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Blogs

  Why Games Are Not Art
by Tom Newman on 04/08/09 10:18:00 am   Featured Blogs
30 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 04/08/09 10:18:00 am
 

A Very Brief History of Modern Art

Before the mid-1800's art was much more of a technique than a creative process.  An artist's primary job was to render nature in the most realistic way possible, usually for practical purposes, such as portraits.  Artists at that time were commissioned much the same way a contractor is today, and were judged by the accuracy of their renderings.  By the mid to late 1800's, photography had become more widespread, and that loosened the restrictions on what it meant to be an artist.  Although there were prior movements, it was really the impressionists like Degas and Monet who broke the mold of strict realism by exaggerating the lighting and color of images seen in nature, while still being pleasing to the eye.  Post-impressionists, like Van Gogh, took it one step further by exaggerating the form as well, and more importantly broke the expectation of realism wide open, which was fully exploited by the cubists, like Picasso, who were breaking down images in nature to their most basic geometric components.  Up until that point, however, artists were still basically rendering nature.

Redefining Art in the Early 1900's

Marcel Duchamp is considered by many to be the father of 20th century art, and was also a gamer. He added movement and repetition to cubism with works like "Nude Descending a Staircase No.2", and was all the rage in the high-art community until he took a urinal from a bathroom, signed it, named it "Fountain", and tried to display it at one of his exhibits in a prestegious New York gallery.  The gallery claimed the piece was not art, and this sparked a heated international debate that is almost 100 years old and is still going on today.

To put some of this in context, it should be stated that Marcel Duchamp saw his world much the same way Trey Parker and Matt Stone (South Park) see our world today.  He valued no authority, and saw the high-art community as a bunch of pretentious morons. He believed that art is whatever you want it to be, and does not have to have meaning.  In his studio he nailed a bicycle wheel to a chair, and enjoyed looking at it.  Over time the question was asked "why isn't this art"? This changed the definition of art completely.  As a hobby, Duchamp studied math and physics, and that interest inspired metal and glass sculptures, some motorized. The most famous one was named The Bride Stripped Bare By Her Bachelors, which was consistant with his perverse sense of humor.  A few years later, Marcel Duchamp quit the art world to play chess full time.  He became obsessed to the point that it nearly ended his marriage (70 years before World of Warcraft). He became a chess master and represented France in many international tournaments, and went on to write a weekly newspaper column about chess.  If he were around today, there is no doubt he would be working in the game industry.

Around the same time of Duchamp, there was an art movement in Europe (of which Duchamp was also affiliated with) called dada that was doing much the same thing.  Dada was the anti-art.  A true believer in dada-ism was anti-dada.  They believed that art had absolutely no meaning beyond aesthetic value, required no formal skill or technique to create, and applied this philosophy to not only visual art, but also to music and poetry; all of which up until that time had to follow a strict structure.  This is very important, as all forms of abstract art, pop art, free form poetry, exparamental/random music and repetitive music can trace their formal origins back to dada.

Dada and Game Design

Like Duchamp, many dada-ists also played chess, but more importantly they designed their own games.  Coming from the philosophy that art, poetry, and music could be randomly generated, they designed many games that would end with a finished work of art.  These games were used both at parties and as a way for established artists to collaborate, and ironically the rules of the games were strict, where as the rules for the art were nonexistant.  This is the first parallell between academic art history and game design.  Many of these game rules were published in a book called Surrealist Games (surrealism split from dada-ism due to a fight over politics between Andre Breton and Tristan Tzara, and (off-topic aside) Salvador Dali was not a real surrealist, at best he was the Wii Sports of the surrealists, and is considered to have borrowed his style from lesser known Yves Tanguy).

What dada-ism inadvertently established was a clear division between the definition of art, and that of a game.  They gave the game more respect.  In the post dada art world, art can be anything, but a game has to have rules or structure, and an implied instruction.  You can have a bowel movement on a wooden board, coat it in varnish and rightfully call it "art".  A game is a lot more complicated.

What's All the Fuss About Being Art Anyway?

I have never understood the passion people have for wanting games to be defined as art.  Having a pretty clear, if not stubborn understanding of what art is, this just makes no sense.  It's like a surgeon aspiring to be a nurse, a cross-country truck driver aspiring to deliver pizzas, or a famous actor wanting to get into a gorilla suit and stand outside a used car lot waving a sign to attract customers.  It's selling yourself short, and the inspiration behind this long-winded blog.

On past posts on this site I have heard some pretty far-out arguments for why games should be defined as art.  One poster argued that a rule-set is art because conveying the instructions to the player successfully is a form of expression.  That may be true, but for the sake of language, if that were the established definition, than everything could be defined as art.  A textbook could be considered a work of art.  A city planner could be an artist for the ability to lay out the roads in a manner that expresses to the drivers which direction to go.  Even my dental hygenest could be an artist for properly giving me the correct instructions on where to spit.  If you want to call all of that art, that's fine, but if you want to communicate using language in the most effective manner, I would be more specific.

