-Area51-Silent wrote...
Dragoonlordz wrote...
BrotherWarth wrote...
Official EA/Bioware stance:
-snip-
Damien Hirsts shark cut up into three peices. Still made millions.
Doesn't have to make sense 'to you' in order for it to be very profitable and successful.A 14-foot (4.3 m) tiger shark immersed in formaldehyde in a vitrine (clear display case) became the iconic work of British art in the 1990s, and the symbol of Britart worldwide.
You are correct in some sense. In order for somthing like that to be successful and profitable, it has to be 1 of a kind! meaning if the artist was just able to mass produce them, the value would hit the toilet faster than a college freshmen at their first party.
My point is, when it comes to art, being abstract and "dark" is fine, and usually does well in particular, non consumer based settings. The artist is expressing themselves and through that, they are able to convey to the passive observer, what they are feeling. Art is SUPPOSED to be viewed by a PASSIVE observer, not an active participant (thus my argument of game mechanics not being art, but games being made up of art).
Mass Effect's story is art, in a sense because its all written, and the only influence we have is what parts of it we hear. The problem is that art is supposed to follow convensions in order to flow and not interrupt the observers view. When you set out to do a piece and in part of it you violate the convensions you've agreed to for most of the piece, then there is a jarring experience that is experienced by the observer. At the end of Mass Effect 3, we have such an experience because of the story plays out, the introduction of a new character with no warning, and a single endng that could not possibly make sense for all the various paths the observer has chosen to take in the story, meaning that each path should have a variation on the ending, and that variation should be reflective of the other portions of the story they experienced. Having a single experience at the end with very slight variations simply is off putting to the observer.
Why is that not true for everyone? if you didn't make a lot of decisions (in the prior 2 games) then your choices and paths are resolved as you play, and the ending makes sense because of that. With all the closure you need contained in the (lets say third book) of the series, no harm no foul. That cannot be said when you've woven this path in the prior 2 games, and there are unresolved issues lingering that simply need resolving.
The best analogy would be if you only played the 3rd game, its like looking at a piece of art, and that art was all done the same way, so it makes perfect sense! you can't see the other 2/3's of it, so the 1/3 you see flows properly based on your experience with the other unknowns. Then those who've played the other games, the more of the other games you played, the more exposure you have to the old style of art! so if you played 2/3's of it and not the first game, then its still jarring, but the painting can still be seen as OK because you didn't get used to it.
To tie it back to Hirst and the shark: If Hirst released his Shark as "minature Sharks for your office!" And you would buy them in the order Mouth, Middle and Fin (pun intended). Y were one of the millions ordering it and you got two beautifully crafted 6 inch plastic cubes with minautre Sharks cut up exactly like the big one and then when you opened the thrid it was a snowglobe featuring a miniature Santa Shop then you would also ask Hirst himself "W*t*f?".
One thing was promised, another delivered. No amount of art argument will save that.
Then people like Dragoonbloodz have the guts to show up with the fine print and argue that "technically the Fin of the shark is never promised to be seen so it might be inside the Santa hut in your snowglobe"
And they wonder why we are fed up.
Modifié par Njald, 12 avril 2012 - 08:11 .






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