The art of the game: asking the right questions

This past Thursday (November 9) the Museum of Modern Art in New York announced its acquisition of fourteen video games to begin a collection for an exhibit in the museum. Naturally, this news brought again to the fore the discussion of video games and their collective place in the artistic spectrum, and the debate that seemed to have quieted for a while started to creep back into the blogosphere. For my part, though, I’m just a little weary of the whole issue. It’s not that I think the debate is altogether pointless; it is, however, misguided.

Ever since Roger Ebert made the claim that video games “can never be art,” the debate has raged across online forums and news sites as fans put forward numerous titles as evidence for gaming’s place in the artistic pantheon. The surge of articles was almost overwhelming, and they ranged in tone from politely apologetic to intensely inflammatory. While I was first taken in by the fire of the debate and I felt the need to defend the new medium against the luddite onslaught, I grew tired of the whole crazy cartoon. It has become, quite frankly, a belabored point.

I had an inkling of where the discussion would lead. When people began to lambast Ebert with emails, tweets, and comments, he revised his statement by saying that video games are not an art form yet. What followed was more of the same, sometimes heated arguments sometimes dismissive remarks. Gaming websites and magazines wrote articles that preached to the choir, arguing, of course, in favor of games’ artistic value, and, for my part, my interest in the whole circus waned. Indeed, I found the whole situation troubling not only because the arguments for or against the concept of video games as art is so tiresome, but also because the question at its center is reductive and small. The flaws inherent to it  should set off alarm bells for anyone interested in discussing the matter for one glaring reason: the question of what games are takes away from what games do.

Defining a particular work as “art” is a tricky exercise and one that only becomes much more complex when considering an entire medium. This problem only became more apparent as I combed through article after article that posited video games as an art form without providing a solid, working definition of the term, and therein lies my greatest issue with the whole debate.  The storied history of art and art criticism boasts some of the most inspiring cultural dialogues from Plato’s Phaedrus to T. S. Eliot’s “Tradition and the Individual Talent.” Artistic values change dynamically, from the rigidity of 18th century Neo-Classicism to the fragmentary openness of Postmodernism, all the while fostering complex discourse networks among critics and artists alike.

Arguing that games are indeed art necessitates familiarity with both art history and art criticism in order to ground one’s position in the larger cultural consideration of what art means. Otherwise, the entire debate becomes an exercise in vague ontology. Unfortunately, the latter seems to be at the heart of the issue. I’ve never followed a critical controversy that splits people into such clearer “us” and “them” camps, and I find it disheartening that so many see the argument in terms of exclusion or inclusion–and neither the twain shall meet. The most common of these arguments lack fortitude, and each side has its own reductive problems.

Naysayers touting the commercial goals and collaborative teamwork inherent to the gaming industry as evidence against its artistic status neglect the fact that the “starving artist” archetype was an invention of the Romantic period in the early 19th century and that novels and films are all collaborative efforts from writers and publishers, directors and actors, among numerous others. Just as problematic are those on the opposite side who posit games as art because, well, what else can they be? This stance of art-by-default is about as convincing and hollow as the “art is what you make it” type of reasoning in that it lacks depth and complexity, carrying the same dismissive tone as those who look down on games from their ivory towers and high-backed leather chairs.

Granted, these are just a few examples of the type of discussion glimpsed on journalism sites and discussion boards, but they share a commonality in a way that hinders rather than facilitates the dialogue by taking focus away from how games and art function. Simply stating that something is or isn’t art and leaving the discussion at that offers no chance for engagement or intellectual stimulation. It’s a conversational dead end. The truth of the matter is that people should stop speaking in such broad terms  of why video games are a form of art and instead discuss with greater complexity what they do–or more importantly how they mean.

