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Yes, but is it *art*?

 
  

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The Strobe
13:53 / 15.06.05
The game is not playing itself because it is not sitting outside the console with a joypad in its hand.

I still say:

the game is only existing when there's not a player there.

Re: your Soul Calibur point: well, there's a finite list of moves, but AI only has a finite capacity of thought. And the human brain has an infinite capacity.

The computer won't start running around backwards and pissing around, for instance, but a human player might.
 
 
iamus
14:48 / 15.06.05
the game is only existing when there's not a player there

I think this certainly was the case, but there is a gathering movement in games challenging this. It's one of the things I currently find so fascinating about where games could be going. In fact, I feel it has potential to become one of the medium's most unique and defining features as a new artform.
 
 
I'm Rick Jones, bitch
15:03 / 15.06.05
A lot of games don't have choice, in the sense that they progress in a linear fashion, through waves of enemies. Pac-Man, Galaxians, Rez - interaction, but no choice.
 
 
The Strobe
15:09 / 15.06.05
Interaction is a choice. Deciding between shooting the left enemy and right enemy in Rez or Panzer Dragoon is a choice.

Any form of interaction is a choice; even deciding not to interact, and staying on the rails til you die.
 
 
iamus
15:39 / 15.06.05
I think there is a whole new thread here. I'm going to start one.
 
 
rising and revolving
15:46 / 15.06.05
Virtua Fighter 4 features AI fighters that you train, who emulate your behaviour and then learn by playing the game on their own. So if you train them to piss about and run backwards, they will. They'll then blend this with other things they learn by fighting other AIs.

This whole "It's only a game while you're playing it," discussion seems silly to me. I'm just fundamentally unable to see how this differs from a book or film. Sure, while they're not being interacted with, they're not actively being art at someone. They're in a passive, unengaged state - but that's true of everything.

Are people honestly trying to say that a Chess board is not a game unless people are playing it? And why does this matter?

There's also people saying "Well, some games may approach art, but only if they're fun/quality/emotionally enagaging etc" - which is okay, but not really the question. Are books art? Are films art? Are games art?

You could definately answer all those questions "sometimes, but not always," but the point with games is that people ask the question. Whereas no-one ever says "Are films art?" these days.

Crucially, I think the question is "Can games be art?" - and as far as I'm concerned there is no sensible definition of art by which you could say no. For any definition of art[1] I can find a game which would qualify.

"Are games art?" isn't a very interesting question. The interesting question is - why do you feel the need to ask? Why are we even having this discussion?

[1] Well, any definition of art that would include Picasso, Dickens, and Wells anyway.
 
 
iamus
16:32 / 15.06.05
The interesting question is - why do you feel the need to ask?

To discuss?

Why are we even having this discussion?

Presumably an even more interesting topic would be "Why are we having a discussion about why we are having a discussion?"?
 
 
I'm Rick Jones, bitch
16:41 / 15.06.05
You don't have choice. The content is presented to you in a linear fashion - any "choice" you have disappears when the next wave buzzes in.
 
 
The Strobe
16:47 / 15.06.05
Sandra Bollocks: please read my previous comment re: choosing what to shoot. If you're telling me that's not a choice, I really don't know what the fucking point of discussion is here. You are, essentially, contradicting yourself. (For reference: even Dragon's Lair just about includes choice, and that's saying something).

I love games. I love the theory of them, and I love the playing more. And I'm not convinced they fit into any description of "art" I've ever heard. I'm not slamming the medium, I'm slamming the labelling. Like I said: later I will dig up the Edge article to which I referred to (without agreeing entirely with). In a matter of hours.
 
 
iamus
16:49 / 15.06.05
I think you're both right.

You do have choice. But it is choice within a narrowly-defined system. But all choice is kind of like that.
 
 
rising and revolving
17:26 / 15.06.05
And I'm not convinced they fit into any description of "art" I've ever heard.

Please provide one of these definitions that does not fit. I'm interested (if unconvinced) ...
 
