Art Games: Your Opinion

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EBHughsThe1st

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Nov 18, 2009
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Art games. I Freaking hate them. Most of them, at least.
Art games used to be a rare lot of games filled with "arty" things. Braid, World of Goo, Aether. It's more of an aesthetic choice, but there was still gameplay.

Now, it's just a cornucopia of 8-bit games where you walk right. And that's it. And I can predict that the main guy killed someone/everyone is going to die. Like "One Chance". It's a front page game on newgrounds.com. It's based on choice, and once you "beat the game", there's no replay. I know it's supposed to be, like, symbolic but it seems like a dick move on the creator's part.

Is it wrong to like gameplay over artiness?

Edit: By the way, I'm not hating on the art games. I'm hating on how they have become over saturated and disregard the "game" aspect.
 

random_bars

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Oct 2, 2010
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I don't think there's anything wrong with liking gameplay over artiness, as you put it. But you're really missing out if you disregard all aspects of a game apart from its gameplay, it's like going to a movie for its special effects and completely ignoring the plot.

As far as arty games... Well, in some ways they annoy me. Braid I liked, but games like Flower... I agree with Roger Ebert's passing it off as 'pathetic'. There's a fine line between making an arty game and making something that's supposed to be deep and meaningful but ultimately is just... nothing.

This sketch http://www.youtube.com/watch?v=HlT4vaqSXWQ comes to mind.
 

Richard Hannay

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Nov 30, 2009
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No, it's not wrong. "Artiness" should grow out of gameplay. If it hinders it, the designer is kind of missing the point.

If someone wants to create art, awesome. But choosing the correct medium for the story is important. A game can be the best choice for conveying a particular story/experience. But other stories/experiences will match best with other artistic mediums. If they message doesn't work well in the medium, it will ultimately just reflect badly on both of them.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Eh, most of them are crap but some of them are good.

Y'know, just like other games.

I'm currently playing The Void and enjoying it despite the fact that it's (a) utterly bizzare, (b) tries a bit too hard to be artsy and (c) doesn't have the best gameplay ever.
 

Danceofmasks

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Jul 16, 2010
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You know why Ebert's opinion is ill informed?
'cos 90% of EVERYTHING is crap ...

Now, since he is exposed to a helluva lot of movies, he can point out the good ones.
How many games does he experience?
How many of those are movie games, 'cos they'd be the ones he's more likely to hear about?

We all know how crap movie games tend to be .. they make the 90% stat look good.
 

Veylon

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Aug 15, 2008
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Games should not sacrifice gameplay for the sake of some arbitrary definition of artiness. Ultimately, if art is going to include games, it's going to be art that expands, not games that contract.

World of Goo is a great choice for a "game as art". It focuses on a core mechanic of connecting things and uses this in a variety of clever and creative ways. Games are meant to be played; it's interactivity that they bring to the table.
 

Istanbul

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Dec 24, 2010
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Art games are a choice, just like anything else. I believe that video games are a medium for expression, just like books or movies or music; they can be used to relate a story, or express a feeling, or simply take the player to another time and/or place to broaden the range of their experiences, if only by proxy. As such, while I acknowledge that games which are not of the conventional sense (learn mechanics, beat bad guys, rescue world / save princess) are not necessarily everyone's cup of tea, they should be acknowledged as what they are: perfectly valid means of expressing a concept.

To use your example, in the case of One Chance, the game is little more than a means by which the player is drawn - both through the visual medium and through the music - into a world where they become a scientist who has made a horrible mistake, and now faces the choices that come with that sort of situation. Do you cheat on your wife, with the concept in mind that nothing really matters anymore? Do you spend your remaining days with your family and accept the impending death of every living cell on earth? Do you strive tirelessly to find some sort of cure so that you can save what remains of the human race?

There are other messages, too. Certainly, this title asks you very clearly, "What kind of person are you?" That said, what it TELLS you is every bit as important as what it ASKS you. For example, there simply is no way to save your wife. You can decide how she dies through your actions, but you will not come to the end of this game with your wife still alive. Moreover, the vast, vast majority of life on Earth will die no matter what you do. Even if you do manage to find a cure, you wind up with a nick-of-time rescue...which involves the death of about 95% of all living things. The message is clear: we must be careful with the degree to which we play God with science, lest a single innocent misstep come back to doom us all.

