MGS3 did.
-And you're totally right about MGS3. That game is incredibly affecting. Much more so than most films out there.
Games sometimes try to deliver messages, but the message is usually ham-fisted. Like the writer says, "Go and defeat your evil enemies" is not exactly subtle -- unless you're playing Shadow of the Colossus.
I am totally with you on these points, well said.
We do split on this, though: "MGS3. That game is incredibly affecting. Much more so than most films out there." I read that and my head almost 'sploded. I think we need to exchange Netflix queues.
Once again, this was a great arguemnt to read. Thank You.
With video games fans and reviewers agree much more often. And "brainless" blockbusters get rave reviews from fans and critics alike. The two really cannot be compared and I stand by my comic that Halo isn't art, and probably never aspires to be so it is a bad example. I believe more appropriate games (in addition to the ones I mentioned above) would be:
Silent Hill 2
The Legend of Zelda: The Wind Waker
Team Fortress 2
System Shock 2 (The game that Bioshock is supposed to be the successor to. System Shock 2 was far better in just about every way in my opinion, though I did still enjoy Bioshock.)
And add to this list pretty most good adventure games in the veins of Myst, Full Throttle, Grim Fandango, etc.
More Halo 3 discussion yey!
I can think of a few games I've felt an emotional connection with:
Ace Combat 5: The mission where Chopper dies, that was the first time i cried during a videogame, and this time not through frustration
Sly Cooper 2: The last mission when Bentley's legs get crushed, that made me personally angry at the Klaww gang
The Darkness: The part when Uncle Paulie kills Jenny, and the darkness won't let ou do anything but helpplessly bang on the glass
Bully: The end of the first boss battle, when the kid who you though was your freind (i forgot his name, but he's the main 'villain) turns out to be out to get you.
GTA San Andreas: too many times to count.
The Jak and Daxter series: once again, countless times
BTW, I've only owned a PS2 and a PS3, and I've never played/owned any MGS games.
For me Ebert does like to reference Auteur Theory when discussing films and games... which I don't think is enough when talking about films. Yes the "shiney and pretty" could be described as the "authors" direction and vision, as can pacing, story and structure. But what's interesting is that Jim mentioned his emotional response to games, and the fact is that we have some method of control over the outcome of the things that we play. For me it would make more sense to view games in terms of post-structualism where 'art' exists somewhere in between the work constructed by the author and the experience of the reader, or gamer in this case.
If Terry Eagleton can argue that a bus ticket is art I think that games have a pretty good case.
sorry, just read that back and its a bit long... to much ale
anybody??
sounds like more delicately placed propaganda....
I know it's becoming cliche to refer to these two games in particular in the games as art debate, but I defy anyone to play them and not call them art.
@ShadowXOR: I didn't know we had a mounted devision.
@ShadowXOR: I totally hear you, but I think that, when an outsider is looking for a game through which to judge the state of the industry, Halo 3's phenomenal success, it's incredible review scores, and the plethora of reviews that call the game "revolutionary" or "incredible" make it a prime candidate. Also, I think that Halo's blockbuster status doesn't necessarily excuse it from being judged as art; even some "brainless" blockbuster movies have artistic merit (Spider-Man 2 comes to mind).
Games have not evolved their own artistic language. You know the crap you learn for the first 2 years of art school.
You really do need a new language to describe how to get players involved and make it more than a string of pearls design of a game.
Go here do this, advance plot,repeat. We need a way to describe the different ways to engage players that are truly interactive.
Art for all of its millenniums of development has largely been passive. It changes and engages you inside. Performances that have been influenced actively by the crowd have always been dismissed as art.
Few people argue if the Beethoven symphonies are art. The same is not true for the pub performer who engages the crowd.(God I miss pubs with real performers.) Improve comedy also gets no respect. Video games are in this same "folksy" "low brow" space.
Video games seems even schizophrenic, the great story telling moments in FF7, like Areis dying lead into minigames at the golden saucer? WTF! FF7 is an example of games being art and also not being art. FFX did a much better job at it by explaining the importance of blitzball to the world at large so it stuck out less. I think that while it is better balanced and better overall it lost the impact that FF7 had. Games want to be art and they want to be play. To make it in the market they have to be both, but only ever succeed at being one.
However, why do we as a community seek to pander up for the approval of these self-proclaimed "experts" of something which is essentially an arbitrary designation? Who decides that a certain medium is art or not?
I was under the impression that art was an expression of human creativity, when did the rules change?
I have been gaming since I was a young lad, and have experienced many forms of what you all call "High Art". None of it has illicited more emotion from me than gaming has, certainly more than a moldy old picture sitting in a gallery.