 
Olulabelle
18:01 / 15.06.05
Paleface, a really good aeons old example of netart which is entirely based on choice is Trina Mould's Dot2dot porn.

I also think that Vectorpark's park is art, and that is all about choice too.
 
 
rising and revolving
18:34 / 15.06.05
Presumably an even more interesting topic would be "Why are we having a discussion about why we are having a discussion?"?

Sure, but what I'm trying to get to is why do people need to ask this question? If I went into the Film+TV forum and asked "Are films art?" I'd be laughed out. Same for Books, same for Comics. Why do people feel that there's a question here?

If you ask me, it's simply because it's new - no other reason. This did happen w/ other media - the question is how long it takes before people get over it. Certainly, academia mostly has - the ludic departments are now being taken seriously.
 
 
Lurid Archive
18:38 / 15.06.05
I've got to say, I don't really see the interactivity as a huge conceptual barrier separating art and games. I don't think I'm quite following the significance of that. Certainly, I think it is possible to see a game as *scripted*, just in such a way that the script is a branching entity that gives you a different flavour to the experience each time.

But I'm interested in Spatula thinking of Pac-Man as art, because it holds up an assumption we can tend to have to scrutiny - that a game is *better* because of better graphics or better plot (which are the elements that let one compare it most directly to art as we know it).
 
 
I'm Rick Jones, bitch
19:17 / 15.06.05
In Dragon's lair, you either succeed at the quicktime events, or you die.

In Galaxians, you may either shoot at the Galaxians, or be destroyed.

Neither offer freedom of choice - either you comply with the system or you die, and the game is over. I don't think there's really much choosing going on.
 
 
rising and revolving
19:22 / 15.06.05
Wait a minute - the choice between one thing and another isn't a free choice?

Unless what? Is this a bizzaro world definition of the word "Choice"?

Where does a choice become a free choice, by your definition?

(I'm not being rude, I just genuinely have no understanding whatsoever of the context you're using around the word "free choice")
 
 
I'm Rick Jones, bitch
19:32 / 15.06.05
You can shoot the blue galaxian or the red galaxian. But once you've shot them all, you're going to go to the next level.

You don't have any choice in what order you experience the content. You may choose to experience the content as you please, but that goes for all art.
 
 
rising and revolving
19:57 / 15.06.05
Then give me an example of choice. Because at the moment you've drawn an arbitary line in the sand and said "Choice of which Galaxian to shoot is not free choice, but choice of level is free choice,"

It still seems like a very poorly articulated position to me - can you offer me an example of a game that includes free choice? Preferably one that illustrates the boundary conditions - ie, this is a not a free choice because you only have four options, but this one has five options so becomes a free choice.
 
 
astrojax69
22:00 / 15.06.05
lula, your point about the greenaway installation and the installation of a sort of musical instrument played by participating gallery goers; i am not sure that because an installation has an element in common with games [ie they require input to manipulate the outcome - interactivity] makes it a game.

a piece in the melbourne moet chandon exhibition in melbourne a few years ago had graphic artists create games, including one by gilian morrison that was premised as a comment on domesticity, but these were quite shallow, in terms of interactivity required for successful commercial computer games and really, the structure of the virtual games format allowed the construction of the artwork - just as the inherent structure of theatre allows constructions of art works, ie plays, etc.

your point is interesting in drawig attention to this nexus of grey between the poles of this debate. but i don't think we've cracked it! what really makes one a game, one art and can the two really be found commensurately in the identical virtual object?

is its setting, for instance, of importance, and how? (ie, a commercially released product vs one created one off for a gallery, on exhibition [albeit interactively]) what would we make of an art work game that was released for interactive exhibition on a live website, instead of a gallery installation? i imagine this has been done, no? anyone know of this being done?

cool thread, guys!
 
 
Olulabelle
22:48 / 15.06.05
Astrojax, my point wasn't really about art as game, although that's actually a really interesting thought. It was actually about accepting that there is choice in art and so therefore games cannot be 'disqualified' from art simply because they are interactive.

