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What matters here is that the walking mechanic allows a tiny amount of novelty that has not been designed in advance. No two strolls across that room need be the same. This same principle can also apply to shooting zombie hordes and to countless other mechanics based on repeatable, iterative action -- shooting, punching, jumping, walking, driving, swimming, etc. Any mechanic that offers the possibility of a unique outcome -- however trivial -- will likely allow a player true Agency. And the more Agency mechanics a game possesses, piled one atop the next, the more complicated the possible outcomes become.
A second and related feature of Agency mechanics is their a "two-stage life cycle": Designers must first carefully craft and balance an Agency mechanic before letting them loose. However, once released into the wild, Agency mechanics must rely on players to give them an additional layer of meaning, to "bring them to life."
In other words, gamers themselves become craftsmen of a second order, charged with finding unique ways to use these systems to their advantage. If a game's mechanics are robust enough, certain unique styles of play will emerge, as is the case with older games like Chess and Go. Today, newer games like StarCraft, Far Cry 2 and 3, DayZ, The Sims, and even Super Mario Bros. allow their players a related form of creative expression.
Examples A and C, however, are examples of Destiny mechanics; forms of interactivity that are set in stone and offer only one or a finite number of paths forward. Branching dialogue trees like those found in Skyrim, Deus Ex, and Monkey Island offer a form of player choice, but almost never a systemic one. The same holds for the treasure map puzzle alluded to above, as well as most graphic adventure game puzzles, for which there is only one order of operations (unless the designers are being coy).
Dialogue trees, fetch items, mazes, riddles, lock-and-key puzzles and the like are functionally linear in the sense that each choice available to the player has a predetermined output, mapped by a designer to have a specific effect in the long run. There is no underlying system, and merely the illusion of Agency: a finite number of roads have been paved, and the player's only choice is to walk down one. Viewed on a grander scale, we can see that entire branching narrative paths like those found in the Mass Effect series and the Walking Dead series offer choices, but not true Agency.
But this is not a slight against the beauty and utility of a Destiny mechanic, for what they lack in systemic flexibility they usually make up for in creativity and depth of meaning. It is difficult to imagine puzzles as unique, amusing, and narratively specific as those found in Portal, Grim Fandango, Myst, or Braid emerging from purely systemic gameplay. Such intricacies require a designer to craft and refine them. For this reason, Destiny mechanics do not require a player's creative input, only his participation.
This means that Destiny mechanics are forged almost exclusively the domain of designers, not the players. They can be sculpted, shaped, and polished for maximum challenge or emotional impact, but since there is no system to master, nor is there a repeating set of problems to solve, the player will always be something of a passenger in this particular vehicle. It would make no sense, for instance, if you heard someone claiming to be "really good at Heavy Rain" or "an expert Myst player" in the same way that others are "professional Quake players," for the simple fact that the former two are predominantly comprised of Destiny mechanics, while the latter is Agency heavy.
But from a basic design standpoint, both Agency and Destiny mechanics are perfectly viable and powerful tools for the modern developer. So it should come as no surprise to find that most modern video games are complex and often bizarre hybrids built on foundations of both kingdoms. Scan the triple-A console market and you'll find the usual suspects are perfect examples: Uncharted, Assassin's Creed, Call of Duty, and The Elder Scrolls series. Each of these titles overlay a tightly scripted set of strictly controlled narrative sequences atop a robust systemic layer. Here, Agency and Destiny mechanics sit side-by-side. Not always in harmony, but hoping for the best.

Let's look closer at the Uncharted series, a constant critical darling. Here you'll find your basic shooting, running, and swimming mechanics, all of which are truly systemic. Players decide what weapons to carry along their journey, when to fire off a few rounds, whom to shoot first and last in every encounter, and when to duck behind cover. No two firefights are ever the same, meaning the combat system in Uncharted allows true player Agency. But only within the confines of combat.
Almost everything else the player experiences as Nathan Drake -- the expertly carved navigation challenges, the environmental puzzles, the action set-pieces with clear narrative arcs -- is an experience whereby the underlying Agency mechanics have been yoked to a surface layer of Destiny constraints.
All these moments are tightly controlled, linear, and breathtakingly specific in their action -- a collapsing building, a moving train, a capsizing boat. And though the high-drama, pounding music, and incredible mise en scène of these moments gives each player the impression that he just barely made that leap away from certain death, in truth that's all he was ever going to do. Because that's what the designers required him do. That was his destiny.
If the velocity of my argument up to this point isn't clear, let me make it so: well designed Agency mechanics allow players to experiment with their own creative impulses, while Destiny mechanics are canvases for the designers' imaginations. And it is this complicated split that lies behind so many of our strained conversations about video games and their value. What happens, for instance, when a game contains only one type? Or a conflicted mix of both? And how does this affect our experience with them?
