Ebert Video Game Commentary Hullabaloo

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I assume some of you at least know of this going down, that Ebert made the comment that he thinks games are inherently inferior to literature or film and there was some debate. And a lot of it was crap, and boring, and awfully stupid. But it's still going on, so is anybody else reading it? Do you care? Am I it?

TOMBOT, Friday, 23 December 2005 23:17 (eighteen years ago) link

There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.

Ha! I'd argue that this is completely and utterly wrong about "serious" (or, at least, "interesting") film and literature, which requires player choice (usually in the form of figuring out "what to do" with the materials in the "text", coming to a collaboration with the text as to "what it's all about", wrestling with the author's choices, etc.). Art that doesn't give the player control over the "meaning" or "interpretation" of the text is called "propaganda"; games just provide another structure for "player" control.

"Casuistry" (Chris Piuma), Saturday, 24 December 2005 00:25 (eighteen years ago) link

summary:
ebert calls games inferior
gamers say ebert should actually play some games before commenting
ebert does not play any games but repeats his claim
i lose interest

älänbänänä (alanbanana), Saturday, 24 December 2005 00:51 (eighteen years ago) link

Which game vs which film? M*A*S*H vs Duke Nuken 3d? 12 Angry Men vs Army Men 12?

kingfish holiday travesty (kingfish 2.0), Saturday, 24 December 2005 00:57 (eighteen years ago) link

i dunno, i don't really expect some old dude to be like "i am excited by the boundless artistic possibilities of videogames!!!!". and i LIKE ebert. but who gives a shit?

I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 01:34 (eighteen years ago) link

chris d'you not think that videogames are more determining of the player's reactions than films or whatever generally are? in that some ways yr choice of "interpretations" is just cut down to "shall i run right and shoot some things or shall i run left and shoot some things?"

tom west (thomp), Saturday, 24 December 2005 01:53 (eighteen years ago) link

and generally when you run left shit stops scrolling on you

tom west (thomp), Saturday, 24 December 2005 01:54 (eighteen years ago) link

Videogames as they exist are pretty obviously less developed than literature.

Claiming the videogame format will never have the capacities literature has seems daft as a book or film can be ported directly into a (not very interactive) videogame.

The point at which videogames, even with all their current lamenesses, stop being by far the most thrilling innovative mutating enjoyable medium to be right now following seems kinda a better time to have this argument than now.

Gravel Puzzleworth (Gregory Henry), Saturday, 24 December 2005 17:01 (eighteen years ago) link

It's christmas!

Gravel Puzzleworth (Gregory Henry), Saturday, 24 December 2005 17:03 (eighteen years ago) link

They didn't print my overlong letter. :/

polyphonic (polyphonic), Saturday, 24 December 2005 17:12 (eighteen years ago) link

I hope I get my nintendo DS tomorrow so's I can prove him wrong!

kingfish holiday travesty (kingfish 2.0), Saturday, 24 December 2005 18:04 (eighteen years ago) link

Obviously games>films>books.

Does that even need explaining?

melton mowbray (adr), Saturday, 24 December 2005 18:58 (eighteen years ago) link

books>films!

Gravel Puzzleworth (Gregory Henry), Saturday, 24 December 2005 19:56 (eighteen years ago) link

i just realised I still remember which sign is which by "the hungry bird wants to eat whatever's bigger", like I learnt at about four.

Gravel Puzzleworth (Gregory Henry), Saturday, 24 December 2005 19:57 (eighteen years ago) link

I sometimes draw alligator teeth on my >s / <s.

remy (x Jeremy), Saturday, 24 December 2005 19:59 (eighteen years ago) link

music> videogames= books> boardgames> sports> paintings= films> work= food> vernon kay

Gravel Puzzleworth (Gregory Henry), Saturday, 24 December 2005 20:02 (eighteen years ago) link

I think basically you should judge artwork by the quality of its pornography, so in that case: movies>books>music>videogames

n/a (Nick A.), Sunday, 25 December 2005 00:52 (eighteen years ago) link

n/a reveals himself to be not a fan of erotic works which mainly consist of urinating on low-grade Sailor Moon ringers

TOMBOT, Sunday, 25 December 2005 02:01 (eighteen years ago) link

ARE YOU HEARING ME, JAPAN

TOMBOT, Sunday, 25 December 2005 02:01 (eighteen years ago) link

chris d'you not think that videogames are more determining of the player's reactions than films or whatever generally are?

Depends on the video game (or the film). Babe determines its watcher's reactions much more narrowly than, you know, Animal Crossing.

in that some ways yr choice of "interpretations" is just cut down to "shall i run right and shoot some things or shall i run left and shoot some things?"

It's not what you do, it's how you feel or what you think when doing it (or after) that is at question here, though, surely?

Casuistry (Chris P), Sunday, 25 December 2005 18:37 (eighteen years ago) link

http://www.wired.com/wired/archive/2.09/streetcred.html

älänbänänä (alanbanana), Sunday, 25 December 2005 19:51 (eighteen years ago) link

yeah, but to me most videogames i find i'm operating just on the mental level of working out my immediate in-game reactions to things .. i don't really follow modern videogames, though, other than what my housemates get, which tends to mean nothing abstract and nothing with a plot .. i mean, yeah, ebert's thing is pretty much wrong on theoretical grounds, but i dunno about practical ones.

(i think the thing to theorise around might be the kinds of communities formed around games-playing, and what kinds of interactions they offer) (i'm not entirely convinced that "art" is something to argue for) (or at least, couching the argument in terms of "x has less "artistic value" than y" is entirely pointless) (i.e. list thread-ish) (merry christmas, incidentally)

tom west (thomp), Sunday, 25 December 2005 20:25 (eighteen years ago) link

Cosmology of Kyoto was a fantastic, fantastic game.

