Monday, November 17, 2008

Comments on "Videogames and Art"

Two weeks to cover a book as varied in its viewpoints and topics as Videogames and Art has been quite a ride, especially since videogame aesthetics are a completely new field to me. The volume was an eye-opener and thought-provoker. But as a newcomer I feel more inclined to digest the introduction I've received rather than venture any aesthetic criticisms of my own.

Yet sometimes the thoughts of a newcomer, who brings new eyes and a clean slate, can be useful or at least interesting. Thus let me offer a few impressions from my readings.

First, I detected a tension about what should be labeled videogame art. One view is expressed by Brody Condon who states:

It's difficult to define [videogame art] as the line between interesting cultural artifacts and intentional artistic production is completely blurry at ths point, and projects influenced by or using contemporary gaming have taken on so many forms. Just within the artworld we have seen machinima, online performances, pervasive gaming, console hacks, mods, etc, as well as traditional media like painting and sculpture incorporating elements from games and game culture (p. 85).

In this view, the term "videogame art" can encompass not only the creation of original games but also riffs on existing games and game artifacts, as well as traditional artworks inspired by games and game culture.

Another view is argued by Martin who contends:

Several online artists use the element of videogames in their work, but this is not videogame art. This is art based on games and presented in separate mediums such as computer art (pp. 207-208).

In this contrasting view, the term "videogame art" should only be applied videogames themselves and not on artistic expressions that merely appropriate elements from games and game culture.

Second, if forced to choose between these two perspectives I would, at this point, opt for the latter, that "videogame art" must reside in videogames. In part, this preliminary conclusion is because I found two chapters in Videogames and Art to be the most helpful and persuasive: namely "Should Videogames be Viewed as Art?" (Martin) and "Will Computer Games Ever Be a Legitimate Art Form?" (Adams).

The Martin chapter helpfully provides background about the antecedent cases of photography and cinema, and the struggles of these media for acceptance as art forms. The Adams chapter just as helpfully offers some background about the philosophy of art. Both chapters make concrete suggestions about what videogame artists must do for their work to be regarded as art.

Third, both Martin and Adams point to interactivity as the defining difference for videogames as compared to existing art forms. In particular, Martin castigates the industry for trying to produce what amount to "interactive movies" and exhorts videogame artists to explore the unique properties of their medium.

This rings true since, in the two books I've published on broadcasting history, I made the point that both radio and television, in their turns, were not successful until they learned to tell stories and convey ideas according to the unique properties of each. Radio was invented as a wireless telegraph but had to move past its original narrowcasting paradigm into true broadcasting. TV shows were originally radio with pictures but eventually learned to exploit visuality.

The Martin and Adams chapters helped me envision a day when I might play a videogame to experience its artistry, just as I now watch a favorite movie such as High Noon. When I watch that movie, it gets me involved in the characters and the plot and the emotions and the ideas. Someday I might play a videogame that gets me involved in the same things. But the experience will be different because the game will use its interactivity to involve me in a different way.

Fourth, though, Adams asks a fundamental question that, I believe, he glosses over and does not really answer:

So why aren't most games art? One possibility is that interactivity precludes art; that art is a form of communication from the artist to viewer, and if the viewer starts to interfere, the message is lost. It is certainly true that interactivity operates in a tension with narrative: marrative lies in the control of the author, while interactivity is about the freedom of the player (p. 257).

After this statement Adams goes on with a paragraph about a San Francisco science museum whose exhibits are considered (by the museum) to also be aesthetically pleasing. I'm not sure what this has to do with the question above. But at least I didn't find this illustration to be a satisfying answer.

We ran into the same conundrum with Bogost and his thesis about "procedural rhetoric." Namely, how persuasive can a videogame be when audience involvement is proportional to the amount of gameplay freedom and control ceded to that audience? The most "persuasive" games cited by Bogost seemed to be the most heavy-handed, with little game value to involve users.

Fifth, while Bogost was about rhetoric, Martin and Adams are about art. And when it comes to art, I begin to see the glimmer of an answer about the interactivity issue: A rhetorician is trying to mount an argument, but an artist is creating an expression.

This impresses me as an important distinction. When I hear a campaign speech on television or read an opinion piece in the newspaper, I must hear out the argument before deliberating on and deciding about its proposition. But when I listen to great music or watch a great film, I can participate in the expression while it is occurring.

In the same way, I could imagine that interacting with a videogame might not preclude my participation in the artist's expression. But perhaps that may mean giving up the idea, described (but not endorsed) by Adams, that art is a "communication" with a "message."

Sixth, while Bogost suggests persuasive videogames are "communications" with "messages," Adams sees these elements as being too narrow for videogames to succeed as art. Are these two views in tension?

So to summarize the three questions that arise from my class readings these past two weeks:

> What should be considered "videogame art"? Either art in any medium that appropriates elements of games and game culture? Or only games themselves?

> Does interactivity preclude art since narrative control and interactive freedom are necessarily in tension? According to one view, art is a communication from the artist to the viewer. Does "interference" by the viewer cause the message to be lost?

> Is there a tension between "persuasive games" (and Bogost's view of games as vehicles of argumentation) and "videogame art" (and Adams' view of artworks as vehicles of expression)? Does one preclude the other?

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