A good example of what I'm talking about would be in the world of architecture.  An architect is more than an artist.  Someone going to school for architecture has to take many of the same classes a fine-art major would have to, and obtain much of the same technical knowledge.  In addidion to that, an architect also has to study physics, math, engineering, and other sciences most artists are ignorant to, so if you call an archatect an artist, that could be taken as an insult.  Architecture does have parrallels to the art world, many art museums have architecture wings, and architects are highly respected in the art world, but there is a difference.

Videogames are the same.  There are artists that design the graphics, charachters, box-art, writers (whom some consider artists) creating the narrative, art directors, creative directors; a whole team of bonafide artists working on something that contains a ton of actual art, art that no one can argue about weather it's art or not.  Many of these people learned their skill in art school while taking art classes.  What they are doing is an artform (which can be said about pretty much anything that requires skill), but the end result - the videogame, is so much more than just art.

Art Does Not Mean Integrity or Legitimacy

We live in a world where many people over 50 see videogames as nothing more than kid's toys, and there are lawyers and politicians looking to use videogames as a scapegoat for the ills of society.  Every game that caters exclusively to the entertainment interests of adults is looked at under a magnifying glass for what it could possibly do to minors the game was never intended for.  Videogames have become much more than games, by infusing a narrative style typically found in books and movies to motivate the player beyond the natural human spirit of competition.  What becomes very frustrating for the artists, is that they do not have the same freedom to create as they would if they were telling the same story in a book or movie.  This not only is the fault of society for not yet recognizing videogames as a legitimate creative medium, but also the fault of the publishers for placing these self-imposed content restrictions.

There are other restrictions that occur naturally just out of working with a large group, and these obvious compromises parallell movies and books exactly.  When writing a book, the author has no buffer between what they write and what the reader reads.  Of course there are editors and publishers who have their say, and can even ghost-write whole sections if they wish, but it is very easy to self-publish your uncensored words, for good or for bad.  Not all writing is considered art (literature), it typically takes a work of outstanding skill and meaning that has no potential for commercial success.  Most of the books on any best-seller list would not be considered literature.  Bookstores define this by having a literature section that is seperate from all the rest of the fiction, sci-fi, romance, mystery; etc. sections.  

Movies are more closely tied to traditional art as being in essence a form of photography, but most movies are not considered art.  The film industry views the term "art-film" as a nice way of saying it's not going to make any money.  Many of the AAA movies have even stricter restrictions than videogames.  The industry has been around for decades and has a very cookie-cutter way of doing things, taltented directors with outstanding resumes often do not get final say in what the final product looks like.  A studio can re-film an entire ending with no permission from the original writer or director, and this happens all the time.  Videogames at least are evolving, and one of the market's demands is for innovation in technology, which encourages the creative freedom game designers do have.  I believe some of the most creative people alive today are in the videogame industry, there is much more talent here than in the film and publishing industry.

If Not Art, Than What?

I believe the legitimacy of the videogame industry has already started, and there is no need to classify it as anything else.  Most people don't stop playing games when they get older, which means that every year we have a more mature audience, and we now have congressmen who are in the age bracket to have gotten an Atari2600 as a child.  Most importantly, the industry as a whole is now recognized as a commercially viable one.  Here in the USA, commercial viability out-legitimizes artistic integrity any day of the week.

My overall point is that anyone can be an artist, and anyone can create art.  It is a much simpler skill than the added layer of complexity it takes to create a videogame.

 
 
Comments

Ed Alexander
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Tom, you are my hero. I sum it up with "Games already are art." If you can't view games as art, then I believe it is yourself that prohibits games from being considered art. That you are too concerned with what others think, and that nullifies the definition of art to begin with.

Art itself is the most nebulous definition of something in existence. "The quality, production, expression, or realm, according to aesthetic principles, of what is beautiful, appealing, or of more than ordinary significance" is the dictionary definition of art. Like beauty, it is in the eye of the beholder.

Some are angry when Shinra drops the plate on Sector 7, with no care of civilian casualties in their attempt to stop the "terrorists" who seek to stop their corporate corruption, some are not. Some are saddened when Aeris is killed by the now self righteous Sephiroth who will go to any length to further his own goals of humanity's destruction, some are not. Some can relate to Cloud's constant frustration and mental degradation because he does not know and cannot understand who he is, some cannot.

If films are art, is having sex with an apple pie art? Is getting killed by the boogeyman art? Not particularly in my eyes. But the intended emotional experience the film crew tries to convey to the exhibitor is, even if it is not personally "aesthetic" to me, I still recognize the effort and still consider the medium artful regardless.

The loss of innocence is generally defined as becoming self-aware of the views others have of you. I think the industry has entered a pubescent era where we lost our innocence and are now concerned with how others perceive us. How they classify us. What they think of us. Now that we're standing shoulder to shoulder with other mediums of entertainment widely regarded as art, we want to be respected just like them. Understandably so, as you mentioned, games are constantly the scapegoat of politicians and sensational media outlets when tragic things happen. We have a reason to want to be taken more seriously, I just feel that many out there care about the industry's perception a little too much. Despite the inherently playful nature, Tommy now wants to become Thomas.

