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Daniel Golding
11 Nov, 2007

What was the question again? Games and art?

PALGN Feature | The battle over the cultural status of games is changing.
It is a truth universally acknowledged that a gamer in possession of a console must be in want of art. At least, that’s the way it often looks when the age-old ‘are games art?’ question gets ripped out of its shrink-wrap and thrust at Roger Ebert every few months. Videogames have such little cultural currency that it seems like the ‘games are art’ line is trotted out, not for any intellectual point, but rather to legitimise an industry that is already making a sizable contribution the entertainment industry as a whole. After all, we don’t want to admit that we’ve spent countless hours merely entertaining ourselves, do we? No, we’ve been broadening our minds, enhancing our emotions and engaging with an art form that other philistines are too uneducated to recognise.

However, regardless of which side of the equation you reside in, it is becoming obvious that the question is becoming more and more irrelevant. Will Wright, creator of SimCity, The Sims and the upcoming Spore was recently inducted into the British Academy of Film and Television Arts (BAFTA) Fellowship, the highest accolade the organisation can bestow on an individual. With the fellowship, Wright joins such luminaries as Alfred Hitchcock, Steven Spielberg, David Lean and Stanley Kubrick.

So while there are still some very concerned citizens who will always bar videogames from the privileged art club, the question is therefore becoming less, ‘how can games be art?’ and more, ‘how are games art?’ If nothing else, Wright's BAFTA Fellowship demonstrates that videogames are now gaining significant allies in their quest for legitimacy. However, such advances require no small amount of introspection from gamers. After all, if videogames now have a designer supposedly on the same level as a Hitchcock or a Spielberg, it only follows that we should figure out why or how they are an 'artist.'

What do these three men have in common? From left: Will Wright, Steven Spielberg, Alfred Hitchcock

What do these three men have in common? From left: Will Wright, Steven Spielberg, Alfred Hitchcock
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Firstly, can we give Will Wright as much credit for his great games as we can credit Hitchcock with his great films? Any readers who’ve done a cinema 101 course will be familiar with the ‘Auteur theory’. The idea is that a director is an artist in himself, and anyone watching a film by an auteur can pick the director by his trademark themes and preoccupations. Of course, film is a collaborative medium, just like game design, but a director is said to have enough control over a project to turn it into his own artwork.

It’s likely that most serious gamers could recognise a game by Wright. He brings a flair to the simulation genre not present in many other games, although many instances of his influence have been so widely disseminated throughout the industry that it may now be difficult to recognise their origin. But technical prowess does not an auteur make. Hitchcock’s corpus is obsessed with numerous reoccurring themes: voyeurism, the role of women, the likeable criminal, etc. Likewise, anyone who has seen a few Spielberg films will have noticed that darn reoccurring lost child, or the surrogate father figure.

So, what themes pervade Wright’s work? While the current cultural climate makes it difficult to discuss meaning in videogames, it is nonetheless possible to draw out several ideas that are consistent. For one, Wright’s work appears to persistently poke away at the limits of technology, and the interaction between player and their creations. If Wright were to have a question etched on his gaming tombstone, it might well be, ‘What makes a game a game?’

Sim City: software toy, or art?

Sim City: software toy, or art?
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After all, SimCity was probably the first major game without fixed objectives. Wright is often credited with creating ‘software toys’ – something that walks and talks like a videogame, but without the defining feature of an end-point (or high score). But is this enough to credit Wright with auteur status? Are these genuine artistic themes or simple marketing decisions?

The second important question raised is infinitely larger: what exactly is it about games that makes them capable of art? Jesper Juul, of the Copenhagen Center for Computer Game Research, (and one of the few videogame-focused academics in the world) provides a very interesting method of approaching this question. Juul, in his book Half-Real, divides videogames content into two sections: the rules of the game (what you can and cannot do, how you do it, and what objectives you have) and the fiction of the game (your character, the setting, the plot). So where lies the art? A lot of the debate around videogames and art has revolved around the fiction of the game: the storyline of Knights of the Old Republic was brilliant, so that makes it art. The ‘world’ of any number of Zelda games was enthralling, so that makes them art. However, very little discussion has dared to suggest that the so-called rules of any given game make it art. After all, doesn’t that mean that physical, old-fashioned Chess can be art?

