Video Games and Art (Video Games AS Art) (and so on)

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thanks, i pretty much ran out of black bricks after this. but i want to do another one instead and keep it on my shelf. perhaps one with more colour

remove this man from the internet (Ste), Thursday, 12 May 2011 07:55 (twelve years ago) link

also the aspect ratio of the brick sizes means they look a little stretched horizontally. this would lend itself well to atari type ones, or bbc mode 2 graphics!

remove this man from the internet (Ste), Thursday, 12 May 2011 07:56 (twelve years ago) link

Modes 2 and 5 had pixels that were twice as wide as they were tall. Modes 1 and 4 had square pixels. The aspect ratio for Lego bricks is something like 1 unit high, two thirds of a unit wide?
http://www.lugnet.com/~330/FAQ/Build/dimensions

got a whole lotta gloves (snoball), Thursday, 12 May 2011 08:19 (twelve years ago) link

oh i'm using 2 brick slots horizontally to 1 vertically, because i have more thick bricks than thin.

so yeah, if i just used single bricks it would be then stretched upwards. i tried this actually with a galaxian sprite and it looked stupid.

remove this man from the internet (Ste), Thursday, 12 May 2011 08:31 (twelve years ago) link

some interesting picks.
http://americanart.si.edu/exhibitions/archive/2012/games/winninggames.pdf

― Stone Colde Sylke Freek (forksclovetofu), Friday, May 6, 2011 12:10 PM (6 days ago) Bookmark Suggest Ban Permalink

hmm... "interesting" indeed

― Nhex, Friday, May 6, 2011 10:21 PM (6 days ago) Bookmark Suggest Ban Permalink

messed up

― Lamp, Friday, May 6, 2011 10:23 PM (6 days ago) Bookmark

metroid prime 2... smh...

Princess TamTam, Thursday, 12 May 2011 08:36 (twelve years ago) link

okay i'm happy with this one, i didn't have any pink lego tho

https://lh3.googleusercontent.com/_I3eKqGiWLz8/TcxM_D4ykRI/AAAAAAAAAFM/wyYc8P-srR0/s512/2011-05-12%2022.04.25.jpg

remove this man from the internet (Ste), Thursday, 12 May 2011 21:13 (twelve years ago) link

Way of the AS-PLODING FIST!!!

got a whole lotta gloves (snoball), Thursday, 12 May 2011 21:30 (twelve years ago) link

that looks A+!
instructions, please

Philip Nunez, Thursday, 12 May 2011 21:33 (twelve years ago) link

Good work, sir!

(eyes .jpg, looks at bag of lego on the floor, strokes chin)

russ conway's game of life (a passing spacecadet), Thursday, 12 May 2011 21:37 (twelve years ago) link

Those look very fun to make! They also look awesome.

Abbbottt, Thursday, 12 May 2011 22:32 (twelve years ago) link

one month passes...
two weeks pass...

scroll down. video game art exhibit

Muttley vs. Mumbly (CaptainLorax), Saturday, 9 July 2011 03:52 (twelve years ago) link

one year passes...

what is...art

puff puff post (uh oh I'm having a fantasy), Thursday, 29 November 2012 17:08 (eleven years ago) link

Marble Madness is art

I loves you, PORGI (DJP), Thursday, 29 November 2012 17:10 (eleven years ago) link

Over the next few years, we would like to complete this initial selection with Spacewar! (1962), an assortment of games for the Magnavox Odyssey console (1972), Pong (1972), Snake (originally designed in the 1970s; Nokia phone version dates from 1997), Space Invaders (1978), Asteroids (1979), Zork (1979), Tempest (1981), Donkey Kong (1981), Yars’ Revenge (1982), M.U.L.E. (1983), Core War (1984), Marble Madness (1984), Super Mario Bros. (1985), The Legend of Zelda (1986), NetHack (1987), Street Fighter II (1991), Chrono Trigger (1995), Super Mario 64 (1996), Grim Fandango (1998), Animal Crossing (2001), and Minecraft (2011).

way to reach for the stars there

i dream of booze pinata (jjjusten), Thursday, 29 November 2012 17:47 (eleven years ago) link

or you know, i could just let them come over to my house and borrow some stuff

(alternatively, “Respec’”) (forksclovetofu), Thursday, 29 November 2012 18:27 (eleven years ago) link

For one weird, horrible moment there I thought Yars' Revenge read Custer's Revenge.

bizarro gazzara, Thursday, 29 November 2012 18:31 (eleven years ago) link

okay that would be amazing

I loves you, PORGI (DJP), Thursday, 29 November 2012 18:32 (eleven years ago) link

hahaha oh god that would be an amazing choice

i dream of booze pinata (jjjusten), Thursday, 29 November 2012 18:32 (eleven years ago) link

xposts!

i dream of booze pinata (jjjusten), Thursday, 29 November 2012 18:32 (eleven years ago) link

the world's most unsurprising xpost

I loves you, PORGI (DJP), Thursday, 29 November 2012 18:34 (eleven years ago) link

was coming to post that link in lolz thread

whinesplaining 101 (cozen), Thursday, 29 November 2012 20:16 (eleven years ago) link

http://www.guardian.co.uk/artanddesign/jonathanjonesblog/2012/nov/30/moma-video-games-art

I haven't read this yet but I suspect dude's picture is going to tell me everything I need to know about the article:

http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2009/2/26/1235669002764/Badge-Jonathan-Jones-on-A-001.jpg

I loves you, PORGI (DJP), Friday, 30 November 2012 21:22 (eleven years ago) link

JONATHANJONES
SHART
BLOG

bizarro gazzara, Friday, 30 November 2012 21:23 (eleven years ago) link

I read about three sentences of dude's column before the urge to punch my computer became overwhelming and I had to stop

I loves you, PORGI (DJP), Friday, 30 November 2012 21:24 (eleven years ago) link

good choice w/ dwarf fortress!