I think we're getting too hung up on the issue of choice; the question of whether games are art is not suddenly going to be resolved if we work out whether the element of choice can be included in an art form. Personally, I firmly believe that it it can be a vital functioning part, and so therefore, for me the issue of being able to make a choice in a game is not really relevant to the question.

I think we should look more at the elements of games, for instance I think no-one would deny that the graphics could be considered art. If a painter is an artist and a sculptor is an artist then so is the person who uses the computer as his 'material.'

I would also like to consider the far more speculative concept of coding as art. It is certainly an 'art form'. Related story: My friend is a Flash designer, but he became frustrated with Flash as a tool and found it limiting. So he learnt how to write Flash code in order to create the pieces he wanted. I think he's an artist, certainly he is in his personal work. And I think learning to code is part of what makes him one.
 
 
Shrug
23:10 / 15.06.05
The above makes me think that writing code isn't that dissimilar to writing music. Can you compose a game, can you codify music?
Which leads to the question "Is the examination of terminology surrounding games in order to determine which we associate them (sports or art) worthwhile?"
For example; whereas we appreciate art we play sport as we do games.
 
 
invisible_al
23:28 / 15.06.05
I think people are getting too caught up in categories here, I'd argue that computer games are art because their creators intend them to convery something to their audience and because the audience have an emotional and intellectual response to that.

In my experience it doesn't happen as much at the moment because the creators are often more concerned with an adreniline response rather than emotions. But take a look at games like Ico or my favourite example Planescape Torment, game like that grab you and make you care about what happens next and thats an emotional response.
 
 
TeN
00:35 / 16.06.05
I'm surprised no one has mentioned The Sims in this thread yet. I think Will Wright is and has been making the games that are the closest to art the industry is right now. I eagerly await his next game, Spore.
 
 
Spatula Clarke
01:16 / 16.06.05
Scintilla: But I'm interested in Spatula thinking of Pac-Man as art, because it holds up an assumption we can tend to have to scrutiny - that a game is *better* because of better graphics or better plot (which are the elements that let one compare it most directly to art as we know it).

That thinking - that 'better' visuals mean a better game - seems to me to be the same sort of reasoning that makes some people believe that for a film to improve on what else is out at the time, it needs to have more explosions.

Pac-Man has its own visual style. That's where the 'better graphics' people fall down - they think that 'better' is synonymous with 'technologically superior' (or simply 'more') and, as a result, suffer a major failure when it comes to making their product look any different from the crowd.

It's also easier to look back on older games with the benefit of hindsight in order to see what's stood the test of time. Pac-Man is ageless - the limits of the technology at the time don't come into it because you can tell that it was always meant to look that way. If we go back to KotOR again, there you've got a game that tries to build an environment that's recognisably 'real' and this is what makes its flaws so much more obvious to us - when I stick my nose right up against a wall in real life my vision doesn't suddenly become blurred, so when that happens in a game that's supposed to be located in a universe that's recognisably ours, the illusion collapses. You also expect to be able to do things a certain way, as you would outside of the game, but you're not allowed to.

Pac-Man, in comparison, exists entirely in its own universe - when we play it, we're transported to truly 'alien' surroundings where we have no preconceived ideas about how things should look or feel. The illusion becomes that much more convincing simply by being so unreal. The lack of plot means that there's one less barrier to your accepting that universe.
 
 
Spatula Clarke
01:44 / 16.06.05
Sure, but what I'm trying to get to is why do people need to ask this question? If I went into the Film+TV forum and asked "Are films art?" I'd be laughed out. Same for Books, same for Comics. Why do people feel that there's a question here?

In some cases because people feel the need to justify the fact that they enjoy videogames to their peers, and their peers are the sort of snotty nerks who're hung up on the notion of 'worth' and who have an automatic hatred and distrust of anything from popular culture. For others, it's that we don't want to see our history get thrown away in the same sort of offhand manner that's left us with precious few examples of early film - obviously, the growth of emulation ensures that this is much less likely to happen.