Well, not really, no. Chess, great game as it is, is essentially a very simple set of rules. If we are going to call something art on the basis of its rules alone, then Chess is the The Cat Sat On The Mat of game-art. In contrast, there are numerous examples of games so complex that the rules alone could be called art. The BAFTA could (and probably would) argue that SimCity is an early example of game-art, totally separate from any fiction of the game. Or perhaps Civilization is a candidate (with its auteur-implying 'Sid Myer’s' prefix), which has routinely been described as ‘Chess on ‘roids’.

Is the key to Zelda's success a combination of great fiction and rules?

Is the key to Zelda's success a combination of great fiction and rules?
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Of course, perhaps the most nuanced assessment of what makes games art would involve combining the two sections. Conceivably, what makes The Legend of Zelda: The Ocarina of Time so regularly touted as the greatest game ever is the expert combination of rules and fiction. Most importantly, it should remain imperative that when we do call a game ‘art’, we aren’t looking at it as a film, or anything else that it clearly isn’t. Critics view and analyse those other art forms distinctly and separately. We have to recognise that games cannot be reduced to their storyline, voice-acting or musical score. There is something else going on here, and it involves a controller.

This is perhaps the most important point to take away from Wright's Fellowship. If videogames are to be seen as art in the future, it must not be because they are starting to approach film in style and content. That may well eventually be the case, and bully for the games industry if it is, but games cannot be art if all that is artistic about them is stolen from cinema.

So while the BAFTA must be applauded for giving videogames equal berth with films and TV, and observing screen cultures of all kinds, the award is illustrative of the uncertainty with which the videogame-art question is approached. While some industry figures are slowly coming around to the idea that games can actually be art, they often want to shelve them alongside (or worse, as a sub-genre of) cinema. It remains to be seen how long it will take before videogames are judged by their own merits, and not those of other art forms.

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27 Oct, 2007 Also confirms Spore in development for the Nintendo console.
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16 Comments
4 years ago
Ironically, Will Wright is a member of the camp that believes that games are toys and entertainment, and not art.
4 years ago
Great read. somewhat out of the blue, but welcome nonetheless.
4 years ago
Nice article.

Personally, I feel games should be art, but most are not deserving of that status, subjective as the title of "art" may be. While art is more about perception, I still feel that games miss the opportunity to convey meaningful themes and issues in the majority of cases.

I hate using movies as an analogy, but games are currently more the equivalent of "Dude Where's My Car" and "300" then anything else. Funny, gory and entertaining, sometimes even with basic themes of patriotism etc. But ultimately they rarely exploit their capacity to make people <i>think</i>.

We should not hold games up to other media such as paintings and movies - they have the potential, as an <i>interactive</i> medium, to convey much more meaning and inspire far more thought than the media which are currently considered to be forms of art.

Games like Haze, which I admire greatly for breaking the 4th wall in a very strong way, are just the tip of the iceberg. Will Wright's Spore has the chance to be another game which really does bring the name of gaming up another level, by giving players an experience that makes them really think about how as humans we came to be (evolution, etc).
4 years ago
The huge cost of making games, as is the case with movies, means that creating a piece of "art" is always going to be about balancing capitalism with creativity. Money will always be a motivating factor in most games produced, even Okami. That's why I don't think that movies or games can either ever truly be considered pure art, because they are too expensive to make. Movies can get closer because cost is often an incredibly important factor in obtaining that artistic vision- Lord of the Rings comes to mind as an example. Games, on the other hand, are inherently artificial and as such, the actual way of obtaining a game that is considered "art" is not so easy. I don't feel Okami is art, neither do I feel Shadow of the Colossus is art. Killer 7 is closer due to its interpretive nature as a package, whereas I feel games like Okami and SotC are just "pretty." Prettiness does not equate to art, in my opinion.

I don't think we've yet come to understand how to make a game "art." I think a major restriction on that fact is a lack of variety in terms of input methods. It's still too linear in design, too restrictive in terms of imagination for the player.
4 years ago
Brett, I agree with a lot of your points, but I disagree on the issue of consumerism. Just because something is expected to make money doesn't mean it inherently cannot be art. To me, in fact, the greatest art is that which works within the mainstream to create meaning. In that sense, it isn't just art which has created itself a niche, where only an informed and art-literate audience view it. That is almost a pointless exercise, in my view, as the only ones who will consume it will have often already thought about the issues contained within.

