You Are Not An Artist

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chuckdm

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Apr 10, 2012
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Part of me hates to even write this. But I know it's true, so I will anyway.

Now that the dust has settled over most of the ME3 fiasco (even if you like the endings, it was still a fiasco in one sense or another...) I wanted to make a point that I feel is getting lost on everyone these days.

You write code. You are not an artist, you are an engineer. Allow me to explain the difference.

An artist doesn't care for "how" in any way, shape, or form. An artist only wants to answer two questions: what and why. A programmer, on the other hand, doesn't care why - they only want to know what and how. An example would be in order, I suppose.

You are trying to make your character, we'll just say Shepherd for the hell of it, walk. That's right, you just want him to walk. As an artist, you need to understand WHY he/she walks the way he does. Not just what your engine is doing or how either cool or goofy the animation is, because that's all answering What. Your question as an artist is WHY? Why does Shepherd, and to a drastically greater extent, Garrus and other squadmates, walk the way they do. (Personally it looks to me like they all really need to pee, especially compared to the walking in ME2, but whatever.)

The thing is, I'm willing to bet that nobody at BioWare ever asked this question. Instead, they asked HOW. How do we make the movement faster for the sprinting, how do we make the cover transitions work, etc. In essence, the standard walking animation is (I'm guessing, but I don't see any other explanation) a direct result of asking HOW to make it fit with the other animations.

Thus, you are all, or at least mostly, programmers, not artists. Even those of you who paint textures are not artists. I won't elaborate on this any more except to say that, aside from the writers, there are NO artists in any sense of the word designing video games. The writers explain WHY. Everyone else on the whole damn dev team is just trying to answer one single question: HOW do we translate this awesome script into a good game?

Now onto my main point. Yeah, that was all lead-in.

Beyond asking why, if you are an artist, you must maintain a measure of artistic integrity. This is pretty obvious. Yet, we have to assume that, should you ever be willing to compromise your artistic integrity, this would in turn render you no longer an artist. Either an absolute requirement to be an artist is this artistic integrity, and thus its loss prohibits your status as an artist, or else it is not required at all and you can sell out every single line you write and still be an artist. There isn't really any room in between, because nobody can agree on where you draw the line once you start redrawing it, and as an artist, it's not about whether YOU think you are an artist - it's about whether everyone ELSE thinks you are.

And this, in turn, is my main gripe with people in the video game industry. You can have your artistic integrity, but if you do, you're going to suffer for it. Alternatively, you can willingly throw all control over your own product to the wind and your fans will love you for it, but when it comes sequel time, well...you may not like what you're forced to write to keep people happy. My problem is that every other artist seems to have figured this out - except those working at video game studios, who seem to think they can have their cake and eat it too.

Once again, an example. In country music, there is a band called Sugarland. They wanted to be a rock band. They were signed as a rock band. They now play country. Their whole band is on record having said that, while they enjoy country, they'd still rather play rock. And yet they probably never will. They are successful, their fans love them, but the price they pay for this is that they have lost control over what they can play.

Another example. John Grisham was interviewed after his first book that didn't involve judges, lawyers, or the court system - a standard detective story of some sort, I forget the name. It had recently gone on sale - and flopped. To date, it is one of his only 2 departures from his staple of writing, and they both fared poorly, though the other did turn a small profit. In the interview, he stated that his original vision for Rudy Bailor (the newly minted lawyer and main character in the Rainmaker) was as a detective, but his publisher told him it wouldn't sell, so he made Rudy a lawyer even though it wasn't what he wanted to write. To date it is still his best selling work.

In both cases, these artists compromised what they really wanted to do in order to appease their fans. We can have some argument about the calibur of talent in Sugarland (I think they're above average, even if just barely) but I'm pretty sure John Grisham will be on everyone's "top 20 authors of all time" for at least the next several centuries. If an artist with this level of skill is willing to ditch his artistic integrity, then it begs the question: why won't the video game companies.

And the answer is they already have, they just refuse to acknowledge it. When BioWare released their response (from the EA guy who was over them at the time, I believe) there was a bunch of bitching and moaning about "artistic integrity" without anyone at EA apparently understanding what the hell it meant. Allow me to clarify it: The moment you made the decision to not kill Tali before ME2 because, and I quote, "she is just too popular with the fans" you officially kissed 100% of your artistic integrity goodbye. And guess what? THAT'S GREAT!

Artistic integrity leads to games we can't mod. It leads to stories with bizzare twists and endings that we don't like. On imports, it leads to awkward dialog which should probably be "interpreted" a bit more rather than trying to "stay true to the original" to the point where we have no clue what the hell people are trying to say. Artistic Integrity is partly to blame for half of the bad decisions ever made in any game since freaking Pong, and easily 90% of the screw-ups that nobody will fix.