Perhaps this argument as to what it will take for games to become art will never end. Or maybe it will end within the next 50 years, who knows? The argument is cyclic in nature, because the definition of art changes from person to person.

Stephen Ridings
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"The argument is cyclic in nature, because the definition of art changes from person to person."

Art is not something to be really over technical about, in my opinion. You could argue that Monet was not an artist because a non artist made the paint and his/her involvement totally threw off the artistic process following your method of argument. My point is - just because something has complex programming elements AND artists work doesn't mean the end product is neither. Monet's end product was art. In gaming, the end product (in my opinion) is art. If there's any judgement to be passed, it should just be on the quality of the art.


"Here in the USA, commercial viability out-legitimizes artistic integrity any day of the week. "

MUSIC/FILM/PHOTOGRAPHY/VIDEO GAMES are all widely considered forms of art amongst artists. To me, that's really all that matters. There's really no argument. Video games ARE art. No Art History class will tell you that now, but just wait for the textbooks to evolve. You speak with very little vision unfortunately, and it really sickens me that you (Tom) would try and devalue the art of creating and developing video games. Hopefully that was not your intent.

In music, a commercial one hit wonder isnt considered artistically legitimate, but I promise you the Beatles are. Video games are a massive composition of ART. How the could it not be considered art? Because people in the video game industry don't get taken seriously at dinner parties? Don't try to take away from this. Seriously.

You say anyone can be an artist, and it takes a "special person" to to go through the entire process of creating a video game. You mean educated? It sounds like you are trying to take away from just how artistic games are and the creativity it takes to make a great game. Anyone can take a programming course and make a Mario clone, but it takes a truly creative artistic person to create (not just program) a Metal Gear. Just because there is some education necessary to really get a full grasp of how everything works, doesn't mean you suddenly no longer are an artist and what you are working on. Plenty of musicians go to school to get more involved with the theory side, but they remain artists post-graduation. Anyone can be an artist, and anyone can create a video game. The question is, would a non-artist be able to CREATE and Develop a groundbreaking game title?

Morgan Ramsay
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Excellent piece, Tom. I've been working and reworking an article about whether games are art for a few years. I've concluded that this debate, this question of whether games art, is a red herring. We need to move beyond this fruitless discussion and embrace thinking of games as a medium for communication. How we use this medium -- not what labels we assign -- will establish its value to society.

Dave Endresak
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Well, I already posted about this topic when I replied to a different blog. Obviously I do not agree with many of Tom's assertions because, as I said earlier, anything you create is art, technically speaking. Tom, you talk a bit about recent Western art history but don't say anything about art as a whole during all of human existence, including creative efforts from other cultures and various historical and prehistorical time periods. Therefore, your assertions are based an a very limited and fairly ethnocentric view of your definition of "art". Granted, you may very well have agreement from some artists or art scholars, but certainly not all. I found your argument to be analogous to people who claim that Japanese animation (anime) or comics (manga) are not worthy of consideration as "art". Sure, there are Japanese people as well as others from other nationalities who might make such arguments, but that doesn't change the fact that there are also many others, including professors of art, Japanese artists, and many other consumers, creators, and scholars, who argue exactly the opposite.

Perhaps you wish to distinguish "pop art" from "fine art". If this is your intent, or anything along those lines of reasoning, I'd have to say that such an effort goes into the art debate approach which occurs amongst afficiandos of any type of work. From a practical perspective, no one cares and such debaters always seem to miss the point that all such works are still works of art regardless of any subjective classification or categorization.

There have been people in any field who were not recognized and respected during their lives. This includes various artists in different pursuits as well as scientists and others. However, the efforts they pursued and anything that come from those efforts remains with us regardless of changing perceptions or categorizations. The existence of their efforts and works cannot be denied except in blind refusal.

As an example, Roberta Williams was a housewife with two sons and no technical background when she convinced her husband Ken to help her form Sierra Online in order to produce her own adventure games. As another example, Carnelian (a very accomplished Japanese artist, illustrator, and game company CEO) was in sixth grade when she began making doujin works due to her desire to win a manga contest for a VCR even though she didn't read much manga or watch anime.

My point is that it is untrue that anyone can be an artist, at least as far as becoming successful and talented in a creative field. Not just anyone can successfully create, and by "successful" I do not mean merely being a commercial success. In fact, there are various efforts that are commercially successful that have technically poor artistic effort, and vice versa. It takes a very "special person" to create anything and do a good job at it. Creation is much easier than destruction. The only time that "commercial viability out-legitimizes artistic integrity" is when someone chooses to use capitalistic greed as a measure of legitimacy rather than creative effort. You may make such a choice, but I would not. This is analogous to arguments I have heard that "anyone can program". Anyone can attempt to program, that's true, but it requires talent to create programs that are efficient, elegant, and easy to maintain. Like other creative efforts, programming requires artistic talent because it is a creative process, but much of the programming efforts in the world are not approached from an artistic point of view and thus wind up being very inefficient, inelegant, and very difficult to maintain.

