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Forums - Gaming - Roger Ebert says video games can never be art

Reasonable said:
Khuutra said:
Helios said:

Khuutra: "Nobody, I should think, claims that the act of playing games is an art."

Playing games? No, that is an occupation. But the act of playing a game? I don't know about that. You mentioned performance arts. Is, then, the act of playing (a game) not a kind of performance art? Whatever vision is exercised through the design of a game, the artistic essence of an interactive medium ultimately lies with the hic-et-nunc nature of the player experience. Or do you think I am wrong in my assertion that game design is an art form concerned with the expression of ideas through player experience?

There is also art created by using games, but I think we can all agree that is something different altogether.

Reasonable: So, what is your criteria for art?

Me, I consider any sort of expression of human creativity to be art. And yes, that includes Michael Bay. My own (admittedly poor) opinion of his filmmaking is simply a matter of personal perspective.

You make a solid point: I realized, partway through the conversation, that I was wrong on the previous point, but did not say so.

You and I are in agreement, actually. Art lies in the experience, and the ability to induce a specific experience, or allowing people to experience the same thing in multiple ways.

I believe that what Reasonable - and Ebert, now that I think about it and which infuriates me - is saying is that "art" is a question of quality rather than definition, of interpretation of both meaning and import, usually handled by the academia. He can correct me if I am off on that point, though.

-snipp-

I am of the opinion that most of what some would argue is art in games is craftmanship, wonderfully done, and relying on artistic skill, but craftmanship nonetheless.

A key missing element for me is the desire (and talent) to use the medium with the goal of producing a work of Art vs a work of entertainment for commercial purposes using gameplay mechanics (this isn't to say Art can't be entertaining or commercial, just that for me there has to be a desire to also create Art even if you intend it to be both entertaining and commercial).

But as I stated there are games that have convinced me the medium can deliver.  Ico, Shadow of the Colossus and Silent Hill 2 for example, all have clear thematic elements beyond being just a game - they have intent in their design and construction to evoke thought, emotions and contemplate aspects of human behaviour and they use the medium of videogames to mediate their themes for the person playing them.

I've no doubt that, looking at current trends, we are going to see more people stepping us to this challenge.

One final point though, I wonder if, as Ebert notes, we'll consider the result a videogame as we currently define them, or something else entirely?

I see. I think a profound difference between our two ways of reasoning is that I start with the audience and their perception of a work, rather than the artist and his vision/intention. I'm sure you are familiar with the principles of reader-response theory and the creation of 'art' as experience. Not every atom of potential meaning and interprentation thereof within a work corresponds to an intent by the creator, and as such, intentions are not a central element to my appreciation of art; a game like Super Mario Bros. (a series whose early games I admire for, among other things, it's revolutionary level design, milieu and inventive postmodern elements) can be art whether Miyamoto wills it or not. Beauty (or in this case, art) lies in the eye of the beholder, as they say.

Naturally, there are still things that separate a great artist from a crook, not the least of which is consistency, and I agree that in truth very few reach the heights of, say, Andrei Tarkovsky.

I do personally consider many games to be art and can attest to the fact that they have affected me profoundly, but I also agree the medium is still in its infancy and most game creators have only just begun to explore it's potential.

As to how the concept of video games/non-games will evolve in the future, it is a subject I have given some thought in the past. I, personally, feel line between video games, interactive drama and virtual worlds will only be drawn if it is deemed necessary. As long as they contain elements of play (players, rules, goals), there is no reason not to considered them games.



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Video games are just like museums. You can easily do a speedrun and miss all the art inside.



Khuutra said:
Metallicube said:

Like I said, there could be art IN games, but the games themselves are not art. It is never the primary focus of games. Games are related more closely to math and physics than art, in that they are based around rules and specific mechanics. The "art" in games is just the exterior. Monopoly may have an artistic message as you say, but it is not the central focus of the game. People play monopoly to have fun and use their mind to make decisions themselves, not to be moved emotionally or get political messages.

Art and games serve different purposes. Art is meant to "do all the work" for the person experiencing it so to speak. It is meant to move people emotionally, to send a message, comment on society, or wow people visually. Games are meant to entertain people through interaction, and to make the user be maker of the outcome. They give the user an array of options and let the user logically and strategically select from these options what they think is the best outcome to "win" the game. You cannot "win" art.

In a sense, games are really the anti art. Games give an array of options and lets the user provide their own course and experience, art provides it for them.

Art need not be the primary focus of a work for that work to be art, sir. I would argue that Miyamoto creates art all the time, but he intends nothing of the sort at any point, ever.

The problem is that you think of games as jus being sets of rules like perspective and the ability to move and speed and laws put in place, but it's the crafting and application of these laws that make games fun, and fun is one of those experience that can make a game into art if it is very well-made.