Let’s take for instance one of my favorite games of this year: thatgamecompany’s JourneyThere’s nothing remarkable here in terms of narrative. a nameless figure travels across the desert to an illuminated mountain peak, and though the visuals are beautiful, they add to the atmosphere rather than provide the most important important element of the work. It is only in evaluating the game as a game that we can see Journey‘s artistic vision, understanding the ways it subverts adventure game paradigms. Its focus on simply moving to a single point calls direct attention to not only the core concept at the heart of game design (i.e. moving a character to a point in digital space), but also the motifs that persist in myths throughout human history. The game’s title, then, is a commentary that all games are imitations of a greater (almost Platonic) form of the quest that makes its way into every adventure game.

It makes meaningful the most minimal of experiences by letting the player explore a vast desert of ruined temples and rolling dunes. Journey asks the player to consider that all game spaces are digital deserts with glimmers of civilization, to which we attach meaning rather than having it explained to us. The multiplayer aspect works in this way as well when the player encounters nameless figures controlled by other people. Communication only occurs via movement and brief chirps from each player because chat is disabled. The game, through its mechanics, asks if we can really have anything other than fleeting moments with the people we encounter in digital environments, seeing not a real person but his/her representation in the form of a figure made of pixels. Much like the game worlds we traverse, these relationships are inherently hollow, but through play, we invest them with meaning.

Journey is, of course not like most games, but its position as an “artistic” game in a sea of artistic mediocrity should in no way be particularly damning when considering the gaming as an artistic tradition. Like any other art form, it has its gutters and peaks. The medium that gave us Apocalypse Now also gave us Battlefield Earth. The novel has Moby Dick and it has Twilight. Hell, Jewel made a collection of God-awful poetry, that long-standing tradition reserved for the greatest of artistsNevermind the fact that some of the greatest works of art (James Joyce’s Ulysses, Nabokov’s Lolita, for example) thrive on the tension that exists between considered “high” and “low” art forms. Perhaps the sameness found in most modern military shooters make them seem like the movies Michael Bay never made, but rather than dismissing them as “not art,”  it is more useful and rewarding to use these distinctions to foster critical dialogue about how they fit (or don’t fit) into gaming as an artistic medium.

So are games art? My answer is a resounding “yes.” However “high” or “low” they may be perceived, video games are indeed a form of art, but I say this with careful consideration and warranted hesitation because that fact remains that this classification is, ultimately, meaningless. For games to grow artistically, we must stop asking this loaded, reductive question and instead focus on what games do. The more intelligently and critically we talk about video games, the greater understanding we will have of the medium as an art form that means actively and dynamically. Naming games as “art” and leaving the conversation imposes a hypostatic label on a dynamic medium. Art should not simply be. Art should mean. It should challenge, engage, move, terrify, change. Games offer these experiences already; it’s time we started discussing them like they do.


  • http://twitter.com/FraserIBrown Fraser Brown

    I’ve never been able to get into the “are video games art” debate. I certainly think that they can be, and there are several that have had just as powerful an impact on me as any piece of literature or sculpture, and I certainly don’t care what an old man who knows nothing about the medium thinks. It fazes me as much as my parents saying that I’d never get anywhere playing video games all the time did when I was a bairn.

    Some people think that a soiled bed or a lavatory can be art, some people think video games can be, I think I’d rather put some earphones on and play a game and just enjoy myself.

    • http://twitter.com/djchan08 David Chandler

      Given my career choice, the “art world” is something that I cannot escape, and it has undoubtedly colored the way I view the whole situation. It just really bothers me that so many people discuss “art” in terms of some kind of fixed ideal when its much more complex, varied, protean even. The debate I’ve seen simplifies everything to the point of hollowness, and it takes away from what games do. I think that only after we start talking critically about games and what they mean as cohesive works, or popular entertainment, or interactive fictions, then we’ll have a firmer understanding of how they fit into the art spectrum; not before.

      • http://twitter.com/FraserIBrown Fraser Brown

        I completely agree. Some people are very set in their ways, unfortunately. I think there’s an element of laziness amongst gamings detractors, such as Ebert. In film, literature, painting as so on, people take on a passive role. Someone can appreciate a great renaissance painting by just standing in a room and looking at it, or a film by just sitting down and watching it. Sure, it provides mental stimulus and it might encourage them to think more critically about the item, but in the end the barrier for entry is much lower. The same cannot be said for Journey, where one has to actually play it and get to grips with the mechanics.

