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Showing posts with label games as art. Show all posts
Showing posts with label games as art. Show all posts

February 26, 2009

Anticipation 1

A couple of indie games that have been in development for some time are nearing completion. I'm jealous. I've also really been looking forward to both, so I'm also very happy.

I'll talk about one of them later, but one I'd like to mention now is The Path, a game by Tale of Tales. I've discussed this title briefly in the past, but I've been following it for quite a while. These are the folks that made The Graveyard, the art title about an old woman in a cemetery that generated a lot of discussion on the tubes about games as art, and challenged people's assumptions about what technically constitutes a "game."

From what I've seen so far it appears likely that The Path will again stimulate conversations about games as an artistic and storytelling medium. See for yourself.


The Path, Grandmother's House teaser 1 - the hall from Tale of Tales.


The Path has a unique and stunning visual style that comes across as more of an artistic rather than a technical accomplishment; a style that flaunts the creative talents of the designers more than the advanced computational abilities of the graphics engine.


The Path, Grandmother's House teaser 2 - the kitchen from Tale of Tales.


The game is a short horror game based on the old Little Red Riding Hood fairy tale, although set in modern times. Will it again challenge assumptions of what qualifies as a game? Possibly so. As they describe it, The Path emphasizes "exploration, discovery and introspection through a unique form of gameplay," where "every interaction in the game expresses an aspect of the narrative." It is a slow game, giving players the freedom to explore as they wish. I'm intrigued by the possibilities.


The Path, Grandmother's House teaser 3 - the stairs from Tale of Tales.


Auriea Harvey and Michaël Samyn, the main duo behind Tale of Tales and The Path, recently announced that the game is at last out of beta and the plan is to release it on March 18th. It looks like it will be Windows-only (rats, not sure if there are any plans on a Mac release) and available for download from their site, as well as from Steam and Direct2Drive.


The Path, Grandmother's House teaser 4 - the library from Tale of Tales.


They also recently started up a new web site for the game, at http://grandmothers-house.net/, where you can check out more screenshots, movie clips, and eventually more material. I really like the style of that site. It reminds me of a few others I've seen in the past, and it has a quiet creepiness that appears to fit the game genre well.

If you can't tell, I'm really looking forward to this release. I hope it does well for them.

February 5, 2009

Making the Rounds: Machinarium

This game has topped my list for Most Anticipated Seriously Beautiful Game for some time now. Amanita Design is a small group of indie game developers responsible for some very cool, short point-and-click Flash games in the past: Samorost1, Samorost2, and Questionaut, which was nominated for a British Academy Award. Hell, they've even made a short little adventure for a band I've enjoyed listening to in the past, The Polyphonic Spree, which includes some previously unreleased music. In each case, the recognizable artwork is beautiful, the gameplay is light and engaging, and the accompanying music and sound effects are charming.

For a while now they've been bringing this same style to a full-length adventure, Machinarium, which is an IGF finalist this year for Excellence in Visual Art. I've been following along from afar, and every small snippet I've caught has been raising my expectations. Now some new preview footage is available, and it offers a juicy look into more of the artwork and gameplay.


Machinarium Preview 02 from Amanita Design on Vimeo.


For those interested in reading more, there was an interview with the developers about a week back on Rock, Paper, Shotgun. Or, just visit the Machinarium website for more vids and screenshots. I wish them great success with this game, and I'd like to see it win the Visual Art award at this years IGF competition. If you can't tell, I'm looking forward to playing.

January 27, 2009

blueful

Aaron Reed has written some pretty fine IF. Gourmet was one of my favorites from the 2003 IF Comp, just a lot of fun to play. It even has its own theme song (judge for yourself). And of course there's Whom The Telling Changed, which received much well-deserved recognition and was a finalist in 2006 at the now-defunct Slamdance Guerrilla Gamemaker Competition. I also see that Aaron was interviewed back then for Get Lamp, Jason Scott's (hopefully) upcoming documentary on text adventures.

He also lives about ten minutes away from my house. We met a couple of times at the quarterly Utah Indie Gamers Night, and he's a pretty fascinating guy.