Joel McDonald
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Overall, I think you're watering down the concept of art too much. You mention yourself in the article how having too loose a definition of art and calling your dental hygienist an artist destroys the meaning of art. But you're doing the same exact thing by stating that "anyone can be an artist, and anyone can create art." While that statement might be technically true, it seems to undermine the brilliance of the great artists like Duchamp.

I generally try not to speak for the gaming community as a whole, but I think what people are referring to when they say they want games as art is that they want games akin to the "high art" found in other mediums--fundamentally games that say something about the human condition, that can emotionally move us, that affect us on a deep level, have some form of self-expression, make meta-statements, etc..

But you seem to be comparing all of this to orthogonal concepts such as crafts. Sure, if you distill the creation of art down into a "skill" then you can render the inequality art < games, but the essence of art--art that matters--does not lie in the "skill" part of it. So video games are massively complex to create. So what? So are microprocessors and grandfather clocks. That's simply not what people are talking about when they clamor for art-games.

I hope this is all just semantics and we really are wanting the same thing.

Christopher Wragg
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Sure an architect is more than an artist, that doesn't stop architecture being an art, in that not only does the creator make something that is structurally sound, but can provoke a certain reaction in the people viewing it or using it. Sure any "artist" might be able to draw a picture of a house that evokes similar emotions, but architect is the word given to people of the skill to not only design, but to actually see through to construction and practical use. This is what a Game Development team is, it's not just a group of people with artistic skills, its a group of people with artistic skills who can see a game through production to distribution, this doesn't stop games being art.

I also don't like the concept that working in a group and with real world restrictions placed on you prevents the creation of "art". Many artists know the mantra "Restriction Breeds Creativity" and it does. If someone else imposes a limit on you, then you have to find a new way to express your creativity within that restriction, and that is exactly what has made the written word an art for years. When writing it may be more effective to show a picture of something disgusting, but you only have words, so you need to find a way to garner the same reaction with just text, and that's where the creativity is concerned. In fact to belabour this point, it's like saying the roof of the Sistine chapel isn't art, simply because Michelangelo was told to do it on a roof and was contracted to do the work and was told it must be of a Christian nature( in fact he was reluctant to take on the work in the first place, as he was already in the middle of a different contract ).

Not to mention you're definition of art is very narrow minded, you take the approach that it must be of outstanding quality to be considered art, and this is why the arguments over what constitutes as "literature" have raged for decades. Most artists of any form take the view that outstanding quality simply implies "outstanding art" as opposed to mediocre or average artworks. We have many mediocre painters and yet few would hesitate to call what they are doing to be art. In fact here's a conundrum for you; If art can only be of "outstanding quality", then none of it is, because there is no basis for comparison. There must be a lower level of art for any artwork to be considered "outstanding". It's the same as the old concept of there cannot be good without evil, for the one defines the other.

I think ultimately the argument over, "game as art", is all about acceptance (sure there a bit of personal pride is mixed up in it as well) rather than integrity or legitimacy. As soon as something can be recognised as art by the rest of the world it tends to be accepted for what it is, rather than dismissed because of it. You're right about one thing though, acceptance is inevitable, as is the realisation that games ARE art.

Dave Endresak
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Sorry. I meant to say "Creation is much more difficult than destruction" rather than the reverse.

Blake Nicholas
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blah blah blah who cares.

Alan Rimkeit
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B N

"blah blah blah who cares."

+++++++++++++

Jamie Mann
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Articles like this are a useful debating tool, but I can't help but feel that the point is being missed.

Games are not art. Music is not art. Videos are not art. Painting is not art. Photos are not art. However, a game can be art, a musical piece can be art, a video can be art: art is something which is defined at an individual level and is driven by both the intentions of the creator and the perceptions of the recipient. Braid may be art; Sonic may not be. Mozart may be art; MC Hammer may not be. Oldboy may be art; American Pie may not be. And so on: for every category there are examples for either side of the argument.

Personally, I tend to define art as being something which has been designed to trigger an emotional response in the recipient. Both of these must be present - a landscape can trigger feelings, but it's not art, it's nature.

There are several games which have triggered emotional responses from me - Braid, Xcom, Fatal Frame, Geometry Wars, Star Control 2, GTA3, Starcraft - and for each of these, there are thousands which haven't, other than the inherent joy of competition and challenge.

I'd also debate the comment at the end, which seems to boil down to "making games is harder than making art, so who cares about art?". Apart from sounding like sour grapes, it again misses the point. Apart from anything else, the argument helps to promote gaming to a wider audience and increases the scope of the industry. There's also a much more serious side (at least in the US): if games are not art, then they're not protected by the First Amendment (as touched on briefly in my Braid review at http://www.caffeinated.org.uk/reviews/review.html?reviewee=braid§ion=games).

