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[personal profile] andrewducker
If we take as a starting point that art is "a designed experience which evokes emotion*", then I think that most games focus on "excitement" as the only emotion they care about.  As most highbrow people would tend to look down on that particular emotion, it's not going to persuade them over computer games artiness.

Most games don't go much further than that - but I've certainly been made happy, sad, afraid, and thoroughly involved by computer games.  They haven't, generally, been as good as movies at doing so, because excitement is so much easier for computer games designers to focus on, and the bits which produce other emotions tend to be quite filmlike or booklike (depending on whether they are produced by reading dialogue or watching a cut-scene).

My definition du jour of "game" is "a process which provides a challenge for a person to overcome".  If you're choosing between options which provide multiple equally "good" solutions (i.e. dialogue trees that don't affect your success level), are they really part of the game?  So we're left with two parts of computer games - the bits which are challenges to be overcome (which can produce excitement and feelings of achievement), and the bits which are evoking other emotions.  If you exclude those two emotions from the range which count as proper art then computer games are a mixture of interactive art and game, without any crossover.  If you do include them, then games are definitely art.

If, of course, your definitions of "art" and "games" are different to mine, which they probably will be, as I only made mine up half an hour ago, then your conclusions will be different.  There are a bunch of definitions of "game" <A href="http://en.wikipedia.org/wiki/Game#Definitions">here</A> and art <A href="http://en.wikipedia.org/wiki/Art#Definition_of_the_term">here</A>.

Date: 2010-04-21 02:20 pm (UTC)
From: [identity profile] communicator.livejournal.com
I probably spend a ridiculous amount of time wondering what Art is. I think that what I value in art, though perhaps there is art which does not have this, is the expansion of the concepts and models which I use to experience the world. So, just a silly example, once I had seen 18th century paintings of skies, I looked at the real sky in new ways. Or, once I had read TS Eliot I thought about time in new ways. Not just new but enhanced. So, the purpose of experiencing art to me is not jut the transient emotion of the experience, but the permanent increase in the depth and complexity of my thoughts. I don't know whether people get this from games. As I say, this isn't a definition of 'art' but of what I most value in art.

of course, also you want lots of possible types of art, so you have lots of types of ways of thinking to choose between

Date: 2010-04-21 02:28 pm (UTC)
From: [identity profile] communicator.livejournal.com
I explained badly. I don't at all mean new information. I mean conceptual models. For example, Mr Darcy is not a real person, so I learn no factual information from reading about him, but I might change my mind about how I react to arrogant people, I might see them in a more sympathetic light. of necessity any example will be clunky and false, because it's much more subtle than I can put into a comment field.

Date: 2010-04-21 02:35 pm (UTC)
From: [identity profile] communicator.livejournal.com
I wouldn't call that information, that's all, may just be semantics.

I can remember going round stately homes with my parents as a child, and looking at the faux-clouds on the painted ceilings wasn't that much fun as an experience. But then later, looking up at the sky above my school, and seeing the clouds in a new way, more intensely. So, that to me is why experiencing art is something more than the pleasure of the experience, it's the permanent boost to your life.

Anyway, leaving semantics aside, do you get that from games?

Date: 2010-04-22 10:08 am (UTC)
From: [identity profile] broin.livejournal.com
How are you differentiating (and why?) between those portions of what makes for a gamey experience?

You don't see art by just opening your eyes. You have to throw yourself in and hope for a reward. Isn't that the same as, say, moving across a map and experiencing melancholy (cf Shadow of the Collosus)?

Date: 2010-04-22 10:35 am (UTC)
From: [identity profile] broin.livejournal.com
They're different parts of the experience, sure. I don't see how that's important. Let's see if we can tease this out...

Take Portal. You've played it to hell and back, right?

Portal is a very good jumping game. Pow pow jump jump. I'd suggest that what makes it art, though, are the blacker-than-black script, bleakly clean level design, hints of backstory, and GladOS as a satire of lots of end bosses. Even the bit about the button. The game knows it's just a button.

Altogether, you've got art. Every time the game struggles (so confidently) against the typical and the ordinary, it's art. The individual pieces are good, and the jumping is good, but they give you a reason to jump.

This seems no different to me looking at a piece of sculpture. Sculpture's quite a good example, actually, as there's often an assumption that the audience's position in space relative to the piece matters. As does the light, say. You need to explore the piece, in a sense.

Date: 2010-04-22 10:46 am (UTC)
From: [identity profile] broin.livejournal.com
When you first start to use your portal skills to escape, was that an experience with artistic qualities?

Date: 2010-04-22 11:00 am (UTC)
From: [identity profile] broin.livejournal.com
So when you defined art as a designed experience, are you saying the design is irrelevant and the emotion it evokes is the crucial thing?

Date: 2010-04-22 11:11 am (UTC)
From: [identity profile] broin.livejournal.com
That's Iceland getting a head start on the technology. :D

When I get back, I'm going to run some deliberately artistic RPGs for you.

Date: 2010-04-22 12:09 pm (UTC)
From: [identity profile] broin.livejournal.com
Hehe!

But you have it backwards. I focus on the mechanics in order to produce art.