Given its potential contemporaries, I would prefer personally if games WEREN'T classified as art. Especially Dadaism - what the gibbering fuck is that meant to be? :)
I almost choked on my coffee when you referenced MGS3 though. That series has more cheese than France mate. We are all friends here, but I would be careful where you bandy that one about ;)
^^^Punctuiation FTW!
Then again, art is completely subjective, so none of this matters anyway. ;)
@liam2015: That scene from The Darkness totally blew me away. I'm glad I'm not the only one.
Either way, if it evokes emotion, even hatred or bordem, its reached the realms of art.
people keep forgetting people like duchamp and his toilet, warhol and his cambell soup.
@ drhqnril - exactly my point. If you can call warhol and his campbell soup art, I would rather have the things i consider as actually having merit (video games) to not be associated with that sort of crap.
This guy needs to prove that bioshock, and FFVII, and Shadow of the Colossus, arent art. Then id believe him.
Yes there are games that are brilliant and wonderful and so and so. But let's face it, those are few and far between. Sure, you can name me a list, but chances are it's the same list I've been hearing for years.
Fuck, let's just get it out of the way.
Panzer Dragoon Orta, Okami, Bioshock, Shadow of the Collosus, Beyond Good and Evil, Ico, Rez, Guitarooman. MAYBE Jet Set Radio. That's about it in the last seven years or so. It's telling that there are more creative and artfully told stories in a single year at the movies then there are in most decades of gaming.
I know we WANT games to be better (They will be), and when a game that's truly great comes along we hold it on a pedestal, but at the end of the day there just aren't enough good solid artistic games to sate us or sustain our interest and we keep on regurgitating and swallowing the same praise for the same games over and over and fucking over like some disgusting digital cud. How many weeks has it been and we STILL talk about Bioshock?
And you know what? We'll still be talking about it for years because thats all we have. Gaming is not a deep well, and Bioshock will always be there, lingering in our pockets, ready to be name dropped whenever the next naysayer, the next person with a lack of perspective at a cocktail party comes along and bashes our hobby.
Frankly, I'm sick of having to do that.
This is probably the best "Games are not art" article I've ever read. The reason his argument works is most likely because his insistance is not that games CANNOT be art, but that a particular game (and many games in general) are NOT art because the storytelling is basically another medium inserted into a game. I agree. I've been having similar philosophical thoughts recently--about what parts of a game should actually be considered a game--which I've been meaning to elaborate on in writing. But that's a topic for another area.
The one place I disagree with him is his reference of interactive fiction as what game designers need to be looking at. No offense to the man, but it's a horrible suggestion. They may be closer to being art--and I say this as a huge fan of interactive fiction and adventure games--but they tend to be incredibly linear, and have some of the simplest gameplay. Even if the story is incredible, and could be considered a work of art in and of itself, "guess what the protagonist is supposed to do next, then do it" is not artistic gameplay. As long as there's only one right answer, there is a failure to utilize what makes the video game medium a potential artform. On the other hand, at least the storytelling is linked to the gameplay, rather than just rewarding successful gameplay with a movie clip, which is probably worse.
I'm not entirely sure how to make a narrative game that is also art. Nonnarrative games are easier to classify as art, and I'd argue that game design--game balance, game features, level design, character interaction options, and all the other choices that go into a game--are artwork, just as much as the concept artwork, textures, 3D models, voice acting, or Michaelangelo's David or Leonardo da Vinci's Mona Lisa and The Last Supper. (Arguably not on the same level, but still clearly in the same field.)
There have been a few narrative games that I'd argue successfully become works of art. Offhand, I'd say Metal Gear Solid and Shadow of the Colossus are both games that manage to use gameplay elements to tell a story. What's interesting is how both of them use gameplay as a metafictional element to become artwork--Shadow of the Colossus uses your trained "Kill the bosses" instinct, combined with the goal macguffin of "save this girl," as your initiative within the game, and as it continues, adds in the moral question of "Is what I'm doing in this world ethically right?," while Metal Gear Solid 2 takes both storytelling and gameplay expectations from the first game and turns them on their head to create a truly artistic statement and metanarrative. (My simplified explination there isn't doing it justice--read this downright amazing analysis of the game yourself instead, it's definitely worth your time if you've ever played the game or tried to consider a game to be art.) The odd thing about both of them is that they've become art through use of meta-level design elements, rather than through transparent design elements.
