Just as I don't see eliciting emotion as proof of art, nor do I beauty.And there can't be beauty in how well it's executed?
Just as I don't see eliciting emotion as proof of art, nor do I beauty.And there can't be beauty in how well it's executed?
"There is no art"Just as I don't see eliciting emotion as proof of art, nor do I beauty.
It's AniHawk, it's what he does.![]()
"There is no art"
- StuBurns
seriously though, to you, what is "art"
Competent functionally.to you, what is design?
Art is what an artist produces, design is what a designer produces."There is no art"
- StuBurns
seriously though, to you, what is "art"
Competent functionally.
Are we talking about gameplay design in regards to mechanics, story, what?
Not at all, competent is serviceable, it gets the job done. It simply works.game design is all of those things, not specifically in relation to just one element.
i am a little confused as to what you mean by competent. if something functionally was incompetent (poorly made), it would cease to be design? or do you mean that design is purposeful functionality?
Not at all, competent is serviceable, it gets the job done. It simply works.
Art is what an artist produces, design is what a designer produces.
Art is something which is a definitive article. Games are not, games require the player to be an active participant, then have rules, and goals, and toolsets.
And I completely disagree. Before a single other person saw that painting, I believe it was art.An art piece is never definitive, since it's a piece of communication that requires the viewer's interaction.
And I completely disagree. Before a single other person saw that painting, I believe it was art.
Art is what an artist produces, design is what a designer produces.
Art is something which is a definitive article. Games are not, games require the player to be an active participant, then have rules, and goals, and toolsets.
This is my favorite painting:
![]()
It exists for you as it does for me and anyone who wishes to view it, it doesn't change, it doesn't make Ellie clip through a doorway because you came back through the room too quickly, it doesn't require me to clear out twelve men from a room before the music relaxes and I can leave the area, it is definitive and fixed, as the creator intended.
You can create interactive things which I do think would certainly be art, but once you strip away the goals, and rules, and gameplay, what you're left with might be an interactive piece of art, and it might play on your PS4, but it is no longer a game.
I think Dear Esther and Proteus are on their way to being interactive art, but they're also on their way to not being games.
Therein lies the subjective issue.And I completely disagree. Before a single other person saw that painting, I believe it was art.
well i did kind of go off on druckmann a little bit there and i don't blame people for getting offended on his behalf, but that second post is pretty harmless. leave the second post alone. it has a wife and kids and it retires from the force in two days. it's going to sail the world on a boat it just bought, the live4ever.
i intensely disagree with the philosophy at the top of naughty dog and have so for the last ten years. that doesn't mean good games can't come out of it. it just means it's pretty unlikely. druckmann seems to have found a narrow path through the shit most developers find themselves mired in. it's really hard to have done what he did. i just don't know if he's a one trick pony, but i find his aspirations to bring the exact thing to other mediums pretty silly.
like i don't think the comic book is a bad thing. it's a new thing. it's different. it takes place in the same world but it's not a retelling of stuff we already know for the sake of doing that or attempting to be some sort of junior-level college performance art major. make a last of us movie, but make it a new story with new people. the last of us's world is broad enough for that.
you'll have to take it up with other designers who don't consider their work to be art either. it really isn't an isolated thing.
Art is what an artist produces, design is what a designer produces.
Art is something which is a definitive article. Games are not, games require the player to be an active participant, then have rules, and goals, and toolsets.
This is my favorite painting:
![]()
It exists for you as it does for me and anyone who wishes to view it, it doesn't change, it doesn't make Ellie clip through a doorway because you came back through the room too quickly, it doesn't require me to clear out twelve men from a room before the music relaxes and I can leave the area, it is definitive and fixed, as the creator intended.
You can create interactive things which I do think would certainly be art, but once you strip away the goals, and rules, and gameplay, what you're left with might be an interactive piece of art, and it might play on your PS4, but it is no longer a game.
I think Dear Esther and Proteus are on their way to being interactive art, but they're also on their way to not being games.
And I completely disagree. Before a single other person saw that painting, I believe it was art.
I actually agree with you on the TLOU movie up to a certain point, I think retelling the video game is pointless, and a waste of time for all involved, particularly Druckmann and ND. And there's a higher chance of the Vita being the best selling hardware of all time than there is of a video game movie not being abject trash. But at least the creator is writing it, and he proved he's a really good one, so there's that. Wish he would focus his efforts on games. It probably won't even enter production anyway, like the Castlevania, Uncharted and Shadow of the Colossus movies that were announced at some point or another.
Unfortunately for you, creators are not actually the final authority on what is or is not art. Many things we consider art today were made by people who never thought of their work in that manner.
my mind is exploding at the speed of light at how someone can authoritatively state that no one is an authority on something.
I'm sorry. Phil 101 can be a shock to the system for some. Also: I didn't say that no one can be the authority, only that we by no means must defer to a few game designers about what is or is not art.
I didn't say they weren't games, nor did I say they were art, I don't think they are.Dear Esther and Proteus offer freedom of interaction, certainly more than a movie or visual novel do. Who's to say their not games?