So, yes. Art games are entirely valid, and are a worthwhile and relevant exploration of our medium of choice.
 

Pr1de

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Dec 14, 2010
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Ive played my share of bad arty games and my view on it is why bother creating a game focused on art giving up gameplay. if the game is bad, no one will play it, or at least give it a bad review, feels like one step forward and two steps back. Just doesnt make sense.
 

Traun

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Jan 31, 2009
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Istanbul said:
Art games are a choice, just like anything else. I believe that video games are a medium for expression, just like books or movies or music; they can be used to relate a story, or express a feeling, or simply take the player to another time and/or place to broaden the range of their experiences, if only by proxy. As such, while I acknowledge that games which are not of the conventional sense (learn mechanics, beat bad guys, rescue world / save princess) are not necessarily everyone's cup of tea, they should be acknowledged as what they are: perfectly valid means of expressing a concept.

So, yes. Art games are entirely valid, and are a worthwhile and relevant exploration of our medium of choice.
Bull****, messages are the last thing video games are about. Why do you think games like Mario and Civilization are still around? Because they have a special life changing message? Hell no, because they are as fun as hell, they do what video GAMES are supposed to do - entertain!

The only games that stand the test of time are those that have memorial game mechanics, giving a lasting entertainment value (as Sim City). Look at them, the most memorial platformed is about a shroom eating plumber, the one FPS that is still played even today is about a guy that uses lead instead of a cross and I am still able to play tetris all day long. Why can I talk with the younger generation about Doom, but they have no idea what Legacy of Kain ( probably the best story in the video game industry to date) is?

Sure, a creator can put some emotional, spiritual, philosophical, etc. meaning into their work, but that can never come at the expense of gameplay. This is why "artsy" platformers will forever get pushed away, they may flaunt about "art", "message", "meaning" and so forth all they want, but in the end of the day they have failed in the most important way - gameplay( as in, this is the 10 000 one I've played today).
 

SimuLord

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Aug 20, 2008
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Time to bust out the forum code and deliver my catchphrase:

Roger Ebert is still right.

This headlong rush toward being taken seriously as an art form (James Portnow and Daniel Floyd, I'm looking directly at you---hang your heads in shame) has led to a lot of game developers forgetting what makes this medium great in the first place. You'd never hear someone like Miyamoto or Iwara prattling on about games-as-art because they're too busy making memorable, compelling experiences through gameplay (and printing money for their company in the process).

And just speaking personally I for one am glad that unapologetically "game" games like the Total War series and the entire city building and simulation genres exist, because if every wannabe Tim Schafer coming out of DigiPen or the Guildhall had their way, there'd be nobody left to start studios like Creative Assembly or Paradox Interactive.

Games are not art. And when they try to be art, they cease to be games (hello Heavy Rain and hello, Hideo Kojima.)
 

Istanbul

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Dec 24, 2010
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Traun said:
Istanbul said:
Art games are a choice, just like anything else. I believe that video games are a medium for expression, just like books or movies or music; they can be used to relate a story, or express a feeling, or simply take the player to another time and/or place to broaden the range of their experiences, if only by proxy. As such, while I acknowledge that games which are not of the conventional sense (learn mechanics, beat bad guys, rescue world / save princess) are not necessarily everyone's cup of tea, they should be acknowledged as what they are: perfectly valid means of expressing a concept.

So, yes. Art games are entirely valid, and are a worthwhile and relevant exploration of our medium of choice.
Bull****, messages are the last thing video games are about. Why do you think games like Mario and Civilization are still around? Because they have a special life changing message? Hell no, because they are as fun as hell, they do what video GAMES are supposed to do - entertain!

