A while back, there has been more discussion about whether or not video games are art. I can see how there would be confusion, but Games (Video and other), are definitely art, by any definition. Not only that, but I believe they are the ultimate form of art.
First, let us examine the central core of creativity present in a game that would lend itself to a comparison to art. This is not directly related to a game’s visual or audio aspects. Rather, it is the elegance of the interplay of the rules of the game itself and the feeling and experience that this set of rules conveys to the player. This is the central core that allows a game to be art. A poor game does not resonate emotionally with many people, usually because of the rules. A good game has a nice gentle yet long learning curve and is well balanced. It’s rules interact in ways that make sense to a player, yet, as the player becomes used to them, they reveal more layers of complexity to challenge that player. A good set of rules resonates emotionally with a player in this way as he discovers more layers.
Imitation of nature - ultimately nature can be thought of as a set of rules. Almost all the time, a game designer hopes to imitate some portion of nature. This is as in any other art, if the artist fails to find a common ground with his audience (usually via some sort of connection to nature), then his art will fail to make an impression.
Definitions
Games explore the vast domain of rules and the interactions thereof. Games do not always have a winner (farmville, simcity, the sims), nor do they have to conclude. If you do not think games are art it is not because your definition of art is too narrow, but because your definition of games is too narrow. As with any definition, there will always be exceptions, but a good working definition of “game” would be: A set of rules that define the interactions between one or more individuals for the purpose of emotional engagement.
Britannica Online defines art as:
“the use of skill and imagination in the creation of aesthetic objects, environments, or experiences that can be shared with others”
Dictionary.com includes the following definition of art:
“the class of objects subject to aesthetic criteria; works of art collectively, as paintings, sculptures, or drawings”
These definitions seem almost to align perfectly with what a game is, as long as you accept that virtual objects fall under the usage of the term ‘objects’ in this definition. The main point of contention is the usage of the word ‘aesthetic’.
Here is what dictionary.com says about the definition of aesthetic:
“1. pertaining to a sense of the beautiful or to the science of aesthetics.
2.having a sense of the beautiful; characterized by a love of beauty.
3.pertaining to, involving, or concerned with pure emotion and sensation as opposed to pure intellectuality.”
Clearly games instill a lot of emotion in players, however, these emotions usually are intertwined with the competitive nature of the games. Meaning that the primary feelings are often thrilling feelings of victory or depressing feelings of defeat. Usually, one does not think of a game as ‘beautiful’. This is where I believe the core of the debate lies. Are games beautiful?
Beautiful Rules
Since the core of a game is its rules, we must apply the analysis of the artfulness of games to the set of rules that govern that game, not the craftsmanship of its pieces or the special visual effects or audio soundtrack. It is the rules that defines the essence of the game, and the rules alone that should be judged.
It is often difficult to appreciate the beautiful nature of a game because many times the rules are hidden from the casual player. It is much easier to appreciate the beauty of a game’s rules where the rules are open and learning the rules is essential to playing the game. This is the case for one class of games which includes board, card and other tabletop games. Speaking as one who endeavors to expose myself to as many new, innovative game mechanics as possible, so that I may, one day, create my masterpiece, I experience a certain thrill when reading the rules of a new game. That thrill comes to an emotional climax when I come across a certain interplay of rules (aka ‘a mechanic’) that instills a certain feeling of awe. It is this same feeling that I get when beholding a great painting, or hearing an amazing symphony. These sorts of mechanics are not often apparent when reading the rules. Often times, these mechanics are only revealed during the course of the game. When, in playing the game, the realization strikes me that a certain, subtle interaction of rules can be leveraged to completely alter the way the game is played, I am struck by the same amazing feeling of discovery that the designer must have felt when he designed the game. It is not always clear to me, even when experiencing these rules why these interactions of rules cause such a strong emotional reaction, but they do.
It is often difficult (but never impossible) to appreciate the beauty of a game’s rules in video games, because the rules are run by the computer, and are all but invisible to the casual player. Additionally, most video games have simplistic rules that are garbage in terms of beauty and artfulness. It is, I believe, this hidden nature of the fundamental core of a video game, which generates this idea that video games are not, nor will ever be, art.
Just as an painting critic must be exposed to a wide variety of paintings to know which are masterpieces and which are not, so must a game critic be exposed to a wide variety of rules systems to know which ones are beautiful and which are rubbish.
As for sports, are sports art? Well, sports are games with one main limitation. They must be playable within the confines of the human body and the ‘real’ world. These limitations are quite severe, perhaps comparable to giving a musician only two notes, and asking him to create a masterpiece. One might argue that this limitation is severe enough that there can be no novel, beautiful sets of rules that can be created within them. Others may regard it as a challenge, in much the same way that art can be engraved on a single grain of rice.
