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.
And yet 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 fewer people who are steadfast believers
that games are an absolute art. That isn’t to say that the believers are not
passionate, they simply 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 by Ebert, 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, responded directly 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, state that 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 Effect
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, sees
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.
Music
and especially sound in general plays a huge part in everyday life. Music is
one of the finest and most beautiful art forms, dating backs thousands of
years, each era with a different style. Music immerses the viewer of the
cinematic arts into whole new worlds, and this same effect is even truer in the
world of video games. The question that I have is: why does the art world not
recognize the presence and beauty of the music in video games, as they do for
film? Well just in the past 10 years, I have noticed a huge appreciation for
video game music growing, to the point where the same finesse and quality that
goes into film scores is going into the scores of video games. In the year
2012, a small game studio called Thatgamecompany released a game called
Journey. The game was not only beautifully visually, but was also an
incredible, haunting experience on the ears. In April of the same year, Journey became the first video game to be
nominated for the prestigious Grammy award. In an article on Forbes, Carol
Pinchefsky says “Journey is recognizably orchestral yet spare and distanced
from the dramatic surges that frequent other videogame soundtracks. Wintory
also made it free from cultural clichés (Pinchefsky).”
With the addition of complex, professionally composed,
thought-provoking scores in video games, a new sort of performance art has
immerged: live orchestra’s playing music form select video games. While this
all occurs outside of the game, this is an example of and art display, and the
music is played with the visual aid of scenes from each game. Games such as
Halo, The Legend of Zelda, Mass Effect and Battlefield, have been immortalized
in concert, drawing a completely different demographic towards the finer
musical genre’s and events.
Music in all medias compliments the visual aspects in front
of us, and draws us in. Everyone has heard the idea that if you were to watch
the scariest movie without sound, it would be severely, or completely devoid of
the effect it normally has. Sound and
music immerses the player into the world they have been pulled into visually. Depending
on the environment, the music can change. Music is sometimes used to compliment
the narrative; the same way it is used in most movies. The atmosphere of one
location can be enhanced tenfold, giving tension and urgency to the player with
only the soundtrack in the way that it accompanies the narrative and visuals.
Some other games use the music to tell a story in a slightly different way. Games
such as Portal 2 and Flower have their soundtrack have a basic underlying
theme, but as the player interacts, and the visuals change, the soundtrack
dynamically changes. Music is one of the key unifying pieces of videogames, and
is one of the most convincing pieces in the argument that video games can
indeed be an art form. While interaction, and visuals have been changed from
the conventional art norm, music has stayed the same as it has from millennia,
while still evolving in other aspects.
What would an argument that video games are an art form be
without the key word; “video”. The visual of videogames are what makes them
what they are. The majority of video games today are essentially a gigantic
stage that you, as the player, must explore or fight your way though. “In video
games, the “shape” of the game, its progression, is determined be the space in
which it is played (Kelman 116).” When you play a video game, you can stop and
take in the environment, and in general the screen time of each environment is
much greater than in other cinematic medias. In movies, you may see an extreme
long shot to show the scope of the environment, and the rest of the time, you
may only catch a glimpse. Conversely, in most games, you feel small compared to
the scale of the scene. In this way, the environment in video games is much
more important, and therefore, is a huge opening for artistic exploration. Most
of the time you will take notice of the space you are exploring, and the
character, despite being the most important aspect of the game, will become
your secondary focal point. The environment can become a piece of the
narrative, adding to the story and becoming part of a broader metaphor. Chris
Melissinos writes the following on the game Portal, and how the Aperture
Science test facility feels. “Portal’s
environment is antiseptic, unnerving, and eventually starts to break apart at
the seams; this coincides with the deterioration of (the antagonist) GLaDOS’ personality from
pleasant to sociopathic (Melissinos 171).” Games are able to tell new aspects
of narrative, and use symbolism to enhance and create an intellectual
experience.
Art is to express one’s imagination, and to make one think,
so this gives even a stronger idea that video games can be, or already are an
art form. One video game in particular game that I feel has a selection of
environments that are unforgettable and inspiring is Alice: Madness Returns; an incredibly dark take on Lewis Carroll’s
Alice in Wonderland. When designing wonderland, the creators wanted to bring
certain aspects of Alice’s personality into the world. “Everything
in Wonderland is amplified and mutated by Alice’s disturbed imagination,
filtered through her uniquely insane understanding (McGee 73).”
The
world of videogame’s can range from beautiful to tragic, to horrifying. Each
game has a different impact on the player, and the visual appearance of the
inhabitants of such a world has an equal effect on the player. Months go into
the design of every artistic aspect of a video game, but especial detail must
go into the living or in some cases, dead people, you will meet and play as in
the world. Just as costume and fashion design is an art, the creation of
characters is a form of art. Games can take place in any number of time
periods, and sometimes even change time periods, such as the game series
Assassin’s Creed. The design of wardrobe and characters must adapt to the world
and story the characters with live in. Video games have inspired fans to create
real-world versions of the clothing that character’s wear in game, bringing one
form of art from the video game world, and using the textile and sculpting arts
to render them into existence.
Video
games can be dissected into various sections, separating the art into story,
sight and sound, but where they really shine, is when you recombine them into a
whole. You can pick apart a painting, trying to find what the artist wanted to
make you feel, but in many cases art is much simpler than it seems: artist want
to simply make you feel, to experience their art. This is my final offering to
the topic of video games as an art form: video games are a means to express a
story, a set of emotions, and moving painting. In this way, video games are the
most successful of all the arts, because they use every previously established
method of expression, and compress it into a diamond.



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