Requia said:
mfeff said:
*snip, cause this is incredibly long winded*
It's funny that you post the strawman pic, because you open by blatantly misrepresenting the comic, the comic is pointing out that the critics are applying standards that were made for different medium than games ("They lack the visual cohesion of films or the insight of literature"), and that held up to the standard of games, other mediums would also come out terrible.
Thank you for the response. Normally I wouldn't bother with a "Critical Miss", but I did find this one interesting with respect to what you have pointed out.
That for as much as the academic is a characterature on one's T-Shirt; the non-academic is a characterature on the academics T-Shirt.
You mention standards, and I think that is a great place to start.
Why don't you detail some of the standards of the so called video game medium?
Providing a standard begins going down the road of an objective aesthetic which does begin a rescue of the discussion from relativism. Tragically, on the other hand, more than likely it leaves one with an incredibly arduous task of justifying the standard to the constant relativistic undermining process.
http://en.wikipedia.org/wiki/Critical_theory#In_social_theory
Two leftist polemics are simply not going to provide an adequate answer, which was never its purpose.
My very
very very limited treatment of this subject in my previous post was not meant to argue it one way or another, just begin (and I mean "begin") the discussion as to why it will never be answered using the current approach or as-is-ing with a statement followed with a contextualization.
Consequently at the end of the text, written by the comic strip creator, lies a submission that the literary skill of the "video game writer" is dubious.
Is this the beginning of the establishment of a standard?
No this is a borrowed standard from the very academic field that was called into question thus the comic becomes somewhat conflated by the narrative provided by the comics creator.
Not me who conflated the comic, it is the creator of the comic that conflated themselves, I just pointed it out now we will take it to its conclusion.
That standard for which "arcs" would be treated is not one for a video game treatise but from a literary treatise.
As you said yourself "applying standards that were made for different medium", while still borrowing a standard from a different medium while never giving a standard for the medium in question and stating that the "as-is" stands by any "reasonable" account.
This is very nearly a classical example of a disjunctive syllogism.
As I mentioned in that "long winded post" the syllogistic troubles of the dada movement are alive and well in its current medium form.
Thing is, these writers are very much aware of what a character arc is; it is the production pipeline of design that obfuscates the literary contribution to the work. Consequently writing has nothing to do with a game design.
Gorrath said:
mfeff said:
If I take the bulk of your argument correctly, you are saying that because no game has jumped the critical analysis hurdle, as determined by academics and trained critics, that no game can be considered art without appealing to such a broad definition of art that the term is meaningless.
I always appreciate a carefully thought out response, thank you for that.
By critical analysis one would have to be clear as to what one is talking. What is being analyzed and by what criteria. Now reading a little into your post, I have taken some of these courses, both liberal such as philosophy and art appreciation as well as art history courses. Further as a matter of my post graduate work which hails from an objective engineering and or rigorous mathematical approach to applied game theory courses. I have found this background highly useful in these and other more technical discussions.
I also never said video games would not be considered art, but I will discuss that as I respond to your post further in.
If that is your meaning, then I contest it outright. Even in academic circles there are now classes dedicated specifically to studying games as a form of art. If no games passed the academic and critical criteria to be considered art, then are all such University level classes nothing more than faffing about?
Hardly into this and where already hitting what looks like a no true Scotsman. I don't dispute that there are classes that are leveraged towards that endeavor however the ones that I am familiar with all conduct those courses under various titles of time based art, art installations, and digital art forms. The "video game art" class (to my knowledge) simply does not exist as you have described it.
This course work generally explores the narrative and plays (as performed) elements and has little to nothing to do with a game. In actuality it is much closer to the stage direction of a play or drama. As an example Ken Levine's academic degree is in the liberal arts specifically in drama. It is not a technical degree or management degree, and certainly not an "art history" degree. If we are looking at coursework which includes readings from Ian Bogost his two post graduate degrees are in literature, and are not technical or technically "art history" degrees.
To go a little bit further on that, yes, in many ways they are faffing about my opinion anyways, transparently given.
A digital artist today is much better served by availing themselves to a Calculus course or color theory course, and completely abandoning many of these narrative courses altogether. The courses usually include a very heavy reading of various texts that are written on the subject by academics in the literary arts, not systems analysis, or anything else particularly useful when designing a simulation.
