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Forums - Gaming - What's the true art of video games? Video games as art vs art disguised as a game.

McGilliguts said:
Experimental42 said:
I view game play design as a form of architecture, which itself is a form of art.


I agree that level / environment design can be considered architecture, but that is a visual/spatial art and not unique to games.

If you mean that gameplay mechanics is a form of architecture, then I think that is a different meaning of the word architecture, one that doesn't necessarily imply art, eg systems architecture


Pikmin provides an easy example of game mechanics being artistic. Its design is themed around resource management and survival, giving the player the same emotional template as the character (once they get into it). Game mechanics enable guided roleplay, I can't conceive of anything more artistic.



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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.

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.



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.

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.


I have to say that I don't completely agree. When designing, as when writing, I can certainly attempt to take my audience by the hand - however in neither case can I truly control what sections of my work their internal disposition gives the most importance. Ofcourse in a literary story I can't force a player to reread a page for it to sink in more, but even with my knowledge of hypnosis and media manipulation I still can't enforce my chosen take-away on them... legally.



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.

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.


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.



According to the oxford dictionary, art is "the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power". By that definition, I'd say all videogames are pretty much art.



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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.

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.


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.

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.



McGilliguts said:
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.

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.


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.

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.


I'd argue things like Pikmin have artistic gameplay. However for the most part game design is artistic in the same manner as writing style and light direction - a subject and context are nessecary to manifest its greater potential.



McGilliguts said:
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.

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.


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.

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.


but what is the process of "composing" the game play mechanics if not an expression of the game designers' creativity? it's the core of the interactive experience, without it the whole game would fall apart.
but on the other hand, like you say, the gameplay itself communicates a somewhat limited range of emotions (not that i agree about that being the sole purpose of art). compelling gameplay gives the player perhaps a sense of joy, excitement, fulfillment and maybe empowerment. sadness, longing, despair etc is more difficult to evoke through gameplay alone...

that being said, i'd definitely say that tetris is a work of pure art, because of its simplicity (though i've always been a bigger fan of columns :p).



Experimental42 said:
DevilRising said:
I don't mind a game trying to be artistically pretty or stylish or whatever.

But ultimately, games do not "NEED" to be "art". They just need to be fun to play.


Well I'm waging a semantics battle it seems. To me the art of video games is the art of game play design, as game play is what seperates it from just animation or just music, bringing those elements together into something completely different. A measure of good game play would be how much fun it is to play, so you could say the art of video games is creating fun.


In that sense, sure, you're right.