Ebert Video Game Commentary Hullabaloo

Message Bookmarked
Bookmark Removed
Not all messages are displayed: show all messages (134 of them)
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

I really don't even think that's Ebert's take!

Yeah, I think you're right-- my point is that I think there has to be lots of "mythic" content in these things already, just as a result of the gameplay itself! I think that the position that you're in as a protagonist and the things you have to face as antagonists are telling a meaningful story already-- making video games potentially time-wasting bullshit and invigorating cultural experiences at the same time. And obviously, there's a spectrum of meaningfulness to be had-- but how much more do you need for video games to touch your soul? Aren't you part of the Nintendo generation? Is the problem a lack of "adult" works? (Has there been a video game Maus in this sense yet?)

Chris F. (servoret), Wednesday, 28 December 2005 04:46 (eighteen years ago) link

All culture is made of stories?

Aren't we telling a story to ourselves as we live our lives? I'm the guy talking vapid bullshit, TOMBOT is the hero rising to squelch that, et cetera? Or is that vapid bullshit? I think kingfish knows what I'm getting at. Not just value judgements, but we're constantly forced to live in reifications just because of the way that we're constructed, as finite thinking beings that have to make sense of a very large and complex system-- "all seeing is a perspective seeing", etc. I don't think I'm abusing the word "myth" much in talking about the fact that we're forced to simplify and place value on things just to survive as human beings, and that we're enculturated into doing that. Aren't myths explanatory stories that speak to/give us an intuitive sense of the way things are?

Chris F. (servoret), Wednesday, 28 December 2005 04:58 (eighteen years ago) link

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.

Covered this already. I guess I disagree with your take on how authors in any medium produce work-- you're assigning them causal powers of creation that I don't think they actually have.

Chris F. (servoret), Wednesday, 28 December 2005 05:02 (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.

I wasn't utterly sober posting this… and I'll be more lucid on another thread tomorrow where I needn't worry about framing the argument re. Ebert. What I'm actually getting toward (incoherently) is a point about the locus of the narrative experience and the kind of obligatory Verfremdungseffekt current games (perhaps) enforce.

remy (x Jeremy), Wednesday, 28 December 2005 06:15 (eighteen years ago) link

Yeah, fuck bloviating about Ebert-- I'm more interested in what Tom and the rest of y'all think "video games as art" would look like if it isn't what we've already had. Do we need a "Video games as art" thread?

Chris F. (servoret), Wednesday, 28 December 2005 08:54 (eighteen years ago) link

WEb-enabled 1967 article on NOTLD by Ebert, provided with commentary by Ebert himself, no less!

TOMBOT, Wednesday, 28 December 2005 15:29 (eighteen years ago) link

obligatory Verfremdungseffekt current games (perhaps) enforce.

Grep for "Silent Protagonist" on this thread and read down from there, I discussed a little bit of the difference here and Dan chiming in with his own treatment of the "masking effect" confirmed my suspicions:

RPGs are better in 2D. Discuss!

TOMBOT, Wednesday, 28 December 2005 15:50 (eighteen years ago) link

Video games as art: Katamari, Animal Crossing, high hopes for Electroplankton, Seaman, Viewtiful Joe, Nights, even Tetris seems reasonable...

Forksclovetofu (Forksclovetofu), Wednesday, 28 December 2005 15:53 (eighteen years ago) link

Has there been a video game Maus in this sense yet?

I don't think so! And more to my point (and Nolan Bushnell's point, and Satoru Iwata's point) the inaccessibility of so many videogames would make such a game likely to just fall by the wayside, unnoticed by anybody but you, me, and maybe Tycho & Gabe. I mean Maus is weird and hard enough for people unfamiliar with comics to accept as worthwhile, if you had to learn a new set of hand motions and object relationships just to open the book and turn pages it would be even more marginalized than it is!

I don't think videogames aren't ART, I mean even noize music is art, but mature, they're not. I think the main problems all have technical underpinnings; the marketplace is immature, the generation gap is hard at work, and the conventions are all still highly unstable.

TOMBOT, Wednesday, 28 December 2005 16:04 (eighteen years ago) link

Video games as art: Katamari, Animal Crossing, high hopes for Electroplankton, Seaman, Viewtiful Joe, Nights, even Tetris seems reasonable...

What definition of "art" is this? The dialogue in Tetris is shit!

TOMBOT, Wednesday, 28 December 2005 16:06 (eighteen years ago) link

Forks I'm just being bitchy about your comment because it implies a preset definition of art that I think is a little limited for the purposes of this convo. Are we starting a new thread yet?

TOMBOT, Wednesday, 28 December 2005 16:07 (eighteen years ago) link

I think we already did.
And I find the text of Tetris moving, thankyewverymuch.

I like the Penny Arcade argument: music is art, yes? Design? Graphic art? So you add a joystick and it's no longer art?

Forksclovetofu (Forksclovetofu), Wednesday, 28 December 2005 17:42 (eighteen years ago) link

No, you add formalized rules and you haven't changed a thing about the music, the pictures, or the story underneath. The GAME is not art. the game CONTAINS art. I just want to see a more cohesive argument why the things that make a game a game are necessary to the art, itself - I think Casuistry was moving in this direction with his comments about SMB3 up above, but it's not quite all there.

An esquisitely carved chessboard with beautiful and ornate pieces is art, too, but CHESS, itself, is not. Chess is tradecraft. Playing chess is even more so. Battle Chess is no different; why can it as a whole be considered art when you would probably not say the same of regular old chess?

