Entries Tagged as 'Art'

A Critique of Video Games

To say that there’s a debate on whether or not video games are art is rather disingenuous. There are those who feel that video games are not, but I think it’s been demonstrated that they don’t know what the hell they’re talking about. The very question of “Are video games art” doesn’t make sense. One doesn’t ask if drawings or film are art, these things are a medium through which art can be expressed. Anything can be a medium through which art is expressed, but that doesn’t mean that everything created using that medium is art. I doubt that Mr. Ebert would deny film being a viable medium for art, but he’s not exactly advocating the artistic merits of American Pie either.

And so we could discuss what the qualifications are for artwork, but I could make an entire blog devoted to that. The reality of the situation is that those types of decisions are made by consensus of the art critic community. We currently have a lot of game reviewers, who are paid money to play games and essentially tell the world if those games are worth paying for. This is only a valuable service only insofar as you can trust the integrity and opinions of those reviewers. Likewise, this service could be performed by a community, but is only useful insofar as you can trust the opinions of that community (and if the community is primarily composed of the idiots you find on XBL making various homophobic references, I don’t have a whole lot of faith in that). This is, however, not the same thing as evaluating the esprit of the game, as a work. And this is an area where things get a little fuzzy.

I’ve written before about the separation between an action which is highly addictive, and an action which is personally satisfying. These things are metabolically separate functions within humans. Unfortunately, they are often confused, and this is evidenced by a lack of clear distinction in this concept within the language (i.e. A game is simply “fun”). Case in point: N’Gai Croal chooses desktop tower defense in Slate’s Gaming Club game of the year.

Is obsession a valid selection criterion? I’d say so. It’s certainly one that I apply to other art forms. Whether I’m thinking about my favorite song, album, movie, TV show, novel, or play, I generally pick the one that I’ve responded to the strongest, the one that I can’t stop thinking about.

- N’Gai Croal

We don’t have accepted vocabulary that marks the difference between an experience that stays with you after you leave it because of the profound implications it has (For a film example, Memento) or because the experience was psychologically addictive (Spiderman 2). My point is, you can do both (The Matrix, the first one anyway).

Popularly, Jonathan Blow has seized upon this idea and seems to have emerged as the apologist for the concept. Unfortunately, I don’t feel many people seem to understand what he’s saying. In the same Slate Gaming Club article, Seth Schiesel talks about how Blow hates on Bioshock because it pretends to be an emergent Sandbox, when really it’s a constructed reality. I don’t really think that’s the point. While Blow does seem to prefer the Will Wright-esque emergent concepts that arise from atomic game rules, that’s only because of the satisfying experience it can provide. What he is essentially saying is that most games feed upon artificial scheduled rewards - the drug pathways, in my lingo - while very few provide a meaningful take-away.

What Blow is really asking is this: If we are going to make meaningful art, what is the mechanism that video games afford art that are not done through film, painting, poetry, or music? In his mind that mechanism is the structure of gameplay; the rules of the created world, and the exploration of those rules, should be the source of a certain profound satisfaction. I would call this a ludological art fundamentalist viewpoint. Certainly I can’t think of better contender for what the core of that experience would be, but I would take a more moderate viewpoint. Much as film is a unique medium from stage theatre, to say that the essence of the art in film is only in the cinematographer is disingenuous as well. Much of what makes a truly great film overlaps what makes a great play. So it is with video games.

Blow criticizes Bioshock for creating a non-authentic satisfaction. He argues that Bioshock’s marketing makes the claim that the game is about morality and choice, but this is not evidenced in the gameplay constructs (because your choice is irrelevant). I would say that Bioshock’s marketing as a game about choice is really quite brilliant. The game is not about choice, but rather the illusion of choice (Would you kindly agree with me). The fact that rescuing or saving the little sisters makes little difference in the stable state reinforces this concept, and it does it through gameplay.

Beyond that, I think the game is also a very powerful exploration of Objectivism, and one gets to literally explore the implications of that philosophy. Instead of through narrative and watching it occur, as one experiences in Atlas Shrugged and The Fountainhead, Bioshock literally allows you to explore the aftermath of an environment which had adopted that philosophy, through the use of audio diaries and your experiences with the characters in the game. Those are not strictly ludological concepts, but are borrowed from film, which is perhaps why Blow doesn’t account for them. That Bioshock is able to do this, and at the same time make it relatively straightforward to bypass if you’re interested solely in entertainment shows that this game is a shining star of entertainment and art fused together. No, it’s not perfect, but art rarely is.

I don’t think that many people have explored the dynamic of using the gameplay, devoid of artificial rewards, as this satisfying experience, and that may be why it’s difficult to discuss it. I also think that adopting only the use of gameplay would make a game far more sterile than it could otherwise be. There are parallels between film and video games, and while it is ultimately to our detriment to make games that are trying to be films, ignoring the lessons learned in that medium serves no purpose either.

That said, I think Blow has gone somewhat overboard (which would make sense, considering this fundamentalist position). People who are interested in meaningful, authentically satisfying material will seek it out, and if it’s not available in the medium of video games, it is available in other fashions. Most people are not interested in being enlightened, and seek only entertainment. Having the entire industry produce nothing but games designed to be fine art will only result in the abandonment of the medium, for that exact reason. How many of the novels sold every year are truly profound? How many pieces of cinema leave concepts that dance in your mind as you drift off to sleep?