Out of time? Over budget? Had to rewrite the game because the engine doesn't support Pixel-Shader-Anti-Aliasing-Lens-Flare 29.5? Fans getting uppity over a pre-released screenshot showing your character in a manner they don't like and you want to fix it to make them happy before release? These aren't things to be ashamed of. They are the kinds of problems that people like you encounter every day. Yanno, programmers. Which you are, whether you think so or not.

So let's dismiss this whole myth that you are all modern-day Monet's and start focusing on doing what you were all hired and well paid to do - asking HOW, ans solving it beautifully. Do that right, stay true to what your customers want, and you'll come to find out nobody will think any less of you.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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Oh my God! A blast from the past! It burns

Other than that...you are correct - "artistic integrity" does not mean what people throwing it around ME3 thought it means. Now that I think about it, ME3 managed to destroy so much of the dictionary meanings, that it could be considered a factor of illiteracy.
 

Fappy

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Jan 4, 2010
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DoPo said:
Oh my God! A blast from the past! It burns

Other than that...you are correct - "artistic integrity" does not mean what people throwing it around ME3 thought it means. Now that I think about it, ME3 managed to destroy so much of the dictionary meanings, that it could be considered a factor of illiteracy.
Where's Zeel when you need him?

This topic will never die.

Ever.
 

BloatedGuppy

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Feb 3, 2010
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Fappy said:
Where's Zeel when you need him?

This topic will never die.

Ever.
We could probably replicate The Zeel Experience with a little ad libbing.

"LOL @ BIODRONES I predicted this and all of you decided to laugh at me well who is laughing now? ROFL enjoy your shit game while I laugh at all of you, this is the last time you will question the amazing Zeel."
 

Fappy

\[T]/
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BloatedGuppy said:
Fappy said:
Where's Zeel when you need him?

This topic will never die.

Ever.
We could probably replicate The Zeel Experience with a little ad libbing.

"LOL @ BIODRONES I predicted this and all of you decided to laugh at me well who is laughing now? ROFL enjoy your shit game while I laugh at all of you, this is the last time you will question the amazing Zeel."
Holy shit, did Zeel hack your account or something!?

So accurate >.>
 

Eclipse Dragon

Lusty Argonian Maid
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Jan 23, 2009
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I wasn't aware all these programmers were going around calling themselves artist.
Where did you get this information?
Citation please, and why are you so angry about it?

----------
Personally I feel everyone who puts honest effort into their work regardless of the role they play is considered an artist.
After all, if the final result is a work of art, everyone who played a role in creating it should be considered an artist.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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Fappy said:
DoPo said:
Oh my God! A blast from the past! It burns

Other than that...you are correct - "artistic integrity" does not mean what people throwing it around ME3 thought it means. Now that I think about it, ME3 managed to destroy so much of the dictionary meanings, that it could be considered a factor of illiteracy.
Where's Zeel when you need him?

This topic will never die.

Ever.
As far as I know, he's over at the Destructoid forums. If you want to catch more of him, try there. Or his blog, but I don't recommend it - last (and only) time I looked at it, I got the urge to punch something until either it or my arm broke and was unusable.

He's good in small doses - every other comment or so, but a concentrated dose of Zeel is just too dangerous.
 

RipRoaringWaterfowl

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Jun 20, 2011
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Usually, the designers, the ones who direct the games, are going to be the artists since they do the why and all that. The developers just make it happen with the code. Though I would argue all of those involved in making an artistic game can be considered artists, since they made it, and likely had input beyond writing codes.

BloatedGuppy said:
Fappy said:
Where's Zeel when you need him?

This topic will never die.

Ever.
We could probably replicate The Zeel Experience with a little ad libbing.

"LOL @ BIODRONES I predicted this and all of you decided to laugh at me well who is laughing now? ROFL enjoy your shit game while I laugh at all of you, this is the last time you will question the amazing Zeel."
Oh, good and bad memories, coming back. Them were the days...
 

Moth_Monk

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Feb 26, 2012
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Lol! OP thinks that the developers that code the game actually write the story!! :D

No. This might be somewhat shocking for some people but: They hire other people to write the story. You know that part in the end credits where it says: "Lead Writer: Mac Walters" and then there's all those other bits in the credits where lots of different people are named for doing completely different things like...level design or...Audio....

...yeah.
 

Shadowstar38

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Jul 20, 2011
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Well here' one thing. The programmers that you told were not artists in the lead in are not the same people that make the decision to change something based on fan reactions.

