boholikeu said:Bioshock and Fallout do the "cinematic effect" thing as well, but IMO it's more advanced in HL2. HL2 emulates some pretty interesting "camerawork" through the level design by literally forcing the player to look at key scenes from certain angles (all while keeping them in control of the camera). The other two games really only seem to use the "mise-en-scene" technique of communicating story info through the environment. Don't get me wrong, it's still a powerful technique, and they definitely use it well, but I have yet to see another designer match the complexity of Valve's cinematic level design.
RE: art where every viewer has a different experience.
This interests me as well, but I think it's important that the artist still has at least some sort of authorial control. For example, a game in which you could "do anything" doesn't really interest me from an artistic standpoint because although the players might have an interesting experience from it, nothing was communicated from the artist to the player.
About the games that have no connections to any other forms of art:
Basically what I mean by this is that the message they are trying to communicate the player is being delivered primarily through mechanics rather than through some other method. For example, the game Passage (available for free at http://hcsoftware.sourceforge.net/passage/) gets its point across with almost no text and just a few key visual representations. The bulk of the information conveyed is experienced through gameplay alone.
ghii3 said:I'm just going to say the obvious ones again but I'm going to say why they're better than others as well which I haven't seen so far (I only scim-read everything, apologies if you have)
Portal
Half-life 2
I say these because - not only are they great games to begin with - but, like most other arts, they seem (to me, anyway) to be making comments on general society.
Portal:
Scientific testing*, what we don't know about it and so on.
Psychology, being secluded and becoming delusional, emotional triggers etc.
*Other games that you could include, at a stretch, are prototype and P.N.03, but I wouldn't bother.
Half-life 2:
Brutality and inequality, rebels are still strong through human will and the combine are all grey and metallic, following orders and such.
The idea of super-natural forces, the ending, the portal for Wallace Breen and G-man.
At a stretch you could include psychology (father Grigory) and protection and family (the Vances and DOG).
This is not to say that games should be making a comment all the time and I'm not saying if they don't they're bad, other forms of art can simply look or sound nice. I'm just saying that games seem to me to be better if they do make comments. Games can be enjoyed for just about everything else and that is obviously the intention of all game developers right now.
Yes, I sound like a pretentious ******, but if that means I can enjoy games more then I really don't care.
Besides, there aren't that many games I can claim to be making comments either way.
Yep, I agree. Plus no matter what your actions are in Fallout 3 you will always have a story that deals with survival and morality.Spark Ignition said:That's fair enough, I still haven't played the half life series yet (just got started on 1 yesterday!). And yes you are rihght about the authorial control. WHat I was saying I like about Fallout 3 is the fact there are so many brilliant cinematic or narrative moments you can be witness to, but the order you see them in, sometimes the location, the circumstances etc will differ every time, making each playthrough a unique experience. I'm thinking of both scripted events like the destruction of Megaton, the launching of a nuke, Liberty Prime's appearance etc and also random events like the crashlanding UFO. In each circumstance there are visual and audio cues to make sure the player's attention is drawn to what is happening. The fact that these can differ from playthrough to playthrough only adds to the impact, as you can see something on your 4th playthrough that tyou've never seen before, making that play and that character unique to you.
Longwindedness over.
Well I didn't but yeah sure if that's something you'd be interested in! I may put a draft up when I think I'm done and ask if anyone has any further reading/playing suggestions (obviously I don't want help writing the piece, it has to be my work after all) which could be relevant. I'll add you and let you know if I do!boholikeu said:Yep, I agree. Plus no matter what your actions are in Fallout 3 you will always have a story that deals with survival and morality.Spark Ignition said:That's fair enough, I still haven't played the half life series yet (just got started on 1 yesterday!). And yes you are rihght about the authorial control. WHat I was saying I like about Fallout 3 is the fact there are so many brilliant cinematic or narrative moments you can be witness to, but the order you see them in, sometimes the location, the circumstances etc will differ every time, making each playthrough a unique experience. I'm thinking of both scripted events like the destruction of Megaton, the launching of a nuke, Liberty Prime's appearance etc and also random events like the crashlanding UFO. In each circumstance there are visual and audio cues to make sure the player's attention is drawn to what is happening. The fact that these can differ from playthrough to playthrough only adds to the impact, as you can see something on your 4th playthrough that tyou've never seen before, making that play and that character unique to you.
Longwindedness over.
Any plans to post the paper here when you are finished with it?
Why isn't Conan art?kurokotetsu said:Also, for a medium to be art not all representatives must be art. Conan isn't art, but Kurosawa is.
