@mastermetal777: Games certainly can be art, like anything can be seen as art. Art is highly contextual and in the eye of the beholder
BUT. gamers want to enjoy them in ways more than just 'high art'. We see award season on TV celebrating chosen, culturally profound films as just showbiz, pay raises and expensive self-flagellation in our generation. The Comedy Central roast of James Franco could be just as culturally relevant to a viewer, but back on topic...
I think the perspective of gamers is that games aspirations are different and wider than the aspirations of film and literature. People talk about games being in this adolescent stage where they have to grow up, but last I checked the South Park kids haven't left 4th grade. We're now realizing that they were in their mechanical zenith, when they weren't chasing Hollywood but instead were trying to be engaging in unique ways, and weren't trying to facetiously live up to the image of successful metagames like WoW. Halo, GTA etc but pursued their own identity. Knowing what they are and what they aren't. They foster heavy competition and teach about winning, losing and perseverance and critical thinking in ways film and literature frankly can't.
The self indulgent and educational aspects serve gamers in ways that non gaming folks with self-proclaimed "refined" tastes (*bleccch...snooty old fogies*) in entertainment will never understand. When you look at the first printed books and earliest theatre, and how acting changed at the turn of the 20th century. They were chiefly about exploring the humanities, and recording knowledge for humanity.
Games do explore that to great extent as well and can do that in many new ways, but what was technically the first video game in 1961? Spacewar!
See the shifting priorities here? Though we have an idea what kind of period interests went into that game, not all that Aristotleian or Alice walker if you catch my drift.
DOOM wouldn't have made sense to a lot of screenwriters and directors in its birth. Neither did Mario and look at the results. It borrowed a lot of abstract ideas the creators were just into, and made em work in an interesting kitschy way.
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