Subjectively, sure. But coming from on high and dismissing things for their simplicity just because there may not be combos, open world, etc. makes a very bad point.I didn't say they weren't games, nor did I say they were art, I don't think they are.
And I do think I can determine what a game is, maybe not for you, but I don't really care about that.
oh okay so you're the authority on who is and isn't an authority or even if such power exists in the first place (i'm just having fun here).
This is the root of AniHawk point too, in no way is that being dismissive. If for some reason you see the term 'interactive entertainment' as a pejorative versus 'video game', that is on you, not me. I think Dear Esther is incredible, massively better than hundreds of games I've played. And as I said, I do still consider it a game, you do have to traverse an environment, there are optional things to see, but it's closer to being a definitive vision as it's reducing player agency hugely.Subjectively, sure. But coming from on high and dismissing things for their simplicity just because there may not be combos, open world, etc. makes a very bad point.
Id say this is perhaps the most diverse medium and I would like to keep it that way. They're all games in the end.
You can create interactive things which I do think would certainly be art, but once you strip away the goals, and rules, and gameplay, what you're left with might be an interactive piece of art, and it might play on your PS4, but it is no longer a game.
To me those things differ because they are still complete unto themselves. Art can require maintenance, like replacing dead fish in a tank within an installation, but the people doing that are still doing so in order to maintain the article. Video games aren't that at all, the player isn't attempting an artistic performance, they're just playing a game. You can reduce player agency to the point where literally all they can do is what the creator envisioned, such as that God awful desert section in UC3 seen in LastNac's avatar, but at the point where your only option is to hold up on the stick for a bit, you are left with a binary choice, you can choose to continue this sequence or not, which is the choice you have with all films too.Stu. You may have backed yourself in a logical corner on this one.
Your statement projects that art can only be considered in a non - complex format.
Even simple complexities would likely be disqualified such as lithographs or structures that incorporates dynamic lighting or an integrated fish tank.
If games can be art deconstructed then games can be art through a compilation of artifacts or events.
Your definition implies to much and invites restrictions that can potentially ruin Pollack and Picasso.
To me those things differ because they are still complete unto themselves. Art can require maintenance, like replacing dead fish in a tank within an installation, but the people doing that are still doing so in order to maintain the article. Video games aren't that at all, the player isn't attempting an artistic performance, they're just playing a game. You can reduce player agency to the point where literally all they can do is what the creator envisioned, such as that God awful desert section in UC3 seen in LastNac's avatar, but at the point where your only option is to hold up on the stick for a bit, you are left with a binary choice, you can choose to continue this sequence or not, which is the choice you have with all films too.
That's not at all what I said.So games are not art because they aren't interactive enough now? Come, now. Any definition of art will necessarily allow for a broad spectrum of types and kinds and experiences. You can't simultaneously discount games for being both too subject to a player's whims, and not responsive enough. That's like saying art is by definition representational and then saying a painting isn't art if it looks like a photograph. There is plenty of room in the tent for all kinds.
That's not at all what I said.
That moment in UC3 is a few minutes in a ten hour game, it's irrelevant to the complete package. I just used it as an example of a player having literally no input beyond choosing to have something continue to play or not. That is not a game. If you had an eight hour cutscene but you were forced to hold the X button the entire time or the scene would pause, it would not be a game, just because it costs $60, and plays on a console doesn't make it a game. A game needs player agency, which to me is what prevents it from being art.
To me those things differ because they are still complete unto themselves. Art can require maintenance, like replacing dead fish in a tank within an installation, but the people doing that are still doing so in order to maintain the article. Video games aren't that at all, the player isn't attempting an artistic performance, they're just playing a game. You can reduce player agency to the point where literally all they can do is what the creator envisioned, such as that God awful desert section in UC3 seen in LastNac's avatar, but at the point where your only option is to hold up on the stick for a bit, you are left with a binary choice, you can choose to continue this sequence or not, which is the choice you have with all films too.
But (this is driving me nuts, lol) why is player agency preventing it to be art, if that agency is perfectly within the confines dictated by the artist themselves and the very agent of their artistic message?
This is the root of AniHawk point too, in no way is that being dismissive. If for some reason you see the term 'interactive entertainment' as a pejorative versus 'video game', that is on you, not me. I think Dear Esther is incredible, massively better than hundreds of games I've played. And as I said, I do still consider it a game, you do have to traverse an environment, there are optional things to see, but it's closer to being a definitive vision as it's reducing player agency hugely.
I don't see this hypothetical things as below games, just as I don't see games as being below film, just because I see one as art and not the other.
, such as that God awful desert section in UC3 seen in LastNac's avatar.
That's not at all what I said.
That moment in UC3 is a few minutes in a ten hour game, it's irrelevant to the complete package. I just used it as an example of a player having literally no input beyond choosing to have something continue to play or not. That is not a game. If you had an eight hour cutscene but you were forced to hold the X button the entire time or the scene would pause, it would not be a game, just because it costs $60, and plays on a console doesn't make it a game. A game needs player agency, which to me is what prevents it from being art.