Tom Newman
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"I hope this is all just semantics and we really are wanting the same thing."

I believe 100% that is exactly the case!

Logan Margulies
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No comment on the art side of things, I think the red herring comment was already made above.

@ Juice: But regarding the law and first amendment coverage: There is nothing in the amendment that qualifies free speech as linked to the existence of "art". The opinion you're referring to in your blog claimed that video games fail to obtain free speech protection because they have: "no conveyance of ideas, expression or anything else that could possibly amount to free speech". The opinion was authored by Stephen Limbaugh, a George W. Bush appointee in 2008. If that last name seems familiar, well, it should be, he and Rush are cousins. This isn't the first time he's been overturned during his tenure on a free speech issue, and likely won't be the last.

That said, the standard in the case is not meant to apply to just art, at least as the law recognizes it. It's about the conveyance of ideas, whether that be a game, a painting, or even, for better or worse, a Klansman marching in front of a statehouse. If you're looking for a legal standard where art/not art comes more into play, take a look at the US Constitution's Copyright Clause (Art. 1, Sec. 8, Cl. 8):

"To promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries".

In simple terms, this clause is the basis from which both patent and copyright protections spring. There's a tremendous amount of old cases out there litigating what is or is not copyrightable. And some of these cases, unlike First Amendment issues, really have hinged upon the idea of what is or is not art. Here's a good starting point to check some of that out: http://en.wikipedia.org/wiki/United_States_copyright_law . But if you're looking for legal relevance for something being designated "art", look at copyright cases, not the first amendment.

Matthew Mouras
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"Bride Stripped Bare by Her Bachelors, Even" Don't forget the Even :)

Totally agree with Juice UK's comment. Very insightful.

This article takes a very simplistic view of art. Tom, it seems as if you've studied some art history, maybe dabbled in the creation of "fine art", and then began working in the games industry where the fine arts are a tool... a means to an end. Of course they are so much more to so many people. Because fine art is a small part of a pipeline in game design - because they are one more piece to the puzzle, doesn't mean that art is a "lesser" thing than the whole product of a game. Based on this blog post's main argument, Barbie Horse Adventures would outclass the contents of the Tate... probably not the case.

It's an interesting read and I really appreciate it. Certainly got me thinking on a dreary work day. Thank you!

Maurício Gomes
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I guess that discussing if someone is or not art when you are discussing without a specific goal (like to prove that it is or not part of a certain law for example), then the discussion is mindless and stupid.

Whatever is not art, people assume to be technique, as the diffrence between art and not art started when the French invented the Art School and the Politechnique School, where on the first you learned what people always call art (ie: Painting for example...) and the second where you learned the professions that are still the ones best regarded: Engineering, Law and Medicine.

But people never went to know what each term really means...

Art comes from the latin ars, and technique come from techne (I will not write with greek letters, sorry!), BOTH means the SAME thing: things made by humans. Craft.

If you research into art history, like the guy on the post said that this happened, the discussion if whatever is or not art is recent, specially because of the Fountain.

Thus it is utterly pointless to discuss what is or not is art.

Alan Rimkeit
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I agree with Hélder Gomes Filho. What is and what is not art is all in the eye of the beholder. For example, I hate Jackson Pollock's paintings. I barely consider them to be "art" as they are just splatters of paint on a canvas done by a drunk man. But many people love them and very much do consider them to be art. So, in the end, what is and what is not art is all a matter of personal opinion. Art is very personal that way. Trying to define it is almost entirely pointless.

Tom Newman
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Just to clarify; I have a deep respect for art. I'm the guy who has repetedly turned down real money for reasons of artistic integrity. (to my intermittant regret)
Art is our reflection of our world, and it is what will be studied by future generations, along with our architecture, writing, films, and games. It's our culture that we leave behind.
In that sense, the art of an amature with no technique or formal training can be just as valuable as that of a true master.

Ron Newcomb
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HI Tom, thanks for the post. The first half was very enlightening. I do think you dilute the term art to uselessness though. I agree with Joel MacDonald, above: what's the take-away value for games? Usually, there isn't any. And that's the problem.

http://www.gamasutra.com/blogs/RonNewcomb/293/

Gabriel Verdon
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Great post Tom, that was very enlightening. I look forward to your future blog posts.

Bart Stewart
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Roger Ebert, in his several comments on games as art, says he's never seen a game that moved him like a great work of literature. OK, fair enough. I think we can agree there haven't been Shakespeare- or Michaelangelo- or Beethoven-level computer games made yet.

But he then goes on to conclude that, since he hasn't seen any such games yet, this proves that it must be impossible to make such games, that computer games as a communication medium must -- somehow -- be incapable of such expressive power, that something inherent to computer games must prevent them from ever producing an example of true art.

Is he right?

To get at that question (and wasn't there just a Project Horseshoe on this subject -- see http://www.gamasutra.com/php-bin/article_display.php?story=3974?), determining whether a specific game is a work of art depends on knowing the answer to the question, "what is art?"

