This could be in Scuttlebutt, but I think best belongs in Story & Characters.
Roger Ebert on video games as art[edit]
2. 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]
Basic example can be seen right here. I'm familiar with Ebert's style of reviews. I think it's hypocritical for him to claim that video games deny us opportunities to be more "cultured and civilized" when he spends quite a bit of his time reviewing one star films which he clearly despises like Armageddon and Thor. If we judged a medium by its weakest links, there would be no such thing as art period.
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]
Here is a bit better, citing a game's obsession with rules as preventing interaction with it as an artistic medium. Dark Souls is one of my favorite games of all time, but I can't say I'm appreciating the "artistic" aspects while lobbing controllers at the wall.
On the other hand, I view the malleability of games (as per his Romeo and Juliet example) to be a simultaneous strength and weakness. Games offer the ability to truly immerse the player in the role of the character precisely because we assume their role in the world. Games have the ability to make us feel powerful, powerless, hopeful, depressed, etc, all because the outcome of the universe depends on our abilities. Even with examples like ME2's suicide mission (which was terribly done), other games have done an excellent job of making the player experience the tension of not knowing if they would be able to succeed at a given task.
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]
I can agree with this a bit. Games' obsession with having dedicated gameplay where in we are required to kill everything is a weakness. Games like Mass Effect would likely have taken a different turn story-wise, if Bioware wasn't constrained by the requirements of having to put infantry troops at every location to satisfy our itchy trigger fingers. But then, other games have made excellent use of gameplay mechanics and some like Heavy Rain and the Walking Dead have come much farther in blending their story and gameplay elements.
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]
And then we have more stupidity here. This applies to every medium. Harry Potter had commercial appeal. The Avengers had commercial appeal. Both, like games, made similar extreme sums of money. Why does this double standard not apply to those mediums as well?
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]
While this is a bit more appealing, it ignores the fact that in every medium, the audience has some control in how they interact with the sample piece. I could view Citizen Kane while standing on my head. Authorial intent has no impact on how I interact with the work. Someone else brought up the (more relevant example) of novels. No matter what words the author puts on paper, there are infinite more details about how a scene is built which depends on the reader. Games may represent the far end of the spectrum where we have insane control over the world around us, but novels still commit to this.
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]
Same as above. Every medium has popular pieces. During the Renaissance, major works of art, paintings and architecture, were commissioned by patrons.
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]
Not sure where they're going with this one and sounds like a bit of armchair psychology. The Expendables fulfills viewers' desire for wanton destruction. Are films no longer art?