The concept of "game" in these courses is often times as euphemistic as it is in the public discourse, the instructors have little to no experience in pipeline design, and the students are in for a rude awakening if they ever manage to land a job.
It isn't run like a democracy and unless one is a major part of the development staff, one doesn't have a say. As such it is painfully redundant to go over any of that nonsense. The two year trade schools certainly don't bother with it, software engineering doesn't trouble itself with it.
The argument, "Can you name the artist?" is absurd on its face. Being able to name the creator of a piece of art has nothing at all whatsoever to do with a things status as art. Even the most cursory examination of this argument renders it laughable. Is any piece of art for which we don't know the creator rendered not art? If I can't name the lighting effects guy from The Godfather does that create doubt of its status? Art begs no artist, art begs only an observer to be touched and moved. Certainly art would not exist without an artist, but knowing the artist is not a criteria for a things status as art.
There is a lot of misdirection in this part of your response.
First off, "Can you name the artist?" is not an argument, it is a question. A perfectly valid question considering that this isn't an anthropology course but a discussion of works that are available today with the credits of said works freely available and often printed on the very box at retail or in the products description.
You seem to be attempting to turn the question back onto itself, fine. Go ahead.
I never contested the status of so called video games as "art", I stated that they are kitsch and camp are a part of the dada art movement and will add, ALL of them existential. As composition they fail a high art or "Art" status as "works of art".
There are several reasons for this, maybe I will get around to covering them.
It is a relevant question when 11.6 or so million copies of a call of duty are sold and a fraction of a fraction of a fraction of a percent of those purchasers and consumers are capable of naming a single member on staff of this products production.
We are not talking about some bit of clay dug up out of the ground or oil located in a back of some room lacking a name to go with a work, as you said; such an assertion would be absurd. Try to give me just a "little" more credit than that.
I even went so far as to categorize the art movement that they belong as being dada.
Now explain to me how I can place "video games" in an art movement and then say that they are not "art". You may have been able to have pinned me down for using art and artifice interchangeably, because I do, but I am not sure that is a crime.
As such I stand by what I said in the original post, "made by the hard working indigenous people of wherever". As in, the "art of the spear from the Brazilian rain forest", art sure enough, artifacts no problem, works of art by an artist as an artistic endeavor?
No. They are purpose built products.
Seems like you're going to make a run at a slippery slope to me, but let's see where it is going.
Your argument that the pseudo academic will throw up examples of specific games while the academic shoots them all down until the pseudo academic resorts to a 'value' argument is indeed something that happens, but only because the pseudo academic doesn't know enough to call out the academic's assumptions about those specific examples as the BS that they are. The claim that no game can withstand critical analysis is blatantly false (in my opinion) or at least a matter of academic debate that is no where near settled.
A little backward, but my point was to illustrate a tactic not necessarily utilize the tactic myself. The academic or seasoned linguistic tactician limits the opponent's options hoping that the unseasoned poorly reasoned person engages in a flurry of examples. This specifically will open the door for the value argument.
This works because it strips out a standard from which any particular work is able to be judged and is effective because the person attempting to make the case is the one that does the door opening.
This reveals that they never had a standard from which they were working to begin with, and as such demonstrates a type of meaninglessness to the terminology. It is a way of draining the meaning out of terminology by undermining the ground or footing, eliminating a subject and object relationship.
Once the word or words being used have no meaning, it is easy to dismiss the entire affair as intellectually bankrupt. This concept has its root in theological discourse; it is known as theological non-cognitivism.
An example is if I cause someone to argue the existence of a deity, and continue to force the other person to define their terms specifically, eventually someone may say "God is everything".
It's all over but the fat lady singing, as now all one has to do is say, "So God is mass genocide of people so that another group of people may take their resources?"
Everything means everything, and as such further utilizing the concept of a deity as the source of moral absolutes or even artistic expression is linguistically and cognitively impossible. This is known as the "problem of evil".
As soon as someone says "All video games are Art", then one is quickly able to say, So RapeLay is art, and this Mattel toy from 1977 is art?
I don't actually have the burden of proof to prove that they are "not high art", I simply need to demonstrate that the person who created this comic doesn't have a clue and is certainly in no position to even begin to scale the heights to get get one.
