Greetings all, you may remember me from an open question about organ donation some time ago... more than likely you don't, so in that case, hey what's up?
Before I get on to the topic I'd like to discuss, I feel it necessary to get a few preliminaries out of the way. First of all, I apologise in advance if any/all of this has been covered elsewhere on this site, if so I'm happy to take suggestions of a new way in which the discussion could be moved or altered to keep things fresh. Also I'd like to apologise if this is in the wrong place. It's about gaming, but I'm not 100% on what the limitations are on that so there we go, my apologies if I got it wrong.
Also I'd like to mention that, until somewhat recently I was against the whole "games as art" claim. Don't get me wrong, it wasn't even really about games, it just seemed to me that too many things these days tried to claim themselves as art in some kind of cheap, pretentious move to gain legitimacy. I have since changed my opinion, and am all for the games-as-arters out there.
Now, on to the topic.
Lots of people are suggesting that games are not respected enough as an art form, not mature enough, not successful enough (in this endeavour I mean, not in general) and that we ought to be trying to make the industry more progressive, more mature, more nuanced, and that all of this would add to the legitimacy of the claim that video games are art, and I agree with this. I also think I know of a way in which this could happen.
What I'm thinking is that games need two essential things in order to help their integration into the artistic community. The first is games with messages. Now, let me say that first I'm not such a big consumer of indie games as I probably should be (especially given putting this suggestion in a positive light). I'm perfectly willing to accept that some, if not many indie games are out there to put forward a message. But it seems to me, in my inexperienced opinion, that we tend to be an all-or-nothing bunch. Either we're making a gloriously fun and ludicrously shallow gaming experience that's all about surface entertainment, or we're putting together one that's so unnecessarily deep that you'd expect to encounter anglerfish and so on before you get halfway down, and any ultimate meaning is lost in the ocean of vague, half-defined, open-to-interpretation possibilities about what it MIGHT be trying to say. What I think is needed is more of a middle ground; depth and complexity, but not snobbish disdain of actually having fun and intermediate goals and story-telling. An example of this would be the Path. I bought it, played it, was told about how open to interpretation and artistic it was, but to be honest.... I got nothing from it. To me it seemed like a bunch of different girls walking slowly around a forest occasionally encountering random collections of items with snippets of impressive-sounding words and not much else. I say (and I'm happy to both be corrected and to take suggestions for titles I should look for in this area, thanks to all willing to help) we need to stop with the one camp or the other, and try for a little mixing between the two.
My next suggestion is one I'm pretty sure isn't about, and that's a movement or two. My girlfriend does art history and can tell me all about the tens and hundreds of artistic movements there have been across the ages and cultures, what they were about, how they worked. I'm sure, with little research, I could find the same in movies, and as an occasional student of theatre, I KNOW there are some there too. All of these are recognised art forms, and all have movements. So I say, why not us? Initially, many of you might say (and you're not wrong), that games cost a crapload of money and take up a crapload of time, even with an entire dev-team at your beck and call, so it's not like any small groups of enthusiasts can just band together and make stuff of their own. And my reply to this would be, while it's still true, it is becoming less so. Indie games are becoming more of a thing, there's software packages out there that can help aspiring game-makers who (not unlike myself) have a desperate hunger to tell great stories, and know less than sweet F.A about coding, drawing, animating, voice-acting, and everything else that's needed to make games. With the increasing focus (among certain genres at least) on user-made content and create-your-own-experiences, I think it's only going to get easier for people to get a jump-start into making their own content, and so I think this could be a happening thing. Game movements, I like the term already.
I guess my two suggestions can be boiled down to one simple factor. Games that have a PURPOSE. I mean a purpose beyond selling as many copies as humanly possibly, or just to have fun (though I wouldn't for all the world want the latter category to die out. The former.... well, it wouldn't be TOO heartbreaking of a loss). Games that we can look at and think "what is the developer trying to say? Why did they make this game? What's the reason behind it? What's the message?" Because, as an art form, I think that's one fatal absence from our beloved medium. Get books, plays, movies, pictures, music, TV shows, and there'll always be the core nerds who will analyse, take apart, and generally go to town on it. Not saying we don't have that in the form of critics here in video game world, but most are too jaded or too naive to bother with purpose, they just concentrate on entertainment value, offense rating, value-for-time or value-for-money. And that's not their fault, nor is it ours (unless you have the ability and any sort of interest in coding and game-making but have been keeping your talents to yourself you selfish bastard). It's not even NECESSARILY the big dev's fault, because, as has been pointed out, as businesses they must pander to the desires of those with money, and as long as they do they have no need to try to branch out or take risks. It'd be a hard change to make (especially the latter suggestion) but, in my ever-so-humble opinion, the quality of 'artistic purpose' is one that we need to embrace if we're ever to gain legitimacy as an art form.
