Looking Backwards
Don't misunderstand me just yet. I love the expressive potential of Destiny mechanics. They give me, and the designers I work with, endless opportunities to craft small, satisfying moments amid the often bombastic chaos of Agency gameplay. Or, to say it another way, Destiny mechanics allow designers a vital and vibrant means of expression. But it is not a particularly new form of expression. We've been down this road before, only with a different coat of paint. As the Brian Eno quote that opened this essay argues, mere interactivity is not something new to the arts.
Destiny mechanics have been popular and well utilized since the days of the earliest text adventures in the '70s, and they are only getting more sophisticated as each Heavy Rain or Uncharted appears on the shelves. As video games evolve into complex little narrative-meaning engines, we absorb their stories, contemplate their aesthetics, and make a general assessment of the developer's message: "What is the author trying to tell us?" "What is the work's theme or meaning?" This is a fun and exciting time for lovers of interactive narrative. But it is a rather traditional feature of a very radical medium.
The most visible recent example of this traditional tendency in mainstream game criticism is Taylor Clark's write-up on Braid designer Jonathan Blow, a talented guy who deserves none of the ridicule this hagiography generated. Sadly, as a critique of games and their ever-evolving guises, Clark's essay is a collection of musty priorities.
Like a graduate student scribbling at the margins of a modernist poem, Clark obsesses over the meanings, metaphors, and codes of Braid's literal narrative without bothering to address how clumsily its old-fashioned narrative unfolds: not through gameplay (save in the brilliant finale), but through pop-up text boxes spouting purplish prose and a few painted images.
It is entirely possible to play through Braid and ignore the literal tale entirely, rendering the visual and situational metaphors embedded in the gameplay useless. For the most part, the game's narrative is simply a thin veneer that could be removed without harming most of the game's content.
Only Braid's time-manipulation game mechanic has any plausible ties to its narrator's obsession with memory and nostalgia, but the tendons holding this metaphor together are weak since possession of this information has no bearing on the game's mechanical operations. These so-called "symbols" just hang there, impotent, like a reference to Dante's Inferno embedded in a '65 Ford Mustang's repair manual. A wasted opportunity to fuse form and content.
If Braid's time-rewind mechanic is symbolic of Tim's crippling inability to escape his past misdeeds, I felt nothing making this connection -- especially while solving puzzles that had little narrative content to speak of. It wasn't until Braid's genuinely affecting finale that I actually felt this metaphor in action. Here, in the game's concluding moment, was a beautiful synthesis of Destiny and Agency, together at last! In this instance, Braid's celebrated time-rewind mechanic does not simply serve the story as a symbol. It tells the story itself.
So here at last, we are creeping towards articulating one of the most curious features of this most modern medium. Or multimedium, we might say, since there is literally no artistic discipline a video game cannot absorb and use for its own bizarre purposes. But I believe we should not be content with wanting to see video games as just another form of artistic expression when we have not yet fully investigated its role as a tool that allows a range of expression as well.
The Novelty of Agency
The answer to this double-sided riddle lies in finding a better way to speak more coherently about Agency mechanics, the unsung underdog in our medium's quest for purpose. As narrative-obsessed critters, mainstream critics have not yet simplified their methods for discussing the unique contributions that Agency mechanics bring to games. I'll go one further and say that Agency mechanics are responsible for helping video games usher in a more radical understanding of art itself by violently decoupling it from its pesky Artists. No small feat. But it's been happening for decades already.
Generally speaking, a heady cocktail of 18th century Romanticism and modern capitalism bears much of the responsibility for our ideas of what passes for Art these days. We have been educated to think of Artists as generators of concrete ideas or a set of aesthetic principles, and we still view art with something like the eyes of a jeweler, trained to find inherent value in concrete objects or ideas -- a sculpture, a painting, a story, a parable, etc. In other words, we think of Art as an artifact with defined boundaries and intentions, something we can hold in our hand or in our head, and which we can investigate, experience, pry into, and cherish.
Taylor Clark's portrait of Jonathan Blow slides neatly from this old Romantic mold. More than once in his essay he yearns for the appearance of more video game auteurs, having found his own favorite brooding beneath Blow's inscrutable brow. He is caught up in a romance of sorts, choked by an old vocabulary that cannot express the entirely new paradigm that games have inspired. A paradigm where the premeditated meanings of a "work of art" are no longer primary or fixed.
What is needed, instead, is a vocabulary for taking about those products of human creative activity that lack permanence, clear boundaries, and even fixed-meanings. Here the thoughts of influential urban planner, Kevin Lynch, author of the seminal The Image of the City (1960), offer some guidance:
"While it may be stable in general outlines for some time, [a city] is ever changing in detail. Only partial control can be exercised over its growth and form. There is no final result, only a continuous succession of phases. No wonder, then, that the art of shaping cities for sensuous enjoyment is an art quite separate from architecture or music or literature. It may learn a great deal from these other arts, but it cannot imitate them."
Here he is arguing for a method for shaping cities into spaces of beautiful form and function. But he just as easily might have been talking about an ongoing game of Chess, Go, World of Warcraft, or The Sims. The general "outlines" of these games are stable, but their internal workings are changeable, iterative, and surprising... a "continuous succession of phases" with no correct outcome (though some games do finish, sadly).
For the past 30 years or more, digital games have opened a similar path. Now a work of art need not be a "thing," but might be an "instance" or an "experience" instead; something located not in a unique space but in a unique time, akin to an art installation, or Andy Warhol's Factory collective, or a performance of a piece of familiar music. For every live cover of Leonard Cohen's "Chelsea Hotel #2," for example, we must contend with two or more complementing instances of authorship: one is Cohen's contribution as a songwriter and lyricist; the other comes from the artists performing it.
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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. It´s 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.