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Opinion: Girls Fart - Gaming At The Anatomical Level
by Scott Foe
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June 23, 2009
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[In his new Gamasutra opinion piece, following his ruminations on resumes and his advice on 'being a Wiener', Reset Generation/Pocket Kingdom co-creator Scott Foe explains why saying 'games aren't art' is like saying 'girls don't fart.']
Looking back, I was either single-minded or just plain unthinking, but, by the age of twenty-one, I had accomplished the one goal to which I had ever set myself: That first year of legal drinking encapsulated my first day of gainful employment in the games industry. (To be fair, legal drinking doesn't mean very much to someone who has lived in Japan.)
That first day at Sega was even better than the Christmas when Santa forgot that I had handcuffed my baby brother to the towel rack in the bathroom.
I had, count'em, not-one-but-two Dreamcast development kits on my desk - my desk, in my cube, at Sega, where I was going to be making videogames, for profit, and would soon be on a first-name basis with Sonic the Hedgehog. ("Yo! Sonic! What's up hawg?")
And, even better, my co-workers were going to leave me alone for a whole week - leave for some event in Los Angeles called "E3."
Crazy people! Who would want to leave one's very own cube, leave one's very own Dreamcast development kits for sweaty, smoggy Los Angeles? (Little did I know that only there, at E3, could one actually pose for pictures with a real, living, breathing female!)
I was to myself in candy land, the most curious candy being the stack of "Fishing Controllers" sitting right outside of my cubicle wall. It was time to get to work...
A bobble-headed figure spun slowly on the display. When you took the fishing controller in your hand and gave a flick of your wrist, the figure's head bounced dreamily as it squealed - the figure and I had oddly similar voices. It was "Creamcast: The Sadomasochism Simulator," and it was more than the yield from my hurried study of 3D Studio MAX, affine transformations, and audio buffering sample code. It was more than my one-and-only stint as a voice-actor.
Creamcast was the product of deliberately arranging elements in a way that appeals to the senses and emotions. It was the use of (frighteningly limited) skills to produce an aesthetic result. Creamcast was the application of (somewhat off-center) imagination in the creation of an experience that could be shared with others.
In a word, it was a work of art.
Status Anxiety
Alain de Botton is, in this writer's opinion, not only the greatest philosopher of the information age, but also the only philosopher of the information age who is deserving of being remembered by posterity as having a gravity the likes of Plato. de Botton puts forth in his to-now masterpiece, Status Anxiety, that human anxiety born of one's societal status is almost wholly a by-product of the Industrial Revolution.
Put simply, when we were serfs and royalty, the serfs might have been envious of the royalty, but most all serfs lived the same meager lives, eating the same meager bread - serfs were together in their misery.
Fast forward to today, and we need not look very far to find next-door neighbors living wildly different (disparate) levels of opulence. How can my next-door neighbor afford to drive a Beamer? Wow: My co-worker has a completely flash watch. (I'll bet she makes more than I do.)
These uncomfortable (and often, distracting) feelings weren't feelings at all in the days when a great night out meant burning a witch on top of a pile of hay and a bad night's sleep meant having used all of the hay from our beds to burn a witch. The Industrial Revolution was a revolution in stress.
The Industrial Revolution might not have created industries, but it sure did revolutionize them, or at least, that's probably when we started anthropomorphizing them. I hear all the time that the games industry is the "red-headed stepchild" of Hollywood. (Which, of course, makes the mobile games industry the dog under the porch.)
A few years back, the games industry became more upset than a tropical penguin when luminary film critic Roger Ebert conceded that, while games are art, we as an industry will never produce a work of, "high art."
Two words for you: Industry Anxiety.
An Equilateral Triangle
Games cannot be "high art," so said Ebert, because the attributes of games have "more in common with sports." Well, Ebert was slightly right (or should I say, slightly "Wright"), only in that games are also "sports."
Will Wright, the creative masthead of the games industry today, years ago identified and communicated the anatomy of games, an observation that has since shown up more often than a main character with a crew cut, but an observation worth repeating, none the less.
(Side note: They say we have so many crew cut heroes because "hair is hard to render," but that's Pikachu pucky: We thinning, aging game designers want to project the idea that we're still hard.)
Games are Story: A chronology of events. That happened, then that happened, then that happened.
Games are Hobby: Experimentation and outcome. If I do this, then this happens; if I do that, then that happens.
Games are Sport: Win, lose, or tie. I did that, and I failed; I did that, and I succeeded.
Hobby
/\
/ \
/ \
Story--Sport
Note: Should be an equilateral triangle, but my ascii-art sucks.)
That's gaming at the anatomical level: Any game falls somewhere on the Hobby/Story/Sport Graph. At the molecular level, games are a tapestry of visual artistry, audio artistry, narrative artistry, thespianism, as well as design and technological ingenuity, the final composition of which (or pieces in part) can rival any other experience known (or unknown) to man. (Even divorce court!)
I, for one, grow so weary of the pretense of question that games are or can someday be "high art." Saying, "Games aren't art," is like saying, "Girls don't fart."
It's pointless to argue with that sentiment. Both movies and games are the product of deliberately arranging elements in a way that appeals to the senses and emotions. In a movie, anything can happen; in a game, everything can happen.
[About the Author: Scott Foe was creator/producer of Nokia’s critically acclaimed cross-platform game Reset Generation, and has worked on titles including Sega’s Pocket Kingdom: Own the World, the first global, massively multiplayer mobile game. Foe began his decade-long industry career as a member of the Dreamcast product development team at Sega. A game made him cry, once: He found one of the missions in Jak II so difficult that he threw his controller and burst into tears.]
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More please!
