Inspired by several threads recently in relation to art (both related and unrelated to games), I've decided it would be a nice idea to express a few of my thoughts on the topic.
Before there can be an understanding of what gaming is in relation to art, there needs to be an understanding of what constitutes art. While I agree that the definition of art is very subjective, I think there needs to be a bit more of a clear line drawn between "art" and "artistic." For what is undoubtedly a controversially gross simplification, let's call "artistic" an aesthetic quality, and "art" a conceptual one. One of the main criticisms of modern art is that the "art" can become removed almost entirely from the "artistic"; traditional aesthetics and conventions are moved aside or radically changed to make room for an idea.
Now, bringing this idea to video games, it's fairly clear that games are artistic. A good game will have its own aesthetic visually based on the colour palette, character models and animations, aurally through its music and sound effects, and mechanically through how it feels to interact with the game. Does this make games art? Well, in my opinion, no.
Since Beethoven, "art music", for instance, has developed in complexity to cater for increasingly lofty ideals. It changed from court entertainment, to the soul of the bourgeois, to the academia, and over recent decades, to the study of sound. Each step along the way has slowly but surely challenged the common conception of "music" and its function.
While the analogy may not be completely accurate, since video games are a hybrid art, the general progression stands. To follow in these footsteps, video games need to break free of traditional game mechanics and challenge our concept of what games are and what function they serve. While there are certainly developers with this intention, the results are often quite lacklustre compared to more mature artistic media. Two main problems I think are focusing on narrative (read Hollywood) and sticking very firmly to traditional gameplay mechanics (read 2D platformer). The first places emphasis on what I feel is probably the weakest story element related to video games' benefits and drawbacks. The second, as in games such as Braid and Limbo, have simply refined traditions and coated them with "artistic" qualities.
Is there hope? Why, yes! I do believe there is. These are early days. We are only now reaching a time where developers are really beginning to get and handle on technology. And, in part due to that technology, we're beginning to create some stunningly interactive environments. Personally, I think this is the way forward artistically. It may sound ridiculous, but this is why Project Milo gives me hope. Through Natal, the player is offered a new way to interact with games. Unlike the majority of the games on display, however, Milo offers the opportunity to interact as part of a small, detailed environment with a detailed character. I'm not saying that Milo will deliver on these things if it is ever released, but what it offers is a concept. The concept changes the basic mechanics of a game; the concept moves the emphasis away from narrative and places it on character; the concept offers interactivity as the primary focus. This is the progression in which concept can thrive, and where concept thrives, art is thriving also.
Before there can be an understanding of what gaming is in relation to art, there needs to be an understanding of what constitutes art. While I agree that the definition of art is very subjective, I think there needs to be a bit more of a clear line drawn between "art" and "artistic." For what is undoubtedly a controversially gross simplification, let's call "artistic" an aesthetic quality, and "art" a conceptual one. One of the main criticisms of modern art is that the "art" can become removed almost entirely from the "artistic"; traditional aesthetics and conventions are moved aside or radically changed to make room for an idea.
Now, bringing this idea to video games, it's fairly clear that games are artistic. A good game will have its own aesthetic visually based on the colour palette, character models and animations, aurally through its music and sound effects, and mechanically through how it feels to interact with the game. Does this make games art? Well, in my opinion, no.
Since Beethoven, "art music", for instance, has developed in complexity to cater for increasingly lofty ideals. It changed from court entertainment, to the soul of the bourgeois, to the academia, and over recent decades, to the study of sound. Each step along the way has slowly but surely challenged the common conception of "music" and its function.
While the analogy may not be completely accurate, since video games are a hybrid art, the general progression stands. To follow in these footsteps, video games need to break free of traditional game mechanics and challenge our concept of what games are and what function they serve. While there are certainly developers with this intention, the results are often quite lacklustre compared to more mature artistic media. Two main problems I think are focusing on narrative (read Hollywood) and sticking very firmly to traditional gameplay mechanics (read 2D platformer). The first places emphasis on what I feel is probably the weakest story element related to video games' benefits and drawbacks. The second, as in games such as Braid and Limbo, have simply refined traditions and coated them with "artistic" qualities.
Is there hope? Why, yes! I do believe there is. These are early days. We are only now reaching a time where developers are really beginning to get and handle on technology. And, in part due to that technology, we're beginning to create some stunningly interactive environments. Personally, I think this is the way forward artistically. It may sound ridiculous, but this is why Project Milo gives me hope. Through Natal, the player is offered a new way to interact with games. Unlike the majority of the games on display, however, Milo offers the opportunity to interact as part of a small, detailed environment with a detailed character. I'm not saying that Milo will deliver on these things if it is ever released, but what it offers is a concept. The concept changes the basic mechanics of a game; the concept moves the emphasis away from narrative and places it on character; the concept offers interactivity as the primary focus. This is the progression in which concept can thrive, and where concept thrives, art is thriving also.