The best art is that which can speak to the mainstream, those for whom the ideas presented within are new. Anyway, I think what we are talking about here is a sort of inherent segregation of art: as obviously a cultural product can be called 'art' whether it is speaking to mainstream or niche groups. It's a question of 'high art' here, and I guess to a certain extent I find that sort of discussion unhelpful, and slightly irrelevant.
4 years ago
I agree to extent with both sets of ideas raised; art must appeal to the masses, but this does not mean that Big Brother is art.

I think we can all agree that the real question isn't "is this art", but rather "does this make me think, and re-evaluate my environment and myself". Games have the ability to do that more than movies, books or paintings, as they are interactive. But thus far, few games have lived up to the task. AoE2 is one of the few games that changed the way I thought, it brought some post-colonialist themes across in a way my (then) young mind could grasp, and I grew more tolerant and understanding of other cultures as a result.

But now it's time to go further. Microsoft holds an "Imagine Cup" challenge yearly, and one of the new categories is creating a computer game. The theme is sustainability and the environment. I'm not trying to sell MS here, just thought that it's worth using as an example of what kind of initiatives I feel have the potential to uplift games to the artistic level.
4 years ago
Lord Haart wrote
I agree to extent with both sets of ideas raised; art must appeal to the masses, but this does not mean that Big Brother is art.
Yes indeed. The best art creates meaning within the mainstream. I fail to see much meaning within Big Brother. icon_razz.gif

Lord Haart wrote
Games have the ability to do that more than movies, books or paintings, as they are interactive.
I disagree. I think one of the more common fallacies of talking about games is to assume that they are inherently capable of more meaning than other art forms. Sure, they are interactive, but only to the point of 'literacy', i.e. the amount of skill required to move the game-fiction along. You could draw the same line in literature. When a writer says "John walked into the room", the reader is working to imagine the non-described universe. You don't need to be told "the room had four walls and a ceiling", just the same as a gamer doesn't need to be told that a giant flashing X is a weak-spot. Obviously it gets more complex than that, but the essential argument is the same. In terms of interactivity - sure, games are more interactive than other mediums. The audience doesn't have as much say in the narrative or outcome of a film as in some games, but that doesn't mean that a game can inherently have more range of meaning. One person can view a film and interpret it completely differently than another viewer; the audience is as active in creating meanings as in games.

Where games and other art differs is in the consumer choosing, to an extent, the way that the narrative, or fiction, flows. You may choose to be 'good' or 'evil' in BioShock, and that dictates the ending. But the endings are still created by the author of the game, and the gamer has only chosen that ending in their play through.
4 years ago
Yes, I see your point, and agree. Currently, games have a limited number of gameplay paths.

However, we are moving into the realms of Emergent Gameplay, where even the authors don't always know what will occur. Spore for instance has no "goal" or "end" (afaik). The game is there to be played, and each player will take something different from the game - but rather than the player interacting with the game, the game can interact with the player. A movie or novel can indeed do this, but given that narratives have a single plotline (with a handful of exceptions - eg choose-your-own-adventure books), a game potentially has an infinitely greater scope.

Plus it's far more accessible to people who aren't great fans of conventional art.

Ultimately, art strives to change the way we percieve the world around us, and ourselves within it. While you can follow a movie or a book and pretend you are the main character, this entails a mental shift to temporarily take on that personality. In games, the personalities are so flexible - in a few years time, it's almost plausible that we will find RPGs where the main character really is you, no matter who you are.
4 years ago
Yes, that's a very interesting point. In a slightly stretched way, it's almost like fan-fiction, or mash-ups, or something like that. While the author produces the work, it can mutate into innumerable fan-created meanings. But in the case of something like Spore, it is inherently 'mutatable' ( icon_razz.gif ) instead of fan-fic, which happens usually in spite of the author.