TOMBOT, Sunday, 25 December 2005 22:01 (eighteen years ago) link

Even if it doesn't have a plot, though, all video games have a narrative. It isn't necessarily a narrative built of characters having their adventures, but, well, the narrative path of SMB3 involves a few easy levels, discovering a few strange quirks, changes in pace, introduction of novel effects, all set up with a certain rhtyhm, all executed with a certain visual and musical style, with a certain type of interaction between the player and the character, and developed over the course of probably hundreds of plays. Finally getting through a level can have the force of a great restatement of theme in a Beethoven symphony; discovering a vine leading up to a cloud area can work like the bridge of a Beatles song. In fact, it might be easier to talk about the art and interpretation of a video game in terms of music, since both are abstract and both are, at least these days, generally made familiar through repetition. Focusing on the "plot" is like focusing on the lyrics of a pop song -- sure, it's there, and sure it can be great, but very often it just isn't really the point, and isn't where (most of) the art lies.

Casuistry (Chris P), Monday, 26 December 2005 12:29 (eighteen years ago) link

you should develop that! yr examples are all what i was thinking of as "abstract", tho. which i imagine adrian might be around to bitchslap me for, shortly.

tom west (thomp), Monday, 26 December 2005 17:03 (eighteen years ago) link

Wait, what kinds of video games do they get then?

Casuistry (Chris P), Monday, 26 December 2005 20:46 (eighteen years ago) link

they tend to involve "street racing" mostly

tom west (thomp), Monday, 26 December 2005 23:25 (eighteen years ago) link

i think it's not so much a matter with narrative as it is experience. it would seem that both games & movies offer their enjoyment thru the (real-time?) experiencing of them.

kingfish holiday travesty (kingfish 2.0), Monday, 26 December 2005 23:50 (eighteen years ago) link

Yeah, Chris OTM. Ebert is wrong on this one because he's being too middlebrow in his thinking and isn't a gamer-- "video games require player choice so they aren't culture" is a misunderstanding of the aesthetic experiences they offer. Dismissing them entirely as time wasters is just bullshit, but he was too old to be part of the arcade rat or Nintendo generations so it's almost an understandable position for him to take (but it's too deplorably middlebrow of him for me to accept).

Chris F. (servoret), Tuesday, 27 December 2005 00:46 (eighteen years ago) link

I.e., I'm not sure that Ebert fully understands that culture is mythology, and that you can find that stuff anywhere you look. His notion of "improving" works seems awfully limited, not to mention spirit-crushingly rockist.

Chris F. (servoret), Tuesday, 27 December 2005 00:54 (eighteen years ago) link

Eh, I forgot that Ebert was the one who attacked Night of the Living Dead when it first came out-- he can't even use age as an excuse here then.

Chris F. (servoret), Tuesday, 27 December 2005 02:13 (eighteen years ago) link

Culture is mythology?

Casuistry (Chris P), Tuesday, 27 December 2005 02:26 (eighteen years ago) link

The stories/myths we tell each other constitute our culture, yes.

kingfish holiday travesty (kingfish 2.0), Tuesday, 27 December 2005 03:00 (eighteen years ago) link

Eh, I forgot that Ebert was the one who attacked Night of the Living Dead when it first came out-- he can't even use age as an excuse here then.

-- Chris F. (nieman...), December 27th, 2005.

he did? he gave Dawn of the dead four stars ten years later!

latebloomer (latebloomer), Tuesday, 27 December 2005 03:48 (eighteen years ago) link

Yeah, he's famous for it-- supposedly he's responsible for NOTLD being so well known in the first place because he attacked it in Reader's Digest while it was still playing mostly in drive-ins in the Deep South, the attention/hype from said attack thus making it a national craze. Is dude going to write four star reviews for video games ten years from now?

Chris F. (servoret), Tuesday, 27 December 2005 07:51 (eighteen years ago) link

The stories/myths we tell each other constitute our culture, yes.

All stories are myths, though? I mean, maybe, but this seems like a vast dilution of the concept of a "myth". (And, for that matter: All culture is made of stories?)

Casuistry (Chris P), Tuesday, 27 December 2005 07:58 (eighteen years ago) link

Chris F. if you read the wired link you'll see he essentially gave a four star review to a video game over ten years ago. Also his "attack" on NOTLD was based on the fact that there was no MPAA rating system at the time. He LIKED the film, he gives it 3.5 stars. Have you taken "reading?" In "English?"

Giving something a 4-star review isn't the same as saying that the medium is on the level with literature and film. I mean I'd give Terranigma four stars but there's no way that means I think it ranks up there with MAUS, L'Etranger or The Manchurian Candidate. Long, long way to go (not talking about the graphics.)

One problem with video games as they stand is that it's a bit too collaborative. You need to many specialized artists and too many software engineers to "help" you execute your vision. I think there are very few cases you could point to in games where you could honestly say an auteur had been at work. One of the reasons books and even graphic novels are able to be so powerful is that the entire body of the work, from the first word to the last, can be designed by a single individual according to their wishes. Films can come close but the medium is really still too complex to allow for full articulation by a single person or even just two people.

Whether video games ever outgrow the current malfunctions of the medium and its marketplace, I think it's interesting to note that video games may have had their moment in the limelight from 1980-1996, and have since receded to the provinces of children and the extremely socially awkward. I mean EVERYBODY knows how the songs in Super Mario 1+3, and most people in my generation have a passing knowledge of Sonic & Link, maybe even Metroid, whether their parents bought them a NES/SNES/Genesis or not.


TOMBOT, Tuesday, 27 December 2005 15:49 (eighteen years ago) link

IS THE "HALO" SERIES AN ALLEGORY FOR AMERICA'S PERSECUTION COMPLEX IN THE LATE 20th AND EARLY 21st CENTURIES? EXPLAIN YOUR ANSWER AND DISCUSS THE CULTURAL SIGNIFICANCE OF MASTER CHIEF.