Aaron is about to launch his epic new work of IF, Blue Lacuna, which he is calling an "interactive novel". Before that, though, there is an online prelude:


Rather than describe it, just follow the links and experience it.

I'm looking forward to trying Blue Lacuna. I've got some high expectations for it.

November 27, 2008

Tale of Tales Goodies

Tale of Tales is the Belgian group led by Auriea Harvey and Michaël Samyn that brought us the thought-provoking poetic "art game" (for lack of a better term, I suppose) The Graveyard. It was an intriguing piece that generated a lot of discussion around the tubes, much of which was unfortunately negative because many people didn't quite get that it doesn't fit the traditional definition of "game". It was also created with the Unity engine, a very cool 3D game engine/development tool that runs primarily on Macs, and which I came very close to using for Vespers. In any case, I thought it was a worthwhile experiment and I have a lot of respect for what these folks are trying to do.

Of note, Gamasutra has just posted their postmortem on The Graveyard, which I think is a great read. They posted it on their web site a while back, but it's great to see a site like Gamasutra picking it up. There's a lot of good information in it, including the tools they used, their funding sources, sales figures, and their responses to the crtiques. This was the postmortem that achieved some recognition for noting that their sales conversion rate was a "disastrous" 0.34% -- and also that a large percentage of their sales were to Mac users, which was somewhat unexpected. They also include some good information about their character animator (don't get me started), music composer, and sound designer, which is very cool and something that I have been trying to do as well for my project.

ToT also produced a hybrid multiplayer online game/screensave called "The Endless Forest", although I haven't tried it myself since it's Windows-only. They had another fascinating project under development a while back called "8", but development was halted a couple of years ago due to funding issues and it's not clear from their forums if they will pick it up again. My guess is that they will if their current project succeeds and they can generate some financial interest in it. I hope so, because it looks really fascinating.


Speaking of which, their current project, for those of you who haven't heard, is called "The Path". It's billed as a single-player horror game with a unique form of gameplay, where "every interaction in the game expresses an aspect of the narrative." Now that's something I can get into. It looks to have some basis in The Little Red Riding Hood tale, but seems to feature multiple characters, such as Scarlet, Rose, and Carmen. It has a very dark tone and looks to be a fascinating piece, although it looks like it will be Windows-only again. Disappointing, since that means they're not using Unity again -- I believe, from their postmortem above, that they are using Quest3D instead. I'll figure something out.

The Tale of Tales folks are taking a very open approach to their development, and their web site features a lot of goodies including galleries, wallpapers, and their development blog, which has a load of information on their production process. They're in the alpha testing phase right now, and they include short snippets about each of the testers and their experience with the game, which is a nice touch. I'll probably follow their example in this respect.

Recently, they came out with some new screenshots, which look fantastic. The artwork for this piece is really outstanding, dark and stylish which reminds me a bit of American McGee's Alice to some extent. I don't know much about the gameplay or how the interactions will relate to the narrative, but it looks very promising and I'm really looking forward to checking it out when it's available. I'll just need to find me a Windows machine.

August 11, 2008

The Money Factor

Seems that money is on people's minds lately.

Jay at The Rampant Coyote recently published an article on The Escapist about mainstream developers going indie. It's a good read that involves a number of interesting folks from around the indie scene, including Steven Peeler from Soldak Entertainment, Steve Taylor from NinjaBee, and one of my Torque heroes, Andy Schatz of Pocketwatch Games, among others. The article nicely summarizes many of the issues driving and confronting indie game developers -- creative freedom, independence, marketing and publicity, piracy, and distribution. Of course, underlying most of these issues is the money factor. It is, of course, the focus of the main question ("Why give up a steady paycheck in order to labor in relative obscurity?"), and from the article you get a good appreciation of how money impacts so many different aspects of development on the indie side. One particular insight, made by Taylor, is that the reality of maintaining a business often overshadows the dream of creative freedom:

"If you want your game to make money, you have to consider what will sell, and this means adapting your pure creative vision to match the real world. Besides, do you really have the resources to achieve your ultimate creative vision?"


