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.'
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?’
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’.
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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