This could be in Scuttlebutt, but I think best belongs in Story & Characters.
First, let me post a bit of a Wikipedia article, then I have some questions.
http://en.wikipedia...._as_an_art_form
The characterization of games as works of art has been controversial. While critics have never denied that games may contain artistic elements in their traditional forms such as graphic art, music, and story, several notable figures have advanced the position that games are not artworks, and may never be capable of being called art. Further fueling the debate are the difficulties involved in defining the word "art" (as for instance in analyzing static versus interactive art) and the word "game" (for example, regarding the centrality of plot and the classification of nongames).
In a 2010 interview with Nora Young for Spark, Jim Munroe identified part of the problem with the identification of games as art as the fact that video games represent a very new medium and that some critics find novelty alarming. Munroe suggested that video games often face a double standard in that if they conform to traditional notions of the game as a toy for children then they are flippantly dismissed as trivial and non-artistic but if they push the envelope by introducing serious adult themes into games then they face negative criticism and controversy for failing to conform to the very standards of non-artistic triviality demanded by these traditional notions. He further identified the mischaracterization of the kind of art that video games represent as one of the problems facing the field and explained that unlike the adaptation of literature into film which consists of the one-way non-interactive presentation of a linear plot, the development of video games is more closely comparable to the design of architecture where the game designer creates a virtual (often 3D) space or world and lets players loose in it to experience it on their own terms.[16]
Roger Ebert on video games as art[edit]
The question of whether or not video games may be fairly considered as art rose to wide public attention in the mid-2000s when film critic Roger Ebert participated in a series of controversial debates and published colloquies. In 2005, following an online discussion concerning whether or not knowledge of the game Doom was essential to a proper appreciation of the film Doom (which Ebert had awarded one star) as a commentary on the game,[17] Ebert described video games as a non-artistic medium incomparable to the more established art forms:
To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
—Roger Ebert[18]
In 2006, Ebert took part in a panel discussion at the Conference on World Affairs entitled "An Epic Debate: Are Video Games an Art Form?" in which he stated that video games don't explore the meaning of being human as other art forms do.[19][20] A year later, in response to comments from Clive Barker on the panel discussion, Ebert further noted that video games present a malleability that would otherwise ruin other forms of art. As an example, Ebert posed the idea of a version of Romeo & Juliet that would allow for an optional happy ending. Such an option, according to Ebert, would weaken the artistic expression of the original work.[21] In April 2010, Ebert published an essay, dissecting a presentation made by Kellee Santiago of thatgamecompany at the 2009 Technology Entertainment Design Conference, where he again claimed that games can never be art, due to their rules and goal-based interactivity.[22]
One obvious difference between art and games is that you can win a game. It has rules, points, objectives, and an outcome. Santiago might cite a [sic] immersive game without points or rules, but I would say then it ceases to be a game and becomes a representation of a story, a novel, a play, dance, a film. Those are things you cannot win; you can only experience them.
—Roger Ebert[22]
Ebert's essay was strongly criticized by the gaming community,[23][24][25] including Santiago herself, who believes that video games as artistic media are only at their infancy, similar to prehistoric cave paintings of the past.[26] Ebert later amended his comments in 2010, conceding that games may indeed be art in a non-traditional sense, that he had enjoyed playing Cosmology of Kyoto, and addressing some replies to his original arguments.[27]
Although Ebert did not engage with the issue again and his view remains mired in controversy, the notion that video games are ineligible to be considered fine art due to their commercial appeal and structure as choice-driven narratives has proved persuasive for many including video game luminary Brian Moriarty who in March 2011 gave a lecture on the topic entitled An Apology For Roger Ebert.[17]
In this lecture Moriarty emphasized that video games are merely an extension of traditional rule-based games and that there has been no call to declare games like Chess and Go to be art. He went on to argue that art in the sense that Romantics like Ebert, Schopenhauer, and he were concerned with (i.e. fine art or sublime art) is exceptionally rare and that Ebert was being consistent by declaring video games to be without artistic merit inasmuch as Ebert had previously claimed that "Hardly any movies are art."[17] Moriarty decried the modern expansion of the definition of "art" to include low art, comparing video games to kitsch and describing aesthetic appreciation of video games as camp. After addressing the corrupting influence of commercial forces in indie games and the difficulty of setting out to create art given the "slippery" tools that game designers must work with, Moriarty concluded that ultimately it was the fact that player choices were presented in games that structurally invalidated the application of the term "art" to video games as the audience's interaction with the work wrests control from the author and thereby negates the expression of art.[17] This lecture was in turn criticized sharply by noted video game artist, Zach Gage.[17]
Other notable critics[edit]
In a 2006 interview with US Official PlayStation 2 Magazine, game designer Hideo Kojima agreed with Ebert's assessment that video games are not art. Kojima acknowledged that games may contain artwork, but he stressed the intrinsically popular nature of video games in contrast to the niche interests served by art. Since the highest ideal of all video games is to achieve 100% player satisfaction whereas art is targeted to at least one person, Kojima argued that video game creation is more of a service than an artistic endeavor.[28]
At the 2010 Art History of Games conference, Michael Samyn and Auriea Harvey (founding members of indie studio Tale of Tales), argued in no uncertain terms that "games are not art" and that they are by and large "a waste of time." Central to Tale of Tales' distinction between games and art is the purposive nature of games as opposed to art: Whereas humans possess a biological need that is only satisfied by play, argues Samyn, and as play has manifested itself in the form of games, games represent nothing more than a physiological necessity. Art, on the other hand, is not created out of a physical need but rather it represents a search for higher purposes. Thus the fact that a game acts to fulfill the physical needs of the player is sufficient, according to Samyn, to disqualify it as art.[4]
Gamers were surprised by this controversial stance due to the frequency of prior third-party characterizations of Tale of Tales' productions as "art games," however Tale of Tales clarified that the games they were making simply expanded the conception of games. The characterization of their games as "art games," noted Samyn, was merely a byproduct of the imaginative stagnation and lack of progressivism in the video game industry. While Tale of Tales acknowledged that old media featuring one-way communication was not enough, and that two-way communication via computers offers the way forward for art, the studio argued that such communication today is being held hostage by the video game industry.[4] To enable and foment this futuristic two-way art, suggests Tale of Tales, the concept of "the game" must be eviscerated by games that do not fit within the current paradigm and then "life must be breathed into the carcass" through the creation of artworks Samyn and Harvey refer to as "not games."[4]
In 2011, Samyn further refined his argument that games are not art by emphasizing the fact that games are systematic and rule-based. Samyn identified an industry emphasis on gameplay mechanics as directly responsible for the marginalization of artistic narrative in games and he described modern video games as little more than digital sport. Pointing to systemic problems, Samyn criticized the current model whereby the putative artist must work through a large and highly efficient development team who may not share the artist's vision. To create art using the medium of the video game Samyn suggests that the artistic message must precede the means of its expression in the guidance of gameplay mechanics, the development of "funness" or economic considerations must cease to guide the work's creation, and the development process must embrace a model wherein a single artist-author's vision gains central primacy.
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You're welcome to respond to the article or points made therein as you wish, especially I'd love to see your reactions to things posted in bold. But to avoid Wall of Text, my next post will turn to some questions this article evokes in me.
EDIT: had to put bolding back. BTW, what I've bolded is not what I agree with most, or even agree with at all, but am most interested in seeing discussion on.