Nevertheless, for most it's still about the freedom to succeed or fail on their own terms.

How much does it cost to make an indie game? It's one of those questions (along with "How much can you make on an indie game?") that always seems to be on the minds of indie wannabees. Jonathan Blow, the developer of one impressive indie game that appears headed toward big success (Braid), hinted at his development cost in the Wall Street Journal online. Although it may not be reflective of the game's total costs, he estimated his own personal investment to be around $180,000 over the three years of development.

It's interesting to see that number, and I wonder what kind of responses it might produce. My own personal reaction is that it's a pretty big number -- not the millions that most big studios budget for their games, of course, but that's a lot of coin for an individual to pony up for their big chance. Still, it certainly looks like the money was well spent -- I want to play it for the awesome stylish 2D visuals more than anything else -- and Blow stands to make a good return on that investment, having received excellent reviews (including "highest rated XBLA game ever"). It's aso already the 10th highest rated Xbox 360 game of all time -- and that includes many of those AAA high-budget games like GTA4 and Bioshock -- and sales appear to be very good so far, with 28,500 units sold, making it the second-fastest selling XBLA game in its debut week. As Blow says, "an indie game made by a very small team can compete with giant games that had huge budgets at their disposal."

As for profitability, Blow has been quiet so far, stating it would have to sell "a lot more than it has so far." But as with many indie developers, he knows it has to keep selling in order to afford making the next game.

With Vespers, I've invested only a small fraction of what Blow invested, but up until now I thought even that was an extraordinary amount. In the world of game development, $180,000 is small change, but my eyes grow big when I think of all the progress I could make with that kind of investment. Then again, I'm not targeting the potentially large market of XBLA, and on top of that, I'm not even sure yet if selling it is the best approach, so the expected return is still very questionable. But then again, I didn't initiate this project to make money; I'm not a full-time indie developer, so I don't need a certain number of sales to stay in business. I don't have to make money off of it, although it would be helpful in order to potentially finance a future project.

Along those lines is a blog discussion that started a little while ago with another article in the same issue of The Escapist by Anna Anthropy, on "The Rise of the Videogame Zinesters." I hadn't previously heard of the term "zinester", which in the context of videogame developers refers to individual non-professionals who make creative, artistically risky games and give them away for free simply to make their voices heard. As she says:

"These are people for whom game development is not a primary profession; whose background is not in computer science or 3-D modeling; who build games in their spare time out of a curiosity and love for the medium and a desire to make the games that no one else will. Hobbyist game developers, self-published authors. Videogame zinesters."


Interactive fiction is the prime example used in the article, specifically Victor Gijsbers's piece The Baron. In response, on his blog, Gijsbers makes the observation that not having to earn money is important, but that "people could still actually make money out of their games, and that wouldn't hurt their artistic value." But perhaps more importantly, mirroring Taylor's comment above:

"It's just that when you know you have to earn at least X with this game (or otherwise your company will go bankrupt, or you yourself will not be able to pay the rent) that art must be compromised and that it may seem a much better idea to make a game about shooting space aliens than about the moral options left to someone who recognises the monstrous within himself."


But as Gijsbers notes, it also brings up the issue of money as validation within the gaming culture, and the pervasive idea that free games are not worth the effort, that a game can only be taken seriously once it is for sale, as indicated by the comments for the Escapist article. Although I think that's a fair summation of the culture, there are certainly games, like Galatea, The Baron, and Façade, that prove that this is not altogether true. Yet this cultural perspective persists.

In "Money and Ambition", Emily Short adds her compelling thoughts on the subject, commenting on "that curious phenomenon that some players want the games they play to be commercial." The reasons for this have to do with things like perceived value and invested resources, but Short also notes a less-discussed reason: the perceived contract between player and game designer, and that some players "want to know that the game’s creators are making a living by their efforts, as a sign of good faith." Compounding this, at least for interactive fiction games, is the lack of enough insightful game reviews to give new high-quality games the reception they deserve. As a result, as Short observes:

"In the absence of money, or even a guarantee of reviews — without either the market forces or the critical cadre — it can be difficult to maintain serious ambitions in creating a freeware project. Especially a large one."