Now I am able to engage in a series of begging of the questions.
What was your epistemology for coming to this knowledge?
"Well any reasonable review of art as standard reveals it as such."
Didn't you just say that the conventional standards where not applicable to the evaluation of the so called medium?
It becomes intellectually bankrupt as this is clearly a case of "it is whatever one needs it to be when one needs it to be it". Good ole moving of the goalpost or using an initial statement and falling into a infinite regress or circular reasoning.
Basically it is the forcing of an error simply because the person making the original assertions do not have access to enough information, have not done enough homework, or are operating with dubious intentions coupled with piss poor information.
Maybe they are just lazy?
Maybe they are simply talking out of their ass? Maybe they are quoting someone that is talking out of their ass?
One cannot use the standard in which one is satirizing as being limited to make the case that what one is talking about meets the criteria of that standard. Simply it is a double standard.
This is why I included the video of the cargo cult, as this closely borders on a post hoc fallacy. Rest assured just like creationist religion, video game religion has no shortage of apologetics.
I also take extreme opposition to your use of Kojima's comments as having laid things to rest. This strikes me as an appeal to authority. His argument that the highest ideal of games is to achieve 100% player satisfaction is backed by nothing more than his own claim. Certainly, Spec Ops: The Line was not devised with this supposedly 'highest' ideal in mind. It is hardly the only game who's structure, narrative and otherwise, is not made to appeal to the broadest possible audience or to achieve any predetermined percent of player satisfaction. Certainly games are a business and that has an effect on a great number of games and how they are devised, but dismissing the whole medium because of that would be like dismissing literature or films for exactly the same reasons.
I take opposition to the notion that Kojima works are used in the context of the art game while the man himself has stated that he isn't pursuing an artistic endeavor. I will need it carefully explained to me, as if I were a child, why the man is wrong to himself. I am not extrapolating my example beyond the man and his works. Specifically the Metal Gear series, he is saying are not artistic endeavors, so I need you to explain why the lead designer is incorrect as it relates to his own work.
If video games are art, I assume Metal Gear is a video game, he is saying it isn't an artistic endeavor, but it is art, where the fuck are we at?
See I have no more work cut out for me than to simply demonstrate that the statement video games = art, is a dubious claim at best, and total nonsense at worse. Doesn't have to be right or wrong, just demonstrate that the person making the claim doesn't know or is at present incapable of actually demonstrating evidence for that statement to be true.
It is an appeal to authority, but it is not an appeal to an unqualified authority or an entitlement to an authority. Especially considering his works are and have been used many times on the "art" side of these types of discussions and debates, post 2006 when he made his statement.
Appropriating the work without contextualizing the artist of the work with the work is very strange.
Then again dada and appropriation go hand in hand.
What's more, whether something is niche or created for the masses is in no way a good determinant as to whether that thing is art or not.
I have said it before and I will say it again, I didn't say it wasn't artistic that it wasn't at the level of a ready-made, that it wasn't an example of the popular culture such as with artifice. I said they were not works of art, and that as composition they failed anything remotely approaching a "high art" status.
Pay close attention, even the harshest of critiques never state that there is "no art" in the products. In fact some of these products are very artful and I don't personally have a problem calling some of them "art installations", or "interactive art".
I do have issues calling some of these products "games" but that is nothing new, as we proceed further into the conversation we begin to get rather technical and often find that "video games" as a "medium" is an oxymoron.
Frigging Shakespeare was created for penny theaters and made to appeal to the masses of the time. Whether a game is made to serve a niche or a mass has no bearing whatsoever on its status as art and to claim otherwise strikes me as highly pretentious and logically flawed.
There are a considerable amount of layers to the works of Shakespeare. Unfortunately this part of your response lacks that subtlety.
This looks like another straw man, utilizing a literary standard to attempt an ad hominem attack on my character as being pretentious, as I have REPEATEDLY noted that I have NOT called into question the basic art status of "video games", I have called into question the "high art" or "compositional" art status as them being "works of art" or "artistic endeavors".
Don't be such a pussy and make an argument. The next guy has a good show'n, be like him.
Considering that Shakespeare is a benchmark of the theater, and is studied academically, please reference me the analog as it relates to a "video game medium".
