Astalano said:
Sorry, but I have to repeat this:
I think very few of the people on these forums and in this topic has any idea of what fun is and what art is. A game can be extremely enjoyable/compelling, thought-provoking and such, without being fun. A game can be fun without being artistic. You can combine both, but they undermine each other. If you allow the player to murder dozens of enemies (e.g. Homefront) then the point of your narrative is undermined and your artistic focus is much lessened. You can have great fun and great art in the same game (a movie representing this could be Inception), but it is so difficult to pull off (no, Bioshock didn't pull it off and you can cry to the moon and back about why Rapture failed and the themes it portrays, but from the moment that the gameplay is a total disconnect from those themes, it fails as both an art game and probably even a fun game; it may have good moments of both, but if they don't mesh, like Inception did, for instance, then it's just mediocre art, if not mediocre fun) that it's much more efficient to go fully artistic (e.g. in Homefront, instead of making you superpowered, you make the player character extremely weak and shape gameplay around the theme of rebellion, with few but decisive kills, sabotage and a lot of running from enemies while taking ocassional shots back at them; the point of the game is emphasised but the gameplay isn't fun, although it might be well paced, very enjoyable, etc.) or fully fun-focused (God of War, Call of Duty, Halo).
And I would disagree with this. It implies that the
only way people have fun is by being violent in some manner, even going so far as to determine the ways in which they have to do that.
If you want to get really technical about it, look up the dictionary definition of the word "fun" and the dictionary definition of the word "compelling" and see what you come up with. One might almost say that you could have more fun (1. something that provides mirth or amusement; 2. enjoyment or playfulness) playing a clever, story-driven game and that a violence-oriented game is more compelling (1. tending to compel; overpowering; 2. having a powerful and irresistible effect).
As for what is art, that can be pretty subjective too. (1. the quality, production, expression, or realm, according to aesthetic principles, of what is beautiful, appealing, or of more than ordinary significance.) Look at the definition. The quality of the game, the production, the expression, what is appealing or more than ordinary significance. A game doesn't necessarily need to have a deep and thought-provoking storyline to be considered art. It can be just the quality itself; how the mechanics are presented, how the game itself flows, any number of things.
So yes, as I said before, I think it's possible to have both in a game and no, I do not think they need to undermine each other if handled correctly.