Art is not meant to be passive. Not at all. That's needlessly restrictive and too reductive to be representative of the artistic scene on the whole. Interactivity does not preclude art.

Whether or not it is intened to be the primary focus, I think many devs get the impression that it should be. This is why I think it is so important to establish that games are NOT art, because then you get these game developers who get the idea in their head that put the art before the gameplay and making the gameplay suffer as a result of focusing too much on the exterior. 

I don't think people played Pacman and pong because they were art, and I don't think anything has changed since then. Just the technology has changed. But art should be timeless shouldn't it? So how could games be art NOW, but not in the days of Pacman?



I don't want to read the multiple pages of other comments, so I'll just give my 2 cents and see if anyone cares/agrees/detests.

Ebert is right.

Video games are no different than football, chess, tag, etc. They are all games that are created for the sole purpose of entertaining the player and potentially their respective crowds of viewers.

Video games are also moving to be within the realm of cinema with deeper stories and developed imagery. However, it is still a user-defined experience that is purely for financial gain through the creation of entertaining experiences.

You may go to a Art museum or visit a Gothic cathedral and have a sense of being entertained. But more importantly, you are also generally invoking wonderment at the details and actual feeling/culture that is spilling out of the art you are admiring or disgusted with.

Video games don't do this. They create excitement and many times push your intellect to derive solutions to the problems presented or create strong competition as you try to outscore your opponent.

However, I would argue that some, very few, games do have artistic qualities via their music (which is not the game itself but a song) or potentially the graphical subtlety in games like 'flow' or 'Okami'. However, these games are actually mimicking real art styles and again, its not the game that is the art, but one small tool used to present the game.

The same goes for movies. Most are not art, just entertaining. However, there are arguable few that compel the right mixture of music, visual ques, and more importantly a remarkable story that pulls so strongly at your soul that it can only be considered art. When I have to pause a game so I can admire its entirety, especially the story, then I would present that to Ebert and others as true art.

Video games do not have a Mona Lisa.



Metallicube said:
Khuutra said:

Art need not be the primary focus of a work for that work to be art, sir. I would argue that Miyamoto creates art all the time, but he intends nothing of the sort at any point, ever.

The problem is that you think of games as jus being sets of rules like perspective and the ability to move and speed and laws put in place, but it's the crafting and application of these laws that make games fun, and fun is one of those experience that can make a game into art if it is very well-made.

Art is not meant to be passive. Not at all. That's needlessly restrictive and too reductive to be representative of the artistic scene on the whole. Interactivity does not preclude art.

In regards to the bold.. this line of thinking is not only flawed when refering to games, but it can actually harm games because developers who think they are these sophisitcated artists are now making games in the mindset that  they are art first, and games second, and thus making the gameplay secondary and inferior to what it could be.

This is why I think it is so important to establish that games are NOT art, because then you get these game developers who get the idea in their head that put the art before the gameplay and making the gameplay suffer as a result of focusing too much on the exterior. 

You're argument of "primary focus" works when you are refering to art.. but problem there is games are NOT art.

I don't think people played Pacman and pong because they were art, and I don't think anything has changed since then. Just the technology has changed. But art should be timeless shouldn't it? So how could games be art NOW, but not in the days of Pacman?

You haven't actually said why games are not art, outside of "games are not art". That's not actually reasoning for the point.

I agree that cetain directors need to be broken of this mentality, not beause gams aren't art but beause trying to mimic art from other media makes games less fun, which ruins the whole point of the art in the first place.

Nobody plays games because they are art - few people do anything solely for the sake of experiencing art. But they do do things - including meaningfully consume art - for the sake of experience. Therein lies the important thing: Pac-Man is still art because the essential experience of it has not changed and has not been diluted over time.



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Metallicube said:
Khuutra said:
Metallicube said:

Like I said, there could be art IN games, but the games themselves are not art. It is never the primary focus of games. Games are related more closely to math and physics than art, in that they are based around rules and specific mechanics. The "art" in games is just the exterior. Monopoly may have an artistic message as you say, but it is not the central focus of the game. People play monopoly to have fun and use their mind to make decisions themselves, not to be moved emotionally or get political messages.

Art and games serve different purposes. Art is meant to "do all the work" for the person experiencing it so to speak. It is meant to move people emotionally, to send a message, comment on society, or wow people visually. Games are meant to entertain people through interaction, and to make the user be maker of the outcome. They give the user an array of options and let the user logically and strategically select from these options what they think is the best outcome to "win" the game. You cannot "win" art.

In a sense, games are really the anti art. Games give an array of options and lets the user provide their own course and experience, art provides it for them.

