Uff, i am finaly back to this forum..........and i see that nothing has changed.
Anyway, back on topic. The reason they are NOT art is because of a fucking technicallity. As presented by our best friend ever Roger Ebert. Here is a fragment that you will find in this link:
http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20070721/COMMENTARY/70721001/
Barker: "I think that Roger Ebert's problem is that he thinks you can't have art if there is that amount of malleability in the narrative. In other words, Shakespeare could not have written 'Romeo and Juliet' as a game because it could have had a happy ending, you know? If only she hadn't taken the damn poison. If only he'd have gotten there quicker."
Ebert: He is right again about me. I believe art is created by an artist. If you change it, you become the artist. Would "Romeo and Juliet" have been better with a different ending? Rewritten versions of the play were actually produced with happy endings. "King Lear" was also subjected to rewrites; it's such a downer. At this point, taste comes into play. Which version of "Romeo and Juliet," Shakespeare's or Barker's, is superior, deeper, more moving, more "artistic"?
But that is one of maaaaaaaaaaaany stupid arguments of art in games. Right now we have the following:
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1)"Games cant be art because they are made by a shitton of people doing their work instead of being lead by a single mind/artist with a vision/message/artistic expresion."
Keep in mind that these kind of people who say it, DONT care if that art is shitty or ilogical even by the fictional world, if it was made by an "artist" then it counts as art. These people probably see Citizen Kane as art along with The Star Wars prequels by George Lucas,John Romero's Daikatana and Casey Hudson 15 minutes contribution in Mass Effect 3 ending.
If having a single mind behind a game is all it takes, then allow me to post 2 examples of games as art under this idea: The Metal Gear series by Hideo Kojima, Killer7 by Suda51 and IJI by Daniel Remar. That is what i can think right now at the top of my head.............and probably all the indie developers that are not making arcade throwbacks and have a story/message in them by a single guy. Probably, if it wasnt for the fact that he didnt make the engine, the guy that made The Stanley Parable is an artist with a message.
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2)"Games are not art because they have yet to make their "Citizen Kane." "
CK is not art for the plot (its a simple plot) or how many tears you dropped when you knew it was his sled, its about the visuals. NOT asthetics but the visual STORYTELLING.
CK is the Most Triumphant Example of Visual Media as an Art Form. Hence the Roger Ebert quote "Its not what the story is about but HOW is about". How you tell the story as opposed to what is it about.
So what do videogames have besides looking pretty as fuck? Interactivity. Art on videogames not only needs to tell a story with its visuals, but also needs to do something with the interactivity.
Art is in player choice, how the story reacts to the input of the audience. You shouldnt look for pretty games (like Dear Esther), you should look for games like Planescape Torment, Fallout 1 and 2 but UP TO ELEVEN.
Games that have branching storylines are the key for art.
Think how The Witcher 2 has a branching storyline, or how Mass Effect was SUPPOSED to branch out after the first game as result of your choices (in the end it didnt matter, they didnt do that because they were lazy as shit)
Games like Journey, Minecraft and Deus Ex are fine but are those "The Most Trimphant Examples of Interactive Media as an Art Form"?
Without the "game" part of the game then they are just movies that you have some limited control with. The art has to come from the thing that makes games unique.
What makes movies special compared to previous art forms ,like books? the visuals.
What makes games special compared to previous art forms ,including film? the interactivity.
Before Citizen Kane there were good movies (The Cabinet of Dr. Caligari and Metropolis comes to mind) but not enough to justify the "art" label.
I would say that ICO is more arty than the others because it manages to tell the character development of Yorda DURING gameplay (you know, the part that makes games BE games. The interaction) but still faaaaar away from what Deus Ex or IJI managed.
Since making a true interactive experience where every single action done by the player has concecuences in the work story is a coding nightmare, games are ultimately doomed by their own ambicion.
Thus "Games will never be art" was said. Because nobody has the balls of steel to try.
EDIT1: Keep in mind that i didnt say its the only thing that games NEEDS but the only thing it LACKS to be trully art. Otherwise, if CK had only visuals and no coherent plot, nor good acting, good pacing and characters, then it will be nothing (like Avatar).
Art is a sum of ALL its parts, you need all parts to work under a single vision. And games up to this point had all BUT the interactivity part fully fleshed out, which is the very thing that makes games unique. They have yet to perfect it to its logical conclusion.
EDIT2: For full disclosure, other mediums have ALSO tried the audience participation thing.
Mr. Sardonicus
http://tvtropes.org/pmwiki/pmwiki.php/Film/MrSardonicus
is a horror film from the year 1961. It was directed by William Castle and stars Guy Rolfe as the eponymous Sardonicus. It was based on the short story Sardonicus by Ray Russell.
As with other William Castle films, the movie's main marketing gimmick was the audience's chance to decide the title character's fate by "penalty poll", the outcome of which supposedly affected the film's ending (even though only one was shot).
"Helena" exhibit by Danish artist, Marco Evaristti.
http://en.wikipedia.org/wiki/Marco_Evaristti
http://artelectronicmedia.com/artwork/helena-by-marco-evaristti
An example of successful shock art installation, similar in intent to Spec Ops in that it aims to incriminate the viewer. For Helena, Evaristti placed ten live goldfish in ten blenders, all quite visibly plugged into a power board and ready to go. There was no other incitement to press the button or not; everything was up to the viewer. The viewer had space to consider the work and the implications of the exhibit. What I found most interesting was that when someone finally pressed a button, (as far as I can tell, a button has only been pressed twice in the history of the exhibit) the people charged with animal cruelty were the artist and the gallery, not the person who pressed it. One wonders how Yager Studios can seek to lay blame on a player, considering the man-hours invested in the creation of Spec Ops compared to the average time it takes to complete the videogame.
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OT: If you feel like the artist bullshit is all a conspiracy to discredit games just to be just toys for hedonistic fucktards, then feel free to become crazy with this:
http://metagearsolid.org/2011/07/video-games-in-the-master-plan/