It's possibly also because videogames cross the boundary between art and sport in a way that no other form can.

Going off on a slight tangent...

Cistern: Can you compose a game?

Sure. Why not? It's a programming language, after all. All that poems or novels or stories are is a collection of words. If you'd agree that any spoken or written language can be used artistically, then I think you'd be a hypocrite to deny that programming languages can be used the same way. You'll often hear code being descirbed as 'elegant. Absolutely.
 
 
The Strobe
06:26 / 16.06.05
I'd pretty much say that programming is not art.

I think that there is an art to it, to use a particular turn of phrase, sure; but again, it's design and engineering, as I mentioned in my past comments. Great programmers are great constructors, great product builders. But they're not making paintings; they're making paintbrushes.

I think the word "design" is more maligned than the word "art". So many people refer to "good design" as just nifty graphic work somewhere or other - tbh, something that really is more akin to art. The way things are made - and we can all agree that videogames, even if they may not spring from an artistic muse, are made - is often neglected in favour of how they look. Time and time again, in this thread, we discuss the construction of things, and yet call it art. Breughel was not a master for how he mixed his paints, he was a master for how he actually painted. No-one would think how Mozart wrote music was more important than the music itself.

But we've jumped on Street Fighter as great art, and yet the rational behind what was said was purely about great design. What gives?

Lula, I'd argue that learning to code has nothing to do with being an artist. You don't need to be able to make paintbrushes, or vellum, or pens, in order to be an artist, so why do you find the ability to make tools so important to the creative process?

Aha. I know exactly the word for people who make both tools and things with those tools: craftsmen.

So I will end with: I'm still not sure games are art. They are definitely a craft; I cannot deny that.
 
 
Olulabelle
08:09 / 16.06.05
I don't see code in the same light as paintbrushes though. I think there are two ways of looking at it:

Photoshop and flash are the same as paintbrushes or clay - they're the tool you use to create the thing. But code is the thing you have created. If you break it down to it's most fundemental level, the thing only exists because of the code, therefore the code is the thing itself. How you arrange the paint on the canvas is the art of painting, so how you arrange the code in a game is the art of games.

Alternatively, code is analogous to paint insofar as it is the medium used to create the thing, but it is not the thing itself. This makes the game creators artists but does not necessarily make the games themselves art.
 
 
The Strobe
08:30 / 16.06.05
Code is not always the thing you have created. Unfortunately, I don't think you can carry on talking about this the way you are without a more thorough understanding of programming. And I don't mean that in any condescending way - it's just that referring to "code" muddies waters rather than clears them.

Much of any program is not, directly, the "final creative output". It's boring stuff - frameworks, classes - that the programmer can then build on. (Even in a non-object-orientated world, much of the programming still qualifies as "boring I/O stuff".

So before I create, say, each individual ghost in the game, I create a generic class that defines ghosts. Which might even be part of a more generic class that defines moving objects on the playing field.

These classes are not the final objects. These classes are frameworks to create objects from. They are paintbrushes, moulds, as much as an application to draw graphics is.

the thing only exists because of the code, therefore the code is the thing itself.

That's false logic. If you say that this code is not the brush but the paint (which I think fits my explanation above better, and I'll run with for now), then you're saying that a painting only exists because of paint (TRUE) and so therefore the paint is the painting (FALSE). My can of Dulux is not the Mona Lisa, and if I stick a brush in the can and apply it to anything, I can assure you I cannot create the Mona Lisa. I can barely create a simple stick figure.

Also, "paintbrushes or clay" makes things less clear, especially given your useful analogy of "paint itself". Paintbrushes is correct in your terms, but clay is not - clay's a raw material. "Paintbrushes or those-clay-shaping-tools" makes more sense.

There and again, I'd fundamentally disagree with this statement: How you arrange the paint on the canvas is the art of painting, but maybe that's a question for Art, Fashion, and Design.