I can tell you that what Short says extends beyond the boundary of freeware game development, and I think her words ring true for many indie developers, myself included, particularly in describing so perfectly (elsewhere):

"...the sense that I had long since passed every conceivable *sane* reason to be doing what I was doing. The creeping fear that what I was doing could not possibly be worth the time and energy I was putting into it. The sense of being reduced, as a person, to a single purpose, since normal hobbies and enjoyments and work had all been set aside."


I can certainly relate to that, but I can only imagine how it feels for the individuals in Jay's article, the ones who gave up the steady paycheck for a shot at making it as an indie developer pushing the boundaries of game design. But I guess it's all about pushing boundaries, I suppose. New creative territories. Making your voice heard, like the zinesters, whether it's purely for expressive purposes or for earning a living.

Fascinating, though, the way money is so pervasive and influential in gaming, even when discussing freeware.

April 14, 2008

You Want Art With Those Games? (Part 2)

This is the second part of a series of blogs that aim to contribute yet more internet detritus to everybody's favorite age-old argument: Seriously, are computer games an art form?


Part 2: "Games as Art" = "Games as Storytelling Medium"

In Part 1, I proposed that computer/videogames are not yet a true art form, but are capable of being one. To do so a game will need to come along that has a substantial impact on its players because of its beauty, insight, or emotional power, in the same manner as some of the successful works from other forms of traditional media like film, theater, or literature. Without a form-defining piece, the medium will likely continue to make some advances and convince some individuals, but fail to achieve widespread acceptance by the public as a true art form.

For a game to have this kind of impact on its players, the experience of playing the game must be compelling, and that experience is embodied in the communication that takes place between the game (and its designers, writers, artists, etc) and the player. Unlike most traditional media, however, in games this communication is inherently bidirectional, which is perhaps gaming's most unique characteristic. To me, the two most important components of that communication, and thus the experience of playing, are storytelling and gameplay. Both must be compelling for a game to succeed in impacting players, and both should be outstanding for a game to achieve recognition as a true form-defining piece. Too often we see games that seem to focus on one preferentially, resulting in experiences that are fun or entertaining, but still leave something to be desired.

Much of the conversation about "games as art" has focused on the consideration of games as storytelling devices, in much the same way that theater, film, and literature are storytelling devices. Part of the ongoing debate is that it's not generally accepted that games are, or at least can be, effective storytelling devices, and this has led to the profusion of blogs, esssays, opinion pieces, and lectures on such topics as can games tell stories, how games should tell stories, and how games can tell better stories. Nevertheless, if games aspire to the level of a new art form, my sense (as that of others) is that we first need to fully embrace the premise that games are storytelling devices, and then to understand and explore that domain in considerable depth, until we begin to see games that affect us in powerful ways.

Storytelling in games has been covered at length by a number of people with far more expertise than me in writing, storytelling, and game development. Some of the more provocative work, in my mind, has been from people like Corvus Elrod (and his white paper on the story-plot-narrative model); Mark Reidl (who, with others like Andrew Stern, has written pieces on character-focused narrative generation); Ivo Swartjes (and his published works on virtual storytelling and emergent narrative); and, of course, Chris Crawford (for better or for worse). Most of my thoughts here are essentially a synthesis of the information derived from these writings and others.

Elrod, Riedl, and Swartjes have spent a good deal of time individually discussing their conceptions of the structure and components of storytelling, which I think are relevant here. Elrod, for instance, defines the three elements of storytelling as narrative (the physical components of the storytelling process, the medium presented to the audience -- including, in games, the user interface and art assets, for example), plot (the planned events of the narrative and the order in which they ought to occur), and story (the emotional experience of the narrative, the intended emotional experience which the storyteller hopes to convey). According to Elrod, "whereas Plot is concerned with the literal unfolding of events, Story addresses the emotional progression of events throughout the narrative."

