Then again, I also disagree when you say there's no place for games that could have been films or books. I'm perfectly fine with that. Very interested in the concept, in fact, and that's exactly what I dug about Dear Esther. I felt like maybe I was seeing the birth of a new medium, and that was exciting. It absolutely was a book in game form, and I found that worthwhile and interesting.
Also, you just didn't get it.
But seriously, I couldn't agree more with you. This kind of game usually bore me to death, and are way, way, way, way pretentious.
Art lesson time: it's not the creator that defines what is and what isn't art, it's the other people, the society. And sometimes something that's art today isn't art anymore tomorrow. Or something that is art for you isn't art for me.
More important that art objects, videogames should be videogames.
And I think it's a medium that is far far far FAR away from reaching it's full potential of diferents ways to express ideas and experiences. Let's take for example Hideo Kojima. The man uses some really heavy cinema language on his famous MGS series, but at the same time he does stuff only possible within the video game medium, like the creative pre-psycho mantis battle mind reading, the very battle, and the depressing end of the final battle from MGS3.
And let's not forget Eternal Darkness sanity system.
I love me a story in a game, but I want to love the world, too. If anything, a better story makes me want even more to interact with the world it is in. Without that, a game really does suffer.
Artists love to toss around this intellectual words and phrases and their fellow peers tend to agree with them because they themselves do not want to be seen as "stupid" or just not getting it. I have experimented with this myself while I was in art school. I would use words such as the human condition and metaphysical. Words that transcend and what have you. I would then compare to times when I used simple digestible words. Without a doubt, when I used incomprehensible words, my work was far better received. Even if I used the SAME artwork. I would watch kids go out, get drunk, do drugs, procrastinate their work, and throw some shit together on the last night or day, only to have it praised to the highest degree. Told they must have spent long hours/days/weeks thinking of their work. Bullshit.
I would have reviewers sit in on panels reviewing my work and all that was necessary to get a possible review was to get the majority to accept your viewpoint. Then the minority would flip their assessment because "oh now I see". More like, now you see that you are in the minority...thus your opinion my be seen as lacking.
If you don't like reading, why would you bother playing a game that admits its all story and no interaction? Not all games have to appeal to every set of interests to be good games. I know I don't have any particular interest in NASCAR, so when I rarely play a racing game I don't complain about how there's no involved backstory for the models who say rev your engiiiiines. That'd be silly.
I like to think I know how to distinguish genius from lack of talent though. I'm sure I don't have a 100% success rate, but I'm at least aware of the distinction and make the effort. Sometimes something really is as deep and meaningful as it tries to be, though. I think if we worry too much about being fooled, we tend to miss those occasions.
That being said, more variety in terms of gameplay ideas within the scope of art games as a genre is a valid argument, and that I do support Jim.
Don't get me wrong, ME story is awesome. But I totally see your point, Jim.
ENOUGH with this stupid "OMG U SPOIL IT JIM" meme, its been beaten into the ground, the fact that you didn't mentioned the jimquisition at all leaves me to believe you're an idiot.
I agree completely, its not just art games like you describe, I can think of that Jurassic Park game o Heavy Rain, both of them feel like I'm just going through he motions and not given a chance to immerse myself, regardless of how much controller shaking the game makes me do.
@JohnGrisham
agreed
I would like to think I could do. Yet, after seeing professional art critics and professional artists, people we generally believe to have the capacity to judge what is "genius", still be fooled by students who could argue a point regardless of the foundation of their point. It makes me at least wonder. Do not get me wrong, when there are "objective standards" to determining what is genius, then we can be more right than we are wrong. Even if these "objective standards" are merely subjectively determined (Think dog shows to illustrate this point).
It could be countered that those students were not, in fact, fooling, but being genuine. It is a far counter-point, but I think a person would be hard-pressed to defend someone as being genuine when even they themselves admit their insincerity towards their work.
My basic point follows, I do think there are talented people, but talent and creativity are two different aspects. Creativity is a hard beast to define and one that I do not want to "hard" define. However, with creativity there is also sincerity. Which is what I discuss in my first post. Sincerity does not follow from talent and/or creativity. A person can be talented and slap together a game, attempting to convince creativity, but lack sincerity. Which is all too common. I can have a game where you play a daughter sitting on the couch watching cartoons, where you control the volume to the TV, all the while in the background your parents fight. There I pitched a game. However, my lack of sincerity could be disguised by how much I attempt to force creativity.