I re-read the Edge article. I may have mislead people earlier on the "choice" thing. The summary is coming, and I think it not only raises interesting points that haven't been mentioned here, but it also is interesting simply because of when the article was written - 2001, just after the first real glimpses of the PS2 (but before it was released).
 
 
Olulabelle
10:47 / 16.06.05
I actually suggested we consider the process of game development in order to turn this thread away from the subject of choice - which you introduced. The choice debate was derailing the thread slightly and we were starting to turn away from the initial question. However, now apparently all those posts are totally irrelevant to the thread title anyway since you say you incorrectly recalled the article.

Unfortunately, I don't think you can carry on talking about this the way you are without a more thorough understanding of programming.
I realise I'm not a programmer. I'm not a surgeon either, but it's still perfectly acceptable for me to discuss how plastic surgery can affect self-image. I don't see how the lack of very specific knowledge of a profession can negate a person's opinion on an exoteric subject. I used the word 'code' as in programming code and I think that's an acceptable term for referring to game programming in a very generic thread such as this. It's not as if we're discussing the correct way to build a game and I certainly hope this forum doesn't become one in which every thread insists on a detailed knowledge of algorithms.

Taking the Pac-Man reference and then thinking about your comments on game development; frameworks and classes and defining ghosts or whatever may be boring but I still think the fact that it's possible to define the way a ghost behaves and the rules of it's interactions by telling a machine to do certain things, and end up years down the line with a design classic is a crucial part of what we're trying to discuss.

One of the things I actually premised was this:
How you arrange the paint on the canvas is the art of painting, so how you arrange the code in a game is the art of games.
Why do you disagree with that? Are the game developers (the programmers and designers and whatever) not responsible for the art of the game if a game can be art?

If you say that this code is not the brush but the paint (which I think fits my explanation above better, and I'll run with for now), then you're saying that a painting only exists because of paint (TRUE) and so therefore the paint is the painting (FALSE).

So therefore I presume (since you haven't said) that you agree with this: Alternatively, code is analogous to paint insofar as it is the medium used to create the thing, but it is not the thing itself. If you don't think this is true either, then what would you say is the medium used to create a game?
 
 
The Strobe
11:21 / 16.06.05
I realise I'm not a programmer. I'm not a surgeon either, but it's still perfectly acceptable for me to discuss how plastic surgery can affect self-image.

Yes. It's entirely acceptable and valid for you to discuss how plastic surgery affects self-image; I'm 100% with you on that. But it's not very valid for you to assume how a rhinoplasty or facelift is performed, unless you have some specific knowledge.

I used the word 'code' as in programming code and I think that's an acceptable term for referring to game programming in a very generic thread such as this

Well, to an extent, yes. But you went on to say that "the code is the thing you have created" and I was trying to explain that so much of it isn't; that the majority of work, of lines of code, has nothing to do with the creative endeavour.

I still think the fact that it's possible to define the way a ghost behaves and the rules of it's interactions by telling a machine to do certain things, and end up years down the line with a design classic

Yes, I agree entirely.

What I disagree with, entirely, are these two statements: the code is the thing itself and how you arrange the code in a game is the art of games. There is more to the skill of creating a game than arranging code; there is a whole conceptual level - otherwise the people who made games before computers (or even contributed to their organic development, as with many games such as chess) can have no stake in that craftsmanship you describe.

Alternatively, code is analogous to paint insofar as it is the medium used to create the thing, but it is not the thing itself.

Yes, I do; I was hoping to make that clear at the end (when I was clarifying the clay-tools/not clay thing you mentioned) but you're right, I didn't explicitly say so and I should have. More than code-is-paint, maybe: everything that's compiled, the art, the language, the audio, that's the paint. I agree a lot.

I certainly hope this forum doesn't become one in which every thread insists on a detailed knowledge of algorithms.

I am not. At the same time, as I said above in my plastic surgery comment, there's only so much you can criticise, and only certain aspects one can criticise, before a lack of knowledge becomes a hindrance. And one single sentence of yours - which, to be fair, was what most of my post was responding to - required the response (to my mind) "no, it's not as simple as that, and to suggest it is will make this discussion difficult". Similarly, the first of your arguments (which I disagreed with) I called more because it was false logic than because it was i any way technically incorrect.