TOMBOT, Tuesday, 27 December 2005 15:55 (eighteen years ago) link

My point being that while you CAN ask those kinds of questions about other art forms, you can't really ask them about videogames. Yet. You also can't "teach" videogames, because a film or a book you can get through, and in a worst case scenario we're talking at most 16 hours total for just about the longest books and about 7 hours total for something like the Cremaster cycle. Sure, there are books with parts that are hard to get through, but there are some videogames which not only require 30 hours of your time on a GOOD day, they also stymie you with puzzles or especially difficult fingerspeed tests that take up even MORE time.

This sort of forces video games to be culturally marginal, because they're much less accessible than books, music or film. Not only that, video games are mostly locked into the ephemerality of the hardware and software platforms they run on, which is a massive handicap. Every other kind of art we're talking about can be reproduced on a variety of media to make it accessible to just about everyone; only recently has emulation (mostly the illegal sort, sans gametap, modern-console backwards compatability and classics compilations) made old games worth seeking out.

TOMBOT, Tuesday, 27 December 2005 16:09 (eighteen years ago) link

Also show me a videogame that's "controversial" for the ideas behind it instead of for the animated blood and fucking. When that happens, video games have arrived. Until that point, Take Two Interactive remains the cultural pinnacle, rest of world 1, video games 0.

TOMBOT, Tuesday, 27 December 2005 16:11 (eighteen years ago) link

Also show me a videogame that's "controversial" for the ideas behind it instead of for the animated blood and fucking.

Why, of course!

http://www.freaksshop.de/images/medium/endorfun_pc_.jpg

melton mowbray (adr), Tuesday, 27 December 2005 16:17 (eighteen years ago) link

Usually for something to be "controversial" that means more than three people know what the fuck it is

TOMBOT, Tuesday, 27 December 2005 16:23 (eighteen years ago) link

How about the fact that no videogame-storytelling is just incredibly bad? When was the last time you were moved by something in a videogame and not by forgetting to save, or something?

remy (x Jeremy), Tuesday, 27 December 2005 16:36 (eighteen years ago) link

something something something something something

remy (x Jeremy), Tuesday, 27 December 2005 16:46 (eighteen years ago) link

Well the last time that happened I was playing Terranigma. But yeah it's about once every seventy million hours of gametime that that actually happens. The issue at play though isn't storytelling! I really don't even think that's Ebert's take! It's something bigger and less qualifiable (poss. more quantifiable), the overall cultural significance of games, and the lack of meaningful stories + the inaccessibility of most video games to the public at large that marginalizes them, I think.

TOMBOT, Tuesday, 27 December 2005 17:34 (eighteen years ago) link

collaboration - is the staff on most videogames really larger than that of any studio movie?

that said i think it's a dead end or wrong tree, this idea, but i dunno. i'm curious about nethack as an example of how my vaguely defined notion of a 'community' w/r/t videogaming works. (bcz theoretically the staff on nethack could = every player)

tom west (thomp), Tuesday, 27 December 2005 22:06 (eighteen years ago) link

It's not the size of the staff so much as how it has to be leveraged, I think. Then again I've never directed a film nor produced a video game, but basically I would imagine it's easier for a director to get what he wants out of his people and budget than it may be for a video game designer. You have to build a sustainable simulation, as well, something that behaves consistently and predictably within the confines of the rules you engineer; this is not a problem film or literary auteurs ever have to deal with.

TOMBOT, Tuesday, 27 December 2005 22:19 (eighteen years ago) link

All stories are myths, though? I mean, maybe, but this seems like a vast dilution of the concept of a "myth".

no, but i think they can function in the smae way.

and if we're going into the auteur/collab parts of different artforms, there are plenty of game designers who's sensibility dominates the product:

1) Miyamoto
2) Kojima
3) Tim Schafer

kingfish holiday travesty (kingfish 2.0), Tuesday, 27 December 2005 23:42 (eighteen years ago) link

When was the last time you were moved by something in a videogame and not by forgetting to save, or something?

Depends on what you mean by "moved", I guess -- the way most people mean it, it was Ocarina of Time. But "moved" (as in, emotionally struck) isn't generally what I want out of art anyways, and certainly isn't the litmus test for whether something is a piece of (effective) art or not.

Casuistry (Chris P), Wednesday, 28 December 2005 02:34 (eighteen years ago) link

Have you taken "reading?" In "English?"

Ouch! Considering the source, I'll tolerate the prickliness-- and I actually appreciate the fact that you're calling me out on this. Ebert reviews games often? (I ignored your ref to Cosmology of Kyoto when I "read" the thread last, so I skipped over the link.) I can't find the original Ebert NOTLD review, but a quick google of references to it forces me to admit that I might have been confusing an uninformed misconception of his review for fact there, even though I'm pretty sure I actually have read his original review of the movie somewhere (in one of his books, maybe).

Long, long way to go

Is there? How much more development does there have to be before video games are "perfected"? Aren't things like the arcade Asteroids and the original Super Mario Bros. already speaking with a fully-formed vocabulary, as technically crude as they might be? What else do they need to be aesthetic experiences on a par with the fine arts? Isn't the experience of playing them the text, and everything else the subtext? How overt does the "literary" content have to be in your opinion before video games can be art and not just bullshit? (And is The Manchurian Candidate really "literary" either? It's been a long while since I saw it last, but I thought it was more pop than visionary.)

Films can come close but the medium is really still too complex to allow for full articulation by a single person or even just two people.

So films aren't fully on the level of literature yet either? I think you might be wrong about how vital it is that one person generates all the work themselves-- aren't writers forced to sculpt the raw material of their first draft in much the same way as directors sculpt a finished product from the accidents of performance?