The only games that stand the test of time are those that have memorial game mechanics, giving a lasting entertainment value (as Sim City). Look at them, the most memorial platformed is about a shroom eating plumber, the one FPS that is still played even today is about a guy that uses lead instead of a cross and I am still able to play tetris all day long. Why can I talk with the younger generation about Doom, but they have no idea what Legacy of Kain ( probably the best story in the video game industry to date) is?

Sure, a creator can put some emotional, spiritual, philosophical, etc. meaning into their work, but that can never come at the expense of gameplay. This is why "artsy" platformers will forever get pushed away, they may flaunt about "art", "message", "meaning" and so forth all they want, but in the end of the day they have failed in the most important way - gameplay( as in, this is the 10 000 one I've played today).
I'm sorry you feel that way, but most video games with any replay value still share a message. Super Mario Bros. tells a story of a humble plumber who overcomes adversity to save the woman he loves from a monster; that's an story that goes back to the days of knights slaying dragons. Civilization looks at where we are and where we come from, and where we may be going. It gives us an overview of what we are as a species and what could have become if things had gone a little differently...and what we still might become in the future.

The sole real exception is puzzle games, and those appeal to us in their own way; in that way, they're much like abstract art, in that the message exists in the mechanic itself. Whether it's the ability of an action without forethought to block off future potential (Tetris) or simply the ego boost of getting rewarded with a high score (Bejeweled), puzzle games are the modern art to the more contemporary and commonly-accepted pieces of the gaming spectrum.
 

Mikeyfell

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Aug 24, 2010
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news flash
GAMES ARE ART
and no amount of Halos or Call of Dutys or Grand Theft Autos will change that

just like movies are art
and no amount of Jackass's or crappy 3D movies will change that

the same as books are art
and as hard as it tried Twilight didn't change that

and paintings are art
and no amount of people framing used toilet paper will change that

everyone enjoys different art

as you can tell by my comment I don't like low content action games, Jackass, Twilight, or framed shit
it doesn't mean that they're not art
it just means they're art I don't like

so saying something like "art game" or "arty game" just undermines gaming as a medium

you wouldn't say "I don't like those art movies." would you?


and back to your question it's fine to not like those games just call them something different
 

Mikeyfell

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Aug 24, 2010
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SimuLord said:
Time to bust out the forum code and deliver my catchphrase:

Roger Ebert is still right.

This headlong rush toward being taken seriously as an art form (James Portnow and Daniel Floyd, I'm looking directly at you---hang your heads in shame) has led to a lot of game developers forgetting what makes this medium great in the first place. You'd never hear someone like Miyamoto or Iwara prattling on about games-as-art because they're too busy making memorable, compelling experiences through gameplay (and printing money for their company in the process).

And just speaking personally I for one am glad that unapologetically "game" games like the Total War series and the entire city building and simulation genres exist, because if every wannabe Tim Schafer coming out of DigiPen or the Guildhall had their way, there'd be nobody left to start studios like Creative Assembly or Paradox Interactive.

Games are not art. And when they try to be art, they cease to be games (hello Heavy Rain and hello, Hideo Kojima.)
I don't understand the position of "Games are not art"

what is art
is art a pretty picture? Lots of games are pretty to look at
can art tell a story? Lots of games tell stories
can art make you think? Lots of games do that
does art make you feel emotions? some games do that
is art completely useless? Plenty of games are completely useless

or is it a problem with the definition of "games"
Games have to be fun, so if I have fun watching a movie that movie is no longer art?
games are playable, so choose your own adventure books aren't art?
not everyone has the skill to play games, not everyone can play the guitar. so does rock and roll cease to be art?

SimuLord said:
You'd never hear someone like Miyamoto or Iwara prattling on about games-as-art because they're too busy making memorable, compelling experiences through gameplay
plenty of authors make memorable, compelling experiences through words
and plenty of directors make memorable, compelling experiences through pictures
so why can't games be art?
 

G-Force

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Jan 12, 2010
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SimuLord said:
And when they try to be art, they cease to be games (hello Heavy Rain and hello, Hideo Kojima.)
How do you define what a game is? Not trying to troll I'm just genuinely curious. Many would consider Heavy Rain as a game as it does test a players skill and there are clear moments when the game can defeat them and when the player can triumph.
 