2. You can be an artist while still making art fans will like. The lore of the Mass Effect Universe and how the aliens look were not effected by fan feedback as far as I know. Even they changed gameplay elements feel better, gameplay is what gets you form story point to story point. Equal to how action scenes are choreographed in movies.

Making a fun experience for the audience does NOT sacrifice artistic integrity.
 

irmasterlol

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Apr 11, 2012
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Moth_Monk said:
Lol! OP thinks that the developers that code the game actually write the story!! :D

No. This might be somewhat shocking for some people but: They hire other people to write the story. You know that part in the end credits where it says: "Lead Writer: Mac Walters" and then there's all those other bits in the credits where lots of different people are named for doing completely different things like...level design or...Audio....

...yeah.
Basically this. That's why they have the Creative Director do so many interviews about content and not Programming Grunt #451. It takes so much more than the programmers to make a game. Sorry that your whole novel up there had to go to waste, OP. Try again tomorrow.
 

Adam Jensen_v1legacy

I never asked for this
Sep 8, 2011
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Moth_Monk said:
Lol! OP thinks that the developers that code the game actually write the story!! :D

No. This might be somewhat shocking for some people but: They hire other people to write the story. You know that part in the end credits where it says: "Lead Writer: Mac Walters" and then there's all those other bits in the credits where lots of different people are named for doing completely different things like...level design or...Audio....

...yeah.
This.

But just so we're clear, engineers can be artists as well. Leonardo da Vinci anyone? And that's just the most famous example. There are probably people in gaming industry that do the coding and some story writing or drawing and things like that.
 

evilneko

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Jun 16, 2011
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>Implying engineers cannot be artists.
>Implying programming cannot be artful.
>Implying a very narrow definition of art.
 

oplinger

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chuckdm said:
An artist doesn't care for "how" in any way, shape, or form. An artist only wants to answer two questions: what and why.
This really sort of just made me laugh, and write you off.

How do they move?
Why do they move like that?
What do they move like?

See what I did? That's what you did. You're migrating definitions to try and make a point. I can ask all three of those, and get the same answer. As an artist I'm concerned with all three.

I don't get the option to show you WHY anything happens. However, I am concerned with why, so I can show you HOW. When you understand how, you know why, and can see what.
 

burningdragoon

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Jul 27, 2009
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I stopped reading pretty much right after "You are not an artist, you are an engineer" because it's a silly point to make.

I could point out that not everyone on a dev team is an engineer.
I could point out that you could argue that programming can be considered a an art form (I wouldn't make this argument myself, but it's there).
I could even point to some games made by a single person that still includes what most people would call art.

But I won't. I will say that my favorite programmer that I know (on the internet), wrote a novel that was very good. Seems to say to me that you can be an engineer and an artist.
 

Toilet

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Feb 22, 2012
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Adam Jensen said:
Moth_Monk said:
Lol! OP thinks that the developers that code the game actually write the story!! :D

No. This might be somewhat shocking for some people but: They hire other people to write the story. You know that part in the end credits where it says: "Lead Writer: Mac Walters" and then there's all those other bits in the credits where lots of different people are named for doing completely different things like...level design or...Audio....

...yeah.
This.

But just so we're clear, engineers can be artists as well. Leonardo da Vinci anyone? And that's just the most famous example. There are probably people in gaming industry that do the coding and some story writing or drawing and things like that.
Missing the point.

Da Vinci was an artist and an engineer as in he was an artist but he also made inventions. At no point did Da Vinci look at one of his inventions and say "That is a fucking piece of art, better put this on display.". We have those designs on display now but Da Vinci never intended those pieces to be art.

Also recently developers have developed a sense of grandiose thinking they are brilliant artists with a Holier than thou attitude. Protip: you are an engineer trying to make a product that will sell to its target audience, if you carry on like that and don't listen to outside sources you will either end up with your product being scrapped by your higher ups or your product being a piece of shit.
 

NinjaDeathSlap

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Feb 20, 2011
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I disagree with your definition of an artist. However, even if you are right, not everyone involved in making games is a programmer. In the Mass Effect 3 case, the people under the spotlight were the writers. They had very little, if anything at all, to do with programming the game, and what they do is no different (save for dialogue influenced by player input obviously) to what people who write scripts for TV/Movies/Radio do. People who write for those mediums are considered artists by most, so why not people who write for games.

What annoyed me about Bioware at the time was not that they called themselves artist, because I think they are, but rather that they seemed to think that something being an 'artistic choice' was some kind of one-size-fits-all, bulletproof defense from any kind of criticism. It's not. Something can be art and still suck, for textbook, easily definable reasons. My (and I gather may other people's) complaint was not that Bioware had no right to decide how to end their own game, but that the decision that they made failed on fundamental levels of storytelling.