Thursday, September 26, 2013

First draft of Research essay

Zachary Schlanger
Elinor Rogosin
ENGL 112
18 September 2013
                        Thought, Sound, and Sight: Videogames Becoming a New Art
            Do you consider video games to be a form art? If you do not, why don’t you? What is art? can you define it? When you define what art is, or at the very least try, we can better understand videogames as an artistic medium. If you bring the craftsmanship, and thought that goes into most games to the forefront, and compare it to the thought that goes into all other art, the concept becomes easier to grasp.
Art takes many forms, whether it is a story, a song, or a visual piece. Art communicates any number of ideas to whoever may experience it, and may even cause an emotional response. Videogames are not limited to being just one of these art forms; they can take on all aspects of art, to include an emotional story, as well as compelling and beautiful design. The music and sounds can draw you in, and bring you to a new level of immersion into the experience. With all that videogames have to offer of these ideas, a new media that triumphs aspects of painting, composing, and cinema is created. 
Videogames sit on an interesting plateau on the subject of art. Some people, such as Roger Ebert, are very adamant that “Video Games can never be Art (Ebert).”, which is the actual title of his article addressing the matter. On the other hand, there are less people who are steadfast believers that games are an absolute art. That isn’t to say that the believers are not passionate, they simply just are not as straightforward. Ebert’s sole source of information for him to base his argument upon is a 15-minute presentation by a videogame producer named Kellee Santiago. One of the games she uses as an example is called Braid.. The main thing that Ebert focuses on is the aspect of the time travel affecting the game: “You can go back in time and correct your mistakes. In chess, this is known as taking back a move, and negates the whole discipline of the game. (Ebert).” Art is supposed to tell a story, or give the viewer or player an experience, and what better experience is there than a learning experience. Another game mentioned, which in my opinion after playing it, is an amazing and beautiful experiment in the form of a video game, is called Flower. You essentially control the wind to gather petals and make flowers bloom. Underneath a very simple gameplay experience, there is a suggested story that is almost entirely left to the player to craft and understand. The basic idea is that the human race has polluted the world and caused a dark energy to form, and you as the player rid the world of the human race’s mistakes. Ebert asks multiple questions of Kellee regarding whether you can win the game, or if it is scored. He seems to completely negate his original idea of games not ever becoming an art. Art is not scored, and you do not win at art; why does a game have to have either of those elements, just because a large amount of games have them. It seems that Ebert is stuck in a world where games are only a way to show your skills and to one-up an opponent, as opposed to them being an interactive experience. Ebert seems to have watched Santiago’s presentation already knowing he was going to disagree in whatever way he possibly could, making his article a very weak building block in the argument against videogames as an art form.
 Chris Melissinos, on the other hand, was the guest curator of “The Art of Videogames” at the Smithsonian museum in 2012. He grew up with videogames, and has much stronger points that support videogames, than Ebert has against them. Melissinos says "It is interesting when you take a look at video games because they stand apart from so many traditional forms of art because they are an amalgam of all…Some games are an amalgam of historical context, of art progression, of music, of narrative of social reflection, you know, all wrapped up in a social experience. (Tish).” What he says rings true, and boils down to the fact that what sets videogames apart from traditional art, is what brings it into the family of art: it is made up of so many types of art. Clive Barker, who is a well-known novelist, illustrator and playwright, directly responded to Roger Ebert’s original claim in 2006 that video games were not an art form. Ebert said that video games were inferior to mediums such as film, to which Barker responded, “This is a medium that’s barely 2 decades old, and he (Ebert) is saying oh, there’s no 'War And Peace' yet – of course there isn’t! (Sheffield).” It would be hard to convince anyone that video games are a new form of art with only these arguments between just two people. What really makes me believe videogames are an art form, is how they include so many classic art forms in the most basic sense: storytelling and narrative, music, and visual art.
Humans have been telling stories for millennia, and videogames are quickly becoming the best way to convey a story in current media. In the article The Boundaries of Narrative… by Johnathan Ostenson and Lisa Fink, the idea that videogames are reaching a point in their storytelling where they could be studied in an English classroom. Ostenson writes, “There's a place for a purposeful study of video games in today's English classroom because they represent some of the most important storytelling in the 21st century (Ostenson).” This is not to say that every videogame on the market is a literary masterpiece, or that any are for that matter, but the article does mention a few games that have been praised for their narrative and their ability to draw the gamer in with emotional attachment and immersion into the world. Two games that are mentioned are Mass Effect and the Fallout series. Mass effect is a game where you assume the role of Commander Shepard, and attempt to save the universe from an array of threats. What sets mass affect apart from most action oriented games, are two main ideas, which games have begun to adopt, in an attempt to gain the same critical praise as the Mass Effect series. The first of these ideas is the how your decisions change the outcome of the story and can even cause another character to live or die. The series is a trilogy, so the decisions you make in the first game continue with you into the next two games. The second radical idea, which is different from the perceived idea that all games are about killing hookers and causing bloodshed, is that almost the entire story is presented to the gamer in the form of conversations, to go along with the choices they make.
The second game mentioned in Ostenson and Fink’s article is Fallout. What helps drive the story of Fallout, is partly the same as Mass Effect; that the entire story is presented in a verbal and written form, and that your decisions can effect the outcome of the game. What sets Fallout apart is that all of this is set in an open world, where you can go about completing the game at your own pace, and explore. What my schooling as a child taught me about exploring the world and hearing loose structured stories is that the best stories you can think of, are the ones you create yourself. In an open world, you are free to assume parts of the story and explore the experience. Another game that tells its story in an expert fashion is Naughty Dog’s 2013 game The Last Of Us. The game takes place in a world where plant spores have overrun civilization and turned the majority of humanity into zombie-like creatures. Instead of the entire game being handed to you in the form of a 90-minute blockbuster, you spend hours at a time on the edge of your seat, exploring a wasteland and connecting with expertly written characters. In the first 30 minutes of the game, Joel, the protagonist, has his 10-year-old daughter shot by a panicked solider, and you see and feel the loss in his heart. The game then fades to black and the title of the game is presented in bold lettering on a black background. There are few films that are able to cause this much of an emotional reaction in their audiences, and this is why video games are such an important example of the next step of narrative as an art. Video game stories have the ability to pull the audience in much more and for much longer than other visual mediums have the ability to. Also, because you, the player, are involved with what is happening, you experience catharsis in a much stronger way, and much easier than in most other mediums.
This effect that interactivity has on the player within a game allows topics and ideas that are normally outside some people’s demographics to be addressed and explored in new ways. The video game Bioshock is hailed not only for its rich story, but also for some of the modern issues it addresses, despite its early 20th century setting. Chris Melissinos states, “The game’s (Bioshock) narrative engages with contemporary ethical issues and questions. Stem-cell research, boundless scientific exploration, and political oppression are all facets of the story (Melissinos 162).” Another way games address new ideas, is that many are set in specific historical time periods. One that takes place during multiple periods, in different games is Assassin’s Creed. Some of the games take place during the time of The Templars, Renaissance Italy, as well as American during the Revolutionary War. While they are not completely historically accurate, they still immerse gamers into the story and feeling of the period. Figures of the time are in each, such as Leonardo DaVinci, the Borgia Family, and George Washington.





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