Anyone else suddenly "Get" Roger Ebert's opinion?

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Odoylerules360

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Yay, Captain Enlightenment has come to show us all the error of our ways!


No. You're wrong. Your words were wasted; your opinions are stupid.

Ebert is a curmudgeon. He will get further and further behind the times, until he dies and his opinions become meaningless as the world marches on.

Games will not change and become art.
Art will change and include games.
 

ForrestDeath

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Sweet I am responding on the third or fourth page of a "Ebert is...." thread.

A major question is whether a game can be played artistically. I have played chess(a game) since before I could multiply and while not the best by any means, I have brought a level of understanding and inspiration to others by teaching it to others that I have landed dates(with real breathing girls). The real purpose of art in the end of anything?

Video games are just that, games played on a video display. Do I get a gut reaction of comedy or tradgedy when I play Team Fortress 2. Rarely, but when it happens it can be palpably felt by all those involved. The infinite problem is whether this can be conveyed to an outside observer through any appreciable medium or using any verbalization.

Can an outsider that has never ground a RTS into the ground really appreciate it when I and my base of Protoss warriors numbering less just 7 hold off the endless swarm of zerg raoches with both guile and perserverence, just to send my boys to their ultimate demise in the final push against the enemy hive cluster. Giving their life for Auir in a victory they never got to taste.

The art of gaming is not always based in the story told or the accomplishment achieved. Truely there is something more to this new medium than conventional story telling has caught up to.
 

HeySeansOnline

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Sorry this is going to be a ramble.

Gaming is still a fairly new medium witha group of loyal defenders. Movies, music, books, etc. had a much longer development cycle. But gaming has been taking great strides, look at the first game, space wars, and take a current gen game, all in the span of a few decades. Now I respect Ebert, the man is a genius, and true he made an observation on something he didn't fully understand, but his point is valid, for most games. However some games don't secure the happy ending, even after all your effort, all your dead enemies, and all those times you mustered up your energy to fight the big bad, many games end many different ways. Sure theres this whole idea of your performannce determines your ending, to bring back your example of Romeo and Juliet, reading the book faster dosn't mean they'll get married on some hilltop. So yes that is a general problem, in a way. We as gamers have so much control over the events that transpire, and nowadays we control the story in soem games. But still there will be the standout, no matter how many or how well you slay colossi, you still lose. So really that's the story aspect, as for imersion, something gaming is still developing, I think we're on the way there, I hope one day immersion is easily done, so that games may carve out their niche.
 

Outright Villainy

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Jumplion said:
Cinnamonfloss said:
Why are we so desperate to convince people video games are art?
I dont think theyre art. There, i said it.
Sheesh, i really dont care what they are, I just like playing them.
Isnt that what they're supposed to be used for? For playing and fun?
I know that you're just trying to restate that "Video games are fun, why bother with anything else?" and it's an innocent enough statement, but it's complete ignorance to put it bluntly.

Just because you play video games for "fun", like many other people including myself, does not mean that video games should just stay "fun". It's the same argument with movies, "If I wanted a dark drama with conflict I'd read a book!" and then goes to "If I wanted a realistic portrayal of today's society in satire, I'd watch a play!" and eventually down to "If I wanted a deep, intellectual viewpoint on the violence of men, I'd just talk with my professor!" You can't just brush off video games as just "fun" because they can be so much more than that.

Now, look, I love fun games, everyone does, you'd be one of those cinema snobs that doesn't like anything without a "meaning" or those stupid artistic bullshitters claiming that a picture with a woman with bannanas on her head is "pure artistic amazingness!". But video games have a huge amount of untapped potential just lying in wait for someone to utilize it correctly. And when that happens, that can in turn make games better and more fun and more meaningful instead of the same FPS that we are currently forced to endure now.
I agree so hard it hurts.
Of course games are fun, and there should always be fun games, but when games diversify and offer different experiences it'll really take a life of it's own.
Games like Shadow of the colossus (yes, i'm being cliche, but it's easy to talk about) show how games can offer meaningful experiences using tools unique to it's medium. The realisation that you're killing defenseless colossi, and yet you're still doing it to see it through taps into our urge to want to see things through as gamers, as well as placing it soley on us; something that would be wholly lost in any other medium. where we wouldn't identify with the main character, or at least we could easily tell ourselves we wouldn't do the same.

Games have huge untapped potential here, by tying the player to the protagonist in a much closer way.
 

