cuddly_tomato said:
le snip
Uhm... yes. I suppose you do have a point. I don't think that games can be considered art by virtue of the fact their very interactivity somewhat precludes their ability to make a point or simply "be" (the exception is Flower, which I think definitely is art).
The reason I would qualify this as art is that it doesn't contain a key element which makes almost all games games; competition. Even if you are playing a single player game, you are competing against the machine every time you run into a flock of baddies. When you play Tetris, you are trying to stop those blocks from reaching the top. With Flower, there are no arbitrary barriers to finding the point of the "game". No competitions to face or walls that much be breached. This is the point about the similarity of a game to sport, not that the actual competition is the point of the message the game developer is trying to make, but the fact that without this competition it could hardly be considered a "game" at all by most - Flower didn't do too well

.
This isn't to say I defend Ebert on this, as the vast majority of utter tripe that flows from the bowels of cash-hungry Hollywood studios even less artistic than Pac-Man. Transfuckingformers 2 was most definitely not art. In fact gathering every copy of it and blowing them up Mythbusters style would be more of a boon to art than the Mona Lisa. I haven't seen an artistic film for... well... Bladerunner maybe?
I even think that "good" films (inverted commas because this is subjective) are not art. Saving Private Ryan, Goodfellas, Naughty Nurses 12 (excellent soundtrack BTW) are fun to watch, but aren't art.
SamElliot said:
Then again, he did this before in response to Christophe Gans' criticism of his viewpoints on the subject, when he set down a very strict list of criteria that games had to meet in order to become art, including having 'a plot that valued ethical considerations above action' (his words), which if applied fairly to all forms of art, would eliminate even the most classical works of art, and in some cases even elevate games above them (Picasso? Dali? Practically the whole of the Renaissance and the Impressionists would no longer be considered art, and they shouldn't in Ebert's eyes).
I'm starting to think that the very term 'art' should be stricken from our vocabulary, though. The term itself has never given anything of worth to society, philosophy, or discourse, just a bunch of people either being condescending or angry or both. Instead, maybe we should just look at individual pieces, whether it be The Persistence of Memory, Citizen Kane, or Okami, and look what they have to say or contribute to culture, rather than nitpick over whether or not they qualify as 'art.'
I would respond to this, but I completely agree with the third paragraph, agree with some of the second (I can't stand Picasso), and you seem a bit too clever for me anyway.
I agree
somewhat with your point about competition, but when I look at that word, I also see the word 'conflict,' which is one of the basic building blocks of storytelling. There has to be a conflict of some sort in a story, even if it's about a dude picking his nose (the conflict: Man vs. Booger!

), otherwise there is no story. Video games still have primarily basic conflicts in their stories, but the medium is still growing. Story-based games are finding new ways to express conflict, tension, and all that delicious narrative-syrup that has become easy in other forms of art (*wince* there's that word again) from centuries of practice. Of course, your example of
Flower does bring up a good point that video games don't necessarily have to a)have conflict, or b)have a story. I think developers should be encouraged to use the medium to do all sorts of expressive ideas, and would do well to take lessons from paintings, drawings, or architecture even.
I will disagree with the notion that interactivity defeats making a point, though. What makes
Silent Hill 2, for example, such a terrifying game is the simple act of wandering around a seemingly abandoned town, expecting some grotesque, doll-like monstrosity to pop out and kill you, even if it doesn't happen. Or
Assassin's Creed where the controls actually work better when the player inputs them with Zen-like calm rather than the usual frantic mashing, a realization that goes hand-in-hand with Altair's own spiritual awakening as he becomes more aware of the context (or, the 'truth') of his actions. And there's a reason that wandering the cities or listening to the radio stations in the
Grand Theft Auto games has become just as, if not more, popular than the freedom to commit various felonies: namely, that it all showcases the sharp social satire at work in those games. The interactivity of games definitely helps drive home certain points in an entirely unique way.
Edited for P.S.: I think Ebert has tended to move towards a more modernist viewpoint over the last 20-30 years, all things considered. The modernists largely were deeply distrustful of technology, hated what was popular, and thought we were pretty much at the end of times (largely due to the impact of World War I), and you can see the first two reflected in his views on videogames, and the latter in some of his more Jeremiad-ish screeds decrying the fall of culture, intelligence, etc. Such a weird shift for him, too, considering that the film industry that he is a part of, benefitted greatly from the rejection of modernism (the unimaginatively named postmodernism) that followed World War II, but I suppose it can't be helped.