dan_banan said:
McGilliguts said:
Twilord said:
Defining art is tricky but I've settled on the definition of art as that which communicates concepts via emotionally evocative techniques.
Level design can very easily communicate a sense of being overwhelmed, intrigued, desperate, relieved, or anxiety. We have whole tropes dedicated to these, and most players are immensely conditioned. If I give you a room filled with power-restoring items you'll almost certainly become anxious.
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That's a good example. I agree that game designers can control the emotional experience of players to a degree with such techniques. But they seem to leave little room for a unique personal expression, which I think is also a vital component of art.
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bolded: do you mean a unique personal expression from the game designers or the players? i certainly think that when game play is rich, deep, versatile, fluid, intuitive (ie when the art is executed well..!), it automatically gives the players room for if not personal expression, then atleast personal utilization. depending on which parts of the game play resonating the best with them.
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I was referring to personal expression by the game designers. The impact of whatever they design is highly dependent on the quality of a game's visual art, writing, and music. Strip these things away and the nuts and bolts left behind dont communicate much. You would have something like Tetris or early arcade games.