malestrithe said:
Azuaron said:
Quote of the year: "'Art game' as a thing, is a thing, that is a thing."
malestrithe said:
I always thought the definition of art games is limited to games that you would never play otherwise.
Actually, calling something an "art game" is typically a strike against it for most gamers (myself included). I played Braid
despite it being made by a pretentious twit, and I played Limbo because it came with a Humble Indie Bundle with other games I liked and I decided "Why not?" I enjoyed both because of their respective atmospheres, mechanics, and puzzles.
But you'll never catch me playing something like Dear Esther, which is a glorified indie movie anyway, even if it did happen to end up in my library through a bundle event.
I'm curious about Journey (mainly because of Susan Arendt), but as a PC gamer, I may just miss out on it, for which I'll shed a single tear.
Do you have proof that the term turns off most gamers? Or is it a situation where "most" really means "all the gamers I know, including myself?"
I am asking because I can point to plenty of games that got the arthouse label and it sold millions. Amnesia is the first on that list, so is Braid, Flower, Journey and so on. As soon as they got coverage as being artistic, their numbers soar.
Millions, eh? Do you have proof that even one of those games has sold 2 million or more copies? Because I
do have proof that most gamers are more interested in games like Call of Duty: Black Ops (15 million copies between the Xbox 360 and PS3) than anything with an art label.
The fact of the matter is, just like with movies, the general consumer population isn't interested in the arty stuff, but the reviewer population is
very interested in the arty stuff so it gets a disproportionate amount of coverage. The Escapist Podcast actually covered this idea recently: if something is different from the norm, they (the reviewers) are more likely to like it simply because it is different.
Or you can listen to Yahtzee scream about brown and gray shooters on any given week, it amounts to the same thing.
malestrithe said:
Also, despite how you try to weasel around it, both Limbo and Braid only got as big as they did because someone first called them an arthouse game. That does not change no matter how many qualifiers you add to it.
First of all, I don't think I tried to weasel around anything; I recognized them as art games, then said what I liked about them (which didn't happen to include "because they tried to be good art"). I've reread what I wrote several times, and I don't see any qualifiers I added to them to detract from their categorization as an art game. Although, I did try and detract from the categorization of Dear Ester as a "game", but that's a different story.
But to the topic at hand, did they become as big as they did because "someone first called them an arthouse game"? Super Meat Boy is certainly big, and even an indie game, but I've never heard anyone call it "an art game". Same with Castle Crashers. And Legend of Grimrock. And Dungeon Defenders. And dozens of other indie games that aren't arty. Did Limbo and Braid become big because they were arty games, or did they become big because they were good games, different games, and the arty label was incidental (or even detrimental) to their success? There's no way to test this without finding an alternate universe where they aren't labeled arty; we're both just speculating here.
Especially since most art games (Braid in particular) enter the marketplace saying, "I
am ART!" and we can't look at sales figures "before being labeled arty" and "after being labeled arty".
Personally (and this is definitely wild speculation), I think Braid's sales figures would have been a lot lower if Jonathon Blow wasn't obnoxious and controversial; a lot of people just wanted to see what all the fuss was about and weren't actually there for the art.
Speculation aside, let's talk the cold, hard numbers of indie games. Super Meat Boy passed 1 million sales on January 3rd. Dungeon Defenders passed 1 million in February. Legend of Grimrock made back its developer costs "many times over" in the first week, whatever that means.
Dear Esther, meanwhile, broke 100,000 on May 16th. Limbo broke 1 million in November last year. The best numbers I can find for Braid are 450,000 just on the XBox; I can't find PC or PS3 numbers. I can't find numbers for Flower. Journey is apparently PS3's fastest selling indie game, but no one gets more specific than that, and as a PS3 exclusive I doubt it has the aggregate weight of cross-platform games like Limbo.
Bastion broke 500,000 the end of last year. I'm not sure if I'd consider it an art game (but it's a good action RPG).
The only indie games I can find that actually boast million
s of sales are Castle Crashers, at 2.6 million XBox sales, and Minecraft at 9 million total sales, both not art games.
And none of these can top Black Ops.
malestrithe said:
You may not have played it, but you've heard of Dear Ester because some one called it art, right?
I've heard of Plan 9 from Outer Space [http://en.wikipedia.org/wiki/Plan_9_from_Outer_Space], but that doesn't make it good, or anything that anyone would actually enjoy (it usually tops lists of "worst movie ever made"). Hearing about something doesn't make that something something that people want, and hearing about something from a professional reviewer definitely doesn't make that something something that the general consumer wants.
I've heard of Dear Esther because it's being promoted. So once again we're back to, "Do people like it because it's trying to be good art?" or "Do reviewers like it because it's different?" If there were a thousand games about wandering around an island, would Dear Esther stand out among them, even if none of the others called themselves "art games"? I doubt it. Dear Esther has a tenth the sales that even other "arty" games are showing because all it can say about itself is "art"; at least Limbo and Braid can say they're good puzzle-platformers.
Or, to put it another way, would an arty military FPS outsell Call of Duty: Black Ops?
The average gamer doesn't want art games. They want Call of Duty: Black Ops (15 million), Mario Kart Wii (32 million), The Sims (16 million), Angry Birds (12 million paid; 1
billion free), Bejeweled (50 million
sales as of 2010), and CityVille (61 million monthly players, but it's free-to-play; I wonder about its interior sales figures).
Finally, and this is kind of a tangent but I'm curious, is Amnesia (400,000 sales at the end of last year) an art game? I've never heard it called anything other than "indie survival horror".