That does seem to clarify matters. I won't derail this thread further on these lines, don't worry; I've got a more interesting (and more relevant to "art") direction that I'll bring in later.
 
 
Spatula Clarke
12:11 / 16.06.05
How you arrange the paint on the canvas is the art of painting, so how you arrange the code in a game is the art of games.
Why do you disagree with that? Are the game developers (the programmers and designers and whatever) not responsible for the art of the game if a game can be art?


I suppose because a painter doesn't test his work out on an audience before deciding whether or not it's finished. There are other people involved in the making of a game besides those who do the actual designing or programming. The art of painting doesn't really have a counterpart to the playtesters on a game, the people who provide feedback on how effective the thing is before it gets published. There's maybe a link to preview audiences for films and editors on novels, although there are obvious differences with both.

Think of it less as a painting and more as architecture - the lines of code in a game are the bricks in a building. You don't know how well the building 'works' until you've got people living inside it.
 
 
The Strobe
12:29 / 16.06.05
Ooh, I like that analogy. Although again, it's notable that it compares games not to (necessarily) an art-form, but a design-form. Buildings may be designed to look beautiful, but there's a vast amount of important structural and safety concerns which are as important as aesthetics. That balance of disciplines is why I think it's a good analogy.
 
 
at the scarwash
21:17 / 16.06.05
I suppose because a painter doesn't test his work out on an audience before deciding whether or not it's finished.

maybe it's just me, but just about every creative endeavor I have undertaken has been "playtested" by friends, workshop mates, strangers in bars, whatever. Often enough, I find their critiques to be vital in trimming off the rough edges, spotting my self-indulgeances, making things flow more smoothly.

I think that games are, for the most part, still in the cave-painting phase as an art form. Megaman is one of the most beautiful things that has ever happened to me. Gratifying, from not only a ludological standpoint, but from an aesthetic. Hip Tanaka's work on Metroid and Kid Icarus is some of my favorite music, integrated in both cases with a beautifully-designed and imagined world and gameplaying experience. But I have yet to play a game that affects me on the level of a Cy Twombly canvas, or Aguirre, The Wrath of God. I think games are, or at least can be, an art form. But I think that they are in their infancy. I think that interactive web art and things like the projects here show ways that software is edging towards providing more complex experiences. I think that video games probably need to undergo an indie or underground revolution before the artistry can be liberated from the need for commercial success and sheer entertainment content.

I would also state that the artistry of games happens in the playing. When the aesthetic combines with the satisfactions and frustrations, the engagements of interactivity: art happens there. I think that Spatula's statement that Pac-Man is art is truest because it is a perfect integration of everything happening between the player and the game.
 
 
TeN
00:09 / 17.06.05
"Pac-Man, in comparison, exists entirely in its own universe - when we play it, we're transported to truly 'alien' surroundings where we have no preconceived ideas about how things should look or feel. The illusion becomes that much more convincing simply by being so unreal."

I completely agree. This reminds me of an excerpt of a conference I watched (hmm, I think it was at E3, but I could be wrong) where a panel of game developers discussed the possibilities of graphics in the future. Will Wright (yeah, i think the man is a genius) was the only person on the panel who stressed the importance of non-realism. he basically said exactly what you said - as technology continues to advance, what looks incredible now will always look outdated. but if instead we aim for something representative/cartoonistic/artistic/unique, rather than realistic, well then it has much more staying power.
 
 
Longinus
02:53 / 17.06.05
I think one of the main arguments for art’s existence is that it either creates feelings in or imparts feelings to its audience. By that standard something like Xenosaga is a much superior piece of art to, say, the Mona Lisa. Of course one could argue that a punch to the gut is a much more efficient feeling creator than the former two, so I think it would be best to define “feelings” within a certain criteria. And of course each individual’s particular criteria=taste.
 
  

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