Stall said:
The elevation and use of the elements exclusive to film to tell a story in a significantly different way than that of a book or play. Film isn't art because of the writing or visuals, but because of how filmmakers use what makes film film to tell stories in a way not possible without them. If you took a well constructed film and tried to tell that story as a book or play, then you'd lose a lot. I think games are getting closer and closer to doing this, but I don't think a game has come along that couldn't have its theme or story told in a different medium without losing much. We need to focus on what makes games games to cause widespread acceptance that this medium is art... not just show people that games can have good writing and pretty visuals, since that alone isn't enough.
Like I said, we haven't had our Citizen Kane yet. Perhaps it is coming... perhaps it is not. Who knows?
I'm going to rebuke this argument with a game that is
ten years old. The game in question?
Silent Hill 2. That game tells one of the most emotional, deep, philosophical, and overall amazing stories I have ever experienced. However, it owes very little of that to the writing itself, which with a few exceptions ranges from decent to rather bad. The fanfiction <url=http://www.equestriadaily.com/2011/06/story-silent-ponyville.html>
Silent Ponyville (yes, that is MLP:FiM crossed with Silent Hill, and it is amazing) is much better written than any of the games. Even then, it tells the story in a
significantly different fashion than any of the games.
The visuals in the game aren't anything special on their own either, and the Silent Hill movies aren't really any good, even though they tell the same story as the games. Again, because the story is told in a
significantly different manner, and a lot of the story is lost from the games. The creature design does stand out on its own, but what really makes the creatures special is not just what they look like, but how they interact with the player during gameplay to elicit emotion from the player, specifically emotions like fear and dread. Which, again, is
significantly different than just looking at some concept art of the monsters.
As for the music, while <url=http://www.youtube.com/watch?v=GBYsdw4Vwx8>some of it does certainly stand out on its own, but even that music is strengthened by the feeling of isolation the gameplay creates. However, that particular piece of music doesn't play during gameplay, the music that does play during gameplay is of much greater interest to this debate. Listen to <url=http://www.youtube.com/watch?v=YGUi6spQ9M0>this. Taken on its own merits, this piece of music is a mess of strange disquieting noise. Without the game as a reference, it is little more than something that is unpleasant to listen to. During gameplay, however, a piece like the one I gave as an example (for there are many like it) will elicit sheer terror. Most of the game is eerily silent, so when something like that comes on, you want to get the frick out of wherever you are even if it's obvious it's a place you need to be with no threats in the area. Another aspect to the audio design that is specific to the games is the radio static that plays whenever a monster is near. Radio static does not normally create an emotional response, but through the gameplay of Silent Hill 2, it creates a deep seated feeling of dread.
And now I come to the gameplay itself. I have already described how the other elements of the game mean much less without the gameplay to frame themselves around, and now I will discuss how the gameplay was designed to allow the other parts of the game to fill their roles. The gameplay aspect of this game is much deeper than than the fact that it is a game and you play it. The gameplay itself is designed to elicit an emotional response form players. If this game was given fluid hack n' slash or shooter gameplay, the game would lose much of its impact and value. The gameplay is intentionally designed to feel cumbersome and inefficient, and that is used to further characterize the player character. Yes, the gameplay control is actually a significant part of the main character's characterization. James Sunderland, the main character of Silent Hill 2, is not a very adept fighter nor is he particularly agile. The gameplay is also designed to make you feel alone, and to make you connect with James on a deeper level, to make you feel for him and what he's going through. It makes the imagery all the more disturbing, and the fear all the more real. It creates an atmosphere that makes the story told all the more deeper and meaningful. The gameplay itself is used as a vital tool to tell a story. That is
significantly different than books or movies or anything else. That is what makes
Silent Hill 2 a work of art.