@jagoff said:
@jg4xchamp said:
Why would that be any less of a representation of gamings argument as an art form, vs games that try to tell some doofy video game story?
Because the emotional response is still there, it's very directly your own reaction to a given gameplay scenario. As far as reflection, actually there as well plenty of games be it indie or even heavily directed by one man triple A stuff get plenty across about a person. Hideki Kamiya's games have always shown his appreciation for the old arcade days, and how being the showoff at some badass arcade shooter with a crowd watching inspired a lot of his later games: Devil May Cry, Viewtiful Joe, and Bayonetta.
None of these are exactly waxing philosophy about there, but they absolutely are exceptional works of design in this space.
At least the stuff you mentioned speak to the strengths of this medium.
The attempt in overcoming challenges and obstacles in games do create senses of joy, anger and frustration. But those sensations while playing a game rarely go beyond the immediate emotional impact you describe. For example, if you lose a boss fight, you're not going to linger and dwell on the failure. You're simply going to try again. If you succeed, you're elated, but for a brief moment before you're simply back into the fray and on to the next challenge. These moments never lend themselves to something beyond those brief reprives, nor do they lend themselves to be open to interpretation.
A game doesn't need to try its hand at a compelling story to make a point (I say "try" because, of course, 99.8% of VG stories are awful). I honestly feel the medium does better when it momentarily breaks the fabric of the rules a game sets for itself in order to implement these moments of expression. I'd like to think the final level of Braid is a decent example in this regard.
You make an excellent example with Kamiya. It's clear as to where his passions lie whenever he finds himself in the director's seat, and his games are much stronger for it. But as I mentioned above it's a different circumstance when the challenges and obstacles are moulded in your image and by not being the hamster in the maze. The line becomes blurred in this sense, because with this example you can argue something like a final exam can be considered a work of art as well, as it can provide the same feelings a challenging video game does.
Except not all great art would need to be open to interpretation, there are plenty of examples of a play in theater (which is considered art), or works of literature or film (debatable) where you have works that are supremely preachy, and they are fine examples of those respective mediums, exceptional ones because the director/author didn't pussy foot it with the mantra of "I want my audience to have their own opinion" because that argument is wank.
So interpretation can't be the only thing, hell those brief moments of sheer rage at Ninja Gaiden Black, have stayed with me over the years, in a beautiful way only a game can provide. That absorbing feel you get when entering the world of Metroid Prime, that brief moment where you forget the rules, and are actual dealing with trying to make sense of a vague map and bought into the brilliant sound design in Thief 2 to give you that illusion, that you're not really playing a game, you're playing Garret, a master thief. And in between all that, I have hard time accepting that in this medium we'll make the argument for Shadow of the Colossus and Silent Hill 2 (two games I adore by the way), but then something like Mario, whose games are quintessential examples of what is great about this medium, wouldn't be art?
Video games are a poor story telling medium, because of inherent short comings and limitations of said medium. At the least they shouldn't be telling stories like Books n Films, because they are outclassed when they do it that way (The Last of Us is pretty solid, but Children of Men and The Road, shit on it), and even with that I'd still say there are reasonably good examples of video games that are reflective: Your braid example for one, Kamiya, Fez is Phil Fish bringing you back to when his dad left him hidden messages in the games his dad made. You have deeply personal stuff like That Dragon, Cancer or Papa & Yo, you have player created stories that are light hearted fun - XCom to genuinely sophisticated stuff in Papers, Please.
For the record, I am not a video games are art person, but not for the usual reasons of x medium is better (though, duh). My stance has always been that the art discussion is way too douchy, it gave this one 3 letter word so much weight, and I never needed it to describe why I thought something was well made or not. I don't need The Wire to be art, The Wire is an exceptional piece of story telling, and I'd bet the farm, a 100 years we still won't have a TV show as good as The Wire.
More or less, if Video Games can be art, than they are art. Because I'm with Conan, even the shitty things would be art, their poor craftsmenship wouldn't invalidate them.
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