Art need not be the primary focus of a work for that work to be art, sir. I would argue that Miyamoto creates art all the time, but he intends nothing of the sort at any point, ever.

The problem is that you think of games as jus being sets of rules like perspective and the ability to move and speed and laws put in place, but it's the crafting and application of these laws that make games fun, and fun is one of those experience that can make a game into art if it is very well-made.

Art is not meant to be passive. Not at all. That's needlessly restrictive and too reductive to be representative of the artistic scene on the whole. Interactivity does not preclude art.

Whether or not it is intened to be the primary focus, I think many devs get the impression that it should be. This is why I think it is so important to establish that games are NOT art, because then you get these game developers who get the idea in their head that put the art before the gameplay and making the gameplay suffer as a result of focusing too much on the exterior. 

I don't think people played Pacman and pong because they were art, and I don't think anything has changed since then. Just the technology has changed. But art should be timeless shouldn't it? So how could games be art NOW, but not in the days of Pacman?

When Shakespeare was writing his plays... people did not go see them because they were art.

They went to see them because it was something to do and entertaining to watch.

Honestly, a lot of what makes shakespeare art now, is that nobody gets all the dirty jokes.

If Shakespeare were alive today, he'd rather watch an Adam Sandler movie then a silent film.



Khuutra said:
Metallicube said:

Like I said, there could be art IN games, but the games themselves are not art. It is never the primary focus of games. Games are related more closely to math and physics than art, in that they are based around rules and specific mechanics. The "art" in games is just the exterior. Monopoly may have an artistic message as you say, but it is not the central focus of the game. People play monopoly to have fun and use their mind to make decisions themselves, not to be moved emotionally or get political messages.

Art and games serve different purposes. Art is meant to "do all the work" for the person experiencing it so to speak. It is meant to move people emotionally, to send a message, comment on society, or wow people visually. Games are meant to entertain people through interaction, and to make the user be maker of the outcome. They give the user an array of options and let the user logically and strategically select from these options what they think is the best outcome to "win" the game. You cannot "win" art.

In a sense, games are really the anti art. Games give an array of options and lets the user provide their own course and experience, art provides it for them.

Art need not be the primary focus of a work for that work to be art, sir. I would argue that Miyamoto creates art all the time, but he intends nothing of the sort at any point, ever.

The problem is that you think of games as jus being sets of rules like perspective and the ability to move and speed and laws put in place, but it's the crafting and application of these laws that make games fun, and fun is one of those experience that can make a game into art if it is very well-made.

Art is not meant to be passive. Not at all. That's needlessly restrictive and too reductive to be representative of the artistic scene on the whole. Interactivity does not preclude art.

I don't think you quite understand metallicube's perspective, for me and metallicube it's not that games are a set of rules, it's that gameplay is a set of rules. For metallicube and I, everything non-essential to game function is stripped off. For example, you can play Mario Brothers while muted, but than you're missing out on the artistic music, but you're still essentially able to play the game correct? For MGS4 you can play without watching any cutscenes, or reading any of the text, (as I said story is an artform) but essentially you're still able to play the game right? Now take LBP, if I were to make a completely blank canvas world, could you play LBP in it? Yes you could, would it be enjoyable? Probably not. Is there art still involved, yes there's art in the graphics of the sackboy. From our perspective a game isn't the culmination of all these items, but rather these items are added on for additional enjoyment of the game.




-=Dew the disco dancing fo da Unco Graham=-

Kasz216 said:
Metallicube said:
Khuutra said:
Metallicube said:

Like I said, there could be art IN games, but the games themselves are not art. It is never the primary focus of games. Games are related more closely to math and physics than art, in that they are based around rules and specific mechanics. The "art" in games is just the exterior. Monopoly may have an artistic message as you say, but it is not the central focus of the game. People play monopoly to have fun and use their mind to make decisions themselves, not to be moved emotionally or get political messages.

Art and games serve different purposes. Art is meant to "do all the work" for the person experiencing it so to speak. It is meant to move people emotionally, to send a message, comment on society, or wow people visually. Games are meant to entertain people through interaction, and to make the user be maker of the outcome. They give the user an array of options and let the user logically and strategically select from these options what they think is the best outcome to "win" the game. You cannot "win" art.

In a sense, games are really the anti art. Games give an array of options and lets the user provide their own course and experience, art provides it for them.

Art need not be the primary focus of a work for that work to be art, sir. I would argue that Miyamoto creates art all the time, but he intends nothing of the sort at any point, ever.

The problem is that you think of games as jus being sets of rules like perspective and the ability to move and speed and laws put in place, but it's the crafting and application of these laws that make games fun, and fun is one of those experience that can make a game into art if it is very well-made.