Ebert has conceded that games are "art" because Andy Warhol's Campbells Chicken Noodle soup label is "art". What he says games are not (he says cannot be, which I disagree with, but that's besides the point) is "high art". He never really gave a great definition of what high art is, but Jason Rohrer was able to parse out a number of the elements that makes up Ebert's notion of "high art". Ebert thinks that "high art makes ourselves more cultured, civilized and empathetic. Additionally, high art might cause us to become more complex, thoughtful, insightful, witty, empathetic, intelligent, philosophical (and so on)". I think this has it right, as all the greatest expressive creations of the arts accomplish a number of these, in addition to being "artful" in the mastery of their respective techniques.
This belief is echoed by at least one game designer's definition of art, Rod Humble, who also put it art into with context of entertainment. Rod said "Entertainment is giving enjoyment to the maximum number of people you can. Art is that which can make at least one person a better human being. Long may they both prosper." I think very few games fall under even Rod's definition of art, and even fewer (if any at all) fall under Ebert's definition. As Rod said, I don't think there's anything wrong with entertainment, but I don't think our industry as it stands is very capable of producing "high art" in the sense Ebert defines it.
Anyways, this article feels like the introduction to an article, it stopped just when it felt like it had concluded an introduction to some bigger analysis.
Thanks for the comment about throwing the controller and crying, I think most readers have done that ;)
So I agree that the "art" (techne) of games have come a long way but I don't think we as creators have come nearly as far.
I can see how games can be considered 'sport' on some levels, just not in the current popular definition of the term (as you said).
@Scott: Interesting article, I tend to be on the side of reasoning that believes that if we just don't try and achieve it, it will come on its own. Nice christmas tree, I don't think you suck at ascii art at all. ;)
@Scott: I must say that I found the comments about witch-burning to be a bit bothersome as far as establishing a flow for the point of your comments. I think that you would have been better off choosing a different example.
@Raymond: Sports do not have to be physically athletic, really. Fishing, for example... just basic fishing, mind you, not something like deep sea fishing. Also, sports are often called game by consumers, commentators, and partcipants. Finally, many games are also physically athletic in various ways. Still, I fail to see why anyone wishes to restrict the concept of "sport" to physical activity when mental activity actually requires more energy (nerve cells require more energy to fire than muscle cells).
But I'd have to agree with some of what David is saying. I think the potential of the medium is there, it's just that the medium is underutilised in regards to it's possible artistic impact. And in truth that's more about the developers AND the public growing to be capable of producing and consuming artistic games, not the medium growing to become more art oriented.
Games in the realm of art would fall in the narrative branch, as novels and films, that are fundamentaly different from the typical sensual arts, plastic arts and music (the cathegories are invented but I will explain). The while the Creamcast could fall in the second part for the definition used and the statemnts in the text, as it is a piece that uses the skill to create aesthetics and imagination to convey a feeling from a single piece. But the narrative arts need are fundamented in the story, as the name suggests. (An acalration, these calsifications are very blured as music may be narrative, and even a painting can tell a whole story, and film and novels take certain moments without narrative to convey emotions to the public, but I will stick with this oversimplified separation).
While videogames have approached the sensual arts with experiences that try to convey emotions, i find the sotries far from being in the level that should be for having a narrative art. Yes, I've had my good share of emotions with videogames. I've cried with the death of characters and laughed with their actions. I've grown very attached to several of them, but alas while that connection is necessary I wouldn't clasify a novel that made me cry a certain death as art. True art, classics of the narrative arts have deeper stories.
The story factor of this great works are so that even while not reading them (or viewing them) you still can think about the story and make serious considerations. The true masters of narrative not only make compelling characters and develop them correctly, they make a person reflect upon humanity and the world he lives in (or give you a very personal view of the author's time). They are stories of reflection. A couple of examples. In "The Karamazov Brothers" even if you're and atheist or a believer very compelling views fo the world are presented and you are invited to make you're own reflections about those themes, with the controversial but strangely compelling "The Great Inquisitor" a "poem" by one of the characters (the atheist) when he explains his views on humanity and religion to his younger brother that is going for priesthood. In the classics of classics, "The Odyssey" we see the idea of the trials that has been so embeded in our culture that it is done in videogames without notice, but it also presents a the frailty of humans and their decision as Calypso has to send Odysseus away as even while he longs for his land he doesn't do anything in that moment, or the greed of the tripulation that even while they are told that they will never go home if they screw with tha land of Helios their insticts get the better of them, finally condeming them. And while I've missed a lot of games (even classics) I can't think of an example fo a game with a story that deep. And films have a lot of examples like this too.
We have Ico and SotC but their stories are simple sotries of an outcast and of a lost love. While interesting and very well told, they aren´t deep wnough to my liking. Most RPGs stay in the fantastic literature topics, with big bads at the end. Shooters are alwasy bad guys against us. The good ones have their twitches, the relations are more developed, but I've never felt that any game has reached the levels to be considered a narrative art. The human dilemmas are ussauly solved, not open ended and to the consideration of the player, we don't reflect our reality into games (we rarely do critizism to our world, and even that is usually in sacrasm and very light). For a starter I don't think that game stories have multiple interpretations, which is very important in this kind of art.
Now even when today I can't think of games that are for the standar, I see no reason why there couldn't be games that fullfill it (well sales, but I'm thinking of technical limitations). They have the potential, and some light tries to approaching it have been done, but it isn't fulfilled yet. We can even take a step, with multiple endings open to interpretation (not that the story isn't finished, an other kind of interpetation), and have the advantage of a more easy inmersion as the player is actively involved with the game. Games have a great oportunitty to be art, they are not just there in this moment.
And int the end maybe my opinion is very similar to David's.
@Raymond:
Well it seems that sport as Will Wright stated and the author is using it is more akin to just competition and to an activity that while compiting you also perfect a method to achive victory. A very wide definition of sport, if you ask me.