Helios said:
I think all of your suggestions have merit, and I have considered them myself in the past. However, I think the game designer's role in creating a player experience should not be ignored when discussing the artistic merit of games - using a theatre analogy, if the player is both actor and audience, the game designer is the playwright and director. And yes, the 'simpler', more action oriented (in terms of player involvement) games are the ones most often overlooked in terms of artistry, and I feel there is often more to learn from them than the cinematic approach of modern blockbusters. Relating to this is the distinction between action oriented (arcade) and atmospheric (simulation) games and how they highlight the conflict between gameplay experiences (beat the boss and get a score!) and game experiences (discover and explore an interactive world). To what extent these two lines of thinking can coexist (as thesis, antithesis and synthesis?), and what expressive capabilities they offer, is a matter of some dispute, I feel. Games like Heavy Rain are an anomaly within this model, offering a limited amount of freedom due to owing such a large deal to the film industry, but perhaps there is a place for them as well. May be more 'Hamlet on the Holodeck'-material, though. PS. Are you at all familiar with the TAS/Speed Running community? They make out what is quite possibly the largest number of artisans using video games as a medium to create art. |
I would say that, those who are gifted in the art of storytelling through the use of a game medium, can and should do that. However, I don't think game designers should feel pressured to use the medium of games in order to tell stories, if they are weak at telling stories. I also think, in addition to exploring new play mechanics, they should also explore how to tell a story through a game medium. After doing this, look to do it in a way that it doesn't feel it has to go AAA production value and be a movie on top of everything else they have to do. I think a focus on creating a fun and credibile gaming WORLD is more important than trying to create a story with games, in my opinion (but if you can do both, that is great also). And then throw fun on top. The Holodeck would be an example of what to shoot for here. And maybe the only viable way to get the sufficient resources to fund this is in an MMO format where players happen to keep paying to play.
On the front of games, having things that are replayable and remain fresh would be very helpful for the industry. I think Left 4 Dead is a good approach at what to do here. My take on that game is that it has a spirit of a boardgame, eventhough it it is an FPS (the game Space Hulk is a spiritual relative to Left 4 Dead, with the computer playing the hoard). You play and have randomized and mixed encounters and you encourage people to play with others. The focus is on an experience that can be replayed. You create an interesting environment you can go back to. The idea isn't to create a top notch movie-like experience, but one that is replayable for people. More of this, with the ability to sell expansions to it via DLC, make sure the market is more viable.
I am not familar with TAS/Speed Running. I am familar with machinema, and the RoosterTeeth Red vs Blue was excellent in the art of keeping an ongoing saga going, and being worth a bunch of laughs.