I appreciate the response Stu.
But now your measuring what complete is.
We are not comparing a musical piece to a game of hopscotch (hope I spelled that correctly), As you would agree, its more complicated than that.
What those other forms of art provide are interactive elements by which the consumer can view and appreciate the art differently.
or, in other words:
Interactive Elements by which the user can appreciate the art.
Sure, it can tell a story,
and it can incorporate other forms of art,
and it can incorporate control mechanics to alter perspective
and it can also be a game or toy like the Rubik's cube.
If all the above is true, then why cant Journey be interactive art?
Use the edit button. Anyways The Order fail to impress me with it's gaemplay, sure it looks great graphically, the it's cinematic gameplay was a snore.
Journey is nothing like that UC3 sequence in the desert, the comparison is absurd. Journey allows you to traverse and explore a 3D environment, there are hidden things to find, enemies to avoid, creatures to interact with. It requires jumping, stamina management, little things in the direction of puzzles.Well that's a fallacy, there are no such things as playable/interactive cut-scenes. Sure, their are QTE's, but even then they are still game play mechanics. Something is either completely, 100%, unequivocally passive or it is interactive, regardless of the extent of the interaction is irrelevant. It is still interactive. There is no grey.
And yes, it still would be a "game." Journey for the most part involves the use of one button to drive it forward. Still a game.
Why do you guy need to jump down Kyle's throat? 200+ awards is apparently not enough congratulatory noise to drown out the concept that The Last Of Us (as a game) is not as good as the movie/screenplay/novel/interpretive dance etc.
While playing TLOU it's apparent the gameplay is 1:1 Uncharted 2 with little to no improvements, the game pulls itself along with it's cutscenes and voice acting.
This isn't like Tetris where people play because they enjoy the mechanics or DotA where they enjoy the competition, this is a movie-game where people play to listen to a story.
Art is what an artist produces, design is what a designer produces.
Art is something which is a definitive article. Games are not, games require the player to be an active participant, then have rules, and goals, and toolsets.
This is my favorite painting:
![]()
It exists for you as it does for me and anyone who wishes to view it, it doesn't change, it doesn't make Ellie clip through a doorway because you came back through the room too quickly, it doesn't require me to clear out twelve men from a room before the music relaxes and I can leave the area, it is definitive and fixed, as the creator intended.
You can create interactive things which I do think would certainly be art, but once you strip away the goals, and rules, and gameplay, what you're left with might be an interactive piece of art, and it might play on your PS4, but it is no longer a game.
I think Dear Esther and Proteus are on their way to being interactive art, but they're also on their way to not being games.
Why do you guy need to jump down Kyle's throat? 200+ awards is apparently not enough congratulatory noise to drown out the concept that The Last Of Us (as a game) is not as good as the movie/screen play/novel/interpretive dance etc.
While playing TLOU it's apparent the gameplay is 1:1 Uncharted 2 with little to no improvements, the game pulls itself along with it's cutscenes and voice acting.
This isn't like Tetris where people play because they enjoy the mechanics or DotA where they enjoy the competition, this is a movie-game where people play to listen to a story.
This is the Ebert argument: art implies authority, and calls for contemplation. therefore any subversion of that process, i.e. interactivity, cannot create art by definition.
I seem to remember Ebert thinking the medium itself was of inherently less worth than the arts though, I certainly don't believe.This is the Ebert argument: art implies authority, and calls for contemplation. therefore any subversion of that process, i.e. interactivity, cannot create art by definition.
Why do you guy need to jump down Kyle's throat? 200+ awards is apparently not enough congratulatory noise to drown out the concept that The Last Of Us (as a game) is not as good as the movie/screen play/novel/interpretive dance etc.
Excellent post. This is what I got out of the episode too.Regardless of whether or not you agree with some of his specific individual points, I think "Why can't The Last of Us just be happy being video game" is a pretty apt thing to point out. Not even just about The Last of Us really, but about any game. There's very often a movie announcement (that inevitably falls through) after a game becomes successful, as if it's a huge validation that the game "actually was good guys!" "We're making a movie, this game really made it!"
I don't think that's necessary at all. A fantastic game that tells its story well as a game can "just" be a game. And in a perfect world Naughty Dog should be completely satisfied with it being a successful/praised game. If this was a one-case thing with The Last of Us it would be one thing, but it's an industry-wide thing, and has been for years. Being "good enough" for a movie isn't growing up; realizing that your medium is special and doesn't need validation from the film world is growing up.
That's the core of what Kyle's saying.
Journey is nothing like that UC3 sequence in the desert, the comparison is absurd. Journey allows you to traverse and explore a 3D environment, there are hidden things to find, enemies to avoid, creatures to interact with. It requires jumping, stamina management, little things in the direction of puzzles.
I agree there is no grey area, however, for the exact opposite point. If the player choice is to continue the sequence or not, there is zero meaningful interaction, it's not a game at all.
Kyle discovers some nightmarish creatures hiding within the Wii U marketplace. (15:30)