Date: 2010-04-21 02:36 pm (UTC)
From: [identity profile] blearyboy.livejournal.com
Art is better understood as a value rather than a binary state. That's why the "Is it art?" conversation never works out. "To what degree is it art?" is a better question. You could argue (successfully) that the Jeremy Kyle Show is art, but its artistic worth is clearly a lot less than Henry V or The Last Supper.

And with all due deference to the good people of Wikipedia, saying that art is "a designed experience which evokes emotion" is a rubbish definition. Poking someone in the eye is a designed experience which evokes emotion. All novels, movies, songs, paintings, whatever, prompt some kind of emotional response (even if it's boredom or irritation). The difference between art and entertainment is that entertainment stops at that initial response; art remains with the audience after the experience has ended.

Date: 2010-04-21 02:58 pm (UTC)
From: [identity profile] blearyboy.livejournal.com
It's not neccessarily transformative - art can also just be about re-examining things that are already there.


When I mentioned primary emotional responses, I'm thinking in particular of weepie movies. If they make people cry, then that's a strong emotional response but it doesn't mean they're art. It just maens that they're doing their job efficiently. The tears don't /belong/ to the audience, they've been /extracted/. Art tries to find something inside the audience that it can move and the emotional response comes from a genuine place within the audience.

For the record, I don't think there's anything to prevent games being art. I just don't know if anybody's achieved it yet.

Date: 2010-04-21 03:04 pm (UTC)
From: [identity profile] blearyboy.livejournal.com
Also: as for poking people in the eye, if you pitched it right you could be in with a shout for the next Turner prize.

Date: 2010-04-21 04:07 pm (UTC)
From: [identity profile] blearyboy.livejournal.com
Which is why it's sometimes better to think of art as a value rather than a state. You can argue about whether something belongs in the box marked ART or the box marked NOT ART until one of you bursts into tears (or pokes the other in the eye), or you can talk about how much artistic value you got from that thing.

Date: 2010-04-21 04:16 pm (UTC)
From: [identity profile] blearyboy.livejournal.com
...although I realise that comment still leaves you needing some kind of definiton of art itself.

That's a very long and subjective conversation. Here's a short aphorism in the meantime, from Picasso: "Art is the lie that makes us realise truth"

Date: 2010-04-21 08:05 pm (UTC)
From: [identity profile] khbrown.livejournal.com
Aren't weepies cathartic at some level?

Date: 2010-04-21 02:48 pm (UTC)
From: [identity profile] anton-p-nym.livejournal.com
I'd certainly argue that games provoke/invoke a lot more emotions than excitement and achievement; a great many games have made me feel awe (would you kindly refer back to Bioshock's big reveal?), fear (the first Aliens vs. Predator game had me gibbering like Hudson in the Marine campaign), protectiveness (Tali ain't dyin' in no duct in *my* Mass Effect 2 even if "I" have to wade through fire), frustration (too many to name)... all as intended experiences. People sometimes get attached to game characters; witness fanfiction, or the popularity of Nintendogs.

-- Steve has great respect for Roger Ebert as a film critic, but zero respect for his analyses of games. (The irony being that Ebert is making many of the same mistakes that theatre critics did a century ago when panning the naescent film industry as a mere diversion from artistic pursuits...)

Date: 2010-04-21 03:24 pm (UTC)
From: [identity profile] iainjcoleman.livejournal.com
I prefer Frank Zappa's definition: art is something that someone puts inside a frame and calls art. (Of course, whether it is any good or not is a separate, and more difficult, question.)

The frame is the important bit, and need not be literal. For example, Zappa goes on to define music as a series of vibrations in the atmosphere that start at a particular time and stop at a particular time.

Date: 2010-04-21 03:34 pm (UTC)
From: [identity profile] broin.livejournal.com
Yes, but fuck Ebert in his stupid ear.

Games have deliberately and with malice aforethought evoked emotions like joy, fear, wonder, awe, lust, shock. And lots of the mathematical wonder/curiosity I also enjoy in minimalist art or sculpture, say.

It also helps if you play a lot of games. My experience of Call of Duty or Portal would not have been the same if they were my first FPS. Similarly, I wouldn't get the same kick out of Lynch if I didn't have at least a basic understanding of some of the themes, particularly as presented in cinema, such as infidelity and deception.

Which leads to an interesting conclusion. Good art needs bad art.

Date: 2010-04-22 10:15 am (UTC)
From: [identity profile] broin.livejournal.com
The Big Lebowski is a good one - I hadn't put it beside noir or detective fiction because The Dude is so passive. He's not deliberate, except that he wants recompense for his rug. On Facebook, a friend listed him as a favorite detective and I had an ah-ha!

There was an unexpectedly good thread on RPGnet recently about small observations that made a difference to your enjoyment of a piece of art. Like, count the black people in Friends. Or look at how Paul deliberately constructs his myth in Dune.

I just read his review. Bet he wouldn't have liked Crank either. :)

Date: 2010-04-22 12:17 pm (UTC)
From: [identity profile] broin.livejournal.com
http://www.pelulamu.net/countercomplex/computationally-minimal-art/

"Today, on the other hand, immense and virtually non-limiting amounts of computing capacity are available for practically everyone who desires it, so computational minimalism is nearly always a conscious choice. There are, therefore, clear differences in how the low complexity has been dealt with in different eras and disciplines."

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