A version of my rough definition is that a work of art is an object or performance that intentionally dramatizes some aspect of what it means to be human. To the degree that an object or performance can effectively communicate to a reasonable person some useful understanding of the human condition, it's good art. And to the degree that what is represented by an object or performance is one of the deeper aspects of the human condition ("liberty," for example, as opposed to "soup"), the object is "fine art" or (as Roger Ebert distinguished it) "high art."

So: by those yardsticks, all games are not art. We could work to try to impose some human-oriented metaphor on Tetris, but that would be silly -- there's nothing about the human condition being intentionally dramatized in Tetris or Bejeweled or other such simple action games.

But if a reasonable person examines her life to consider whether she is a producer or a parasite, and that evaluation is sparked by playing BioShock, is that evidence that this game not only art but high art, even if the player spends most of her time in the game killing monsters? If a reasonable person playing the original Deus Ex begins to question what actions are acceptable in the defense of liberty, has an "artistic" experience happened to that player or not?

Games, like painting or sculpture or music or film or other modes of intentional communication considered to be "art," are objects created using an expressive medium. (To put it another way, playing a game is a semi-collaborative performance between player and game developer.) The only difference is that computer games require more interaction from the observer.

So how does being more interactive than other media prevent all computer games from potentially being works of art?

Or is Tom right, and most computer games are already art?

Eddy Boxerman
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Why think when you can quote Ratatouille?

"Are you dectecting a certain oaky nuttiness?
Oh, I'm detecting nuttiness, all right!"

"Because high cuisine is an antiquated hierarchy built upon rules written by stupid, old men."

"Gusteau's already has a face, and it's fat and lovable and familiar. And it sells burritos! Millions and millions of burritos!"

"How can I describe it? Good food is like music you can taste, color you can smell. There is excellence all around you. You need only to be aware to stop and savor it."

"So you see, we are artist, pirate. More than cooks are we."

"And, no, I don't think anyone can do it."

Will Holt
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@Bart:
With regards to Roger Ebert's comments, his conclusion as it applies to video games is blatantly flawed.

(Incidentally, I'll be going over a lot of what you said in your response, as I tend to think as I talk.)

I'm fairly sure that the reason he is able to glean such emotional enjoyment from literature is because literature, unlike games, allows the reader to create their own, personally tailored, ideal scenes from the descriptions in the book. This allows the reader to maximize the emotional impact the book has on them, as they can take the 'hole' in the experience - the visual aspect - and fill it with a slightly distorted aspect of their self.

Logically extending this argument to visual media - Rembrandt, Picasso, Renoir and their ilk - works equally well. The viewer is permitted, via the lack of written medium, to fill the 'hole' in the visual experience - the story aspect - by assigning aspects of their own life to the painting, and giving the painting meaning to the viewer.

So what?

Well, as I see it, video games are a multi-aspect medium. There are both visual and written aspects to games, as well as the interactivity aspects, historical aspect - heck, pretty much any aspect you can think of. Video games are capable of simulating whole worlds, leaving nothing to the imagination.

Again, so what?

I'm fairly sure that the majority of us can claim to have an emotional attachment to the world. We're able to cry when we're sad and laugh when we're happy. But, why do we do that? What is it about the world that allows us to have such an emotional connection to it?

Heck, I've already said it. It's emotion. It's other people. It's developing emotional connections to significant patterns in our life and the lives of those we care about. It's seeing aspects of ourselves in other people, the people we interact with every day. Simply put, the people & the emotional environment in which we live form, in a major way, our attachments to life.

So, what does this have to do with games?

Games allow us to basically replicate the human condition. Sure, a game like pong isn't going to give you the same emotional reaction as Squall & Rinoa's kiss aboard the Bahamut (*tear*), but it wasn't meant to. It was meant to be fun, to inspire the emotion 'happy'. And, by allowing friendly competition in a harmless medium with your friends, it accomplishes that in a very fantastic way. Counterstrike doesn't give the player the same, tear-jerking, emotional response a work of literature would but, like pong, it wasn't designed to instill the same kind of emotional response as that great book. It's meant to convey a very different, yet equally powerful feeling. If you can call 'omg im guna pwn u' a feeling.

Suffice to say, a game can be made to convey any emotion or range of emotions the creators desire. It can provide the player with an uplifting sensation brought on by FFIV's Cecil becoming a paladin, to the 'I just work here' sensation of Valkyrie Profile's Freya. When a work elicits an emotional response, it is art. Whether it be hatred of Jackson Pollocks work (yes, negative emotion counts, if its purpose was simply to provoke emotion!) or fear as you read about Bilbo's trials (one hobbit vs a forest of spiders AND three trolls!) or the grim sense of duty you feel as you attempt to hand Ganon's arse to him, an emotional response means art.

As for the programming, the 3D modelling, the dry, dry design documents being counterindicative of a game's status of art, an artist isn't judged harshly by how they get the paint on the canvas, or the words on the page, why should developers? What matters, again, is the emotional response received by the person experiencing the work.