Daniel Radosh may be hungry for real food, but the rest of the world is clamoring for whatever cheap drugs they can find. This is not new, nor is it a sign of the times. This behavior is endemic of our species, and frankly I suspect it is a requirement for a stable society that most people not be interested in that which is profound. Ultimately most people will continue to make that which is entertaining, and occasionally a visionary will create a profoundly meaningful game. Those games will appeal to a much smaller set of people, and typically have much smaller budgets (would Citizen Kane have been even better if it had a $200 million dollar budget?). That doesn’t mean that AAA titles should not continue to push the boundaries of what is possible to make in video games, to explore the possibility space of what can be done with games, but I don’t think we need to get really whipped up about whether or not our games are art.

Video Games as Art

I’ve never liked Roger Ebert.  Mostly because he’s a pompous ass who seems to think that if there isn’t something deeply profound about a movie (and even if there is, he’ll often miss the point), then the movie is a useless piece of trash.

Well, as you can imagine he doesn’t think much of video games.  I always find this point of view entirely frustrating, because the people defending it are almost always (and certainly in this case) highly unfamiliar with the material in question.  If you’re going to have an opinion about something, why not give it a fair chance, maybe even take a look at some of the premium examples of artwork that medium has to offer.  Comparing Clive Barker’s Undying to Romeo and Juliet is comparable to comparing Terminator 2 to The Tempest, but I’m not trying to tell you that Film isn’t a valid art form.

So essentially what I’m saying here Rog is shut the fuck up.

All that is good in the world

Yesterday I attended a recruiting session given by Denis Dyack and some of the team from Silicon Knights here at the University of Waterloo. I don’t think I made a complete fool of myself, but it was definitely one of the first times in my life I’ve managed to stutter and ramble in anxiety, so I guess I must have liked what they had to say. While I’m not interested in writing a plug for SK, I will say that many of the things they said over the course of that two hours resonated strongly with me. There’s a lot of issues with working the games industry that are hard to judge without actually working in it, despite the amount of blogs you read or development magazines you might subscribe to. SK strikes me as a place where they strongly and fundamentally understand a lot of these issues in a way I agree with, and I thought I’d go through a few of them.

Employee Recognition

Much of the games industry has a reputation for being essentially a meat grinder: taking fresh graduates, putting them into high-stress, long hour positions and running them until they burn out, at which time they’re replaced by fresh employees. I really believe that if you’re going to create great games, you need great people. Game design is an incredibly complex and sophisticated process, and much like any other medium that pushes the boundaries of what is possible, the people in the company are the ones that make it happen. If you don’t make those employees feel like what they do matters, and that they are valued, you’re going to lose them. You might be able to make money churning shit out the door, but nobody is going to celebrate it. Why not reach for the sky.

Lateral Movement

The baby boomer generation has been known for finding a company and sticking with them for their entire lives. Generation X is characterized by the opposite, hoping from company to company and job to job as suits their fancy. Generation Y, the current generation of new graduates and the one I happened to belong to is characterized by a mix of the two. Gen Y wants to stay with one company, but they want to do different things. Gen Y wants all the advantages of changing up your job, keeping it fresh, while retaining the benefits of staying in one organization long-term. Making it easy to move around in the company will attract Gen Y, help keep your employees interested in what they do, and at the same time groom people who are familiar with the whole of the game making process.

Continuing Education

Once upon a time, it was very rare to get a Bachelor’s Degree, much less a Bachelor’s Degree in a field such as Math or Engineering. In Canada, there are approximately 65,000 Professional Engineers. Presently, there are around 27,000 students in an accredited Engineering program. Clearly, the marginal value of the Bachelor’s degree declines significantly when the market is flooded, and a large number of us for these reasons, as well as the joy of learning, are interested in pursuing a Master’s or PhD. Supporting your employees in pursuing higher education, and arranging it so that their jobs are open when they finish can help infuse the organization with much more rare and sophisticated talent, and when your business is making compelling content and pushing hardware to its limits, there’s no way that can be a bad thing.

Games as High Art

It’s been said that games may one day be the dominant form of entertainment. Certainly as the generations who grew up with video games age, console systems will become as prevalent as cable subscriptions. However in order to truly bring video games into their own, developers will have to start making more games which are on par with Hollywood blockbusters, as well as classic critically acclaimed films. There’s a lot of mumbling about this going on right now. Certainly some developers have made piles of money and games which are really fun to play, while largely ignoring story. To me, this is similar to making movies like ‘The Wedding Crashers”. The movie made a lot of money, and was hilarious to watch, but you’re not really pushing the medium forward, it’s not the type of thing people will write about for years to come. If you want high art, you’re going to have to have solid writing. John Carmack once said that story in a video game is like story in porn, it’s expected to be there, but isn’t really important. I think Carmack has done incredible things for the Industry, and he deserves credit for that, but that quote definitely speaks to his games. They’re fun to look at, maybe even fun to play, but they don’t touch you on an emotional level the way something like Ragnar Tornquist’s The Longest Journey does. If we want games to be high art, they have to be more than eye-candy, you have to feel something when you play them, you should be left thinking about them while you’re falling asleep at night…

Anyway, these are all thoughts that popped into my mind while I was listening to the Silicon Knights team talk. I hope that they manage to drive in that direction.

Creative Commons Attribution 3.0 Unported
Creative Commons Attribution 3.0 Unported