FieryTrainwreck

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Halo Fanboy said:
This response had nothing to do with what I said. You can't adress a game's design without adressing mechanics and you didn't do that.
I suppose I simply disagree with the stance that game mechanics represent the entirety of the experience. Climbing a beautiful and ancient creature with the intent to destroy it makes a far different impression on me than climbing a simple platformer ladder to murder another cliched copy of Bowser. The impact of scaling and stabbing depends, for me, entirely on what I'm scaling and stabbing. Action without context is what's meaningless.

Well the culmination of the game for me was the fight with Malus, the tallest colossi to climb yet. After that, everything else seemed like an anti-climax. And I don't fail to grasp the theme, I just don't accept it. I'm cautious of any message that isn't clearly spelled out.
It was very clearly spelled out, friend. If you don't let go, the game doesn't end. Until you accept your failure and your fate, the story remains unfinished. They could have just as easily showed wander tumbling into the light during a standard cinematic cutscene, but they didn't. They felt the player should be the one to let go. That's not an accident. That's pretty transparent design.

How can you choose "the tallest colossi" as the culmination of a game in which your character ultimately dies? Isn't the death of the protagonist the culmination by default? It is for me.

DMC's possibility space and the flexibility of its encounters make SoTC look shallow by comparison. The games aren't as different as you think they are, you figure out the best way to defeat an enemy and then execute it. The comparison isn't invalid at all. Are you just annoyed that I compared a game you like to something else?
I enjoyed DMC. The game was fun. It was also atrociously written and directed, with copious amounts of anti-wit and ineffective sarcasm. The gameplay traded on largely unnecessary flash and spectacle; you could defeat all of the enemies without resorting to even 25% of the acrobatics in Dante's arsenal. I can appreciate the style and the options, but it's so far removed from the minimalist approach of SotC that I cannot fathom how you compare the two games with a straight face. They're third person action/adventure games, and that's pretty much where the similarities end. The idea that both games can be condensed down to "figure out how to beat enemy and execute" ignores, once again, all context. You might as well declare cops and bank robbers the exact same because both sides are trying to shoot their way to whatever goals they've set out for themselves.

In case I didn't make my self clear I'll explain what I meant. The primary Action in DMC is fighting and the primary actions in SoTC are climbing, shooting stabbing etc. I wasn't trying to imply the two games actions are the same (they actually are pretty similar.)
You and I are both typing a lot of words, but the end results seem to be pretty divergent.

On game design as mechanics: Mechanics in a game are allways primary while everything else (graphics, music, story) are secondary. Hence: "Wander will be unable to hold on to a surface when the grip meter runs out" is a bigger aspect of the game than "Wander is destroying beatufil and unique creatures."
Couldn't disagree more. The mechanics of SotC are simple by design; they are meant to fade into the background so you can focus on the content rather than "am I pulling off the optimal combo to increase my score multiplier and style rating". The acts of climbing, stabbing, riding the horse, etc. correspond with the brush strokes of a painter.

That sounded a lot more pretentious than I wanted it to. Point is: the play mechanics are not the central purpose of every videogame by default. They absolutely are the main attraction in DMC, so I can understand why that game would be so attractive to someone who places a premium on that aspect of the experience. For me, quality, restrained writing, unique tone, and original presentation represent enormous priorities in gaming - and so SotC stands heads and shoulders above DMC in my particular pantheon.

On Messages: You even admit that messages are subjective and therefore up to interpretation. Messages are based almost soley on the recipient which means games and art are an extremely poor way to give a message when compared to merely typing or saying a message like we are doing right now. And when I said that the messages of game designers are worthless I meant that I have no more reason to trust the messages of a game designer than I do any random person on the internet. If most messages are crappy then I don't feel the need look for them.
If a message is crappy, you're being subjected to mediocre or poor art.

The absolute clarity of a plainly written message is what makes it so completely meaningless as an artistic experience. The act of discovering the message for yourself is what gives it meaning and, I'd argue, power. That's why books, films, poetry, and videogames that blurt out their themes in overlong expository sequences (MGS4...) are considered poorly written. As Yahtzee says, you're supposed to weave exposition into the narrative, and for videogames that narrative is partially authored by the player through the game's mechanics.

As far as trusting the message is concerned, that's really up to personal taste. If you derive no meaning from SotC's theme of "letting go", maybe you haven't experienced that sort of obsessive desperation at any point in your life. It might not apply to you in any way, and you might not be interested in empathetic extension of yourself such that you might understand how it applies to others. All well and good - totally your prerogative. But that's not exactly a failing of the product or the medium, especially when there's some pretty sound analysis behind the interpretations.

