Art and Computer games
Apr. 21st, 2010 02:57 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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>.
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>.
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Date: 2010-04-21 02:20 pm (UTC)of course, also you want lots of possible types of art, so you have lots of types of ways of thinking to choose between
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Date: 2010-04-21 02:24 pm (UTC)I've certainly gained a lot of information from a wide variety of art in my time. It's an excellent way of getting things across to people without making them feel like they're being educated :->
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Date: 2010-04-21 02:28 pm (UTC)no subject
Date: 2010-04-21 02:31 pm (UTC)no subject
Date: 2010-04-21 02:35 pm (UTC)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?
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Date: 2010-04-21 02:41 pm (UTC)In general, outside of that I have lots of highly emotive and social memories, but the actual 'game' bits don't tend to produce more than that. The bits around the game (plot, dialogue, etc.) can obviously produce that kind of thing.
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Date: 2010-04-22 10:08 am (UTC)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)?
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Date: 2010-04-22 10:12 am (UTC)Exploration doesn't feel as gamish as combat, for instance, to me.
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Date: 2010-04-22 10:35 am (UTC)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.
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Date: 2010-04-22 10:39 am (UTC)It's all artificial definitions in the end - "art" is a feeling in people's heads.
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Date: 2010-04-22 10:46 am (UTC)no subject
Date: 2010-04-22 10:51 am (UTC)Which isn't to say that it wouldn't be to some people.
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Date: 2010-04-22 11:00 am (UTC)no subject
Date: 2010-04-22 11:05 am (UTC)And also, that there is intent. A sunset isn't art - because it's not designed, it just happened*.
*This opinion to be revised once we reach levels of tech necessary to design sunsets. I'm looking forward to voting for my favourites at the yearly award ceremony.
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Date: 2010-04-22 11:11 am (UTC)When I get back, I'm going to run some deliberately artistic RPGs for you.
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Date: 2010-04-22 11:37 am (UTC)no subject
Date: 2010-04-22 12:09 pm (UTC)But you have it backwards. I focus on the mechanics in order to produce art.
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Date: 2010-04-21 02:36 pm (UTC)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.
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Date: 2010-04-21 02:43 pm (UTC)And poking someone in the eye would count, for me, as an artistic experience, albeit an incredibly simple one, if it was done the right way, in the right situation. I tend to prefer art that's less basically confrontational though, I've never been a big fan of punk.
Your conception of art, if I am understanding you correctly, is one that changes the outlook of the person experiencing it?
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Date: 2010-04-21 02:58 pm (UTC)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.
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Date: 2010-04-21 03:04 pm (UTC)no subject
Date: 2010-04-21 03:19 pm (UTC)The problem is that some things are incredibly common levers that require no subtlety to their pulling, so that rather than building a complex and delicate instrument to tickle the precise spot in people they can instead jab in a plunger and just pump away. Strikes me as the same kind of thing, with the difference merely being one of subtlety.
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Date: 2010-04-21 04:07 pm (UTC)no subject
Date: 2010-04-21 04:16 pm (UTC)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"
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Date: 2010-04-21 06:27 pm (UTC)no subject
Date: 2010-04-21 08:05 pm (UTC)no subject
Date: 2010-04-21 02:48 pm (UTC)-- 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...)
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Date: 2010-04-21 03:24 pm (UTC)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.
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Date: 2010-04-21 06:32 pm (UTC)no subject
Date: 2010-04-21 03:34 pm (UTC)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.
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Date: 2010-04-21 06:31 pm (UTC)I definitely agree that you need "basic" games before you can enjoy more complex ones. The first time you encounter a new concept you don't care if it's been in 3000 movies/games/books - it's still new to you, and you need to have internalised it before you can really enjoy the variations on it. The Big Lebowski is a fun movie, but even better when you realise it's a variation on a theme (the crime thriller), only inverting the main character to be entirely incompetent/passive.
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Date: 2010-04-22 10:15 am (UTC)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. :)
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Date: 2010-04-22 10:21 am (UTC)He's generally fine with violence, but when a cartoony 11 year old girl is involved it's all too much for him.
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Date: 2010-04-22 12:17 pm (UTC)"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."