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Games are Art: New York Times
by Andrew Spearin on 11/08/09 11:27:00 am
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Posted 11/08/09 11:27:00 am
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The impression I have of Uncharted 2 stems from the television commercial, web trailer, and how-it-was-made videos. I have not yet played the game since I don't have a PS3.
Another impression comes from The New York Times, which declares the game as "a major step forward for gaming." They do not declare that games are art, but do so with their acceptance of the medium.
The game caused the reviewer to buy a new 46" Sony television to experience the game again. It was that good, not just in visual quality, but has gameplay that rivals any cinematic experience offered by another form of media (i.e. action movies). Just seeing the promotional material and I am convinced.
There are more than a few lessons we can learn from this game, without even playing it.
Even though I worked for newspapers, taking photos and video, I rarely read the physical newsprint edition. I have always been a news junkie and last year worked at the highest possible level in Canada's newspapers - at the cutting edge of their attempt to save themselves with the Internet. Then the economy crashed and they are far worse off than they would care to admit. But Canada's innovation in business is rare, especially amongst archaic bureaucracies.
The New York Times placing an article about a video game in the Arts section is like when a father finally accepts that his son has grown up. The turning point of acceptance that the times are a changing.
The signs of convergence with other forms of media are everywhere. This convergence is a step before overtaking traditional forms of media as the primary means of communication for some areas of visual storytelling.
At the Vortex game competition in Toronto this past week, a funding panel assembled to inform the room of local entrepreneurial game designers and developers about some local financial opportunities. The business side was well-represented at the event, mingling amongst the local talent.
Some of the financial panelists represented the government, the largest bank, venture capitalists, while others represented sources that only feed convergence. You need a deal with a television/film company before thinking about getting money to do your game from some sources.
I also overheard someone at the competition say 'movies started out by pointing the camera at a stage.' Meaning, they were constrained to what they knew before the camera - the theatre stage - and at first worked with what they knew. Theatre was (and still is) a form of art. Movies have since evolved from technical thinking to artistic thinking.
Games are already well on their way with the same sort of evolution.
The front line of convergence comes where forms of media meet at the fork in the road.
The New York Times recently posted a better-than-expected $35.6 million loss. Luckily they are not losing the ability to bring the news in from around the world, but many news outlets (in both newspaper and television) are losing that capacity.
They are a grandfather that has realized that their grandchildren have figured out a way to make more money, while having much more fun, and found a more effective way to communicate to a broader audience. At least they are a cool enough grandfather, trying to be of the times, and therefore accept it rather than resist.
They have no choice but to accept, adapt, and innovate to survive. Game designers need to always be striving to do the same. Start with the notion that games are in fact art.
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My underlying message isn't really that just because the NYT now lists games in the Arts section makes it so. Uncharted 2 actually is the catalyst. It affects change in thought. This change in thinking is apparent in traditional media outlets (newspaper, television, film, etc) with their attitude towards games. Although it is still an attitude of: 'you provide excellent entertainment, and make lots of money doing it, can you share some with us?'
The role of media is still primarily to inform, with entertainment being secondary (or should be). Don't get the wrong impression that money = value. MTV makes a lot of money, but what value does The Hills add to our daily lives? We can't go through life fully entertained. Some of us live to be informed rather than entertained, and once games mature to that notion, they will become an even greater force to inflict change of thought - as that is the role of art.
Do artists in other mediums start by thinking their work is art? Did the developers of historically "artsy" games start by thinking that? I've always looked at the "art" argument as something fairly irrelevant to developers just because the part of the game that is "art" comes from the sum of the game's parts rather than conscious decisions that "this will be art, this will not be art" along the way.
As for other mediums, the Coen Brothers also are strong technically, with incredible elements of story and characters, that develops a cult following. I'm sure they realize what they do is an art form, and they largely leave it up to viewer interpretation through their art.
My uncle is a contemporary artist who went from art school to making out-of-gallery installations, to abstract painting for contemporary art galleries and teaching fine art at college. He definitely knows what he is doing is art, and caters to a certain art culture that consumes and defines what Art is (as taught in Art History class).
The conscious decisions made by designers, programmers, artists, and developers today to make 'indie' games is what currently is the game industry's closest way of defining between art or not. Conscious decisions are made to make games a certain way - to serve a certain audience, broad or narrow. But also that largely stems from financial reasons and a defined means to work within.
The sum of its parts definitely stem from the part of the game that is art. And that part of the game is a decision of making art, whether conscious or not. Valve hired Marc Laidlaw, who brought in many elements that contribute to making the Half-Life series art. Whether they were consciously striving to make it into a work of art is up for Gabe Newell to say.
It's about the milestone of the New York Times announcement and how society - outside of the core game culture - is starting to recognize what games are about.
Personally I think games are a hybrid animal that lies on parallel with art (and other sections in the newspaper), but I agree with Andrew that the shift of games out of the Technology section to the Art one is very telling.
(Great article, Andrew.)