Steven Conway
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I cannot believe I have just read an entire essay labelled "Why Games Are Not Art" where the author does not once give his own clear definition of what he believes art to be.

How can you argue against something you haven't even bothered to define?

If you haven't already done so, please go here for an enlightening piece on the subject of games as art: http://web.mit.edu/cms/People/henry3/GamesNewLively.html

Thomas Grove
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Dear everyone critical of this essay; please read it again, you clearly didn't understand it.

Will Holt
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@Thomas
The point of the essay was that games are much more than art; something that transcends art.

My point was that games can convey emotion in a much wider spectrum than traditional forms of art, but are not excluded from the definition of art simply because of their flexibility.

I suggest you read the responses; clearly, you didn't understand them.

Thomas Grove
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Will, you're comment wasn't in my browser when I made my comment. (I had this article open for hours before reading it and posting my comment.)

Derek Lebrun
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There are quite a lot of people, myself included, who don't consider much after impressionism (aside from realism and surrealism) to be good art, or even art at all, but often like abstract aesthetic studies. That said, the vast majority of video game artists, and video game art in general, employ realism or varying degrees of stylized realism.

To make the self-serving comparison with modern art at all illustrates a rather pedestrian view of fine art, as if realism just disappeared at the turn of the century, and "anything is art" is the definitive definition. I think if you made a comparison with current realist art, you'd find more similarities than differences.

I also cannot help but being insulted by your architect/artist comparison, as if realist visual artists (especially those in video games) don't spend LIFETIMES studying anatomy and architecture.

Grey None
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The thing about art is that people like to have a valid opinion on what it is. You won't hear many people argue over whether a pen is a desk, because we have definitions that people follow. With art, people like to create their own definitions. When you hear people say "it's anything that expresses emotion" or "any product of human creativity" you have to wonder why labelling something art is at all important to them. If art becomes a synonym for "product" or "thing," there's no longer any prestige attached to the label.

I'm not going to get anywhere by giving a definition of art, but I will ask why anyone thinks games are suddenly deserving of the label (if we're not going by the definition where it's a product or a thing). Why now, after hundreds of years of existence? Because narrative has been shoehorned into them? As if story-tellers are what artists aspire to be.

I understand that it's been brought up that games are somehow greater than art due to their composition. One thing you should keep in mind is whether those aspects that go into a game constitute art at all. The writing, sketching and composing of music isn't necessarily artistic because other works in those media may be. As someone else said, it's on a case by case basis.
And ultimately, it's irrelevant. That same degree and variety of skill goes into film and we consider the film as a whole to be art, rather than claim it is greater than.

"I believe some of the most creative people alive today are in the videogame industry, there is much more talent here than in the film and publishing industry. "
Blah. Gaming (or more accurately, the interactive medium) has Fumito Ueda. Film has about a thousand that match him, and two hundred more that outclass him, all living.

I've touched upon the embarrassments that are Duchamp and Dadaism elsewhere, but I don't think it's relevant to the point being made here, save this part:
"In the post dada art world, art can be anything, but a game has to have rules or structure, and an implied instruction."

No one who really understands or cares about art would say it can be anything. Dadaists misinterpreted art and ended up attacking nothing at all. Art isn't factory made using formulae and mechanical processes like games, no, but people make the distinction between entertainment and something that pronounces the human condition, as they should. It takes a hell of a lot more insight to help people understand themselves than it does to give them a fun time sneaking around military bases. It's the rules that limit and will forever limit gaming.

And frankly, your article does not appear to advocate this:
"what people are referring to when they say they want games as art is that they want games akin to the "high art" found in other mediums--fundamentally games that say something about the human condition, that can emotionally move us, that affect us on a deep level, have some form of self-expression, make meta-statements, etc.."
The article seems to take the same misguided approach as Duchamp and the Dadaists. It's often contradictory and full of holes. I don't like it.

"commercial viability out-legitimizes artistic integrity any day of the week. "
*Shudder*
Sour grapes is right. To insinuate that attaining artistry is akin to a surgeon becoming a nurse is just shocking.

And in response to some comments:

@Stephen Ridings
It doesn't take exceptional creativity to make Mario. It takes a solid understanding of how to engage a player. Miyamoto and the team created the levels after they made sure the mechanics were enjoyable on their own. The levels were purpose built. It's a mechanical talent. Something that can be taught.

@Will Holt
"When a work elicits an emotional response, it is art. Whether it be hatred of Jackson Pollocks work (yes, negative emotion counts, if its purpose was simply to provoke emotion!) or fear as you read about Bilbo's trials (one hobbit vs a forest of spiders AND three trolls!) or the grim sense of duty you feel as you attempt to hand Ganon's arse to him, an emotional response means art."
That's not art, that's puppeteering.
Unless you mean a person's response to something, which has nothing to do with the work in question and everything to do with the person. Someone could get emotional over Aeris dying. More than anything, it implies a lack of emotional intelligence.