This is interesting when juxtaposed with the work by Riedl (and later Swartjes), who both refer to the schema of Mieke Bal which seeks to define the components of narrative, which here is "the recounting of one or more real or fictitious events, usually oriented around a single goal, that are related to each other temporally and causally" (which I have always considered similar to my own definition of story). In this model, narrative is decomposed into the three components of fabula (the sequence of events that take place in the story world -- some of which are exposed, and some of which are hidden), story (the expression or exposure of the fabula through a particular viewpoint), and text (the specific wording and phraseology chosen to tell the story). Swartjes takes an additional step by reassigning these components as fabula, plot, and presentation, where plot is now a selection of the fabula that forms a consistent and coherent whole (where many plots can exist within the fabula), and presentation is the information needed for the actual delivery of the plot in the chosen medium.

The parallels and overlaps between Elrod's model and those used by Riedl and Swartjes are not altogether straightforward, but the purpose here is not necessarily to contrast these models, but rather to (trudgingly) point out the fact that it is sometimes difficult to discuss the concepts of storytelling because of the many ways in which individuals refer to the terms and components. A discussion of narrative from one viewpoint, for instance, might be about something distinctly different than from another; likewise, even using the term storytelling can be confusing because of differing views (including my own) of the term story. In attempting to distill these various schemata into what I think are the important concepts (rather than the terms), I found these four essential elements:

  1. all factual events that take place, both exposed to and hidden from the audience, and the order in which they (ought to) occur;
  2. a subset of #1 which forms a coherent whole, often as seen from a particular viewpoint;
  3. the medium and physical components used in the presentation to the audience; and
  4. the intended emotional experience to be conveyed.


Putting specific labels on these concepts will certainly only confuse more than clarify, but nevertheless (for this discussion, at least) I visualize #1 as the omniscience; #2 as the plot; #3 as the medium, and #4 as the impact. To me, when a plot becomes expressed through a particular medium and with an intended impact, it becomes a story. This process of expression is what I think of as storytelling. (As for narrative, I find it curiously difficult to find a unique place for it. I guess I have always considered it to be equivalent to story, and that has not yet changed.)

Right. I'm sure that's all crystal clear now, so we might as well return to the actual discussion at hand.

As above, in my mind, for computer gaming to achieve widespread acceptance as an art form, the experience of playing games has to deliver beauty, insight, or emotional power to its audience, and that experience is embodied in the communication that takes place between game and player. Storytelling and gameplay constitute that communication. The communication is the key -- it is, as I've argued in part one, one of the primary elements of art. Currently, games don't accomplish this communication well enough. But they can -- it just will take a concentrated effort to explore, understand, and refine storytelling and gameplay, and particularly how the two can and should synergize.

With respect to storytelling, if the presumption is made that games are storytelling devices (and the impression I have is that many are already on board with this idea), where might the failure thus far be? You can argue that games already do tell stories; the concepts above of omniscience, plot, medium, and impact are all, to varying degrees, represented in the body of computer games. It seems to me, however, that it is in the impact -- the emotional experience, Elrod's concept of story, the answer to the question, "What is the game actually about?" -- where most games fail. The reasons for this are varied; in some cases, there is underdevelopment or little emphasis placed on the emotional experience, or the intended impact is somehow never realized (often because of other components such as medium or gameplay). But to me the real problem with impact, the intended emotional experience, is that it just isn't profound enough. Too simple, too shallow, too trivial. Developers just haven't figured out how to set the bar high enough.

Why not? This is where, to me, the writing of Chris Crawford is most relevant. Crawford has a lot of opinions on games and storytelling, but if you pick through the chaff you'll find what I consider his most worthwhile observation, the simple, basic truth that stories are about the most fascinating thing in the universe: people. It's the first of his nine breakthroughs (related to his Storytron), the focus of his book on interactive storytelling. And I think it's a critical concept, the one thing which games have not quite figured out.

