inasilentway wrote:Covenant wrote:What many games try to do by giving a seamless, realistic world is the opposite of what art tries to do by hammering home a level of abstraction.
Perhaps we play different games. Most games in my collection are rather unrealistic.
But even if I agreed that far I would certainly disagree that this somehow excluded games from being art. Is representational art then not really art? How about (the majority of) novels? Tolstoy novels are a hell of a lot more realistic than say, Super Mario.
You didn't get my point. It wasn't that these games are inartful at all. The most traditionally understood definitions of art would exclude games because people take those seamless worlds for granted, not because a seamless world is not art. If I took
this concept art for Fallout 3, put a frame around it, and called it "Ruminations on a Spoiled Orange in Blue" then your average person would agree it is art. Put it in a gallery and they might even think it's deep and meaningful. Put it within the frame of a computer screen or television and they'll forget it's art, since you're spending your time blasting your way through it with a machinegun.
And most people would agree that they don't spend most of their time stopping to look at the artful vistas, or finding just the right angle as the sun comes up to capture a certain look. Those things are certainly in these games, and since they're put there deliberately by an artist, they're certainly art--a digital sculpture virtual installation piece of sorts. Like you said, most people may not realize what they're doing when they're playing. But forgetting to experience the art makes the art lack an
aesthetic experience, so by your kind of definition it could cease to be art if experienced in certain ways. If people don't know to stop and think "Wow, that's gorgeous," and think of it as art, then it isn't. Which is why I said this discussion is pretty poorly aimed, and misses the larger point, and is in some ways a
bad discussion since it perpetuates that brand of thought. It's looking at things like Rez, which is just a damn front-end for a musical vibrator, and forgetting all the other stuff that nobody notices like I just said. There's a certain subset of people who want to make games into art, or prove that they can be, and they do it by trying to make it more and more obviously some kind of digital art thing and much less of a game. That's antagonistic both to art and to games, and is a terrible brainbug that needs to be burnt out with purging fire.
So whenever the topic comes up, "Can games be art?" you
do need to ask what art is. Not to say that games can't be art, but to make it clear that a game doesn't need to be
artsy to be art. Just like how most artsy movies are just
bad fucking movies, an artsy game is generally a cover for a game with low production values and high amounts of pretention. It's the pound of flesh requested by a hypocritical elite to demand that experience be divided up into catagories, or games feature bullshit artsy elements, or that they provoke a specific response, or wherever else they move the goalposts to. Aesthetic experience is relevent to someone understanding it as art, but the intention of an aesthetic experience is present even if people don't experience it, merely because they may not think they should. This shouldn't be an unusual concept to you, it's part of what the whole "Found Art" thing exposed. Put something in a gallery, no matter what it is, and it magically becomes art to people. Not to say it isn't, but the threshold crossed for such things is laughably low.
I certainly can't guess your motivations, but I think you're looking for answers that are convenient and wrong. You need to first really decide if the aesthetic experience of a game is anything even remotely similar to a painting or a movie or music. It could be well argued that social settings and moral decision making are irrelevent and distracting to the core defining aesthetic of gameplay, and
those are the things that should be removed, rather than emphasized. Why are graphics and sound less important? Aren't these fundamental core elements of the presentation and experience of the game as intended to be experienced than the randomness of a social setting or moral answers? It could be argued that they are, and again, without some sort of definition to work with you're basically just grasping at straws with any kind of theory of how to make a game more aesthetic--that or imposing your unformed theory, which is just as bad as all the people who say that games cannot be art.
Regardless of what you believe you need to justify it and examine what that stance means. You need an objective basis to work from, or theres no way to ever hope for a discussion on a topic to advance towards any degree of truth, and it's painfully shortsighted not to realize this from the get-go. If you want some "interesting questions" then you need to stop being evasive and start dealing with the questions already put forth. I've already got nuclear torpedoes to sink the sliding scale model as put forth in the first post, if it isn't sunk already. The next volley is aimed at that four-person catagorization you're interested in. It's called the
Bartle Gamer Test, and it's a steaming sack of shit. Here's
the original article. It's nitpicking a bit to find outliers and inflate them to the point of rule-breakers, but when you're bottling players into convenient archetypes just for the sake of making the organization convenient, you're making a bunch of broken useless archetypes. Here's another way to do it, this time
into three catagories instead of two or four. Bartle also made one with eight catagories, and I'd bet your ass he could make one with 16 or 24. How far do we reduce these catagories until they cease to be useful? How do you define the character who wants to achieve 100 percent completion just to unlock the +1000 Sword of Awesome and teabag all the newbs he'll gank with it? Or sell it on ebay? Killer because his motivation is to eventually gank people, Achiever because his gameplay method is one of completion, Explorer because other gamers find him a font of useful knowledge from all the quests he's completed so far, or Socializer because he is required to gain the materials for his quest through socialization with a massive and well coordinated guild?
These are handy for theory and useless for individuals, and when applied to a wider context, they remain useless in the face of total subjectivity about what experiences people seek. All of the above require that people be allowed to be part of one, part of another, so all you're creating are arbitrary weighted targets. You can just as easily subdivide any element and find vast distinctions in that. Bartle's MUD analysis could divide killers into four deeper catagories: gankers (enjoyment from other's frustration), crusaders (enjoyment from hindering enemies and defending others), conquerors (enjoyment from claiming territory by force) and gladiators (enjoyment from becoming most deadly player). We could then divide gankers into four even deeper catagories: teabaggers (frustrating via humilation and lulz), campers (frustrating via repetition of gank), raiders (frustrating via unexpected interruption) and harmers, (frustrating via some real tangible loss). And so on and so forth. Eventually you're just splitting hairs, but some people enjoy one and not the other, and these things have very real implication both on experience and game design. The only way to make a spread that has any meaning at all is to figure out what you're testing for. There's several of them, and for easy reference, check out here:
A List of Lots.
Finding one that works in all instances is impossible, so I find it absurd to try to make a single catagorization method for gamertypes as a whole. For what it's worth, I find the
Magic:theGathering list of archetypes the most true to form, as the way they were implimented was very narrow and the subjectivity of them very broad. This doesn't make them useful for wide application, but I feel that within a narrow focus you can focus more easily on
the way players want to win than on all the various motivations they may have for
wanting to play at all. The former is easier to define than the latter. Smash Brothers is a game I play because it's played at gatherings and I want to be social, but I am not a social gamer by nature--I want to win. But I want to win with an absurd character, or one I find appealing aesthetically, but isn't too strong, but can still be competitive. Fit me in a Bartle box at your own peril, but the M:tG archetypes describe me easily, since it focuses on the desired experience in pursuiant to the goal rather than an extraneous gaming motivation.