Tuesday, February 9, 2010

So what is art in terms of games?

First a set of examples. If you have the time I recommend the following games

A Company of my-self

Closure

Record Tripping


Personally, each one of these games say to me that they are art, yet at first I would not be able to give you an easy reason why. Supreme Justice Potter Stewart used the expression "I know it when I see it" when trying to label pornography in a Supreme Court decision, and that is much the same identification that I assume many get when presented with an "art game". Yes, it may be very similar to other flash games, but theirs a "I know it when I play it" feeling one gets from a expertly crafted game.

Discussing this earlier today with one of my advisers, He mentioned that art expresses meaning via a few channels; traditionally either visually or audible. One could say that cooking and possibly sculpture access other senses such as taste, smell, and touch. These games however hit on another level. you receive information via the traditional means (i.e. visual and Audio) but the interaction with the game makes action and consequence part of the "intention" passed from designer to player. For example when one plays "A company of me" you have to lose your companion as part of the design of the level. This mixed with the game's narrative makes an impact into the player as they realize what they are forced to do in order to make progress. And whats more Record tripping shows that narrative is not the only means of "tricking" a player into an experience. I am not a DJ, or have ever tried scratching records but the mechanics of the game create an audio aesthetic that is unique but guided by the design of the game. This interplay between design, aesthetic, and expression is where I feel the definition of "art games" will be found.

What the designer wishes the player to do the player get to do. Since designers rarely seek to design out of their personal cultural expectations, I feel this is how they also act as mirrors of our cultural identity for some time to come. Some design allow choice, others do not but this help us make connections with our everyday life. I believe that this will be true now, and for some time into the future. Hence makes these games, in my opinion, "Art".

When I see posts like the following from the Art History of Games Conference about how games as art maybe a lost cause, I think the speakers may be getting ahead of themselves. Art is not dead, and we need it in our lives more than ever.

Monday, January 18, 2010

An Arguement for Games as Art Part 1

Are games art? This argument comes and goes within the mainstream and academic circles, and mostly ends as a discussion of what is the definition of “art” rather than discussing elements of games as they relate to art. The question becomes more complicated as new genres emerge and change what we think about a game. I also have seen Ian Bogost give a talk at Meaningful play about his concept of “Art Games”, games with and artistic endeavor, and while it’s a an interesting topic its not what I am trying to address. What I wish to discuss is one element of art that I believe that games, all games, excel at achieving: expressing cultural values of the people who made them.

A short disclaimer: In talking about culture, I run the risk of sticking my foot in my mouth and offending someone. I do not think anything represented in games really reflects negatively on the culture that produced it, and there are equally bad games from all over the world. In any case, the examples described below are not the only element, or even the most prominent element, from each region’s culture. I loved learning about other cultures during what travels I have had and think this is just the start of a much larger issue I will be examining for a long time.

How this started: Perfection

During a recent episode of Anthony Bourdain’s “No Reservations” he visited Japan and discussed how he saw a quest for perfection a driving force in much of Japan’s culture. Examples of this during the show came from the care taken preparing food and forging knives. As I thought about this, I saw a few parallels in games which have come from Japan. From unforgiving RPGs and “Bullet Hell” shoot-em-ups, to Rhythm and 2d Fighters these games push their players to “Perfection”. The difference in play from someone smashing buttons in Street fighter to an Evo tournament player is worlds apart. Sometimes the games are deep, requiring an understanding of the underlying mechanics. Other times pure memorization of levels or patters is the only way for the player to survive. In either case, perfection on part of the player is the goal.

I believe other aspects of ones culture make themselves apparent in video games with closer investigation and I will be exploring this in the coming week.