It's definitely not your failing either. You're just not using games for the same thing as others, which is perfectly fine. Some people read only trashy romance novels or symbol-less sci-fi. Some people listen only to pop music. They're not interested in finding greater meaning in these particular formats. To each, his/her own.

On Games and Art: Games as I already explained are mechanics. Art is aesthetics.I don't min good art being a part of games and I really dislike everytime someone says something like "graphics don't matter" but IMO art should always be secondary otherwise the game will probably suck.
Sort of a different argument there. If a game maker focuses on imagery, thematic depth, presentation, and similar artistic content to the detriment of control, balance, gameplay depth, and similar play mechanics, you could very well have a shit game on your hands. Or you might not - depending on the player.

As I've grown older, and seen more than my fair share of well-tuned platformers, fighters, shooters, and so forth, I'm finding that the "less important" artistic elements take on greater importance. If a game presents me with a compelling moral drama (ending in tragedy or catharsis) and foists crucial acts upon me with convincing interaction, I'm going to be enthralled. It's the rarer experience.

Anyways, the combination of disparate artistic elements into a carefully crafted whole necessarily creates another artistic expression. You wouldn't dismiss a film as a series of still images with occasional music and literature, so why do you dismiss a videogame as a series of still images with occasional music, literature, and player interaction? It's really the exact same thing with a single additional element. That element admittedly overshadows all the others in the great majority of videogames, but not all of them.

One final bit in my overlong rant that my own mother wouldn't bother reading:

Games like Shadow of the colossus (yes, i'm being cliche, but it's easy to talk about) show how games can offer meaningful experiences using tools unique to it's medium.
We shouldn't shy away from holding up SotC because detractors have grown weary of the example. It's widely considered the best ammunition we have in this debate. There's no sense putting anything other than your best foot forward - especially when the validity of your argument requires only a single successful case study. This is one instance where the exception cannot prove the rule.

Besides, there's a reason why Yahtzee reliably points to this game whenever he references the artistic merits of the form. He's not right about everything, but he's obviously very passionate about this medium, and he wouldn't be tossing out SotC as his shield if it wasn't up to the challenge.
 

Jumplion

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Outright Villainy said:
Jumplion said:
Cinnamonfloss said:
Why are we so desperate to convince people video games are art?
I dont think theyre art. There, i said it.
Sheesh, i really dont care what they are, I just like playing them.
Isnt that what they're supposed to be used for? For playing and fun?
I know that you're just trying to restate that "Video games are fun, why bother with anything else?" and it's an innocent enough statement, but it's complete ignorance to put it bluntly.

Just because you play video games for "fun", like many other people including myself, does not mean that video games should just stay "fun". It's the same argument with movies, "If I wanted a dark drama with conflict I'd read a book!" and then goes to "If I wanted a realistic portrayal of today's society in satire, I'd watch a play!" and eventually down to "If I wanted a deep, intellectual viewpoint on the violence of men, I'd just talk with my professor!" You can't just brush off video games as just "fun" because they can be so much more than that.

Now, look, I love fun games, everyone does, you'd be one of those cinema snobs that doesn't like anything without a "meaning" or those stupid artistic bullshitters claiming that a picture with a woman with bannanas on her head is "pure artistic amazingness!". But video games have a huge amount of untapped potential just lying in wait for someone to utilize it correctly. And when that happens, that can in turn make games better and more fun and more meaningful instead of the same FPS that we are currently forced to endure now.
I agree so hard it hurts.
Of course games are fun, and there should always be fun games, but when games diversify and offer different experiences it'll really take a life of it's own.
Games like Shadow of the colossus (yes, i'm being cliche, but it's easy to talk about) show how games can offer meaningful experiences using tools unique to it's medium. The realisation that you're killing defenseless colossi, and yet you're still doing it to see it through taps into our urge to want to see things through as gamers, as well as placing it soley on us; something that would be wholly lost in any other medium. where we wouldn't identify with the main character, or at least we could easily tell ourselves we wouldn't do the same.

Games have huge untapped potential here, by tying the player to the protagonist in a much closer way.
Huzzah! Someone who didn't think that I was being an ass to Cinamonfloss and understood exactly what I was trying to say!
 

boholikeu

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Silk_Sk said:
Ebert: "Games are something you win. Hence, not art."
Gamers: "Just because it's something you win, doesn't mean it's not art." and "You haven't played games so we won't listen to you."
Ebert: "Games are something you win. Hence, not art."
Serious game critics: "Many games incorporate the mechanics of winning (along with other aspects of gameplay) into the work's themes. Hence, art."