As Crawford states, "This simple truth...explains the utter failure of games to incorporate storytelling in any but the most mechanical and forced manner." In games, people are, generally speaking, an afterthought -- a cardboard representation. Games, he argues, concern themselves primarily with objects rather than people. But if you look at other forms of media -- theater, film, and literature -- and the works that have truly powerful impact, these are predominantly about people, their emotions, and their relationships, not objects. "Casablanca", "Romeo & Juliet", "To Kill a Mockingbird" -- when you ask, "What are these works about?" the answer is almost universally an exploration of people, their feelings, and their relationships. There are works that focus on or incorporate objects, for certain -- the conch in "Lord of the Flies", or the One Ring in "Lord of the Rings" -- but for the most part these objects do not play central roles; they are metaphors, devices used to assist the larger story about the people and their experiences.

This is not a new thought, of course -- people have been criticizing the shallowness of NPCs and clamoring for more realistic and interactive characters for some time. But people are hard. Modeling people well is difficult; implementing satisfying interaction with people is even more difficult. Creating a game that includes strong models of people, satisfying interaction with people, and which is primarily about people -- that is apparently still out of reach. Yet, this to me remains the one concept that games must embrace and explore in order to achieve the same kind of impact, or emotional experience, that is possible in other forms of media. That will raise the bar, and will get people to stand up and take notice.

Of course, this is not to say that games have not yet begun to explore this area. Mateas and Stern's Facade received a great deal of attention and recognition for being just this: a game about people, where the goal is to interact with them to explore and influence their relationship. This is where I think the game can and should have its greatest influence on the games industry, and in that respect I think it is truly avant-garde. But it is only a step in the right direction; the impact is still fairly shallow, and there are a number of issues with gameplay that limit its effectiveness.

Other recent games that are getting attention around the web are Jason Rohrer's The Passage and Harvey and Samyn's The Graveyard. Both focus on an exploration of people and their relationships, and as with Facade, these are remarkable steps in the right direction. But also as with Facade, limitations with their gameplay essentially restrict the overall experience, and the result is two enjoyable but not quite powerful games.

A number of works of interactive fiction have, for some time, explored the idea of focusing on people and their relationships. Probably the most recognized is Emily Short's Galatea, which she describes as "a conversation with a work of art": a single conversation with a single character, which can end many different ways based on the actions of the player. What I find interesting about it is that the conversation centers around the character's relationship with her creator, and because of that the game provides the sense of considerable depth. It is a short game, however, and as such the depth of it is not as extensive as one might hope in order to achieve a powerful impact. Still, this is a piece that was released some eight years ago now; it is interesting to note that, in the years since, few game authors and designers have picked up on the ideas and techniques offered by this game in terms of its ability to tell a good story about people.

Numerous other works of IF have ventured into this area as well, and perhaps because of this the games industry as a whole might benefit from looking more closely at what IF can do and how it does it. People like Crawford, in my opinion, dismiss interactive fiction too quickly; Crawford devotes less than two pages in his book on interactive storytelling to IF, disregarding it without any insightful explanation or discussion:

"Interactive fiction is certainly interactive, and it's fictional in the sense of being made up, but it's certainly not storytelling...the actual creations remain elaborate puzzles."


It is a relatively shallow evaluation of the medium, using only one or two examples to draw generalizations and conclusions about the medium as a whole. An excellent and thorough review of Crawford's book was done by Emily Short on her blog about a year ago, and as she summarized well: "Crawford has strong opinions about what type of thing interactive storytelling is, how it might be achieved, and why most of the current efforts are sad failures. They are sometimes aggravatingly unsubstantiated."

Nevertheless, the point remains that games just haven't done a good enough job at storytelling, and storytelling is the key pathway to a new art form. The "games as art" discussion has to be about "games as storytelling devices", which means we need to see more games that focus on people, their emotions, and their relationships. And that, in turn, means we need to find better ways of designing games to be about people, better ways of modeling those people, and better ways of creating satisfying interactions with those people. Small steps are being taken, and some games do some of these things well, but we have yet to see a game that does all of these things well enough to produce a truly powerful experience.