Written and verbal storytelling was used for millenia before the first major uses of metafiction as a literary element (Don Quixote), and it was another 500 years before it became a common element. Plays stayed on about the same schedule (Hamlet). Film and television existed for about 80 years before metafiction started to show up in strength, and still isn't common. The reason that all of those fields took a long time to start using metafiction is because they're passive mediums, and metafiction requires active thought and analysis to become a component. Metafiction-heavy storytelling and narrative still largely requires the small subset of the audience that's willing to pay attention, notice things, and detach themselves from the story to look at it as a crafted work. Games, on the other hand, force their audience members to become active participants--you cannot experience a game without consciously interacting with it. As such, it makes the medium rife for metafictional storytelling. To put it another way--some of the highest-level artwork makes its statements by fucking with you. And video games, moreso than any passive medium, have limitless potential with which to fuck with you. (And frankly, more should.)
Seriously. The game is just above average at best, and the whole hype because it's finally finishing the 3 arc story is completely irrelevant. I'm being choked by "Sponsored by Halo 3 - ONLY FOR THE XBOX360" pathetic ads before, during every commercial break, and at the end of every television show I watch, because of the Microsoft market share machine that's starting to get on my cock quite a bit.
If we compare Halo's marketing to the marketing other games get, the game is completely undeserving of any mention whatsoever at all. Bioshock could've been a greater contribution to the public were it advertised as vehemotly as this - a game that is an FPS as well, only better by a few revolutions of the genre. Not perfect in any way, but a very expressive combination of several kinds of art rolled into one with added gameplay as the defining feature that kicks your ass and overwhelms the fact that NOTHING out there allows for the distinct emotional and narrative expression as a game can provide (and that's just Bioshock, we have other genre's to be proud of, MGS2, KOTOR, and a few other games taking flags for their respective treatments).
To summarize the rant - don't pin the hopes and dreams of artistic expression on CounterStrike with a mediocre sci-fi story. We had that years ago when it was called Half-Life 1. We've moved on with our "representations".
Here endeth the lesson.
games and I also beleive theres just a little bit of shame for older players who then feel the need to turn around and justify it as some kind of "art form". Games are what they are. They will evolve at their own pace and in their own way with or without the blessing of pundits and so called critics.
It has to be addressed, though. If this is one of the most important, most hyped games of the year, then why, if there are much more artistic games?
When i see a video game that truly gets me to reevaluate my life, change my perspective on the world and intellectually and emotionally challenge and move me, then I'll agree it's art. I can see that the genre has the potential to be the greatest art form in existence, because its interactivity makes it a deeply personal and immersive experience. When a game can make me stare at the same image, read the same line, listen to the same bit of harmony and find new things in it every time, then I will agree that it is art. I can't wait until it gets there, and hopefully that happens before i die.
Bioshock was a big step in the right direction, but it isn't close to being there yet. In the end, that was a game, a toy about killing baddies in interesting ways, and not about intellectual and emotional stimulation.
What the purpouse of a game? Of a good game? The history, that what motivates me to play. Sure, the mechanics, the graphics, sounds... thats the technology behind it that allows me to experience a good history. All of those things serves the history to deliver itself, they are "means", not the end.
When i look into a good videogame i look at the means, the way they deliver the history, but I want that hisotry in the game to move me, just like Jim was moved by the last scene of MGS. If it doesnt, if i dont experience the loose of disbelief, then probably is a fun, ok game, but thats it.
For me games like Dreamfall The Longest Journey were incredible because of the attention to the history (the end of that game is great).
And with movies is the same thing, we like a movies beacuse of the history, the argument, the plot. Special effects, production... thats what delivers the history.
So i think movies and videogame are different? Not really, the idea behind both, the main idea, is the history. Thats it, is not so much about art, is just different ways of telling histories. One is more interactive, the other one more passive.
As I said, the volume of what you might call 'art' in a traditional sense is not indicative of whether or not a medium can be called art. Art is whatever you want it to be, it is NOT what the majority of people 'talk about'. Your post is very blinkered in that it clings to the old ways, the prehistoric definition of art.
Art can be anything -- from a toilet roll to a painting, from a button to a train. If we created it, it can be art. If it can affect us, it can be art. If one man says it is art, then it is art.
The reason I argue this so strongly isn't so much that I care who sees games as art or not -- it's that I despise ignorance, and saying that ANYTHING isn't art is pure ignorance. To say something is not art is to categorize, to define, and to begin defining art is impossible. Those who claim videogames, or anything, are not art are people who still think of paintings the second the word is uttered.
They are prehistoric.
Has a painting done that? If not, do you call paintings art?
Has a statue done that? If not, do you call statues art?