Honestly, it doesn't matter that you know you're eventually going to beat a game any more than it matters that you know a movie, novel, etc will eventually come to a conclusion.
 

Lord Thodin

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Roger Ebert was wrong. He lumped every game together. I hold no anger towards him, or his opinions simply because he's not been immersed in the culture like most life long gamers have.

Art as an....idea, I guess you could call it, is incredibly subjective. I dont consider the Mona Lisa art simply because there is nothing striking about it to me. Same as I wouldnt consider this Limbo game art. However I consider what Jack Kirby, and David Jaffe did as art. Jack Kirby created a whole new genre of comic book art and David Jaffe created a masterpiece with God of War. Now while someone might not agree with me, that doesnt mean I'm wrong because what you consider art differs from my perspective. Its all subjective.......
 

Chal

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Well, I guess now that I'm officially going to unburrow and stop my lurking thanks to Dwarf Fortress popping up here, I can't resist mentioning a gaming gem that immediately comes to mind when 'games as art' comes up.

Why doesn't anyone ever mention the Myst series anymore? Myst was once the best-selling game of all time, before the Sims surpassed it (and many, many other games since then), but it was my first experience with gaming and also something that IS art. One would be hard-pressed to convince me otherwise.

I'd like to focus especially on Riven, but I thought the series as a whole does an excellent job at countering Ebert's claim. One didn't play the Myst games to win them. The puzzles weren't obstacles to overcome as much as the little bits of mystery inherently part of the world(s) you as the player are exploring. I might make an exception for the original title because the hub-world of Myst had some gimmicky ways of arriving at another Age, but once there, the puzzles are an actual part of the world instead of an arbitrary challenge.

Each Age had its own theme (sound-based puzzles in the Selentic Age,redirecting steam power in Channelwood, water-based puzzles in Stoneship), and this makes it so the puzzles aren't intruders into the world for the sake of something to do as a player, but an intrinsic piece of one's exploration of the Age.

Even better was Riven, in which the developers focused on a single age and its story. The cast of characters have very adult motivations and believable conflicts. Shades of grey come into play when it comes to learning of Gehn, the creator of the Age and also the man seeking his escape from it, engineering dangerous experiments that are tearing Riven apart, but as the God of this age, might it be his will that should influence it anyway?

Not to mention all the wonderful symbolism involved and the motifs (The D'ni numbering system and the number 5/stars in particular, the Wharks that Gehn would use for ritual sacrifice as well as a symbol of authority, the daggers of the rebel faction, and so much more. I think there is a site dedicated to such symbols if you care to google it).

The game has a fixed perspective, and while many would see this as a detriment, it means that the designers had specifically engineered each scene and it looks gorgeous to boot. I don't consider myself a graphics whore (like I mentioned, I came out of lurking for a Dwarf Fortress thread), but my God this game is beautiful. Emotionally, physically, hell, even spiritually. There is something deeply fulfilling about the monologue at the end about the nature of the Ages themselves, as well as the endings that cannot be written in life.

No high-scores here, Mr. Ebert.

I just hope someone here was as deeply satisfied as I was with that experience. Brings a tear to my eye just thinking about it. It was the only game my dear mother would ever play as well. We still have the journal that comes with it, full of notes and pondering now. God does that game make you think.

EDIT: Found the site, if anyone is interested:
http://webspace.webring.com/people/ju/um_7485/main.html

Viking, you bring up a good point. It really is hard to think of modern games that aren't about winning or competition. Even on the Indy scene, much of what I see is something I consider more 'stylization' than actual art on a deeper level. I'm sure there is something out there though, and if there isn't at the moment, it's important to remember gaming is still a developing medium in many ways. Movies have a few decades on gaming, and even then much of the drivel that comes out is hardly debatable as art.
 

thedeathscythe

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I read that article he made and I'll sum up my fairly long reply I posted on it.

I quoted something he said. He said that (I'm paraphrasing) "Maybe it's because I'm not a fan of games. Many people wouldn't consider chess art, but I do" and then he went on for a few sentences to say why chess was art to him, and pretty much destroy his entire article. He's not a gamer. I don't consider chess art. Sure, you gotta plan our your moves 5 turns ahead, and think of what your opponent will do, and all this junk, but there's a winner, a loser, and there's rules. Pretty much one of the points he made for why video games aren't art. If you wanted to be witty, you could also point out that there's even points in chess, another thing he claims denies videos games of being art.

