Knytemare said:
Remember though, that being art does not make something 'magical' or 'better'. Many works of art are trite, meaningless drivel.
-Knytemare
Exactly. Now, I'm in the "games are art" camp, myself. I think Samyn made a mistake in titling his piece "Almost Art", as many are reading that as "games suck". Considering that Tale of Tales has made some of the most emotionally engaging, thought provoking, and dare I say, artistic games on the market today, that take on the piece is a bit ironic.
But, as Knytemare points out, art can suck. For the record, I've taken a couple of semesters of 3D character design, and have studied under professionals. I'm not a pro (yet), but I'm here to tell you that all the artistic ideas about form, perspective, gesture, what have you go into those 3D models you see in games. Then marketing turns to the designers and says "Put bigger ta tas on the chicks". Is the final model still art? Sure, but let's not kid ourselves and say it carries the same impact that the concept artist and character designer wanted.
Stepping away from the dead horse of "Are games art?", what Samyn is really trying to point out is that there are some very real obstacles to artistic expression in the industry as it currently stands. And he's right-- a small studio of like minded people can more easily realize their vision. Look at some of the great games of the last few years. Many of the best (in terms of emotional impact on the player) come from indie studios (Braid, Amnesia, and yes, the Path). Why is that, when they labor under budgets that are literally less than 5% of the typical AAA title? Because they have more freedom to express themselves.
And Samyn's also right when he says that gameplay considerations and marketing issues can be a further obstacle. Marketing is a necessary evil, but when you letting the marketing boys make artistic decisions is akin to letting the hospital billing department do surgery. It's just not their department.
Gameplay is a more intriguing issue, as I firmly believe it can add to the experience-- again, look at Braid (and thanks again for the poster who mentioned it, just started playing it a few days back). And, just to prove that AAA studios can make great works, the ending of Bioshock impacts the way it does largely because of the gameplay restrictions. BUT, having said that, often gameplay is far too independent, and often interferes with the message. Worrying about the "score" can pull one out of the emotional immersion of the gaming experience, and worse yet, can replace one's motivation. Players should want to continue the game for the experience of playing, not to satisfy some conditioned response. Anyone every grind for an item or level? Did you enjoy it? If not, why did you do it? (Extra Credits had a great video on Operant Conditioning a bit ago).
As game consumers and creators, we do need to think about and address these issues, or the artistic side of videogames will languish. Knee jerk "Hey that guy over there is dissing our hobby!" responses don't get us anywhere. We need to challenge our comfortable preconceptions and try new and hopefully rewarding ideas.
And if I can use the word, isn't that what art is about?