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If we go on calling games art, we may go down a road that is all about look and narrative, but that's not something that defines gaming in it's core mechanic. Games are interactive, therefore much more a form of design rather than art. That's what it unique and separates it from other media.
And you could piss on the Fountain, that's a use, sort off.
"Games are interactive, therefore much more a form of design rather than art"
For crying out loud, plenty of artworks are interactive.
The thing is, that's not entirely true. There is no real fully agreed upon definition of what art really is, and you'll find different definitions wherever you go; architecture is widely considered to be art, despite it's inherently practical applications.
Furthermore, the purpose of a game is for it's audience to experience it, not to complete some actual task. Because of that, we can't really say that a game has any more use than a painting; it's only application is in regards to itself, it's interactivity only an invitation to the player to experience the game more fully. As such, a game certainly fits the criteria of "art for arts sake."
One might argue that the designation doesn't fit, because games are often used, more and more, for practical real world purposes, such as physiological benefits, training, learning, and so on. But I feel like this doesn't take away from the artfulness of games in general, although the argument could be made that those particular ones perhaps don't fall into the category of art; an appropriate analogy would be of a drawing and a map. Both part of the same medium, pencil on paper, but one certainly wouldn't discount the drawing as art simply because the map exists.
Journey, as most games are, is a drawing, not a map. And so it is a work of art.
Fashion is regarded as an art form, even though it also serves the function of protecting us from the elements.
So no, I don't think art and function/interaction are mutually exclusive.
Jesper Juul wrote a lovely and brief exploration of "Progression" vs "Emergence":
http://www.jesperjuul.net/text/openandtheclosed.html
After contacting Jesper about his paper, he was kind enough to point me to an article written 30 years ago touching on a similar subject:
http://www.erasmatazz.com/TheLibrary/JCGD/JCGDV1/ProcessIntensity/ProcessIntensi
ty.html
Had I known about these papers beforehand, I would have certainly included them in my article. As it is, it is my hope that the terms Agency and Destiny are sexy enough to spark new discussions in this old and excellent debate.
Not to take away from the many virtues of your article! In fact, my intent in saying that some "games" are better understood as "digital interactive art" was actually to call out the impositional titles.
I definitely think a huge part of the issue is the overloading of "game." I continue to worry that we'll lose ahold of the core concept as reflected in other fields' terminology, and have greater trouble discussing formalist qualities, if we overbroaden the term.
On the subject of "Digital Interactive Art", I agree in theory, but as a matter of practicality I think we have already lost the fight. I can't imagine a scenario where someone asks "Where's Darby today?" and the response is, "He's at home playing Not-Games."
It's a situation akin to the debate over whether or not Joyce's "Ulysses" should be considered a novel ... there is a fantastic case to be made for why it should not be, and yet because it is a work of narrative prose fiction bound between two covers, these nuances are not important for the vast majority of consumers. "Ulysses" is simply a "difficult novel" -- that's all.
So, I suppose I feel the messaging war has been lost and that we should focus on illuminating the interior structures of our videogames ... mainly because the delivery method for "Interactive Digital Entertainment" has remained pretty stable for 30-plus years: small home-bound computer devices hooked up to TVs or Monitors. These are videogames to the vast majority of people, no matter what their internal formal qualities are. And the term "videogame" also has the benefit of being short, sexy and sweet... just just as film, novel, and song are.
Also, I think the Agency-Destiny hybrid quality of most mainstream games makes this bifurcation impossible anyway. As I mention in the article, games like Uncharted, Assassin's Creed, and Call of Duty blur the line so well, it's hard to tell where the game ends and the interactive digital entertainment begins.
All of this is highly subjective, but I always try to align art with intent.
Art is any synthesised construct created for the purpose of triggering an emotional response. (... in the audience).
To further elaborate , the construct may or may not have a tangible/enduring support (such as a canvas, stone) or its support can be ephemeral (speech, gesture, dance) .
Intent of the creator does come into play in a big way.
Games are not ruled out as art.
Activities inside a virtual world are not ruled out as art.
It all comes down to creator intent and emotional response in the audience; the platform is more than viable to sustain art.
Then again this is just an opinion :P.
I attended the California College of Arts and Crafts (now called the "California College of the Arts" (*more on this later)). In one of my classes the teacher asked us to come up with a definition for "art". I came up with:"Art is the manipulation of an item by a human being for the simulation of one or more of the senses". The teacher must of liked the answer because I received a good grade for the definition.
Recently I heard someone define "art" as something that has no other purpose other than to exist. Once you interact with it, it is no longer "art" but a "craft". A movie is art. You just sit there and watch it. But if you go see The Rocky Horror Picture Show and start throwing toast, the movie is now a craft because you are now interacting with it. Which would mean that games are crafts, not art because you interact with the game. But....