Am I the only one who doesn't understand the "games as art" discussion? There is a spectrum running from art to entertainment, but the two things aren't mutually exclusive. Even if you take a game that is designed purely and solely as entertainment, the type of craftsmanship it takes to make that game a success is an artform in itself (a great example of this is Bungie's "30 seconds of fun" model). My two cents anyway. Thanks again
Sorry if it seemed like I was jumping at the "games are art" bait, but I'm wary of celebrating this for a few reasons. It's definitely an important detail to note that the games have moved from the technology to the art section of the paper, but the game they've chosen to discuss (Uncharted 2) is a distinctly movie/game experience - my point being that if it didn't so closely resemble a film, it wouldn't be so easy to convince an editor or an audience that it belongs in the art discussion. Readers realize the significance of having to buy a new TV to experience a cinematic experience because the same praise could be given to an especially fantastic looking film, but if the game in question were having it's gameplay elements artistically analyzed, it'd probably be heading back over to the tech section.
Good point on the movie/game tip Brian. Do you guys have any predictions about future Heavy Rain coverage in light of this? Arguably it can be even more of a movie/game than Uncharted, and it is quite clear that it is an artistic endeavor on behalf of the David Cage and Quantic Dream. I'm curious to see how this will push nongamers' perspective on games.
The demographic in my high school that played games were heaviest in the computer labs, but I hung out in the art room. That was a few years ago, and most have jobs now: selling cookies, working in the games industry, media business, farming, etc.
What I believe this article to really be about is the convergence of media. It is happening with everyone. Look at EA's shake up emerging today, as a result of acquiring a social gaming company. What happens when you place the power of popular games with easy-to-purchase-straight-from-the-maker service? Steam. Where gamers have been traditionally split up, they consolidate in other places by the masses.
There is a convergence of audience stemming from web 2.0, and it looks like what a lot of gamers were doing or attempting to do for years prior to the mainstream accepting and using it. My Grandma is on Facebook.
Games are popular culture, is probably the easiest way to put it. Pop Culture is Pop Art.
That's fine, but executing it on a grander scale than most of its predecessors doesn't make it any more or less art. It's like saying that because the latest and greatest shiny action film is greater and shinier than the previous one, movies are more art than they were before.
That's not to say one can't consider Uncharted 2 art, or great art. I'm not commenting on that one way or the other. But I just don't see how it can be said to have somehow elevated the artistry of the entire medium into some new sphere, or higher within that sphere (for the record, I own and have played the game).
As far as the New York Times goes, it's a great newspaper and I subscribe to its Sunday edition, but they seem to make similar comments about games once every few months. I don't think this effusive Uncharted 2 statement is unique. The few staffers who write about games for the Times seem to have a vested interest in depicting games this way, because by their coverage, you'd think the game medium is reinventing itself and exploding with previously unseen artistry several times a year.
Simply, art is any man-made object (artefact) that offers a meaningful aesthetic experience.
This is why, for example, The Great Gatsby is art, and the phone book is not, in accordance with the established aesthetics of literature.
Therefore, if we want to discuss whether games are art (tiresome as it is), let us first rate it depending upon the medium's own aesthetics, and stop trying to fit square pegs in round holes; stop judging games in comparison to literature, film, painting, or any other form of art.
Games have their own aesthetic system, both representational and ludic, let us judge it by them.
If you feel Uncharted 2 elevated the aesthetics of the videogame form (graphics, sound, GAMEPLAY etc.) to such a level that you found the experience meaningful, beyond simple consumption, then feel absolutely assured in calling it art.
But of course, beauty is always in the eye of the beholder.
I don't think there is a "good" general definition of art, and I'm not sure such a definition is even possible, but one place to start is George Dickie's "The New Institutional Theory of Art." In essence, he says art is an artifact created by an artist for an art world - appreciation for the artifact as art, along with an intention for it to be art, is required. The definition is circular in that the components are defined in terms of each other (purposefully, according to Dickie), but is still of practical use to us. See the revised version of his theory for more arguments against the most common objections.
This is why Marcel Duchamp's 1917 work "Fountain" is art, where as a urinal is not.
You can see then that for proponents of Dickie's institutional theory of art the NYT article is a significant step towards games as art, since it grows the artworld system for games. Not that it REALLY matters whether they are classified as such - I'm just selfishly hoping that games as art will raise the bar for game criticism and correspondingly raise the bar for game quality.
It could hardly qualify as such by other readers' standards, but the point that it is gaining the exposure, and up to the industry to provide them with the form of art. It is still the early years of growth for games, and it is evident that those who grew up on games, especially on the Internet, will go on to fill in the gaps left by previous generations in satisfying the broader audience. It is already a natural growth through its maturity of contemporary audiences, along with the addition of the gamer gap (more male 13 - 30 range).
Duchamp was conscious he was an artist and placed a urinal in a gallery, giving its context as art and not what its typical function was. Did anyone try to pee in it, or know that it wasn't functional? Or was it functional? Magritte painted a pipe and declared it not to be a pipe within the same canvas, telling the viewer it is not a physical pipe - yet it is a physical representation of a pipe. It certainly wasn't functional.
These artists were making art from functional objects, although in an entirely different medium that spoke to its audience. Games do, and have always, spoken to a certain audience. It has always been expanding its audience in ways that designers did not foresee (nor does any form of art).
There will always be that screaming scared audience for Saw XVII.
http://www.nytimes.com/2009/11/15/magazine/15videogames-t.html
Can D.I.Y. Supplant the First-Person Shooter? By JOSHUAH BEARMAN
"A group of young designers is redefining what makes a video game a game."