TOMBOT, Wednesday, 28 December 2005 18:45 (eighteen years ago) link

Have games not evolved far enough, or do you think we haven't developed a language about games far enough yet?

kingfish holiday travesty (kingfish 2.0), Wednesday, 28 December 2005 18:54 (eighteen years ago) link

Yeah that's basically what I'm getting at. What I mean when I say "the conventions are unstable" is like this - "Earthbound" is kind of an art game. It's probably as close to a game as a whole artwork in and of itself (I would be remiss to say I wasn't a little influenced in saying this by Tim Roger's lengthy review) in no small part because the formalized underpinnings are all Dragon Warrior. The narrative, pictures, sound effects and the scripted events that produce the narrative are built on a base of familiar conventions in games that most players are accustomed to from previous experience. Which is to say, those formalized rules, the Dragon Warrior codebase, is not art. Making up rules is not art any more than Strunk & White's Elements Of Style is classic literature. But those conventions inform art, and once we have settled on some more stable paradigms for the rules and interactions that take place, then we can start calling things art. In a way, genrefication seems necessary in order to separate that which is purely functional from that which is expressive. Is this getting me anywhere?

So yes to both birds with one stone.

TOMBOT, Wednesday, 28 December 2005 19:14 (eighteen years ago) link

Your bringing up genrefication is an interesting bit. I'm wondering that, when a games language is finally developed(les Cahiers du Cut-Scene, if you will), if the anti-genre bias that currently pervades other crit lanugage will carry over to games, an artform/cultural-expression that only manifests itself in genre. I mean, with literature(and to a lesser extent, film), genre trappings are always seen as a weakness, or denoting a less "serious" work.

Put in another way, what will demarcate the snooty high culture/low culture divide in games? It can't be just game genre, since you have Half Life 2, Halo, and Postal 2, all in the FPS category. I'm thinking it might fall into platform/"intended audience" lines, i.e. we already talk about "hardcore" or "serious" games. We decry Xbox/halo/madden-only gamers right now.

kingfish holiday travesty (kingfish 2.0), Wednesday, 28 December 2005 19:39 (eighteen years ago) link

Actually, upon reading that article, i'm disappointed that there's no mention made of the Ultima series, since DQ/DW was said to have taken much of its structure(tromping around the overworld w/ only a tile representing a city/castle, random encounters, grinding, stats, etc) from Ultima III(which was a big hit over there, to the point where it had its own anime series).

kingfish holiday travesty (kingfish 2.0), Wednesday, 28 December 2005 19:58 (eighteen years ago) link

(How about when hackers killed Lord British in Ultima Online! That was art!)

http://www.it-he.org/u6/murderer.gif
http://www.mbnet.fi/pelihalli/kuvat/uutiset/isot/garriott.jpg

GET EQUIPPED WITH BUBBLE LEAD (ex machina), Wednesday, 28 December 2005 20:08 (eighteen years ago) link

One night during the Ultima Online pre-alpha phase, Rainz and his captains swept the countryside gathering stray players and building an army to invade Britain. To distinguish themselves from enemies, Rainz instructed everyone to remove the lower portion of their armor and clothing. Word of the growing army spread to Britain and preparations were made for the attack. The pant-less army rendezvoused at a large barn close to the city. Rainz used this barn as a staging point for the attack, sending in three waves of soldiers in short succession one after the other. The invading army outnumbered the defenders and decimated the entire Britannian garrison within minutes. All players who refused to join the army were also killed. The majority of the battle took place at the main bridge leading into the city. From that day on the bridge was known as the BoD, or Bridge of Death.

GET EQUIPPED WITH BUBBLE LEAD (ex machina), Wednesday, 28 December 2005 20:12 (eighteen years ago) link

For an unknown period of time Rainz morphed himself into an appearingly harmless chicken. In this form he roamed Britannia and tracked down and killed several gamemasters using invisible fireballs. The activity sent the GMs into a frenzy, who unsuccessfully sought the offender for several days, often blaming innocent bystanders. The cause of the GM deaths remained unknown until Rainz revealed his tactics a few months later.

GET EQUIPPED WITH BUBBLE LEAD (ex machina), Wednesday, 28 December 2005 20:12 (eighteen years ago) link

hahaha. MMORPG press gangs.

kingfish holiday travesty (kingfish 2.0), Wednesday, 28 December 2005 20:17 (eighteen years ago) link

The high culture/low culture divide in videogames is likely to mirror where it is in film now, where nothing much is taken at "face value" and people can argue back and forth about why "Waterworld" is better than "Ghost World" and vice versa until they turn blue, while everyone (except for a few people who get off on being annoyingly enamored of bad, bad not-even-campy shit) will generally agree that Rollerball is on a level with the shit that Seanbaby makes a living writing derisively about, and vice versa. I mean where's the divide between Catwoman and Spider-Man? That's going to be the same for games.

TOMBOT, Wednesday, 28 December 2005 20:40 (eighteen years ago) link

I was about to ask how long it would be before the pomo/university litcrit bullshit started spreading to games, as well, but then I remembered that we've already discussed this page.

kingfish holiday travesty (kingfish 2.0), Wednesday, 28 December 2005 20:55 (eighteen years ago) link

if they are working on Mother 3, as rumored, i'm wondering what they're going to call it the American release of it

kingfish holiday travesty (kingfish 2.0), Wednesday, 28 December 2005 21:33 (eighteen years ago) link

Aren't we telling a story to ourselves as we live our lives?

I'm not arguing against that, I'm just asking whether that's all culture consists of.

Casuistry (Chris P), Wednesday, 28 December 2005 21:44 (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


You must be logged in to post. Please either login here, or if you are not registered, you may register here.