You do realize that INTERACTIVITY is what makes games unique, right? if they do differently then they arent games, they are everything else.NightmareExpress said:The thing that keeps them from being art in my eyes is the player interaction.
With pretty much all other mediums, something is put up for subjective interpretation by the masses.
Something that the viewer can't really directly influence. But with a game, you can run around in circles for forty minutes in the same spot before advancing the plot. Really runs the question of; if you are influencing everything, wouldn't that make you the artist rather than the appreciator? You playing a game won't be art, but recording the gameplay footage will technically be a piece of art because different actions during playthroughs of the same segment will evoke different feelings in different people much like paintings or films.
So I think games have staggering amount of art within them, but can't be called art themselves.
They are kind of like bursts of art that are then bridged by segments of you being a meta-artist.
...If that makes any sense.
And if the player wants to fuck around, then it isnt really the problem of the artist. That would be like calling a movie not art because some idiot decided to talk with its cellphone while on the Cinema. It was HIS choice to not pay attention or pay respect to the work.
As long that the player interaction fall into what the author wants to tell, it will be art. For example, take Legacy of Kain theme of "Free Will Vs Fate". It would make perfect sense to make the game into a sandbox with a shitton of freedom for the player into (for example) killing whoever he wants, specially if its an important person for the plot to progress (like the antagonist that you may or may not know it is yet) and because the player want to prevent one of the many prophesies to become true.
But since there is predestination being inflicted into this setting, the antagonist is either revived or replaced by a bigger threat that makes the prophesies be true anyway by forces that you have to discover. Therefore, the message of "Can we change and fight fate?" is still intact. The author/writer has to CONVINCE US in a belivable way, what is its stand on the "Fate Vs Free Will" (on the little example i gave, it seems to be in favor of "Fate")
As long the writer meets every action done by the player with a belivable reaction that is product of the world they made, they can still ilustrate their point/message/whatever. Hell, a good writer take the adventaje of videogames and put the protagonist/player into a position where they can influence (for example) the future of a political ideology and see the results in the near future. After all, it would be bad writting to not display the ideologies in their true form (Straw Character) for the player/audience to ultimately decide who will be in charge and THEN explore all the consecuences.
http://tvtropes.org/pmwiki/pmwiki.php/Main/StrawCharacter