To trot out a horribly tired example, Killer7 is a game where the star isn't any one of the Smiths, but the story that takes place around them. Weaved in between the strands of that story were some really weird shooting mechanics and puzzles. There was stuff for the player to do that moved them along in the story, and plenty to look at and absorb while you watched the members of the Smith Syndicate run along hallways.
That's not to say that items like Dear Esther don't have their place, it had fantastically designed areas, and visuals were very enjoyable; But some people need more than that.
Also, I love your new glasses, Jim. Very slick and stylish.
The way we define "art game" seems to be a game that puts the importance of relaying a message before the importance of gameplay and other gaming priorities. Or at least, they value it more than other genres. Does that sound right?
I agree with you, but when I think about it a different way, I'm confused. If you compare games to paintings, where a game like Metroid Prime might be Starry Night or something, then I would compare art games to conceptual art. Stuff that isn't there to be visually stimulating (or, for video games, fun-stimulating or whatever), but to be thoughtful. It's generally considered acceptable in art to make something that doesn't take sheer artistic talent, but makes some message. Conceptual art is common in museums and can sell for a lot. I don't understand a lot of it and I don't want to make an argumentum ad populum but it's considered respectable as long as it makes a point.
You seem to oppose any video game that isn't fun to play even if it makes a message. To me video games are about fun as priority number one and I know it's the same with you too. So I think maybe those sorts of things shouldn't even be considered video games. I guess they're interactive art, and a video game is ultimately defined by its gameplay. The thing is, why bother making art interactive unless there's a good reason to do so? Which, I guess, is the point of your video here.
If there's a good reason to make it interactive, the game will probably end up being fun anyway, so I guess it could count as a video game. Most often, though, I think developers make art games not because they decided a video game would be the best medium to use, but because they know there's a market, it's a genre that they can fit a new game into, and so on. Also, if you are an artist who has spent the time learning how to program a game, you probably will want to use that knowledge to keep making them. I guess they're going about the process the wrong way, trying to create something using the wrong medium simply because there's a market for it. There's a difference between trying to make a video game artistic and making an artistic video game.
I at least like the idea of more art games being made, because at the very least it creates awareness of them and hopefully more people will try, resulting in more people getting it right.
the feeling of not giving a shit.
I think i got that feeling when 'playing' fract.
the idea that i wasn't actually doing anything worthwhile.
Bingo. Exactly. It's not bad at all, as long as you go into it with appropriate expectations and you're ok with that.
I do like the idea of just exploring a fantasy world, going through forests, grandiose ruins and so forth with little story, as long as they're actually interactive and not just a guided stroll, but there aren't many of those.
(awesome as always Jim, love the show!!!)
http://www.youtube.com/watch?v=cQ3dEhQusfs
So true art games are really more "video gamey" than most games, but most art games aren't games at all.
Did any of the take sense?
You say that playing Dear Esther made you 'want to know where the nearest exit is'. This is how you know that this product is not for you. Others will enjoy it, the vast majority in a genuine way.
Fuck these pretentious games that do nothing for the medium.
As the viewer you are in control of looking through these environments to see different perceptions of depth that can bring different meaning to the subject of the game.
Sometimes games need to be linear with little to no influence over the game environment.
Yeah it might not be fun or even a game; but that is art and sometimes art can be very unforgiving to the mediums the choose.
Like film, I am a film major I have to deal with other people saying certain films are art. That's fine but some of those films do not have a narrative and do no make any sense plot wise or cinematography.
With that said I cannot deny that they are art, they sure might have been a waist of my time, but there are huge art critics that say they are amazing and a lot of BS.
The fact is anything could be art and I mean everything, because Art BS can and will fold to the end of time and farther.
So as my medium is continually getting pumped full of art BS it has come to my mind that as long as you can possible find meaning in something that is not intended it can be art.
and if you really want to see some film art BS you can watch:
Ernie Gehr's Serene Velocity (1970)
http://youtu.be/KYfNFtLSuv4 (you might need to loop this to get the full effect as the original is 21 minutes long)
Which is literally a 21 minute film with 4 different frames of the same shot of door down the hallway at different zoom lengths. Literally has no meaning but it must have impressed some one cause it was voted into library of congress because it was "culturally significant". The guy probably made it when he was high and has no real meaning, but so many lower minded people found meaning from it that it was important.
There were some really intelligent people that decided to make a math equation to explain this film (how can math explain films?) and were praised in France for the work.
Anyway yeah these might be really bad games, but they are art and art people use really weird scales on how they rate things. Typically I find most High Art as crud too, but that is not a good reason to dismiss it.
But then again this topic is scary and I really do not want to say any more cause I really hate "art" that is not functional.

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