I think it's interesting to note that video games may have had their moment in the limelight from 1980-1996

Maybe-- maybe because by becoming more collaborative and big-budget, video games have moved away from the personal? I know lots of people
have claimed that the golden age of video games already passed once designers stopped programming their own games.

you CAN ask those kinds of questions about other art forms, you can't really ask them about videogames

You can't? Why not? This is what I was getting at with the "mythology" comment-- aren't there all sorts of implicit enculturation and value reinforcement involved in these fantasies of heroism and escape? I don't think there's any reason why people couldn't be teaching about the cultural dimension of video games right now. How much of the game do you need to experience in class to talk about it? Do you have to have students play through Final Fantasy VII in its entirety? I've had plenty of courses where only parts of long books were assigned-- sometimes it's the only way to do survey courses. Leave playing video games all day to the grad students, in that case. (I can imagine them now, stressing out because they haven't had time to do all of their assigned playing.)

This sort of forces video games to be culturally marginal

Interesting-- so video games were less culturally marginal in the days of the arcades because they could be experienced in full much more quickly? Yeah, the ephemerality thing is a handicap right now, but it was as much of a handicap in film before the technology developed-- lots of early movies were lost entirely due to storage problems, and there are probably lots of movies that are regarded as classics today that were marginalized and little seen for a long time because they weren't getting re-releases to movie houses-- modern "film buff" culture I don't think really started until movie catalogues started getting sold to television stations that need stuff to air (the omnipresence of the Universal monsters, 3 Stooges, Looney Tunes, and The Little Rascals as household names are all due to television showings, right? Same true for The Wizard of Oz and It's a Wonderful Life?)

Also show me a videogame that's "controversial" for the ideas behind it instead of for the animated blood and fucking.

Eh... Was Naked Lunch controversial for the ideas behind it or because of the blood and fucking? Isn't Burroughs's willingness to be transgressive an outgrowth of the ideas though? Isn't the GTA debate over ideas-- churchy types seeing it as promoting some sort of implicit nihilism rather than as good, clean fun? I take your point about the lack of overt literary content in games to date, but I wonder how necessary it is for all games to be like Alpha Centauri or Planescape: Torment. I think that the material you're looking for already exists-- you could probably seriously analyze the ideas behind SMAC in the same way that you parody analyzed Halo.

Chris F. (servoret), Wednesday, 28 December 2005 04:36 (eighteen years ago) link

Does Grant Morrison play games?

kingfish holiday travesty (kingfish 2.0), Thursday, 29 December 2005 01:49 (eighteen years ago) link

I would put forward the argument that chess, and Go even more so, are very much art - the art of the organic, of logic, of numbers and chaos theory and whatnot. The concepts behind go, and how simple-seeming yet endlessly complex it can be, move me very much.

As do some games and in my case it is always the soundtrack that does it, not the story or visuals. For example the music in Zelda Windwaker is very delightfully moving in places. The music in Voodo Vince is really chill, unusual jazz that adds a lot to the mood of the game.

I really wish games would put more money against the music, it makes all the difference IMO.

Trayce (trayce), Thursday, 29 December 2005 02:01 (eighteen years ago) link

Certain comments on this thread reminded me of this:

Dogma 2001: A Challenge to Game Designers

"(about dogme 95) I believe it's time for a similar debate in the game industry. We, too, have an arsenal of production techniques, and they're getting more spectacular all the time. Yet how many games on the store shelves can genuinely claim to be innovative? They may have innovative algorithms, but very few of them have innovative gameplay. How many first-person shooters, how many war games, how many run-and-jump video games do we really need? We're depending so much on the hardware that we're starting to ignore the bedrock foundation of our business: creativity, especially in devising not merely new games, but new kinds of games."

Sébastien Chikara (Sébastien Chikara), Thursday, 29 December 2005 05:23 (eighteen years ago) link

I wrote a few paragraphs about chess and art, and then deleted them, because I think there's a lot of talking around in circles here. So I'll just say this and be done with it: I can't distinguish between the reactions I've had through videogames (or any games, or paddleballs even) and the engagement I've had with any other form of art. As I said, Tetris (for the Gameboy) was as fully realized, engaged, and gripping as any movie, novel, or poem I've read. The specific ways in which it worked might not be found in other genres, but then again they are rarely found so well done in other videogames, even (and no other book works like Ulysses, either).

So I don't understand how anyone can have difficulty thinking of games as art (and often fully "mature" art!) unless they have never played a game or unless they have a weirdly limited view of what "real art" is (like, "art is something that didn't really happen that makes me cry", maybe).

My point being that while you CAN ask those kinds of questions about other art forms, you can't really ask them about videogames.

Those really aren't the sorts of questions you should be asking art. I mean this:

IS THE "HALO" SERIES AN ALLEGORY FOR AMERICA'S PERSECUTION COMPLEX IN THE LATE 20th AND EARLY 21st CENTURIES? EXPLAIN YOUR ANSWER AND DISCUSS THE CULTURAL SIGNIFICANCE OF MASTER CHIEF.

That's the kind of question you ask propaganda, not art.

Casuistry (Chris P), Thursday, 29 December 2005 11:01 (eighteen years ago) link

A few elements of video game as art: it's an art generally done in collaboration, participating with other arts in intertextuality, more concerned with being pop/financial success than being integrated in the network of art objects.

Anyway an aesthetic attention can be held with video games, in a museum, watching dew on freshly cut grass etc

Sébastien Chikara (Sébastien Chikara), Thursday, 29 December 2005 14:44 (eighteen years ago) link

Does Grant Morrison play games?

I suspect he spends more time thinking that they're "cool" than actually playing them. And "memetic", not "mimetic", WTF.