Additionally, the point as it has been pointed out to me, was utilizing standards not appropriate for video games as a medium to make arguments as they relate to video games as an artistic medium. You yourself, have CLEARLY utilized another medium and it's literary standing to launch a rather pathetic counter assault, which conflates the comic but corresponds to the comics own written inconsistency and double standard.
"Shakespeare" is CLEARLY the name of an artist and as such you have subsequently contradicted yourself within your own discourse, so synonymous is the name of the artist with the art that you DID NOT offer a particular title of his work only HIS NAME. I would be willing to bet that out of 11.6 million people throughout history that have participated as an audience during a performance of one of his plays the majority KNEW it was SHAKESPEARE's FUCKING PLAY.
You JUST got done saying it was absurd to associate the art to the artist!
Please excuse me if I have unintentionally misrepresented or misunderstood any of your points or if I've missed responding to anything that you stated that was a core part of your argument.
No need to apologize, the point of my treatise was to stir the pot and ultimately reveal the problems of the discussion which are syllogistic, euphemistic, and definitional to name a few.
Predictably you simply offered a couple counter points that where debunked within your own treatment of your counter points.
Imagine the wall you would encounter with someone that holds a terminal degree in art history that also has 30 + years of video game experience or has working experience within the industry or is a close personal friend of someone who is a systems engineer.
For people that love games so much there is a distinct lack of understanding as it relates to one's opponent.
At this juncture it couldn't hurt if you guys and girls supplicated yourself to Saint Jude, the patron Saint of Lost Causes.
PaulH said:
mfeff said:
Agreeably enough, but then we have the problem of mechanism.
Go on.
Art, philosophy, science ... all of them require forefathers to build upon. An understanding of fundamental laws whereby one makes a concession, redaction of inane/obsolete/fallacious information and style to be inherently creative. I remember a discussion back in Uni, whether a photograph of a painting, was artistic. Arguably, the photograph and whatever artistic expression conveyed could be said to be the photographer's, but is it really the case?
Good example, in this instance one may look at auteur theory and others as it relates to film specifically. The theory is reasonable and expandable as it relates to collaboration or collaborative efforts. In the case of video games one is either looking at the lead director or developer or in the case of the narrative the lead writer for the overall arc, or character writers for the characters proper. As far as the game systems themselves, they are almost all but off the shelf and rarely ever designed in house. Generally the technical skill required is simply far too rare for a small time studio to keep on staff; so much of the technical work including much of the design concepts are outsourced.
http://www.eurogamer.net/articles/2013-04-18-capcom-excessive-outsourcing-has-resulted-in-a-decline-in-quality
Similarly philosophy has the same, with its fairly rigorous schools of thought, but faces less challenges than those in art and science when confronted with these dilemmas of true creative ownership and licence.
Much of what passes for the visual art of video games falls into a category of design known as hard surface production design, with a smattering of illustration. Huge amounts of the art assets are simply lifted from photographs, perspective, textures, so on and so forth. Narratively many of these games (especially modern games) lift elements from other works, but again this notion of ready-made and "found art" is not uncommon in dada.
What is uncommon in dada are high art works, the entire movement and its close association with distribution or art for profit is in many ways, the modern definition of kitsch.
http://en.wikipedia.org/wiki/Kitsch
Philosophy only seems to have fewer challenges than art and science when it is approached as if it is inferior to the art and sciences. Certain philosophies contain such subtleties that they may take years of life lived experience to begin to unravel. This is especially true when one has a secondary academic degree or terminal degree in the literary fields of mathematics and or applied sciences and engineering.
It is not so much a matter of regurgitating information but coming to an understanding of the fundamental processes behind the towers of knowledge and work.
One is said to be able to paint as Leonardo once one has grasped the mind of Leonardo. This is a classical education, and is unavailable or out of reach for most, not due to elitism but personal laziness.
The differences in the modern arts especially in the video game specialty schools are that fundamental art skills are simply not taught. Tooling is taught, shortcuts are taught, how to lift things and appropriate things are taught. The reasoning behind this is to generate personal to work within the industry, as the industry itself has a very high turnover rate.
For example; Neverwinter Nights. It had a toolkit used by the developers distributed to those who purchased the game. Arguably meaning that it was producing artistic licence, and thereby whilst being 'artifice' and not 'art', was extending the capacity for people to create art beyong consumer demand. Something to be displayed, something that is targeted to one's tastes and those who download it (usually for free), or to DM when there fellow friends log in to play in the module.
