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The idea of instanced art is not something consumers of mainstream entertainment are too cozy with, but examples abound in the past decades. Yoko Ono's "Cut Piece" and Marina Abramovic's "The Artist is Present" are examples of performance art pieces that required unscripted audience participation to achieve fleeting, unrepeatable moments of enlightenment. And for fans of Brian Eno's ambient music of the '70s and '80s, instanced art is also familiar territory. Specifically, his experiments with what is now commonly called Generative Music have strong parallels with pure games and simulated systems.
Beginning in the mid-'70s, Eno began fiddling with tape loops and synthesizer sequencers in order to build musical systems that, when activated, generated unique musical performances each and every time. Many of his groundbreaking ambient albums from this period were composed solely through the use of generative systems of his own making.
Unfortunately, due to the limitations of the vinyl delivery format, the album Eno was obliged to sell at the conclusion of his various experiments contained only a single instance of music created by a system capable of generating an infinite number of variations.
In a few interviews from that period he laments the fact that he cannot sell the system itself directly to his listeners. But it simply wasn't feasible to package, market, and sell eight interconnected reel-to-reel tape machines as a final product.
It wasn't until the mid-'90s when home computers offered high-quality audio reproduction at reasonable cost that Brian Eno got optimistic. The result of this period of hope and creativity was the 1996 floppy disc release of "Generative 1" -- the first truly generative, digital music experience I had ever heard of.
And what a treat to my young ears! Generative 1 was bizarre, captivating, intellectually liberating, and -- so far as I can tell -- a total flop. The audience just wasn't there, and generative music never caught on the way Eno hoped it would. And yet his ideas had been revolutionary from the start:
"Imagine music as writing a series of little seeds, you know. I'm writing some genetic instructions, basically. Here's the genetic instruction for a piece of music, the DNA for a piece of music, and I put it in the computer and I watch it grow. Now, I watch it grow and I think, 'Right, that sounds a little too sweet'. Okay, so I go back to, for instance, the harmony rule, and I say 'Okay, let's reduce the number of major third harmonies, or have no major third harmonies and have more minor third harmonies', for instance. ... It's an amazing way of composing, it really is. I think it will completely change not only the way people listen to music, because the result never repeats exactly, but also the way people can make music."
A decade later, Eno's wonderful but little-known visual-musical experiment, "77 Million Paintings" fared somewhat better. But it wasn't until Eno partnered with Spore creator Will Wright that the obvious parallels between his work and video games found a broad audience. By this point, the connections were clear. Eno and Wright were exploring overlapping territory, a place where Agency mechanics and processes allowed maximal creative output. "[I] make seeds, rather than forests," Eno once said of his role as an artist.
When I first read these interviews in college, what struck me first was Eno's enthusiastic desire to sabotage some of his own role the process of music-making and forge a new ratio that gave equal control to the system itself. This was an idea that seemed deliciously blasphemous at the time. Fast-forward a few decades, however, and he is describing the main function of Agency mechanics in any video game: well-designed systems that allow for a vast number of emergent surprises.
Just as the numerous creators of Chess could not guess the millions of amazing contests that would eventually emerge from their humbly bundled set of rules, the lone designers of the ruthlessly popular DayZ mod for Arma 2 could not have imagined the vast majority of incredible and harrowing displays of human interaction made possible by their diligent work. The same is true of sandboxes of Far Cry 2 and 3, Just Cause, and of course, Minecraft -- the ultimate generator of instanced experiences. Anything and everything seems possible in Notch's cubicle world, including building a functioning computer.
This line of thinking flips the "art question" on its head. 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. I don't mean to imply that any old gamer playing an impressive speed-run of Super Mario Bros. is on par with Leonardo Da Vinci. But it is critical to acknowledge that through the clever application of Agency mechanics, countless video games allow players a great deal of personal expression and skilled experimentation. And in the right context, or with the right narrative layer, these expressions and experimentations can lead to something emotionally or intellectually profound.
In multiplayer games like Journey or DayZ, cleverly implemented Agency mechanics can bring two real human beings together in emotionally stimulating or draining ways that would not otherwise be possible. A brief but empathetic gesture from a stranger in one of these worlds can have more emotional resonance than any single line of planned narrative or written dialogue. Such interactions are almost inevitable when the available set of Agency mechanics is expressive enough to allow true creativity to flourish -- to allow players to develop a "style" -- but constrained enough to keep the game's meaning coherent for all players.
This does not apply solely to multiplayer games, of course. Even when other humans are not around to add a dash of intrigue, cleverly designed game systems can still generate surprising and touching results for solo gamers. Titles like The Sims and Minecraft have given players the tools to play and experiment with broad systems containing just enough narrative context to allow them to experience strange new modes of narrative building.
The now static blog "Alice and Kev" gives us one such peek into just how disorienting and delightful these generative experiences can be, and how unalike traditional art forms they really are. Such experiences offer us a profoundly different view of art than we are typically used to. Not static pieces of meaning and intention bequeathed to us by god-like auteurs, but frameworks designed to generate new and fresh experiences for anyone willing to interact and play with them.
It is important to stress here that I am not making the case for Agency mechanics being more vital than Destiny mechanics. Far from it. I only suggesting that we -- as developers and critics and players -- come to a clearer understanding of what sort of games we are playing and making, and why.
Teaching ourselves how to understand and evaluate the disparate experiences offered by Agency and Destiny mechanics, in their infinite combinations, will help us push through the often befuddling conversations about our humble craft. And even as we scan the horizon for our favorite new game auteurs and their singular visions, we must also be on the lookout for designers working diligently in the dark to allow players new and unique forms of play and expression. Fresh experiences from the seeds of possibility.
I am thankful we live in an age where this has been happening for quite some time.

Context and Narrative
Let's return -- now primed and eager -- to Journey and have one last look at its rich combination of Agency and Destiny mechanics. What captivates me most about its peculiar multiplayer feature is that it combines the mechanical freedom of an Agency mechanic with the clear narrative overtones of a Destiny mechanic. To put it another way, Journey's designers have given this mechanic an immediate and static contextual meaning -- "Other shroud-people will make you warm (powering up your jump scarf)" -- whose ultimate narrative function is left unresolved until the point at which two players use it (or don't). A rare feat of ingenuity that, in my case, left me feeling shunned by a fellow player.
Contextual meaning versus narrative meaning; this is ultimately where the tension between Agency and Destiny generates heat. Almost all Agency mechanics have a contextual meaning these days: we find ourselves shooting, stabbing, jumping, swimming, singing, dancing, and so forth. But given the right framework, these contextual actions can possess additional narrative meanings too, depending on how the player uses them.
In Journey's case, the body-warming mechanic has an immediate and beautiful contextual meaning: camaraderie is beneficial to both parties. This is made explicit by the mechanic's immediate function. But the game's quiet triumph is that it gives players the Agency to use or avoid this mechanic as and when they see fit... thus giving rise to my curious disappointment when my first companion actively avoided contact with me. It was powerful, poignant, and totally unscripted. For me the marriage of contextual meaning and narrative meaning had never more powerful.
Had Journey's designers decided to force players to use this warming mechanic at any point during the game -- to pass a blocked path for instance -- its meaning would have instantly become fixed. It would have reduced the mechanic to a single message: co-operation is required to succeed in this game. But by avoiding a concrete authorial stance, the designers of Journey have put their faith in the hands of their players. They are just as curious to see what happens as we are. And in my view, it is this curiosity -- about ourselves and others -- that deserves our fullest attention.
Special Thanks to Brie Code, Rafael Morado, and Christopher Robert Weiler for their contributions and valuable insights.
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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.