As we'll explore later, there is also the other element of the communication between game and player that has an equally vital role: gameplay.

Next: Part 3: The Synergy of Storytelling and Gameplay

April 3, 2008

You Want Art With Those Games?

This is the first part of a series of blogs that aim to contribute yet more internet detritus to everybody's favorite age-old argument: Seriously, are computer games an art form?


Part 1: Games Are Not An Art Form

By now I would guess that most people with a finger on the pulse of the computer/videogame industry have the sense that there is a growing movement for this medium to be regarded as something more than a hollow, trivial pastime. The "Games as Art" debate has certainly been ongoing for some time now, and unfortunately for everyone I feel the burning need to chime in. Part of the argument that games are not, and perhaps never will be, considered a true art form is that the medium has yet to produce any works of timeless relevance, unlike more traditional media like theater, film, and literature. In other words, the experiences provided by games have yet to (and perhaps cannot) achieve the same level of distinction as that produced in traditional media. But if games, as some (including myself) contend, do have the capacity to produce powerful experiences, why have we not yet seen works capable of attaining the status of an enduring classic? Is it possible for a game to be regarded in the same light as a "Casablanca", "Romeo & Juliet", or "To Kill A Mockingbird"? Can a game establish itself as a popular "classic", a widely accepted work of art? And does a game even need to achieve such lofty status in order for the medium as a whole to be considered an art form of its own?

I think to begin exploring these questions, it first would help to establish what I mean by some of these terms -- the most important being what I mean by "art". Of course, attempting to define the term "art" is problematic, to say the least; it means many different things to different people, and one simplistic definition here will assuredly be insufficient in some way. Still, when I speak here of art I am generally alluding to the fine arts, or rather a generous appreciation of what constitutes fine art, to the inclusion of such forms as painting, sculpture, dance, theater, architecture, cinematography, photography, drawing, poetry, and literature (or creative writing). In this respect, I think of art as an aesthetic expression of an individual or group (whether visible, tangible, or abstract) that can be appreciated by others for its beauty, insight, or emotional power. Although Tolstoy's dogmatic definition of art from 1896 leaves a great deal open to debate, he does touch upon what I think are some key components of art: a means of intercourse between man and man, based on the capacity of one man to receive another man's expression of feeling and to experience those feelings himself. There is an appreciation that art stimulates the human senses and mind, by transmitting emotions and/or ideas, and in that respect art is a form of communication between artist and audience.

With this definition of art in hand, an assessment of the body of work that constitutes computer games would, in my mind, conclude that this medium very much has the capacity to be an art form. But as with my contention above, that games have "the capacity to produce powerful experiences," there are two implications here: first, that no game has yet been able to produce a truly powerful experience; and second, that such a compelling work must exist before this form of entertainment is given serious consideration as a true art form.

With respect to the former, it's difficult to submit any examples of games that truly convey some meaningful expression about the human condition that is in the same zip code as some of the classics mentioned above; I think some games have begun to tread in this territory, and from the discussions around the net it would seem that this is a target firmly within many game developers' sights. As for the latter, I suspect the statement will elicit some debate, but I contend that it is the major obstacle to the widespread acceptance of games as a new, true art form. I think many game developers and players would argue that some games -- Jason Rohrer's Passage, for instance -- should already be considered works of art given their characteristics and accomplishments. And perhaps from the perspective of the restricted community of game developers and players, they may be. But until there is a game whose impact and reach is powerful enough to extend beyond this focused (and perhaps biased) group, we'll only continue to have our simple games, thoughtful games, exciting games, and even beautiful games, but nothing widely appreciated by the public at large as "art".

Nevertheless, as stated above I will contend that within the medium of games there is the capacity to generate a work of substantive beauty, insight, or emotional power. I believe it is possible, and that it will happen eventually. But not until two things occur: first, games figure out how to be more about people rather than objects; and second, we develop a deeper and more meaningful understanding of that unique aspect of games that separates them from other traditional forms of entertainment: the role and use of interaction.

Next: Part 2: "Games as Art" = "Games as Storytelling Medium"

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