Same question for books.
For cartoons.
Movies.
TV shows.
Absolutely everything that is traditionally seen as art. This includes paintings of EVERY style, and movies of EVERY genre.
How many of these have fulfilled your objectives, and do those that leave them unfulfilled still get called art by you?
I find such definitions of art to be pretentious.
Unfortunately there are people out there pretentious enough to want to put their own exclusive slant on what constitutes art or not. For them, it's a simple matter of defining art so that they can say "That is mine and not yours" so that they, effectively, can corner the market on any artform. It's one of the most distasteful forms of arrogance - elitism.
I honestly liken that attitude to that of religious fanatics. So-called art critics' dogmatic views on art are no different from those who claim religious superiority. "I know the TRUTH about what art is." No, you don't. Everyone has their own ideas. No one person has a right to say that they're exclusively "in the know" about what is art and what is not.
This is probably the best "Games are not art" article I've ever read. The reason his argument works is most likely because his insistance is not that games CANNOT be art, but that a particular game (and many games in general) are NOT art because the storytelling is basically another medium inserted into a game. I agree. I've been having similar philosophical thoughts recently--about what parts of a game should actually be considered a game--which I've been meaning to elaborate on in writing. But that's a topic for another area.
The one place I disagree with him is his reference of interactive fiction as what game designers need to be looking at. No offense to the man, but it's a horrible suggestion. They may be closer to being art--and I say this as a huge fan of interactive fiction and adventure games--but they tend to be incredibly linear, and have some of the simplest gameplay. Even if the story is incredible, and could be considered a work of art in and of itself, "guess what the protagonist is supposed to do next, then do it" is not artistic gameplay. As long as there's only one right answer, there is a failure to utilize what makes the video game medium a potential artform. On the other hand, at least the storytelling is linked to the gameplay, rather than just rewarding successful gameplay with a movie clip, which is probably worse.
I'm not entirely sure how to make a narrative game that is also art. Nonnarrative games are easier to classify as art, and I'd argue that game design--game balance, game features, level design, character interaction options, and all the other choices that go into a game--are artwork, just as much as the concept artwork, textures, 3D models, voice acting, or Michaelangelo's David or Leonardo da Vinci's Mona Lisa and The Last Supper. (Arguably not on the same level, but still clearly in the same field.)
There have been a few narrative games that I'd argue successfully become works of art. Offhand, I'd say Metal Gear Solid and Shadow of the Colossus are both games that manage to use gameplay elements to tell a story. What's interesting is how both of them use gameplay as a metafictional element to become artwork--Shadow of the Colossus uses your trained "Kill the bosses" instinct, combined with the goal macguffin of "save this girl," as your initiative within the game, and as it continues, adds in the moral question of "Is what I'm doing in this world ethically right?," while Metal Gear Solid 2 takes both storytelling and gameplay expectations from the first game and turns them on their head to create a truly artistic statement and metanarrative. (My simplified explination there isn't doing it justice--read this downright amazing analysis of the game yourself instead, it's definitely worth your time if you've ever played the game or tried to consider a game to be art.) The odd thing about both of them is that they've become art through use of meta-level design elements, rather than through transparent design elements.
Written and verbal storytelling was used for millenia before the first major uses of metafiction as a literary element (Don Quixote), and it was another 500 years before it became a common element. Plays stayed on about the same schedule (Hamlet). Film and television existed for about 80 years before metafiction started to show up in strength, and still isn't common. The reason that all of those fields took a long time to start using metafiction is because they're passive mediums, and metafiction requires active thought and analysis to become a component. Metafiction-heavy storytelling and narrative still largely requires the small subset of the audience that's willing to pay attention, notice things, and detach themselves from the story to look at it as a crafted work. Games, on the other hand, force their audience members to become active participants--you cannot experience a game without consciously interacting with it. As such, it makes the medium rife for metafictional storytelling. To put it another way--some of the highest-level artwork makes its statements by fucking with you. And video games, moreso than any passive medium, have limitless potential with which to fuck with you. (And frankly, more should.)
A very valid point was, that most of our cinema movies aren't art by the definition the writer uses - it basically boils down to one point: What is the definition of art?
And because there's not real answer to that... I've developed the one and only rule for myself: Art is what I say it is - when I say some video games are truely art masterpieces - then is so. Nobody can discuss this anyway, everybody has her/his own definition.
--
Oh, and one thing about Ebert: I think he's right with his conclusions but has a limited if not completely twisted definition of art - would "Mona Lisa" be art for Ebert? I doubt that he could argue that this is indeed art with his definition.

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