However, while it's interesting to talk about the possibilities of games, it's a little too 'Nostradamus' for me. We can argue all day about what games can be, but we won't really be talking 'honestly', if you like, until we are talking about what games are. I find that a lot of debate on the intellectual merit of games focuses on possibilities to shy away from the fact that, by most standards, games now are not particularly great on the intellectual scale. icon_razz.gif
4 years ago
I think the main issue with categorising videogames as art or not lies directly with what they are: games.

I was going to make a point about other games, but in the article it talks about the Chess issue, which is entirely true. Videogames are primary interactive products, and from that perspective it all makes sense in why people wouldn't call videogames art - they are just games that you play, regardless of how attractive they may look. Just like a boardgame. Regardless of how clever and attractive it is, you can't possibly call it 'art'.

So, I think if you break-down a videogame into sections such as story writing and visual appearance (like a movie) then there's your art. But videogames as a whole? I can't see them being art, honestly.

Interesting article though and I think this is my first article I've read from you . Wouldn't mind seeing PALGN doing more of these one-off type articles outside of the typical columns. But in saying that... roundtables!!!
4 years ago
warning: this post will jump around a bit. i don't know if there's an actual point to it, more it's really just a series of thoughts i had regarding the matter posted in a sort of verbal diarrhea manner. there is probably more than one contradiction in what i say.
if a film can be considered art, why then can't a game?

i don't know that i agree with either stance. i can see that art goes into making games and film, but are the end products necessarily art?

and if they are art, what realistic differentiation can be made between "Psycho" or David Lynch films as art, and (to use an earlier example) "Dude, Where's My Car?" or Adam Sandler films as non-art?
or, "Shadow of the Colossus" and "Crazy Frog Racer" or "Elf Bowling"?
the same creative processes are employed across the board, perhaps we just don't see the artistic merits of "Deuce Bigalow: Male Gigolo".

i think the popularity issue raised is somewhat counter-intuitive though. the whole "Art-house" movement of films isn't really known for being popular with the masses, but rather stereotypically enjoyed by men with goatees and funny hats, and women with hairy armpits (or something).
so then doesn't the application of the "art" tag to games mean then that it's the games that people don't get that are, in fact, art?

ultimately, i think that there's the potential for some sort of interactive media to be art. but when i try imagine what kind of product it would be, i come up more with something like flOw or Geometry Wars rather than Zelda, Metroid, Bioshock, Half-life or Ico.
4 years ago
Some more random food for thought:

- Can in-game graphics be art?
- Are plot devices that create a narrative enough to be art?
- Is the player's freedom (to an extent varying according to the game) symbolic of the freedom to interpret art?
- Is "art" just a means of saying something, and do any games have something they try to say?
- Are there 'styles' within a game which mark it as part of it's creator's body of work? (John Woo, Sid Meier [sp?])

Ultimately I think the argument is moot, since the broad definition of "art" can apply to basically everything, from a monkey+paint+canvas to the mona lisa to cultivating a garden to sports;conversely, the 'narrow' definition of "art", as stated poetically by ObsolettE, is basically the body of work "stereotypically enjoyed by men with goatees and funny hats, and women with hairy armpits."

So perhaps the real question people are saying is - can games be transformed from mere entertainment which at best is simple fun, and at worst, the equivalent of a lobotomy, to something which culturally and mentally enriches us as humans?
4 years ago
Electroplankton.
4 years ago
Mark wrote
I think the main issue with categorising videogames as art or not lies directly with what they are: games.
Absolutely. I think this is a very important point, and I tried to emphasise it in my article. It seems that quite often, when people argue for games-as-art, they forget the actual 'game' aspect of it. It isn't just an interactive film: there are choices to be made, strategies to be employed, obstacles to be overcome. It's an issue that requires serious thought. I don't think it inherently prevents games being regarded as art, but it does mean we need to rethink our approach, somewhat.

Mark wrote
Interesting article though and I think this is my first article I've read from you . Wouldn't mind seeing PALGN doing more of these one-off type articles outside of the typical columns. But in saying that... roundtables!!!
Indeed, it is my first non-news article! Thank you very much. I've found the small debate here very encouraging indeed, and will be looking to do more one-off articles like this.