I am very familiar with the aurora toolkit.
Large sections of that toolkit where never released due to the creators of said tools where not bio ware, it was sub leased, like all bio ware engines. You don?t have to purchase the game to get the toolkit it has long since been open source. I have used it for all sorts of shit that has nothing to do with NWN. I am more familiar with the mod community than I really care to go into.
Need to be careful in the use of the word art and design. If you mean, texture wrap a cube in space and toss some stats on it, I follow you. That isn't art though, that is an art asset which is rooted in design. Art generally uses the fundamentals of art while being creative with principles of design. Design uses the principles of design and plays with some elements of art to visually communicate some idea. Art tends to be much for free and expressive than design due to rigorous limits, constraints, on and on.
These are very very different concepts.
The quick and dirty is how obliged the worker is to stay within forms. In the terms of simulation software, the answer is "extremely obliged". If one is limited to a certain amount of vertices, that is what it is. It is not open to debate. It is not a paint brush problem, it is an engineering problem.
If we want to be more complicated than that. Could perhaps the photograph of the portrait be the same as a video game company using the very coding of game production software? I mean all the code is relatively the same.
This is actually a very good observation, software used to be copyright under the same conditions as works of literature, however, considering that software operates using mostly the same code base, and many many software packages are all sub leased anyway, issues arose as to who actually owned what.
What is copyright today as it relates to video games are the characters and elements of scenarios, especially as it relates to the brand, not the code work, that's all subleased. I cannot create a game using the crytek engine and copyright the crytek engine. I may be able to copyright a title or work as it is arranged, or as sweat of the brow.
http://en.wikipedia.org/wiki/Sweat_of_the_brow
Even though I never actually drew the first fire arm, light source, recorded the first audio file, nothing, nothing in the work is original. This lack of original or "authenticity" is an ongoing complaint of many writers in the industry.
This is known as assemblage and isn't anything particularly new in postmodern art. Unfortunately for the writer they are as much of a tool of the machine as any other low skill worker. A writer at a good studio may be able to direct some story, a writer at a traditional study, will be forced to write dialog for a cut scene that has already been motion capped and make it work in the product.
That is typical. This is a major issue when one is attempting to apply auteur theory to a game production.
It's just rearranged and reorganized into a new presentation. Arguably the 'school of art' by which the game company produces is the same as the game production software 'school of art' ... for all the fundamentals of the created game rely upon the fundamentals of the code with the software generating programs made by another.
So where is the artistic endeavor again? Cause I missed that part.
I see appropriation and dressing up a military simulation with an aesthetic paintjob to contextualize the same game design in some really vague way. Assume just for a moment that I may actually own a game or 2, explain to me where the artistic endeavor is?
This is clearly design not art, for the purposes of visual communication not artistic expression. I do appreciate that you have made these observations and rightfully so, however, this does not address the kitsch and camp status of these works.
A great example is the insect like characteristics of a lot of modern ?alien? science fiction ships. This is not due to an artistic expression; this is due to insect design being studied in commercial design schools due to the hard surface, nature of the study, and ease of halves. That is that one only has to render half and animate half of the structure and then mirror it over. This is done due to the expedient nature of the design and is quick and easy to do in pipeline production.
Art works or design in this case for an art asset done as an expedient is artifice.
Precisely why this stuff gets kicked right the fuck back as low art, because it is low art.
This is JUST the visual elements; we have not even started down the path of the question is a game art?
That discussion alone has a lot of problems.
If one cannot argue this as a work of art and provide a strait forward reasoning you are totally fucked when it is transformed from one medium to another.
The discussion didn't change.
In essence, it's all the same. An artist may not live by his productions, but there is always a consumer. Indeed, the great architects of the world thrpghout history could be said as creating art for mass consumption. People live in these buildings, eat inside them, raise families, born, live and die inside them ... and yet where do you blur the line between a artistic relief and a wall?
Getting awfully close to the one drop rule, but let's finish it up.
Generally when there is a handy dandy plaque next to the relief detailing something about the work on the wall. Else it is simply architecture, which has a word to describe it, it's called architecture.