I think there's a lot of talking around in circles here

I was watching an interview with an actor tonight that was one of the extras to the Youth of the Beast DVD, and he drew a sharp distinction between contrasting "art" films to "entertainment" films as genres, and films made with artistry to "ordinary" ones. I think that pretty much sums it up.

Anyway an aesthetic attention can be held with video games, in a museum, watching dew on freshly cut grass etc

Yeah, exactly. I think this is part of what I was trying to say before-- the experience of play has an aesthetic sense of its own, especially when it comes to things like control responsiveness. SMB has a feel to it that distinguishes it from other games in my mind.

Chris F. (servoret), Friday, 30 December 2005 05:56 (eighteen years ago) link

I don't always appreciate the tack that "capable of holding aesthetic attention" means something is "art" because yeah, dew on grass, blah blah blah, it's sort of the equivalent (in my mind) to the whole "well how do we know anything is really real" 1st-year epistemology student bullshit. Well, yes, a sandy beach can be pretty and make you think and feel things just by looking at it. And no I can't prove to you this isn't a giant Gnostic tautological machine simulation we're living in, or that anything we do with our lives means anything. Is that a reason to stop having conversations about things? What was it Alan Moore said? "All stories are true?" Oh right, the man writes for comic books. I prefer Art as being something that is for Art's sake; an advertisement for Guinness stops being an ad for guinness and turns into Art when it's no longer selling beer and is purely decorative (I even think this is perfectly possible in bars that have Guinness on draft, so don't call me out for arguing that material context always affects interpretation)

SMB has a feel to it that distinguishes it from other games in my mind.

Chris F, I think the important thing is to find a way to codify the spearation between the tradecraft of making the gameplay "excellent" and expressing something.

TOMBOT, Friday, 30 December 2005 16:27 (eighteen years ago) link

And to Casuistry, I still don't necessarily buy your argument that TETRIS is such a well-made machine that it transcends its well-made-machine status!

TOMBOT, Friday, 30 December 2005 16:30 (eighteen years ago) link

In an attempt to codify something more, should we emphasize the experience of the playing the game in looking for its art? and/or the game's way of combining different elements(each of which can be art) for the end result? How much of a role does the games "art design" take in its overall product/end-result?

For example, I wondering if we differentiate between just the "art elements," e.g. like in FFVII, the pretty backgrounds(art as visual art), the dialogue(written narrative), Nobuo Uematsu's soundtrack, etc. I mean, each of this bits have an art form about themselves(visual, music, etc), but it seems that a games art language would address the blending of these elements into a final experience. It's this aspect that makes me think a game art language would most resemble film, since film also combines similar into a (real-time?) experience. Am I making sense here?

We should develop a term for this language; is "gamecrit" too trite?

Somebody get Nabisco over here.

Also, Tom, i agree with you on the separation of gameplay & the rest of it when looking for what a game says, etc.

kingfish holiday travesty (kingfish 2.0), Friday, 30 December 2005 17:03 (eighteen years ago) link

I think you're right about film + games being the most like one another because of the way they can combine visual, narrative and auditory aspects. Or theater, same difference. Like I said above, this ties in a bit with how games and film continue to separate the stupid shit from the good shit.

I was thinking yesterday, though, that the whole question that was raised to Ebert and the response is just the kind of thing that only happens to media that are still "upstarts" in the world, like comics and movies in the past, and rock and roll, and techno, and yada yada. Comparatively no genre or medium holds a candle to anything you hold it up against, because the rules are set by the established form. I'm not so much interested in justifying the inconsistently xlated text strings of FF:Tactics as being on par with The Bard as I am with trying to figure out where we can draw a line between "brilliant development" and "brilliant expression of not being a pipe" and how do we tell the difference.

Anyway why would you assume Nabisco has anything to say about this? He's an Xbox guy. They don't know anything about Art.

TOMBOT, Friday, 30 December 2005 17:30 (eighteen years ago) link

He talks good

kingfish holiday travesty (kingfish 2.0), Friday, 30 December 2005 17:45 (eighteen years ago) link

What was it Alan Moore said? "All stories are true?"

I believe that is an African proverb. Which to me seems complementary to the idea that all stories are myths.

I find a lot of what people have said on this thread interesting, but ultimately I don't understand the need to qualitatively compare mediums. Does it make them more or less enjoyable or "good" if we decide that the medium is inherently inferior? And does anyone really believe we can say something like that, especially given how new the medium of video games is and how little time it has been given to develop artistically compared to literature or even movies?

Laura H. (laurah), Friday, 30 December 2005 18:20 (eighteen years ago) link

"brilliant development" and "brilliant expression of not being a pipe"

does the problem with mating criticism and games, and devising an "is this game ART?" divining rod, come down to the fact that games are participatory and experiential in a different way than any previous artform? unlike music (pre-headphone) and film (pre-dvd), which were communal experiences, games are generally solitary experiences; unlike viewing a painting (or the act of painting!), playing a game is participatory and dynamic. so the art-ness, to clunk a term, of a game has to be evaluated on some tricky balance of viewing (the graphics, the music) and participating (the difficulty, the overall "feel").

ie, it's like trying to paint and decide it you've created art yet at the same time.

bitcrit?

metonymus prime (rgeary), Friday, 30 December 2005 18:25 (eighteen years ago) link

online and/or multiplayer games being an interesting monkeywrench, in that they create spontaneous moments of art-experience (read the mario kart ds thread or play one 4-player game) that seemingly have little to do with the designer's intent; perhaps closer to the experience of watching a horror movie in a packed theater and screaming because the people in front of you screamed too

metonymus prime (rgeary), Friday, 30 December 2005 18:27 (eighteen years ago) link

No, you're off the reservation. Games are totally participatory, like all art, see Casuistry's first few posts to the thread about the "interactivity" inherent in seeing a film or reading a book!