This part:
"I'm fairly sure that the majority of us can claim to have an emotional attachment to the world. We're able to cry when we're sad and laugh when we're happy. But, why do we do that? What is it about the world that allows us to have such an emotional connection to it?"
is on the right track. I think there are more interesting depths to explore with emotion. How about when we're sad and we laugh? Admittedly, that's an oversimplified example. Conflicting and complex emotions are what we feel every day. If something can help us understand those feelings (not replicate them by eliciting such a response) then surely it's deserving of praise.

@Bart
I agree that Tetris doesn't contain intentional commentary on the human condition. But if we're talking about reasonable people, then surely they can see that Bioshock's purpose is to frighten and entertain with monster slaying and a tightly woven objectivist yarn. Half-Life is just a tale about an alien invasion done more delicately than Halo. If a reasonable person could get life advice out of those, then that same person may see something human in Tetris or in Gears of War. Granted, it's not as black and white as "meaningful" and "not meaningful." It's just that on the whole, artistic integrity is sacrified by Levine and Valve in order to engage the player and adhere to the rules of gaming. That's a problem. I definitely believe that there's an audience for interactive works that aren't games (and aren't interactive movies either) - similar to ICO - and that this is the direction we should go.

Michael Rivera
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Interesting article, though the icing on the cake is all the comments trying to argue that games ARE art (which according to the article's logic is a step backwards).

Seriously though, are there any people out there with a critical understanding of video games that don't think they are capable of the same expressive heights as film, literature, etc?

Sam Holloway
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I need to vent. I find this article incredibly insulting. It shows a real lack of insight and little or no appreciation for what art is. You’re basically spitting in the face of centuries of devoted painters, musicians and filmmakers; and frankly, you’re wrong. You’re whole argument is flawed - “My overall point is that anyone can be an artist, and anyone can create art. It is a much simpler skill than the added layer of complexity it takes to create a videogame.”

This made me want to vomit all over my keyboard. It’s just wrong on so many levels. Let’s analyze the basic beliefs presented here. Firstly, yes, anyone can create art. But can anyone create good art? No. If I asked you to create a piece of music or direct a film, chances are it would be a piece of shit that no one would care about. Secondly (and this is important) creating a truly great piece of art is not simple. Do you honestly think it’s simple to compose like Mozart? Do you think Van Gough cut off his ear in delight at the ease of painting? I dropped out during my third year in medical school to become an artist and musician. Stupid decision? Smartest decision I’ve made in my life. And let me say, life as an artist is not easy. There aint much else that’s harder. But hey, if I wanted easy I would have finished my degree and got a “normal job” like everyone else does after they leave school. Anyone can be a game designer and anyone can create games. I learnt how to make a game during ninth grade I.T. class in high school. Was it a good game? Probably not. And thusly, we are back to the original point. There are good games and bad games, and there is good art and bad art; but it takes something special to create the good ones.

Thirdly, complexity is never a good thing. Games are like a bastard-child mix of all the other art forms. That’s why they are complex. They take bits and pieces from everything else in a hope that it will resemble something coherent. Complexity is bad. Why take a simple idea or thought and kill it with over-complication and difficulty?

“An architect is more than an artist.”
Basically what I said above. It’s like saying science is better than love because it is complex and you need to learn it. Well, love isn’t simple (even though you can’t learn it), and if I were made to choose a life based on love or one based on science, I know which one I’d choose. A building can’t convey depression, lust, alienation, or any deep human emotion for that matter. It takes a special person to be able to do that through painting, music or film and it saddens me that some people don’t realize that.

I’m not bagging out on architects or videogames – in fact I’m quite passionate about both. I just don’t think they merit the title of being better than anything else, least of which is art.

“Here in the USA, commercial viability out-legitimizes artistic integrity any day of the week.”
But does that make it better or more important? By this thinking Britney Spears did more for society than the countless other great artists, because she was commercially viable.

It is said we are created in the eyes of god, the almighty creator. And we are gods and almighty creators ourselves. It is among our greatest desires to express ourselves, to be felt and understood, and to be curious about and understand others. I don’t think we should have to spend so much time studying something like programming so that we can create something that barely even functions properly to touch on these desires. It’s not the way god intended things to be. Music and art have existed forever; it is built into us as humans.

The writer of this article is missing the point completely (some of the stuff is laughable, get out more). Games can be art, but to say they are superior is ridiculous. Games or architecture are not more than art. Nor are they more complex. Games are shallow. And they will remain that way for a long time to come. Games do have serious limitations - more so than music or film. You can keep deluding yourself, pressing your little buttons on your cumbersome controllers listening to bad voice acting and cliché plots, thinking games hold the key to something better than anything before… I’ll be experiencing something much more real – something much more human.

Bruno Dion
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Yo, I just had a revelation yesterday. Back in 1996 (maybe 98, I'm not so sure) Les Cahiers du Cinéma, the french periodic dedicated to movies said that video games were the 10th art. Why are we still having this debate, if those guys said it was art, it is art.


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