Extra Credits Addendum: Discussing the Role of the Player

Recommended Videos

mikespoff

New member
Oct 29, 2009
758
0
0
IvoryTowerGamer said:
mikespoff said:
IvoryTowerGamer said:
mikespoff said:
IvoryTowerGamer said:
mikespoff said:
snip
snip
...While I agree with all that you say above, I don't see how video games are special in this regard. People often say that literature only comes to life when there is someone to read it, and that audiences can often directly affect how a musician performs their songs. True, in video games the player sometimes has a direct hand in shaping the plot, but how often do those changes actually affect the themes of the work itself, and even more importantly, how often are those changes not the result of mechanics already set in place by the game designer.
I don't necessarily hold games as special in this regard (except perhaps in the degree to which the player/reader/viewer must be considered). But this very discussion seems to reveal differences in how people perceive art. I think it is vital in a video game to consider the player as a participant in the art being created, but I also believe that the same is true for the viewer of movies or reader of books or audience of plays or the person appreciating sculptures and paintings. I don't see artistic merit in something which has nothing to convey, and that criterion necessarily involves a "consumer" of the artwork who participates in that conveyance.

A painting or game or movie created solely for the enjoyment of the creator is not art, it's masturbation. Art is communication.
I wholeheartedly agree, though I'd also like to point out that your last paragraph seems to preclude players of most single player games from being considered "artists" as well (unless they document or communicate their experiences in some way, that is).
I'm glad we're on the same page with this.

wrt the single-player games, the artistry is in the communication between the developers and the player. Art can be experienced solo if it was created by someone else. Writing a novel for yourself to read is pretty lame, but if even one other person reads it (by themselves) and is edified by the experience of doing so, art has been created.
 

Chris_Devl

New member
Jun 25, 2011
1
0
0
JP has been right throughout this whole arguement.. The painting analogy was perfect, that you credit the painter, not the companies that made the materials even though the materials are what's limiting the creation. Otherwise, nothing would be art, because everything that we create are limited by materials in some way or another. If we discredited the player from contributing to the storytelling of a game, we'd have to discredit the designers from making the game because they didn't make the tools, software, and materials themselves. But even then, you'd have to discredit the makers of the tools, software, and materials because THEY used someone else's tools, software, and materials. Eventually this would boil down to nothing being created by anyone because everything we've made came from the world around is, making the... true creator of ANYTHING/EVERYTHING the big bang.

So automatically, players already have been contributing to the storytelling of all games.. It's what makes them games (interactive entertainment). Unlike movies and novels, where you can experience them differently, it is not only due to perception, it is due to your interaction and how it literally shapes the story (and sometimes the climax of it). What Extra Credits said was that there can be more games that take advantage of this, which I totally agree with, why not take advantage of the 'interactive' part of interactive entertainment? If I wanted to play through a perfectly linear experience it wouldn't really be a game as much as a movie that you have to constantly hit the play button to keep watching.

As far as calling the player an artist for this, nobody should've ever even gotten into that. What is and isn't art has ALWAYS been up for debate (look up dadaism). Because of this, what I define as art, is anything that was intended to be art. It just makes it easier.

Finally, saying that tetris isn't about stacking boxes and that farmville isn't about actually farming has nothing to do with the arguement. Games aren't made to simulate real life, there'd be no need for them then. Games are about experiencing things that we could not (or don't want to) experience in the real world. For example, I wouldn't like being a terrorist/counter-terrorist in real life, because I'd risk being killed. I play counter strike so I can experience the FUN and THRILLING part of being in CT vs T combat. If games were meant to simulate reality, that would mean that after I die in counter strike, (or any game for that matter), I'd be dead for good.. I wouldn't ever be able to play the game again because my character is 'dead' and you don't come back to life after death..

So games are made to experience things we can't in real life, or to experience the fun part of things in real life without all the drag (like risking your life). Tetris is based off stacking boxes, but it's not supposed to be a reality simulator, it's supposed to simulate the fun part of it. If your game isn't fun it has nothing to do with what it's about.. ever.. It'd be because you don't know how to make fun games. TG's whole arguement was heavily flawed.
 

TitanAura

New member
Jun 30, 2011
194
0
0
This is the only EC post left on the account. Not sure what's happening but would like an explanation. Thanks.
 

Gameonicon

New member
Apr 21, 2011
18
0
0
Hey guys! What's happening? This is the only post left and what happened to all the videos and pages?
Don't tell me there is some kind of legal dispute :(
 

Gameonicon

New member
Apr 21, 2011
18
0
0
Ok for you guys that will end up here there is a legal dispute google it to find out more.