This is a great quote which I think proves the point that games are anything but solitary:

Imagine a person of my generation (born in the late 70s/early 80s) during his first week at college. He walks down one of the hallways in his dorm and hears the Zelda theme. He walks through the open door and discovers that there is some guy with an old Nintendo and a stack of cartridges. He scans them, rattling off names like Gradius, Contra, Kid Icarus, and Metroid. And he realizes that even though he's from a different end of the country and lived in the mountains instead of the city, he realizes that they both shared moments with their brothers and friends, late at night, working together to defeat Bowser, reading Nintendo Power, and saving the world of Hyrule.1

TOMBOT, Friday, 30 December 2005 18:40 (eighteen years ago) link

I don't always appreciate the tack that "capable of holding aesthetic attention" means something is "art" because yeah, dew on grass, blah blah blah, it's sort of the equivalent (in my mind) to the whole "well how do we know anything is really real" 1st-year epistemology student bullshit.


?Not too sure what to think of that. Maybe I was not clear, I wanted to say the aesthetic concept of aesthetic experience includes but also surpasses the realm of art.

Sébastien Chikara (Sébastien Chikara), Friday, 30 December 2005 18:43 (eighteen years ago) link

Games are totally participatory, like all art, see Casuistry's first few posts to the thread about the "interactivity" inherent in seeing a film or reading a book!

well of course they are, and of course there is textual intepretation and "player" involvement in all art up to and including games- i don't think that's up for debate by anyone perhaps save ebert. i think what i was getting is the ability to distinguish between "functional" art and "arty" art in games is tripped up a bit by the *degree* to which games are mandatorily participatory; in other words the player is involved in creating the art in a more physical sense than usual. it's like evaluating the doodles in the margin of a copy of maus; if i did it, it's probably just defacement, if t.s. eliot did it it's at least valuable and probably arty-criticism in and of itself.

metonymus prime (rgeary), Friday, 30 December 2005 18:52 (eighteen years ago) link

but everybody plays SMB3 as art

metonymus prime (rgeary), Friday, 30 December 2005 18:54 (eighteen years ago) link

also tombot, i'm not sure if that quote illustrates whether gaming is not generally solitary activity or the *culture* of gaming is not generally a lonesome one. i'm not sure it matters since my point was that the determination of the art-worth of a particular game is perhaps spectacularly warped by the person playing it. i really wouldn't argue that gaming is solitary- probably 99% of my gaming time has been social- it is just generally *presented* as a solitary experience by its authors. you don't have to select 1P or 2P to start Citizen Kane

metonymus prime (rgeary), Friday, 30 December 2005 18:59 (eighteen years ago) link

though wi-fi multiplayer Touch of Evil would rule

metonymus prime (rgeary), Friday, 30 December 2005 19:00 (eighteen years ago) link

in other words the player is involved in creating the art in a more physical sense than usual. it's like evaluating the doodles in the margin of a copy of maus; if i did it, it's probably just defacement, if t.s. eliot did it it's at least valuable and probably arty-criticism in and of itself.

Except that with video games, the eventual result of either you OR T.S. Eliot doodling in the margins is 99% likely to have the EXACT SAME RESULTS. I mean I'd pay as much for your level 70 with all Genji equipment savegame as I would for T.S. Eliot's level 70 with all Genji equipment savegame.

I really think that's something nobody called Ebert out on that they maybe should have, games don't actually give a shit about player choice at the end of the day! It's mostly illusory!


TOMBOT, Friday, 30 December 2005 19:08 (eighteen years ago) link

the determination of the art-worth of a particular game is perhaps spectacularly warped by the person playing it That's not confined to games, that's everything in the world

TOMBOT, Friday, 30 December 2005 19:09 (eighteen years ago) link

There are way too many separate arguments to be made on this thread. To pick one though, I like Tombot's point that "genrefication" and the building of conventions as history is built in a given medium can give artists more to work with and more subtle ways to say things. (And partially because of that I also don't think it makes sense to judge one medium against another, especially when one is in its infancy).

One example: It's very common for games to display one or more brief splash screens with the logos of the publishers and developers, before moving on to the title screen where player interaction begins. Katamari immediately turns the Namco splash itself into a choose-save screen while simultatnously introducing the player to the basics of the unusual control scheme and theme music. I don't know that this in itself is an artistic statement of any sort and I know splash screens have been messed with before, but it's a really effective extension of the game's freewheeling spirit and playful aesthetic. The title screen of WLK carries this further and is one of my favorite parts of the game.

Touches like this show that a certain level of artistic consideration has gone into Katamari, not only in the realm of the traditional art "components" (the visual art and music contained in the game), but also in developing a space between this game and almost every other video game, in ways specific to the video game medium (controls, formal video game conventions, gameplay goals, etc). It's a distinct vision which is threaded through every little nook and cranny of the experience, from turning on the machine to quitting the game. And a lot of it is given extra significance because we now have a (short) history of games as a backdrop to work against.

sleep (sleep), Friday, 30 December 2005 19:16 (eighteen years ago) link

And I don't mean to single out Katamari, but I chose it because it's fresh in my mind. The same can be said about hundreds of other games to varying degrees (re:defying/subverting traditions/conventions specific to video games (within game genres or as a whole)).

sleep (sleep), Friday, 30 December 2005 19:30 (eighteen years ago) link

I really think that's something nobody called Ebert out on that they maybe should have, games don't actually give a shit about player choice at the end of the day! It's mostly illusory!

so why is that illusion of choice so compelling, why are we back in the matrix and first year gnostic simulators etcetc?

metonymus prime (rgeary), Friday, 30 December 2005 19:50 (eighteen years ago) link

i mean that as a real question, though- the point is OTM, and so why is "do i jump now or do i shoot now" when playing Contra a satisfying illusion of choice?

metonymus prime (rgeary), Friday, 30 December 2005 19:51 (eighteen years ago) link

