Tuesday, September 18, 2007

On art and videogames

There has been some talk as of late about videogames and whether or not they are art. Roger Ebert said in one of his reviews that he did not think videogames were art. Clive Barker refuted that and said that they were art. This is where I came in on the issue; here is Roger Ebert's response to that. This was also brought up in episode 19 of Battleship Pretension (a very good movie podcast done by two guys who really know film, but have limited exposure to games). I emailed the Battleship Pretension folks, but I did a really good write-up, and I think it warrants a wider audience.

First thing, I will admit my bias toward videogames (I include computer games in this, although there is a bit of a difference between the two; for this argument it is irrelevant). I am a proud gamer, and pretty much anybody who knows me well knows that about me. As a result, however, my opinion is biased. Still, I think my arguments are valid.

So I put it to you: What is the purpose of art? From my understanding, art's purpose on the surface is to elicit an emotional reaction from its audience, through the work of one or more artists. Ebert's argument that a bowel movement also elicits an emotional reaction is ridiculous, unless you actually are capable of crapping movies, games, or literature. I know, it seems as though Brett Rattner and his like simply poops out his work, but he actually does put effort into the creation of it. On a deeper level, art is intended to guide its audience on their own journey of self-discovery. The latter is what I think Ebert would call "great art."

On the deeper level (great art), there are very few games that achieve that, but they do exist. On the surface level (art), there are a LOT. There are also some that elicit the reaction of rage, simply because it's so freakin' bad. Much like film. Or theatre. Or literature. Or visual art. Or music.

The concept that video games cannot be great art, simply based off of the fact that the audience is a participant, is ridiculous. Does that mean that art appreciation must, by definition, be passive? Are you unable to absorb information or appreciation, is it impossible to change the entire paradigm of your life, simply because you are more involved in its outcome? Are characters any less impactful because you are interacting with them? Ebert mentions that having multiple storylines devalues them all. That makes no sense to me at all. How can it possibly devalue the story if it is indeed a well-written, well-acted, well-designed ending? If it sticks with you and leaves you feeling as though you've said goodbye to a good friend? This is similar to arguing that if there are several different artforms, that they are each less valuable than if there is a single "art." In this argument he mentions that he could make Romeo and Juliet with them naked and standing on their hands. Yes, he could, and that might be art, but would a game designer choose to do that? Only if he was a moron.

Presumably the arguments for videogames being art were primarily focused around stories and characters, and it has been postulated that they were only art when they lined up with other, "actual" art forms. So does this mean that a films with a deep, engaging plot and stirring characters who are brilliantly acted cannot possibly be art because it lines up with similar qualities of live theatre? Does the fact that a game pulls facets from media which preceded it invalidate the art of the medium in which it was created? It has also been mentioned that one's style of gameplay invalidates the art ("I'll save my game, and go through that door"). So does that mean that the style in which someone absorbs art makes the creator less of an artist? Would that mean that if a person flips around a book to absorb it, or reads the last page first, that the person who wrote it was not an artist?

In this particular episode of the podcast, Tyler and David both mentioned Castle Wolfenstein as an example of videogames-as-not-art. I don't think this is a valid argument, as Wolfenstein was very early in game development, and could be easily compared with The Great Train Robbery of videogames. Was The Great Train Robbery good art in comparison to other media of the time? No, it was crap. Was it groundbreaking film? Hell yeah!

Ebert says that most games are either point & shoot (Doom-esque) or scavenger hunts (Myst-esque). And yes, that point is semi-valid; as it happens, the "scavenger hunt" game is out of vogue, although he could easily have put in some derogatory euphemism for Real-Time Strategy games and made a similar valid point. It is also valid to note that none of the games I consider to be great art are either of these styles, and it is pretty difficult to do an artistic game in these styles (although First Person Shooters these days often do have compelling stories behind them, and are frequently highly regarded in the gaming community).

In order to determine if a video game is great art, let's think about what makes a film great art. Beautiful writing, done on multiple levels, is arguably the strongest sign of a great film. Sometimes, if it is written so nothing significant happens on the surface level, but there's huge depth on other levels, that makes for a great script. Perfect cinematography, on its own, will not make a great film, but it can enhance an otherwise good film to greatness. Brilliant acting on its own will make for a good film, but in the presence of a good script the film can become a great one. There are other factors, but it seems to me that a great film is primarily about how it's written, with the rest of the film backing up the script.

That said, we can see a lot of games that likely can be considered great art. The Fallout games can be applied to this, as they are written with individual stories that all lead to one big story, which not only is exciting and dynamic, but is also a telling story about the nature of humanity. The same can be said of Planescape: Torment. Both of these games had strong gameplay for the time (not directly an artform, although that could be argued, but important to the immersion necessary to be appreciated), good artwork for the time, good voice acting, and exceptional stories. These are widely considered (among gamers) the classics of gaming, the Citizen Kane of the computer. I actualy cried at the end of Planescape: Torment, and left with a sense of wanting more, but knowing that they had done their story, and there wouldn't be a sequel.

And these are not to say that they are the best or most fun games out there (although they are wonderful and are the favorites of many gamers). Half Life and Half-Life 2 are phenomenal games. Are they great art? No. TIE Fighter is one of my favorites of all time. Is it great art? No, but it is a helluva lot of fun. World of Warcraft is one of the most addictive games out there. It also is not great art, but it is fun.

Anyway, this is a post that comes almost directly from an email that was sent to the Battleship Pretension folks, and requires that you have read the link above and listened to that particular episode. In this I primarily focus on film vs. games, as that was my audience; I don't think this lessens the argument, but it could be expanded to argue other art forms as well. Maybe I'll do that later. Also, this is NOT intended to lessen the impact or power of any other artform, but rather to argue the merits of games. However, I do hold to the opinion that (A) games can be art, even great art, and (B) Roger Ebert's arguments to the contrary are based off of ignorance of the medium.

1 comment:

Zach said...

Interesting. I think you're right that nothing about the videogame medium precludes it being art, and like any other medium, some games achieve that "art" status, and others don't.

Donkey Kong, for example, is a fantastically moving story about courage, perseverance, and fate.