Masterpieces
The idea that games could be art may raise the question, “which games do you think are masterpieces?”. On the tabletop, the classics, chess, go and backgammon could all be considered masterpieces because of the complex and often subtle interplay amongst the rules which lead to wonderful discoveries and insights for the player. As for video games, multitask, a flash game, is a brilliantly simply game, yet tests the limit of your mind to perform a set of simple operations. This game is brilliant because of the simplicity of it’s design, yet it takes you on a voyage of self-discovery as you attempt to bend your mind to accomplish the game’s objectives, and provides a wonderful feeling of self-discovery when you achieve a critical insight that enables you to reach ‘the next level’.
Among more mainstream games, the super mario galaxy line of games requires you to alter your perceptions of how objects move and behave in order to explore the world. The player is taken on a tour of various sets of rules and explores how to interact with the world within those rules. However, these games are not true masterpieces. A true masterpiece should have an ‘obvious’ set of rules that the casual player may master. Underneath, there should be another layer (or set of layers) of rules that, while initially hidden, can be discovered by a more dedicated player. These hidden layers of rules are not even always designed into the game, but may emerge by accident, or by a well thought out set of core principles, the selection of which can generate increasingly complex and subtle ways of interaction.
A prime example of this is the game tribes. The initial set of rules is, by itself very interesting, it is a first person shooter where you could play with light, medium or heavy armor, and a variety of weapons which worked well in particular situations to which they were suited. For a while after it was released, most people played at a ‘basic’ level. They walked or jumped in a vehicle to get to their target, typical of many first person shooters. However, after a while, someone came upon the first game-changing insight, the idea that the game allowed you to ski across the terrain. This idea complete transformed the game. Instead of taking vehicles, it was discovered that one could move much more quickly across the open terrain by skiing up and down hills. Whether this idea was intentional added to the game, or an accident, it is a brilliant rule which helped to create a masterpiece of a game. The feeling of wonderfulness when I, as a player, first discovered this mechanic was matched only by the thrill I felt when I had begun to master it.
Ultimate Art
Even if I have convinced you that games “could be” art at this point, you will be far from convinced that games are the ultimate form of art. Am I going too far in stating this? I think not. Games can only transcend other forms of art through the use of technology and computers, because the rules that govern other forms of art are too complex to articulate in a simple tabletop game. They must be encoded in a machine which can perform the calculations quickly enough to provide immediate feedback.
So how is possible that games can transcend music, painting, literature? It is because they encompass all those things. In essence, they are a superset of all art. Music, painting, literature and all forms of traditional art all contain their own sets of rules. It is through the mastery of these rules that an artist makes a masterpiece. These rules may only be known subconsciously by the artist himself, but they are known, both to the artist and to his audience. Understanding the core ideas which generate these rules and encoding those core ideas into a game could enable masterpieces in traditional art forms beyond anything that anyone had imagined. What do I mean by this? Imagine a program that allows a player to experiment with new and interesting combinations of visual patterns and color by waving the mouse and pressing keys in certain orders. I don’t mean a simple graphics manipulation program, but one that allows the user to create patterns, amplify them, feed them back on themselves and overlay and blend them with the forms of familiar objects. The power of the algorithm is a wonderful tool that an artist can employ in creating great art. However, an artist is limited not only by the tools that he has in turning his thoughts into reality, but by his very mind itself.
This sounds a bit crazy, but hear me out. I maintain that our ability to consume and appreciate beautiful things is greater than our ability to create them. For example, I maintain that there are paintings that exist in the realm of all possible paintings that no human mind, working on his own, could create. Give that human mind the most advanced tools you can, and this set of possible paintings becomes smaller. Allow that human to build on the art of thousands of years of prior artists, and that set of paintings becomes smaller yet. Allow that human to interact with other humans in real time, with a computer responding to the commands of the humans, and processing their interactions between its own sophisticated rules, and this set becomes smaller still.
Put another way, one human may have a brilliant idea, if you get that idea into the hands of another human who can effectively build on that idea, then you create a feedback loop. Putting this in a game, and you enable it to feed back at the speed of thought. And once the feedback loop starts, who knows where it will stop?
References
- http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html
- http://www.britannica.com/EBchecked/topic/630806/art
- http://dictionary.reference.com/browse/art
- http://dictionary.reference.com/browse/aesthetic
- http://armorgames.com/play/4369/multitask