Art is not meant to be passive. Not at all. That's needlessly restrictive and too reductive to be representative of the artistic scene on the whole. Interactivity does not preclude art.

Whether or not it is intened to be the primary focus, I think many devs get the impression that it should be. This is why I think it is so important to establish that games are NOT art, because then you get these game developers who get the idea in their head that put the art before the gameplay and making the gameplay suffer as a result of focusing too much on the exterior. 

I don't think people played Pacman and pong because they were art, and I don't think anything has changed since then. Just the technology has changed. But art should be timeless shouldn't it? So how could games be art NOW, but not in the days of Pacman?

When Shakespeare was writing his plays... people did not go see them because they were art.

They went to see them because it was something to do and entertaining to watch.

Honestly, a lot of what makes shakespeare art now, is that nobody gets all the dirty jokes.

If Shakespeare were alive today, he'd rather watch an Adam Sandler movie then a silent film.

Storytelling has always been an artform, it stimulates the ear, and in the form of a play it stimulates the eyes. When you are reading shakespeare do you not see the characters form in your mind (this is why I say there are 7 senses in art). The second the characters are re-created in your mind to your standards you have played with aesthetics in sight.




-=Dew the disco dancing fo da Unco Graham=-

Khuutra said:
Metallicube said:
Khuutra said:

Art need not be the primary focus of a work for that work to be art, sir. I would argue that Miyamoto creates art all the time, but he intends nothing of the sort at any point, ever.

The problem is that you think of games as jus being sets of rules like perspective and the ability to move and speed and laws put in place, but it's the crafting and application of these laws that make games fun, and fun is one of those experience that can make a game into art if it is very well-made.

Art is not meant to be passive. Not at all. That's needlessly restrictive and too reductive to be representative of the artistic scene on the whole. Interactivity does not preclude art.

In regards to the bold.. this line of thinking is not only flawed when refering to games, but it can actually harm games because developers who think they are these sophisitcated artists are now making games in the mindset that  they are art first, and games second, and thus making the gameplay secondary and inferior to what it could be.

This is why I think it is so important to establish that games are NOT art, because then you get these game developers who get the idea in their head that put the art before the gameplay and making the gameplay suffer as a result of focusing too much on the exterior. 

You're argument of "primary focus" works when you are refering to art.. but problem there is games are NOT art.

I don't think people played Pacman and pong because they were art, and I don't think anything has changed since then. Just the technology has changed. But art should be timeless shouldn't it? So how could games be art NOW, but not in the days of Pacman?

You haven't actually said why games are not art, outside of "games are not art". That's not actually reasoning for the point.

I agree that cetain directors need to be broken of this mentality, not beause gams aren't art but beause trying to mimic art from other media makes games less fun, which ruins the whole point of the art in the first place.

Nobody plays games because they are art - few people do anything solely for the sake of experiencing art. But they do do things - including meaningfully consume art - for the sake of experience. Therein lies the important thing: Pac-Man is still art because the essential experience of it has not changed and has not been diluted over time.

Games are not art.. because games are games. I know that sounds simplified but I really don't know how to explain it beyond that. You can INCORPORATE art INTO games, but games themselves are not art.

I guess what it boils down to, it just depends on your perspective of the very definition of art, and that is something that cannot be definitly answered.. But art from my view cannot BE games. Only used IN games. It's like saying porn is art. I suppose you can say you can make "artul" porn, or incoroprate artistic features into porn, but I think we can agree porn itself is not art, and its primary purpose is not to be art.

I think if you start blending the term art with games, it begins to be a slippery slope, because then nearly everything could be considered a form of art. I think you have to draw the boundaries somewhere, or the term art loses all its meaning and its value.



Grahamhsu said:

I don't think you quite understand metallicube's perspective, for me and metallicube it's not that games are a set of rules, it's that gameplay is a set of rules. For metallicube and I, everything non-essential to game function is stripped off. For example, you can play Mario Brothers while muted, but than you're missing out on the artistic music, but you're still essentially able to play the game correct? For MGS4 you can play without watching any cutscenes, or reading any of the text, (as I said story is an artform) but essentially you're still able to play the game right? Now take LBP, if I were to make a completely blank canvas world, could you play LBP in it? Yes you could, would it be enjoyable? Probably not. Is there art still involved, yes there's art in the graphics of the sackboy. From our perspective a game isn't the culmination of all these items, but rather these items are added on for additional enjoyment of the game.

You can, of course, experience cinema while removing either the sound or the visuals and still enjoy it perfectly well. I've seen a project where a blind person is playing through Wind Waker based on nothing but sound and memory. I don't see the point you're making here.

Gameplay does not preclude art, which seems to be your primary point. "Games cannot be art" is specious because it is needlessly reductive concerning what art is.