I simply think that every game is art. Yup, Tetris, God of War series, heck, throw Call of Duty's online in there too. I'll even count Farmville and Mafia Wars. Now that every game is art, you can clearly see what is good art and what is bad art. Some people were trying to define some games as art, but I think it's all art. Some's just better than the others.
 

boholikeu

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SimuLord said:
I've been saying this for HOW long now? And I'll say it again.

Roger Ebert is still right.

Games contain art elements. Those art elements (backgrounds, character models, story, and the like) are art. Games, however, are not art any more than a collection of paintings hanging in a room is itself art. An art gallery, maybe. Perhaps even an art museum. But not art per se.
Halo Fanboy said:
The design of Shadow of the Colossus isn't that plot summarry and character motivation (which was a complete assumption of what the colossi and wander are all about) but instead it is the mechanics of finding and climbing the colossi. If the design is art then you failed to adress the artistic aspects of the game in more tan the most shallow manner. Not to mention you choose to emphasize a small and insignificant part of the game, you might as well judge Devil May Cry for the Afterburner part.

I agree with Simulord BTW.
Actually, nearly all of the design choices of Shadow further the themes that Fumito Ueda was trying to express in the game. He's stated in many an interview that their team uses a process called "Subtractive Design" to create games. Essentially, the team tries to eliminate any "video game-y" elements that don't relate directly to the game's plot.

You could argue that they aren't very successful or that video games haven't developed as many unique techniques as other artistic mediums like film or literature. However, trying to argue that games are nothing more than a "framework" or "museum" for art is simply wrong.
 

ZippyDSMlee

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Ever watch the end of a film or movie? Both games and film end,both games and film are visual/audio mediums. What separates them is how they are created as film tends to polish the screen play via directors whims and while games have that filmesqe part in their cut scenes games have a much larger area of user input than films do. Out side of the cut scenes it can be difficult to highly polish and force the player into a film style of screen play that any film critic can understand, at least do it well in trems of ti being a game.

IMO if you make a game like a film you create a very limited and linear experience thus why modern games are becoming more film like than having some depth in their mechanics and control.

On the other hand if you make a film like a game you wind up with a mini series and not really a 3 hour at most film LOL.

IMO they are both art just different forms of art, like comics and literature.

boholikeu said:
SimuLord said:
I've been saying this for HOW long now? And I'll say it again.

Roger Ebert is still right.

Games contain art elements. Those art elements (backgrounds, character models, story, and the like) are art. Games, however, are not art any more than a collection of paintings hanging in a room is itself art. An art gallery, maybe. Perhaps even an art museum. But not art per se.
Halo Fanboy said:
The design of Shadow of the Colossus isn't that plot summarry and character motivation (which was a complete assumption of what the colossi and wander are all about) but instead it is the mechanics of finding and climbing the colossi. If the design is art then you failed to adress the artistic aspects of the game in more tan the most shallow manner. Not to mention you choose to emphasize a small and insignificant part of the game, you might as well judge Devil May Cry for the Afterburner part.

I agree with Simulord BTW.
Actually, nearly all of the design choices of Shadow further the themes that Fumito Ueda was trying to express in the game. He's stated in many an interview that their team uses a process called "Subtractive Design" to create games. Essentially, the team tries to eliminate any "video game-y" elements that don't relate directly to the game's plot.

You could argue that they aren't very successful or that video games haven't developed as many unique techniques as other artistic mediums like film or literature. However, trying to argue that games are nothing more than a "framework" or "museum" for art is simply wrong.
Shadow of the Colossus(and ICO for that matter)= subtly abstract art.
 

boholikeu

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ZippyDSMlee said:
Shadow of the Colossus(and ICO for that matter)= subtly abstract art.
ICO more so than Shadow IMO, and even ICO isn't as abstract as other games like Braid, Flower, or The Path.
 

boholikeu

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HG131 said:
I'm scared now. I want to continue the violent facepalming I'm doing, but I fear putting my hand through my skull. So instead, Stewart? Take it away!
I don't understand what the facepalm is in reference to. The fact that there's another Ebert thread? The fact that people still believe games can't be art?
 

Miumaru

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If games are not art, then movies, television, sculptures, paintings and music is not art either.
Video Games are merely the highest form of story telling. From living, to telling, to writing, to watching and now to playing. A movie critic has no right putting down games.