Thaius

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Mar 5, 2008
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Those types of "art games" are similar to "art films." Movies that look pretty, or maybe have some powerful imagery, but little or nothing else. There's nothing wrong with that; they have their place. As in other mediums, it will pave the way for some people to lazily make crap and call it a work of great art, but that just comes with being an art form. Games like Braid will still exist, and still be awesome. Just ignore the crap and look for the gems.
 

SimuLord

Whom Gods Annoy
Aug 20, 2008
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G-Force said:
SimuLord said:
And when they try to be art, they cease to be games (hello Heavy Rain and hello, Hideo Kojima.)
How do you define what a game is? Not trying to troll I'm just genuinely curious. Many would consider Heavy Rain as a game as it does test a players skill and there are clear moments when the game can defeat them and when the player can triumph.
Now keep in mind this is one man's opinion, because I get flamed to hell and back by the art crowd every time I state it, but:

- A game is, at its very essence, a set of mechanics by which one of two things occurs---either a definable objective is reached or a state of equilibrium upon which a world can be built is achieved, and these mechanics are set up such that the player is at the controls of the narrative (if a narrative exists) or the worldspace (if there is no narrative---this is, in essence, the difference between Final Fantasy and SimCity if we are to paint with the most definably in-one-side-of-the-court examples of each side.)

Note that I've left a very broad area for interpretation in something quick time event heavy (like Heavy Rain or the "art" parts of a Metal Gear Solid game.) The problem with using these to defend art games as "games" is that in the case of a game like Heavy Rain, the quick-time event is the ONLY means by which the player can fairly interact with the worldspace, meaning that Example Number One of the pure art game has as its sole gameplay element the single worst, laziest piece of game design in the entire developer's arsenal. And furthermore, the art of the game is sacrificed, if only for a moment, during the use of that gameplay mechanic.

But even then, the balance between "player controls the worldspace/narrative" and "player is merely at the discretion of that which is pre-ordained" never crosses an acceptable threshold (again, one man's opinion of "acceptable threshold") between something that is non-interactive and something that is interactive. But I'm getting off my point.

In a game like Fallout: New Vegas, the game never departs from gameplay for long enough to try and maintain the illusion of art. The player always controls the narrative, not the other way around. (western RPGs in general tend to be masterful examples of this.) Look at games like Grand Theft Auto and Half-Life and even Portal, and the game always moves at the pace of the player's mastery of its gameplay elements, keeping the use of story purely as a milestone of goal achievement, which keeps it firmly planted in "game" territory and out of "art" or "interactive movie" or whatever the art crowd tries to redefine games as this week.

On the other end, a game like SimCity, Patrician/Port Royale, or just about any game with "Tycoon" in the title approaches the notion of a "game" differently. Will Wright was fond of saying that SimCity was less a game as a "toy", using as his example the difference between a tennis ball and the game of tennis---the former is an item with infinite possibilities, since besides playing tennis you can use it as a ball in just about any other ball game (as most kids know from using it as everything from a baseball to a hockey puck), assign a personality to it and keep it as a companion (think Wilson the volleyball, but smaller and green), or (to use Wright's own line) "just contemplate its roundness."

Personally I think Wright is selling his own product short. The point is that a worldspace is created and how the player interacts with it BECOMES the game, completely unencumbered by someone else's narrative decisions. The AAR/Fanfiction forum at the Paradox Interactive fansite teases out the logical conclusion of this, as character-driven narratives have been written (no small bit of them actually good literature) based on naught but randomly-generated names with no other pretense on the part of the developer. Yes, something like Europa Universalis is more a true competitive "game" than is SimCity, but that variance of goal is still there.

Having prattled on quite enough I'll wrap this up by underscoring the point that a game has a distinctive set of goals to be achieved through gameplay mechanics at the player's ultimate control. Art games tend to miserably fail this basic test, and on those occasions they do venture into being "games" they tend to cease to be "art" until the "game" section is resolved. Rigid segregation (that usually breaks immersion---note the QTE has its reputation for a reason.)