*My alma mater changed its name because of the question: "Are crafts art?" We use to kid the crafts people that crafts weren't art because the school's name says "arts AND crafts". And if crafts were art the school would be called the California College of Art. So the school changed its name to show that crafts are art. The school has been teaching art for over 100 years, so they must know something about what is "art" .
Which would mean that games are art.
I do agree with Jerry's statement: "Everyone defines art differently and it's always a good idea to keep an open mind."
typing too fast again.
But whether or not you think games are Art, it is clear they are a Thing ... a product of creativity and intelligence ... a cultural artifact ... etc. ... and therefore worthy of study and inquiry. The purpose of my article was to tackle what I -- and a number of others -- see as the central obstacle to understanding the "meaning" and "worth" of games. The article is about game mechanics -- Agency and Destiny mechanics -- not the meaning of Art in general.
Yes, I'll admit I did not read the article. And it's it because of the title. Over the past year there have been several discussions here on the topic of "Are games art/ Are game makers artist?"(and I've read them all). Then I noticed that the article is six pages long. I thought that it was an awful long essay on the topic of Games as Art.
Mr. McDevitt put a lot of thought and effort into his article. And I feel that the title of the article really doesn't clarify the scope of his work. As you can see by some of the other comments, they feel that the article is another contribution to the ongoing Games as Art discussion.
I admire your work as editor of Gamasutra. I think you're doing an excellent job of keeping the game industry up to date as to what is going on with the industry. Gamasutra is a part of my daily ritual of keeping informed. Unfortunately, I don't have the time to read every article on the site (especially articles six pages long). The titles of the article do help draw me into reading them.
BTW, what was the original title of the article?
I actually just released a platformer (Super Gravity Ball!!!) where whenever you make contact with a platform it plays a tone based on the type of platform and the current song's chord progression. It was a pretty trivial thing to do with a bit of music theory and most people probably wouldn't notice it but if you really pay attention to it, you start hearing all these cool melodies and tempos based on the player's input. The only shame was I couldn't think of enough special platforms to add more instruments for an even more robust audio experience!
Art is style.
"Games built on Agency mechanics no longer need to answer the question "are games art?" but rather "are gamers artists?" And the answer is a qualified yes."
Part of the problem in the whole game VS. art -discussion is the whole overloading/overbroadening (like another comment put it) of our terms.
What our education and history has led us to believe is, that ART has to be embodied by Objects made from ARTISTS. In the beginning of the 20th Century with the "invention" of the "abstract" painiting and the introduction of "READY-MADES" and other things, this line has been blured more and more.
Today we have "ENVRONMENTAL ARTISTS" and "PERFOMANCE ARTISTS" that have de facto abandoned this conservative approach but their raison d`etre is far from having any impact on the popular ("canonical") reception of the average art-consumer.
The ART-term is overloaded by history (as being of religious importance to the ones who prey the ART-sermon and who benefit from the absurdities of the ART-market) wheresas the GAMES-term is trivialized as a second-rate/distraction activity.
ARTISTS have to have some kind of special power/magic that has to be coming from a supernatural entity mere mortals have no access to. They are somehow CHOSEN. Itīs clear to me that this is taken directly from the ancient hero-myths, making orpheus a good paradigm of someone being perceived simultaneously as Hero/Artist.
Ironically enough an institution like the OLYMPIC GAMES of the ancient greeks might originally be conceived as a sacred ritual, thus elevating the term GAME into the regions where ART and RELIGION are dwelling, but their current incarnation is at best a political at worst a mere commercial driven sports-happening.
"...but since artists can create art with any tool they choose in which to express themselves, then it stands to reason that artists can use games for creating Art."
With this sentence you are practically strengthening my opinion that when most people talk about art they are not even aware that they create vicious definition circles like:
1.Artist = Someone who can make Art
2.Art= Something that is made by Artists
In Logic you would call that reasoning Tautology, and you should be aware of it that a Tautologiy`s Information content is zero.
The entire thrust of the article makes it clear that I am simply talking about Agency mechanics giving players a sense of "creative expression" via mechanics, which is the foundation of all artistic expression -- materials, constraints, objectives, expression.
No babies were harmed in the writing of this article, I assure you.
To use one of your own examples, it's like a zombie-shooting game, where navigation/time rewinding/portals are the player/guns and the room layouts are the zombies. That's why many of the puzzles in both of those games have many solutions, which arise from the limitless ways players can utilize the game systems.
Some very clever people have found one or two alternate solutions to some of the puzzles in these games (Portal especially) but for the most part they have very specific, pre-destined solutions, quite the opposite of games like "The Incredible Machine" or "Scribblenauts". And on the whole, I found Portal 1s puzzles had a greater feeling of open-endedness than Portal 2... In the latter game, I often found myself scanning the levels looking for that single portal-ready wall to shoot... very constrained, very destiny driven.
In general, though, your comment does highlight the hybrid nature of this problem. It's not an easy one to wrap one's head around.