Architecture in video game design is called a "level designer". Then there are set dressers placing the objects within the cubes in space, rigorously designed, sometimes with a little art flare, but typically following the rule of cool.
If the argument is practicality, I would counter by saying that the artistic impressions in delightfully old buildings have pragmatic purpose, for the elevate the beauty of the building, and the desire for people to be associated with the structure in some way.
Re-contextualizing it as practicality sure, but now it is the original position fallacy, or a confirmation bias dependent on where one would find oneself within a value judgement. (We all tend to do this by degrees so it isn't here or there)
In some ways I do not have a problem with this. Now there is going to be a sticking point and that is art as commentary of its medium, and art as a commentary upon its medium. In the case of buildings, architecture, a high performance exotic car, or a weapon from a faraway land, these artifacts are often treasured and carry with them a considerable amount of cultural significance. They are no matter how it is sliced a commentary upon itself and its own medium, not a commentary of its medium upon another subject.
Although I do think there is some very interesting architecture that challenges that, again that is architecture not some asset in a toy.
The issue here as it relates to games and video games is that they are games and video games.
The Mattel football game is a video game, please use your treatise concerning architecture to describe to me why it is a work of art.
Even if the argument is about the nature of consumption, people will be buying copies of Goya's Saturn, or paying for museum entry to see the original, for centuries after even the most popular games of this age fade into total obscurity.
Well I actually like where you took this even though it was a funky non sequitur.
The trouble with "video games" is manifold.
First off, the medium is not "video games" it is software.
There is no such thing as "video games" as medium.
All software programs in which a person interfaces through a graphical user interface and a control scheme is a simulation.
All simulations in a digital space operate in a defined logical area using linear mathematics and matrices. All games are simulations, although not all simulations are games.
All simulations are existential by their very nature. So concepts such as ?breaking the fourth wall? are ultimately redundant when discussing video games, the act of interfacing with a virtual space breaks the fourth wall as a course of interaction.
If you type on a forum, you have already broken the forth wall. Typing a letter in word, again, simulating a typewriter in a digital space, as you type it, you see it, interaction with a virtual space.
Simulations model something and they are designed to, not "discovered" as many of the liberal arts courses lay out.
Games systematize rules to play under a bounded rationality. All games in a finite system are capable of being analyzed using known game theory concepts and has states which account for the win loss condition of the play at any time.
A product without states or a win loss condition is not a game.
Due to the win loss condition of games the art of a game is said to be in it's play.
"Video Games" as a so called medium are not interested in game theory or games proper, it is leveraging the contextualization or "dressing up" of an already existing game or simulation model.
That is what it is.
Software is the medium, simulation, mixed media audio, visual, and maybe some "game type"; are vehicles in which something will be simulated in an interactive space. The term video game is redundant and inaccurate with some simulation products which have exhibited no game. Dear Esther is a perfect example of a product that is marketed as a video game under the syllogistic hijack "not game", as a form of medium "expansion" within video games.
Total rubbish. The term game or rather its definition has had several euphemism lumped onto it over the years in an attempt to persuade the audience to accept and pay for software specifically designed as a work of art. The trick is that a game by definition allows a player to win or loose and change game states during the play of the game, and as such, the artist expression or communication is subject to varied interpretations.
That is 10 players may have 10 different experiences. As such the "game" element is stripped away or is cleverly masked over so that the product has the aesthetic appearance of a game, without actually having a game system. There is a strong correlation suggesting that the more agency a player has (audience ability to change the play) the lower amount of artistic value or artistic endeavor will be conveyed to that audience.
Thus, the more game there is, the less art, by definition. So even getting past the kitsch one still has to deal with this, and it is a pretty big headache who are enthusiastic as to achieving an art status with games.
Personally I think one would have a better chance of arguing Sesame Street, Frank Frazetta, or straight up hard core porn as high art than video games, but a lot of folks play this shit and really like it... which is fine, cause that is what it is engineered to do, be liked utilizing the least common denominator.
For the most part they do the job they are engineered to do, extract wealth from an audience in exchange for some very surface level entertainment, usually extremely violent and or pornographic. Those two pathways into the mind disable critical thinking and reasoning centers of the brain.
They are very efficient at what they are designed to do.
Art with a capitol A? Uh, nah... lowbrow.