I'm tired of this false dichotomy of art and fun. Being artistic doesn't mean being sterile or inaccessible. You can present something deep and meaningful while having it be fun. Part of me wants to be reasonable in this debate, the other part wants to bludgeon people with my first year philosophy textbook. There is no universally accepted definition of art yet we have people arbitrarily classifying games as art or not art. (Not to say that there can't be objective standards of art)
I played Braid after hearing about it but I have to say, outside of the final level there really isn't much of a creative integration of gameplay and story. I was drawn into the writing but
I think the creative toolbox that is Skyrim could provide an excellent grounds for analysis. I think game's like Mirror's Edge produce meaning. I think games like Eternal Sonata are rich with metaphor and allusions. Honestly, given that a player makes a fair attempt at trying to play through a game, I think we could academically study and find some artistic merit in quite a lot of player experiences. (Some games would fair better than others) I don't know why either of these people think a game so limited in its scope that basically tells you its intended meaning warrants artistic exploration.
I was thinking about making a thread where we'd do a simple analysis of a cutscene, some gameplay and maybe even a loading screen to show how they could lend themselves to communicating some underlying meaning. Too many people confuse artistic with something that's overtly strange or foreign to us. I believe there's art to be found in a lot of games we already have, it's just not enough people have given time to deconstructing them the way we would a film, performance or book.
Captcha: run the gauntlet
I played Braid after hearing about it but I have to say, outside of the final level there really isn't much of a creative integration of gameplay and story. I was drawn into the writing but
I thought the Atom bomb ending was a cheap cop-out. I preferred the game when I thought I was playing through a metaphor of an abusive relationship and/or obsession. Then I felt some conflict between my drive to win as a gamer and my moral inclination to not want to harass a woman. That contrast led me to ponder. The ending just felt like a cheap M.Night Shamalon twist that undid a lot of the artistic credit I would've given the game.
I think the creative toolbox that is Skyrim could provide an excellent grounds for analysis. I think game's like Mirror's Edge produce meaning. I think games like Eternal Sonata are rich with metaphor and allusions. Honestly, given that a player makes a fair attempt at trying to play through a game, I think we could academically study and find some artistic merit in quite a lot of player experiences. (Some games would fair better than others) I don't know why either of these people think a game so limited in its scope that basically tells you its intended meaning warrants artistic exploration.
I was thinking about making a thread where we'd do a simple analysis of a cutscene, some gameplay and maybe even a loading screen to show how they could lend themselves to communicating some underlying meaning. Too many people confuse artistic with something that's overtly strange or foreign to us. I believe there's art to be found in a lot of games we already have, it's just not enough people have given time to deconstructing them the way we would a film, performance or book.
Captcha: run the gauntlet