Lord Haart wrote
- Can in-game graphics be art?
Interestingly enough, I just read a book on this subject. It was quite interesting, but focused more on the visual aspect of games than anything else. It's an avenue worth pursuing. After all - the soundtrack of a film is usually considered to be capable of art, and it's likely the same principle at work.

Lord Haart wrote
- Are plot devices that create a narrative enough to be art?
Or are they simply devices for gameplay, rather than narrative, as Mark is almost suggesting?

Lord Haart wrote
- Is "art" just a means of saying something, and do any games have something they try to say?
I actually tend to think of a definition of art as something which has authorial meaning. So I guess you are on to something, in my opinion, there. Do any games have something to say? I'm sure there are some fairly long bows to be drawn here, but I'd say 'yes'. You can certainly read a lot of meaning into numerous games. Does, Spider-Man 2, for example, embody Corbusierian ideals of domesticising the modern city, where everything is known (as a lot of superheros in general are read)? It certainly provides the player with an authentic modern city (NY) and the tools to protect its citizens against daily perils (falling from a skyscraper, losing a balloon icon_razz.gif ), and any time a citizen is in distress the HUD immediately lets you know (everything is knowable). That's a pretty basic reading, but the principles are there. I suspect the majority of art-critics simply haven't developed the academic tools or even the desire to read meaning in games.

Lord Haart wrote
... to something which culturally and mentally enriches us as humans?
The idea of enriching us as humans or the like is often touted in relation to art. But, honestly, does the Mona Lisa enrich us as humans? Really? Does Mozart's Requiem? Does Plato's The Republic? If the answer to any of these is "no", does that mean they aren't art? I think, in reality, very, very few cultural products will enrich us as humans, and even then, will only do so to a select few. While I agree some definitions of art are ridiculously large, I don't think it is helpful to restrict 'art' to epiphany-inducing miracles of creation. You almost have to wonder how useful the term 'art' is: but then remember that speaking, again, in the mainstream, it has enormous clout, and often decides which 'artist' gets to eat that evening!

Talking about art as simply a way of bestowing a certain amount of meaning, and even legitimacy of meaning, is probably the most realistic approach. Remember that the title of 'art' alone doesn't make it worthwhile: there is good art and bad art. Monkey with paintbrush? Not so hot. Da Vinci? Somewhat better. Video games? I guess we'll just have to wait and see.
4 years ago
Daniel Golding wrote
Indeed, it is my first non-news article! Thank you very much. I've found the small debate here very encouraging indeed, and will be looking to do more one-off articles like this.
Looking forward to 'em icon_wink.gif
I'd love to write the odd piece of two for PALGN, it's just a matter of availability - I have uni and travel to deal with. These debates are great icon_smile.gif

Daniel Golding wrote
Lord Haart wrote
... to something which culturally and mentally enriches us as humans?
<Your reply here - removed to save space. No need to quote tons of text, no matter how well written icon_wink.gif >
I agree to an extent, but that's where the phrase"culturally and mentally enriches " comes in.

While I haven't read The Republic (it's on my list), I have heard Mozart's Requiem, and been fortunate enough to see the Mona Lisa while travelling. And I've come to the conclusion that art is not simply about introducing new perspective or thought into the auditor's mind. The wonderful thing about these pieces of work is the way they bring out emotion - whether it is the victorious triumph of Tchaikovsky's 1812, or the conflict of feelings we get when we watch the unfolding tragedies of Othello. Art is a reflection of the human spirit, a symbol of what Terry Pratchett ingeniously dubbed "extelligence". It embodies what we are as a society, and is directly linked with our cultural memes.

For games to become Art, therefore, they must be able to capture their players' imaginations and emotions, and make a statement, either about where we as humans are, or where we could be.
4 years ago
Daniel Golding wrote
Lord Haart wrote
I agree to extent with both sets of ideas raised; art must appeal to the masses, but this does not mean that Big Brother is art.
Yes indeed. The best art creates meaning within the mainstream. I fail to see much meaning within Big Brother. icon_razz.gif
Oooh, dunno if I'd go with that, Daniel. I think art transcends issues such as mainstream/counter-culture. Only my opinion of course, but art is anything that can say something meaningful about the human condition. Whether it impacts the mainstream is irrelevant.
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