There are parts I like from the books more (like the kids are definitely more interesting and Rita's less annoying) and there are parts I like from the tv series more (everyone else is more interesting and less first person). I dig them both but I would have to say I also get a bigger kick out of the series, and now that the therapy queen is dead, I'll probably enjoy it even more; as long as this season isn't all chest beating over her death. Him breaking the news with mouse-ears was hilarious. For a second it looked like it was going to become Falling Down the tv series when he killed that guy just for being a dbag.Spark Ignition said:GonzoGamer said:Was that from the show or the books?Axeli said:This always reminds me of a quote from Dexter:
[looks at a landscape painting of a cabin]
"That's not art, it's cottage porn"
IMO ? All of them. If these images (created by ?art departments?) were static and printed on paper, they would be considered art. Why should there be a difference? Okay so maybe games aren?t so much art as they are virtual museums where we get to interact with different art elements like graphics, story, music, and choreography. Either way, it?s art.
But if I had to be more strict and consider games as some sort of non-artform of entertainment like porn or some sports (though even that is arguable-especially when you consider that under Ebert's definition, porn can be art) , I would say any game made by Q Games or Q Entertainment.
I don?t know if the letter Q has anything to do with it but those games are art. Play Rez and Pixel Junk Eden, then try and argue.
What we should thank Ebert for is giving us reason to consider the debate as it has made us look at our games from a different perspective and that?s always good. Without his snobbery, we may have never given it thought.
Is from series 2 (I don't like the books, too predictable and fairly badly written. Also the whole charm of the series is that Dexter is so LIKEABLE for a serial killer, which he defintely isn't in the books. I'll look into both those games, thanks!
And yes, Planescape. Fantastic game that, and with more text in it than most medium length books. Defintely makes you think about philosophy (as is the point, based as it is in a city where your philosophy defines you as a person rather than your ethics or actions). Also so, so atmospheric thanks to both the visuals and sound, and some truly amazing NPCs.
I'm not talking about the story (as sleep inducing as it was)Naota_391 said:I actually think GTA IV did a SUPERB job of trying to create a convincing world. The way people would react depending on how and where they were shot was great and believable. The amount of effort they put into making the city feel alive, with citizens you could follow all day and watch how they would interact with the world. You could sit in your apartment and watch television. The radio was absolutely full of interesting things to hear. The world looked really good, and until about half way through the game, there was a lot of great story telling to be had.Mikeyfell said:I'm sorry, did you just sayNaota_391 said:Looking at games as art, I think something we have to acknowledge as their greatest strength is the depth of immersion that's possible here. Yes, people can get really into a book, movie, or an album, but it's different with a video game. A video game can go that extra mile. You have some level of control, and so you feel some level of responsibility. You will see someone have a very visible physical reaction to something that happens in a game.
With this in mind, I think you should look at games that try to get the player immersed into their worlds. Games that try to really sink their teeth into you. Whether they succeed or fail, it doesn't entirely matter. Not all Art is perfect, you know.
Edit: I'm organizing them by length, that way you can find a way to get more bang for your buck. The ones in caps are highly, highly recommended. As in, if you're going to talk about games being art, I think you need to have experienced these games and have them in your vocabulary.
Play these games:
FLOWER
LIMBO
Portal
Zeno Clash
HEAVY RAIN
Mirror's Edge
Condemned: Criminal Origins
BIOSHOCK
Ico
SHADOW OF THE COLOSSUS
HALF-LIFE series (You can skip H-L 1 with a wiki page.)
Any Peter Molyneux game.
Mass Effect 1-2
GRAND THEFT AUTO IV
Fallout 3
I'm going to have to ask you to step outsideNaota_391 said:GRAND THEFT AUTO IV
all those other games are great examples
butis not anywhere near the level of those gamesNaota_391 said:GRAND THEFT AUTO IV
Was the game perfect? Absolutely not. But it did a great job of immersing the player into the game if the player was willing. I heard a lot of stories from all over the internet about how people found themselves obeying traffic laws in a GRAND THEFT AUTO game, because acting outrageous in such a realistic city felt too weird. The pangs of guilt people felt when they shot a pedestrian and watched them stumble around, screaming and begging for help. I was definitely one of those guys, and I have to pat the game on the back.
There was a lot to take away from that game. Even in the flaws. I've definitely had a lot of conversations about Niko Bellic inevitably ruining the feel of the game because he was presented as a nice guy in a bad situation, yet he could slaughter an entire sidewalk full of people and feel no different. A flaw in game design to be sure, but an interesting one that presented a lot of questions about how a sand box game should approach story, and what could be taken away about Niko Bellic himself. The way he acted in story moments, ways that might disagree with the player, reminded players that just because you control a character and make a few choices doesn't make their personality your own. Is the game broken if a character you influence does something you disagree with, or is this us having a hard time accepting that a character with an already established personality will do as he will, regardless of us? Like many other stories we are told in various mediums?
Bah, I've blabbed too much, but I hope you get my point here.