"capable of holding aesthetic attention" means something is "art"

Well, to expand on Sébastien's response, we create the experience of seeing something as "art" in our own heads, so in that sense, viewing any beautiful object as a discrete aesthetic unity is like looking at a piece of artwork, albeit one not manufactured to be an "art object", whatever that is. Sort of like John Cage's thing about all sounds being music-- all sounds can be experienced as music if you want to experience them that way, even though they don't "mean" anything other than what they are.

turns into Art when it's no longer selling beer and is purely decorative

the important thing is to find a way to codify the spearation between the tradecraft of making the gameplay "excellent" and expressing something

Is there a contradiction here? Why does Peter Kubelka's Schwechater become art by eschewing overt meaning, when with video games the reverse has to happen? Is this an extension of Oscar Wilde's witticism that "all art is quite useless"?

why is "do i jump now or do i shoot now" when playing Contra a satisfying illusion of choice?

Well, isn't there some real choice that gets made there, within the confines of the game mechanics? Aren't there usually multiple ways to get a good result in a shooter? Conversely, once you've figured GROW RPG out, it's sort of expended its use as a game, hasn't it?

Chris F. (servoret), Friday, 30 December 2005 23:48 (eighteen years ago) link

one x-post - there's work (later stanley fish, maybe?) that liked to claim that yr choice of reaction to art texts was an "illusion of choice", also - although i suppose the extra choices viz contra are "i will press the button Q which does not actually exist, ha, take that"

although if it's music maybe your choices when playing contra are like the frilly bits you add playing bach. or or a jazz solo!

tho i cannot play bach, or jazz solos. i can barely even play contra.

tom west (thomp), Friday, 30 December 2005 23:53 (eighteen years ago) link

i find myself trying to remember an argument of mark sinker's from one of the geir hongro threads on ILM - "there is always a dance", that one.

tom west (thomp), Saturday, 31 December 2005 00:19 (eighteen years ago) link

And to Casuistry, I still don't necessarily buy your argument that TETRIS is such a well-made machine that it transcends its well-made-machine status!

I also don't buy the argument that [your favorite novel/film/whatevs here] transcends its well-made-machine status. Being a well-made-machine doesn't seem like the sort of thing you need to transcend.

Casuistry (Chris P), Saturday, 31 December 2005 18:58 (eighteen years ago) link

one x-post - there's work (later stanley fish, maybe?) that liked to claim that yr choice of reaction to art texts was an "illusion of choice", also - although i suppose the extra choices viz contra are "i will press the button Q which does not actually exist, ha, take that"

The difference between a choice and an illusion of choice doesn't seem terrrrrrribly helpy. But: The choice isn't in what you do so much as what you make of it.

Casuistry (Chris P), Saturday, 31 December 2005 19:17 (eighteen years ago) link

Certain comments on this thread reminded me of this:

Dogma 2001: A Challenge to Game Designers

"(about dogme 95) I believe it's time for a similar debate in the game industry. We, too, have an arsenal of production techniques, and they're getting more spectacular all the time. Yet how many games on the store shelves can genuinely claim to be innovative? They may have innovative algorithms, but very few of them have innovative gameplay. How many first-person shooters, how many war games, how many run-and-jump video games do we really need? We're depending so much on the hardware that we're starting to ignore the bedrock foundation of our business: creativity, especially in devising not merely new games, but new kinds of games."

-- Sébastien Chikara (sebastie...) (webmail), December 29th, 2005 12:23 AM. (Sébastien Chikara) (later) (link)

I want to baton your eyes out with my penis for mentioning this shit.

I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 31 December 2005 20:10 (eighteen years ago) link

p'tit con

S. (Sébastien Chikara), Saturday, 31 December 2005 20:46 (eighteen years ago) link

Being a well-made-machine doesn't seem like the sort of thing you need to transcend

Too reductive. -20 points

TOMBOT, Saturday, 31 December 2005 20:55 (eighteen years ago) link

Well, you know, whatever. We have different definitions of "art" apparently. Tetris is beautiful, exciting, elegant, and was at one point innovative; it is exhaustive and engaged with its materials; it is skillfully exectued and nuanced in its details; it also literally makes you see the world in a different way; and, for me at least, when I first encountered it, it gave me a new set of reference points for describing aspects of the world. Even if you want some sort of human agency behind art (if you're opposed to the "sand on the beach" idea of art, where it's all in how the audience interprets it), it was designed by a human who was engaged in play with a set of materials and who was hoping to discover something that would elicit a response from a sympathetic audience -- and most people would agree that it does that.

And that's more than enough for me to call something "art". I'm not sure what it's missing that makes you not want to call it art. I doubt it has made anyone cry. I believe it has been taught as a "text" in universities, but I'd have to double-check with some of the people I know who would be likely to have paid attention to that. It has spawned slash, although I don't know if that makes it more or less likely to be "art".

(I'm also not sure what's "too reductive" about that, but that is quite a zinger! Whoo! Zing-a-zing-zing!)

Anyway I feel like I'm just repeating myself now, so I should stop.

Casuistry (Chris P), Saturday, 31 December 2005 23:31 (eighteen years ago) link

That is my problem here that I'm trying to solve. Everything you say about Tetris is valid. But to me, the problem is that the main memerizing attribute of tetris is the same as it is in go or chess or baseball or poker - the rules of the game, the play, as it were.

It just seems like not enough's been done to codify and enable us to talk about THAT sort of art and separate it well enough from the tradecraft of writing an engaging simulation. There are some things about game design, as there are in writing, photography, music, et al. that you can teach and learn through practice whether a muse speaks to you or not, in a sense. I suppose that Tetris, like the Rubik's Cube, Go, etc. is something that qualifies as informed by more than just a little genius, as opposed to, say, Half-Life 2, which is a brilliant but limited technical exercise.