So, that's my unnecessarily long ramble. Thoughts, questions and criticism are all welcome.
Before I get on to the topic I'd like to discuss, I feel it necessary to get a few preliminaries out of the way. First of all, I apologise in advance if any/all of this has been covered elsewhere on this site, if so I'm happy to take suggestions of a new way in which the discussion could be moved or altered to keep things fresh. Also I'd like to apologise if this is in the wrong place. It's about gaming, but I'm not 100% on what the limitations are on that so there we go, my apologies if I got it wrong.
Also I'd like to mention that, until somewhat recently I was against the whole "games as art" claim. Don't get me wrong, it wasn't even really about games, it just seemed to me that too many things these days tried to claim themselves as art in some kind of cheap, pretentious move to gain legitimacy. I have since changed my opinion, and am all for the games-as-arters out there.
Now, on to the topic.
Lots of people are suggesting that games are not respected enough as an art form, not mature enough, not successful enough (in this endeavour I mean, not in general) and that we ought to be trying to make the industry more progressive, more mature, more nuanced, and that all of this would add to the legitimacy of the claim that video games are art, and I agree with this. I also think I know of a way in which this could happen.
What I'm thinking is that games need two essential things in order to help their integration into the artistic community. The first is games with messages. Now, let me say that first I'm not such a big consumer of indie games as I probably should be (especially given putting this suggestion in a positive light). I'm perfectly willing to accept that some, if not many indie games are out there to put forward a message. But it seems to me, in my inexperienced opinion, that we tend to be an all-or-nothing bunch. Either we're making a gloriously fun and ludicrously shallow gaming experience that's all about surface entertainment, or we're putting together one that's so unnecessarily deep that you'd expect to encounter anglerfish and so on before you get halfway down, and any ultimate meaning is lost in the ocean of vague, half-defined, open-to-interpretation possibilities about what it MIGHT be trying to say. What I think is needed is more of a middle ground; depth and complexity, but not snobbish disdain of actually having fun and intermediate goals and story-telling. An example of this would be the Path. I bought it, played it, was told about how open to interpretation and artistic it was, but to be honest.... I got nothing from it. To me it seemed like a bunch of different girls walking slowly around a forest occasionally encountering random collections of items with snippets of impressive-sounding words and not much else. I say (and I'm happy to both be corrected and to take suggestions for titles I should look for in this area, thanks to all willing to help) we need to stop with the one camp or the other, and try for a little mixing between the two.
My next suggestion is one I'm pretty sure isn't about, and that's a movement or two. My girlfriend does art history and can tell me all about the tens and hundreds of artistic movements there have been across the ages and cultures, what they were about, how they worked. I'm sure, with little research, I could find the same in movies, and as an occasional student of theatre, I KNOW there are some there too. All of these are recognised art forms, and all have movements. So I say, why not us? Initially, many of you might say (and you're not wrong), that games cost a crapload of money and take up a crapload of time, even with an entire dev-team at your beck and call, so it's not like any small groups of enthusiasts can just band together and make stuff of their own. And my reply to this would be, while it's still true, it is becoming less so. Indie games are becoming more of a thing, there's software packages out there that can help aspiring game-makers who (not unlike myself) have a desperate hunger to tell great stories, and know less than sweet F.A about coding, drawing, animating, voice-acting, and everything else that's needed to make games. With the increasing focus (among certain genres at least) on user-made content and create-your-own-experiences, I think it's only going to get easier for people to get a jump-start into making their own content, and so I think this could be a happening thing. Game movements, I like the term already.
I guess my two suggestions can be boiled down to one simple factor. Games that have a PURPOSE. I mean a purpose beyond selling as many copies as humanly possibly, or just to have fun (though I wouldn't for all the world want the latter category to die out. The former.... well, it wouldn't be TOO heartbreaking of a loss). Games that we can look at and think "what is the developer trying to say? Why did they make this game? What's the reason behind it? What's the message?" Because, as an art form, I think that's one fatal absence from our beloved medium. Get books, plays, movies, pictures, music, TV shows, and there'll always be the core nerds who will analyse, take apart, and generally go to town on it. Not saying we don't have that in the form of critics here in video game world, but most are too jaded or too naive to bother with purpose, they just concentrate on entertainment value, offense rating, value-for-time or value-for-money. And that's not their fault, nor is it ours (unless you have the ability and any sort of interest in coding and game-making but have been keeping your talents to yourself you selfish bastard). It's not even NECESSARILY the big dev's fault, because, as has been pointed out, as businesses they must pander to the desires of those with money, and as long as they do they have no need to try to branch out or take risks. It'd be a hard change to make (especially the latter suggestion) but, in my ever-so-humble opinion, the quality of 'artistic purpose' is one that we need to embrace if we're ever to gain legitimacy as an art form.
So, that's my unnecessarily long ramble. Thoughts, questions and criticism are all welcome.