Mordy, Saturday, 1 December 2012 03:33 (eleven years ago) link

The worlds created by electronic games are more like playgrounds where experience is created by the interaction between a player and a programme.

nabokov to thread

difficult listening hour, Saturday, 1 December 2012 13:43 (eleven years ago) link

ya seems like a sound enough defn of art to me

whinesplaining 101 (cozen), Saturday, 1 December 2012 13:56 (eleven years ago) link

two weeks pass...
five months pass...

So often when someone wants to challenge the idea of what a game is, the solution is: meandering around in some landscape, no points or score or levels. Virtual reality, Second Life, Proteus ... it's a very TED conference mode of game abstraction. But to me the real essence of video gaming is in rule sets, and the nuances of gameplay. The absence of rules in a game can be an choice in an art game, but if you can't abstract the idea of game rules beyond eliminating them altogether I don't really feel like you're qualified to think about games as art.

polyphonic, Tuesday, 11 June 2013 18:00 (ten years ago) link

i don't disagree with that. journey does a good job of it i think.

i didn't even give much of a fuck that you were mod (forksclovetofu), Tuesday, 11 June 2013 18:01 (ten years ago) link

Agreed.

polyphonic, Tuesday, 11 June 2013 18:02 (ten years ago) link

otm. As with most art, it isn't the song, it's the singer.

Emperor Cos Dashit (Adam Bruneau), Tuesday, 11 June 2013 18:20 (ten years ago) link

what do you guys think of demo scene stuff? those dudes seem to have gotten lost in the conversation.

Philip Nunez, Tuesday, 11 June 2013 18:24 (ten years ago) link

I think of that stuff as programming art.

polyphonic, Tuesday, 11 June 2013 18:29 (ten years ago) link

like their code is really clean? a lot of those dudes went on to games and gaming hardware.

Philip Nunez, Tuesday, 11 June 2013 18:32 (ten years ago) link

Not just that it's clean, but it's creative. They're like Joey Pants in The Matrix, to use the most hackneyed example possible.

polyphonic, Tuesday, 11 June 2013 18:41 (ten years ago) link

But also it's very much in the tradition of abstract animation, going back to Oskar Fischinger or whatev

polyphonic, Tuesday, 11 June 2013 18:49 (ten years ago) link

i feel the same way, they're sort of related to this, but essentially little pieces or code sculptures

Nhex, Tuesday, 11 June 2013 19:01 (ten years ago) link

what's the barrier to accepting them as the standard bearers for video game art rather than footnotes? as for influences, i really see them being more aligned with graffiti than avant animation.

Philip Nunez, Tuesday, 11 June 2013 19:15 (ten years ago) link

what's the barrier to accepting them as the standard bearers for video game art rather than footnotes?

They can be, and maybe they are. But these demoscene videos aren't games, in the same way that cutscenes aren't games. In the same way that the matte painting isn't a game, but if you put it in the background and let Mario run across it then it's part of a game's art assets. And it offers programmers the sort of challenges that make them great candidates to work in the game industry, as you said.

as for influences, i really see them being more aligned with graffiti than avant animation.

why?

polyphonic, Tuesday, 11 June 2013 19:23 (ten years ago) link

re: graffiti, they're grouped in crews, it's full of boasting and shoutouts, associated with vaguely illegal activity, etc... The effects are deployed and received, and when you read reactions from their peers to their execution, it's a lot like someone landing a particularly difficult skateboard trick.
i agree they aren't games in the traditional sense, but they are certainly not videos -- they are intended to be "played" on what you could call a specific set of instruments, and it's up to the audience to meet those demands, in the same way it's up to a game player to gather some arbitrary set of achievements to advance the game.

Philip Nunez, Tuesday, 11 June 2013 19:39 (ten years ago) link

So are the demoscenes different every time, based on some sort of user input?

re: graffiti, they're grouped in crews, it's full of boasting and shoutouts, associated with vaguely illegal activity, etc...

You could say the same thing about abstract expressionism. Also there are plenty of graffiti artists who don't fit that description.

polyphonic, Tuesday, 11 June 2013 19:43 (ten years ago) link

"So are the demoscenes different every time, based on some sort of user input?"
kind of. they depend on what kind of hardware you put together etc... what modes you choose.

that would be an interesting game, pick which name is the abstract expressionist, graffiti crew, or demo group.

Philip Nunez, Tuesday, 11 June 2013 19:57 (ten years ago) link

they depend on what kind of hardware you put together etc... what modes you choose.

Like a synthesizer?

polyphonic, Tuesday, 11 June 2013 20:00 (ten years ago) link

some demos were optimized for gravis sound board if that's what you mean. there's very much a performative aspect to it, since what's impressive about them is the ability to do so much with so little. to flatten them to videos destroys the ritual.

Philip Nunez, Tuesday, 11 June 2013 20:02 (ten years ago) link

some demos were optimized for gravis sound board if that's what you mean.

What I mean is: the visuals are different depending on how you adjust the knobs or levers or etc., whether they're tangible or virtual. A live performance.

polyphonic, Tuesday, 11 June 2013 20:11 (ten years ago) link


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