I'm not saying that the game was perfect, but I do think there is a lot of artistic value to it.Mikeyfell said:I'm not talking about the story (as sleep inducing as it was)Naota_391 said:I actually think GTA IV did a SUPERB job of trying to create a convincing world. The way people would react depending on how and where they were shot was great and believable. The amount of effort they put into making the city feel alive, with citizens you could follow all day and watch how they would interact with the world. You could sit in your apartment and watch television. The radio was absolutely full of interesting things to hear. The world looked really good, and until about half way through the game, there was a lot of great story telling to be had.Mikeyfell said:I'm sorry, did you just sayNaota_391 said:Looking at games as art, I think something we have to acknowledge as their greatest strength is the depth of immersion that's possible here. Yes, people can get really into a book, movie, or an album, but it's different with a video game. A video game can go that extra mile. You have some level of control, and so you feel some level of responsibility. You will see someone have a very visible physical reaction to something that happens in a game.
With this in mind, I think you should look at games that try to get the player immersed into their worlds. Games that try to really sink their teeth into you. Whether they succeed or fail, it doesn't entirely matter. Not all Art is perfect, you know.
Edit: I'm organizing them by length, that way you can find a way to get more bang for your buck. The ones in caps are highly, highly recommended. As in, if you're going to talk about games being art, I think you need to have experienced these games and have them in your vocabulary.
Play these games:
FLOWER
LIMBO
Portal
Zeno Clash
HEAVY RAIN
Mirror's Edge
Condemned: Criminal Origins
BIOSHOCK
Ico
SHADOW OF THE COLOSSUS
HALF-LIFE series (You can skip H-L 1 with a wiki page.)
Any Peter Molyneux game.
Mass Effect 1-2
GRAND THEFT AUTO IV
Fallout 3
I'm going to have to ask you to step outsideNaota_391 said:GRAND THEFT AUTO IV
all those other games are great examples
butis not anywhere near the level of those gamesNaota_391 said:GRAND THEFT AUTO IV
Was the game perfect? Absolutely not. But it did a great job of immersing the player into the game if the player was willing. I heard a lot of stories from all over the internet about how people found themselves obeying traffic laws in a GRAND THEFT AUTO game, because acting outrageous in such a realistic city felt too weird. The pangs of guilt people felt when they shot a pedestrian and watched them stumble around, screaming and begging for help. I was definitely one of those guys, and I have to pat the game on the back.
There was a lot to take away from that game. Even in the flaws. I've definitely had a lot of conversations about Niko Bellic inevitably ruining the feel of the game because he was presented as a nice guy in a bad situation, yet he could slaughter an entire sidewalk full of people and feel no different. A flaw in game design to be sure, but an interesting one that presented a lot of questions about how a sand box game should approach story, and what could be taken away about Niko Bellic himself. The way he acted in story moments, ways that might disagree with the player, reminded players that just because you control a character and make a few choices doesn't make their personality your own. Is the game broken if a character you influence does something you disagree with, or is this us having a hard time accepting that a character with an already established personality will do as he will, regardless of us? Like many other stories we are told in various mediums?
Bah, I've blabbed too much, but I hope you get my point here.
but the GTA world is full of blood filled windshield decorations
outside the main cast you can't interact with any of them
just a bunch of robots only programed to react if you pulled a gun on them.
(Yeah I know that's what they are)
if you compare it to Mass Effect's world or Fallout 3's world it's got nothing
the cops don't even seem to care that you just mowed down 30 people with a machine gun all they want you to do is steal a car and take 3 or 4 quick left turns.
Vice City was better.
well, at least Vice City was funNaota_391 said:I'm not saying that the game was perfect, but I do think there is a lot of artistic value to it.Mikeyfell said:I'm not talking about the story (as sleep inducing as it was)Naota_391 said:I actually think GTA IV did a SUPERB job of trying to create a convincing world. The way people would react depending on how and where they were shot was great and believable. The amount of effort they put into making the city feel alive, with citizens you could follow all day and watch how they would interact with the world. You could sit in your apartment and watch television. The radio was absolutely full of interesting things to hear. The world looked really good, and until about half way through the game, there was a lot of great story telling to be had.Mikeyfell said:I'm sorry, did you just sayNaota_391 said:Looking at games as art, I think something we have to acknowledge as their greatest strength is the depth of immersion that's possible here. Yes, people can get really into a book, movie, or an album, but it's different with a video game. A video game can go that extra mile. You have some level of control, and so you feel some level of responsibility. You will see someone have a very visible physical reaction to something that happens in a game.
With this in mind, I think you should look at games that try to get the player immersed into their worlds. Games that try to really sink their teeth into you. Whether they succeed or fail, it doesn't entirely matter. Not all Art is perfect, you know.