I really don't want to think about wtf slash/doujinshi/fanfic people have come up with about Tetris. Why you gotta bring that up?

TOMBOT, Sunday, 1 January 2006 00:55 (eighteen years ago) link

"memerizing!" I'm patenting that.

TOMBOT, Sunday, 1 January 2006 00:55 (eighteen years ago) link

Ok, I only just now read everything here. I think this:

"That is my problem here that I'm trying to solve. Everything you say about Tetris is valid. But to me, the problem is that the main memerizing attribute of tetris is the same as it is in go or chess or baseball or poker - the rules of the game, the play, as it were."

is sorta what I was goofily trying to get at in the other butisitart thread. all conventionally recognized artforms require certain skillsets to create, but not necessarily to uhh consume. I was actually thinking about this a lot this week when i was trying to explain to a friend why football was appealing (besides all the bitchin violence hayull yeah). It can be thrilling, as a technical exercise, to see good teams carrying out well-executed strategies in a machine-like fashion, and it's also exciting (and more common) to see the crucial mistakes that are made, and the drama that is produced by it. i kinda don't remember what my point is now, i'm even more not-lucid than usual tonight cuz i've been taking hella ambien. i guess games are interesting in this respect because in many cases the skills required for different kinds of games are avatars for skills you might WISH you had: this meticulously constructed game world permits you to do amazing things which don't even exist in the real world, or physically demanding things that only certain, special people have the capacity to develop the skill for. well. actually now that i've given this 30 seconds thought i realize it's bullshit. what skillz do ppl who play DDR or katamari damacy secretly yearn to have??? lol@me.

"I really think that's something nobody called Ebert out on that they maybe should have, games don't actually give a shit about player choice at the end of the day! It's mostly illusory!"

the funniest parts of eg. final fantasy vii are where they attempt to give you some control over the storyline and present you with options like:

what would you like?
.... 1,000,000 gil
.... aids

and then even if you choose aids they're like, 'okay here's a million gil lol!' and then give you whatever they want you to have.

I GUARONTEE ::cajun voice:: (Adrian Langston), Sunday, 1 January 2006 02:03 (eighteen years ago) link

player may not have much choice about the storyline but have more or less infinite choice in other area of the play, like, in movement. wiggle to the left wiggle to the right.

24726, Sunday, 1 January 2006 22:27 (eighteen years ago) link

The football analogy works, as does any analogy with other games or simulations. There are two classes of choices in any game:

1. The choice to win or lose, according to the rules and laws of the simulation (including the run-on-rails narratives of RPGs).

2. The choice of how you do it and what kind of fun you can have in the process- in a limited simulation, most of these involve self-imposed handicapping of some sort (beating somebody at chess without ever picking up your queen) but in some of the best games you can win lots of different ways and there can be re-discovery of the fun in playing by doing stuff that may not be the most linear of paths from A to B but doesn't add a lot of extra risk or difficulty (Doug Flutie drop-kicking the extra point).

Choice category number 1 is ME being too reductionist, -20 points.
Choice category number 2 is me finally figuring out what Casuistry was talking about.

So there's where a simulation can be talked about as an art of giving you a fun and expressive experience besides just containing nice noises and pretty lights or having well-coded I/O and collision detection; a simulation constructed in such a way that the illusory choice of win/lose is supplanted by the very real choice of "win/lose via elegant sniper fire OR napalm fastballs conjured from the ether OR a combination of these plus a sexy bitch with an axe"

And at the end of the day this still proves Ebert wrong. Except inasmuch as I agree with him, I think, that video games are still not very mature, but they're getting there.

TOMBOT, Tuesday, 3 January 2006 16:18 (eighteen years ago) link

I think this is the first time ever I agree fully with Casuistry! (I don't want to get sucked into this thread because I'll get upset but I wanted to record that, I'm pretty pumped about it)

Gravel Puzzleworth (Gregory Henry), Wednesday, 4 January 2006 01:02 (eighteen years ago) link

two weeks pass...
"Art is the stuff you find in the museum, whether it be a painting or a statue. What I'm doing, what videogame creators are doing, is running the museum--how do we light up things, where do we place things, how do we sell tickets? It's basically running the museum for those who come to the museum to look at the art. For better or worse, what I do, Hideo Kojima, myself, is run the museum and also create the art that's displayed in the museum."

TOMBOT, Tuesday, 24 January 2006 20:40 (eighteen years ago) link

the funniest parts of eg. final fantasy vii are where they attempt to give you some control over the storyline and present you with options like:

what would you like?
.... 1,000,000 gil
.... aids

and then even if you choose aids they're like, 'okay here's a million gil lol!' and then give you whatever they want you to have.

Dan (LOL) Perry (Dan Perry), Tuesday, 24 January 2006 23:31 (eighteen years ago) link

seven months pass...
"That's the kind of question you ask propaganda, not art."

is the funniest thing i've read in a long time.

Dxy (Danny), Sunday, 10 September 2006 22:54 (seventeen years ago) link

eleven months pass...

ok wait there's tetris slash wtf

J.D., Thursday, 30 August 2007 09:15 (sixteen years ago) link

link!

latebloomer, Saturday, 1 September 2007 18:48 (sixteen years ago) link

http://www.bash.org/?745147

Leee, Saturday, 1 September 2007 21:03 (sixteen years ago) link

:)

gff, Saturday, 1 September 2007 21:57 (sixteen years ago) link

five years pass...

http://i.imgur.com/PN3c5JS.jpg

am0n, Wednesday, 12 June 2013 15:55 (ten years ago) link

God, I want to play that. I actually considered spending 300+ dollars just to play that game, but then I looked in my wallet.

Rod Steel (musicfanatic), Wednesday, 12 June 2013 17:58 (ten years ago) link


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