Edit: I'm organizing them by length, that way you can find a way to get more bang for your buck. The ones in caps are highly, highly recommended. As in, if you're going to talk about games being art, I think you need to have experienced these games and have them in your vocabulary.
Play these games:
FLOWER
LIMBO
Portal
Zeno Clash
HEAVY RAIN
Mirror's Edge
Condemned: Criminal Origins
BIOSHOCK
Ico
SHADOW OF THE COLOSSUS
HALF-LIFE series (You can skip H-L 1 with a wiki page.)
Any Peter Molyneux game.
Mass Effect 1-2
GRAND THEFT AUTO IV
Fallout 3
I'm going to have to ask you to step outsideNaota_391 said:GRAND THEFT AUTO IV
all those other games are great examples
butis not anywhere near the level of those gamesNaota_391 said:GRAND THEFT AUTO IV
Was the game perfect? Absolutely not. But it did a great job of immersing the player into the game if the player was willing. I heard a lot of stories from all over the internet about how people found themselves obeying traffic laws in a GRAND THEFT AUTO game, because acting outrageous in such a realistic city felt too weird. The pangs of guilt people felt when they shot a pedestrian and watched them stumble around, screaming and begging for help. I was definitely one of those guys, and I have to pat the game on the back.
There was a lot to take away from that game. Even in the flaws. I've definitely had a lot of conversations about Niko Bellic inevitably ruining the feel of the game because he was presented as a nice guy in a bad situation, yet he could slaughter an entire sidewalk full of people and feel no different. A flaw in game design to be sure, but an interesting one that presented a lot of questions about how a sand box game should approach story, and what could be taken away about Niko Bellic himself. The way he acted in story moments, ways that might disagree with the player, reminded players that just because you control a character and make a few choices doesn't make their personality your own. Is the game broken if a character you influence does something you disagree with, or is this us having a hard time accepting that a character with an already established personality will do as he will, regardless of us? Like many other stories we are told in various mediums?
Bah, I've blabbed too much, but I hope you get my point here.
but the GTA world is full of blood filled windshield decorations
outside the main cast you can't interact with any of them
just a bunch of robots only programed to react if you pulled a gun on them.
(Yeah I know that's what they are)
if you compare it to Mass Effect's world or Fallout 3's world it's got nothing
the cops don't even seem to care that you just mowed down 30 people with a machine gun all they want you to do is steal a car and take 3 or 4 quick left turns.
Vice City was better.
Also, I'm sorry, I have to call bullshit on that. There is NOTHING about Vice City that is in anyway better than IV. Nothing. At all. It doesn't look as good, the city is not as big, the Vice City story was COMPLETELY uninteresting, blah, blah, blah. It was a game that had no other goal in mind than, "Well, people sure do like to go nuts in these sandbox games."
At least GTA IV tried to do something new. It may not have succeeded in every area, but it did a lot more than most games do.
I'm really sorry.........Naota_391 said:At least GTA IV tried to do something new. It may not have succeeded in every area, but it did a lot more than most games do.
And how is that WRONG, you retard? Come on, TELL me what about that statement is wrong. Did Grand Theft Auto NOT try new things? Did it NOT succeed at ALL in ANY part of the game?Mikeyfell said:I'm really sorry.........Naota_391 said:At least GTA IV tried to do something new. It may not have succeeded in every area, but it did a lot more than most games do.
is there a way that I can block your comments from showing up on my monitor?
I'd love to just ignore you but the level or stupid you exhibit is like a black hole attracting my need to say how wrong you are.
Grand Theft Auto 4 is what I'm talking aboutNaota_391 said:And how is that WRONG, you retard? Come on, TELL me what about that statement is wrong. Did Grand Theft Auto NOT try new things? Did it NOT succeed at ALL in ANY part of the game?
stop projectingNaota_391 said:You're stupid. Stupid as stupid can be.
are you asking me to name a fucking sandbox game? Do you even know that Grand Theft Auto Clone is it's own Genre? have you never heard of Saint's Row.Naota_391 said:Name me ONE game with a city as big and detailed as the one in GTA IV. Just name to me ONE.
um...Stalker much? what do you mean "actually do" they just walk around if circles all day long. How about Jak 2 you can follow around guards and listen to them talk about how comfortable their new armor is. or Fallout 3 and Oblivion. there are missions based around it.Naota_391 said:Name ONE other game where you can pick a random person on the street, follow them, and watch them actually DO things.
The physics engine made for that game was shit.Naota_391 said:TELL ME the physics engine made for that game was shit. Go on.
yeah, fine the cut scenes and the acting were fine. but the actual plot had far to many sticks up it's ass for me to take it seriously.Naota_391 said:Were the cut scenes NOT put together well? At all? How about the voice acting? Just trash?