  • Ashcrexl

    I’ve always seen the argument of whether video games are really art to be based on the substance of games, not as a meaningless label. All the fighting the Internet has undergone wouldn’t have been so impassioned on both sides if it were simply so we can include our beloved medium under a little heading in a textbook.

    I’ve always assumed people have been profoundly touched in various ways by our games, and that an outsider who has never touched a controller can dismiss all our experience as moot, can declare the entire spectrum of it all as simply child’s play, that is what incenses us, what drives us to take up arms.

    And I do see where Fraser is coming from. It doesn’t matter what they think. Because we will always have our games. But sometimes, it’s a matter of pride. Sometimes, you’d like to bring up something you played recently and how it affected you and not have half of the listeners smirk condescendingly.

    • http://twitter.com/djchan08 David Chandler

      The need for validation you point out is certainly at the core here. It’s a pain to care about something and have people look down their noses at the entire medium, especially if said down-lookers know nothing of games. It’s certainly a strike against our pride as you say.

      But I see the solution to the debate not as a sense of acceptance and definition but as a complex dialogue. The stark division between art and not art isn’t that stark at all. So instead of steadfastly claiming outright that the games we love are artworks, we should be explaining how they are artistic. That is, we need to stop asking for validation and just talk about what games do. If they are indeed art, then they should be criticized and treated like they are, and we’re the ones to do it. Once we start having more complex discussions and articles about games, acceptance will come because we’re focusing less on what the and more on how they create meaning.

    • http://twitter.com/FraserIBrown Fraser Brown

      I totally get the pride thing. It doesn’t bother me because I already know what games can be, but it would certainly be great if detractors saw the same thing. It wasn’t pleasant having to justify gaming as a hobby, and it’s even less pleasant having to justify it as a career.

  • Liam Dean

    I just found the comments of Roger Ebert and some other people who brand the collective medium of video games as being “not art” to be incredibly closed minded and ignorant. A lot of people who brand games as such feel as though they’ve seen enough of the medium through video clips to dismiss it as nothing more than inane repetition and mediocrity, and I find that insulting. Only someone who has sat down and played through enough video games can make their own assessment with regards to their artistic endeavour. You’re right when you say that some people put film and literature on a pedestal. The cynic in me thinks that this is because of the history attached to those two mediums. People think that just because they’ve been around for a long time they’re automatically more worthy of praise, and this is absolute rubbish. They are worthy of praise because of their creativity. There is no reason for video games not to be treated in the same way.

    Having said all this, I can respect people who have played a lot of video games and still think of them as “not art”. Their repetition and general purpose of appealing to our obsessive instincts can cause confusion at times. However, I feel that they have the capacity to be much more than this. The term “video game” doesn’t just refer to the process of completing simple tasks for our own gratification. It can encompass the idea of an interactive story or world, just as it does in the case of Journey. When video games manifest themselves in this way, I can’t help but think of them in the same way as I would think of a good film or book. They are a complete creative vision that exist solely for the purpose of impressing their ideas on the player. I do believe that this means that (some) video games can achieve the title of “art”. Whether or not they are “good art” or “bad art” is open to interpretation, and may improve as the medium evolves. But they are art.

    • http://twitter.com/djchan08 David Chandler

      I think you’re right on the money. In Ebert’s case, he was just shown the games instead of playing them. It’s comparable to providing a critique of Nabokov’s “Lolita” just because you’ve looked at the pages instead of reading it. Like any other medium, gaming requires engagement before criticism, interaction with the text. At least Ebert realized this in his final blog post on the subject.

      I also think you’re right that since film and literature have been around for a while, they have a certain amount of clout. It’s classic “art by institution.” It’s one of the errors in reasoning game criticism has to overcome. It’s not enough to say, “This isn’t art because it doesn’t do what films and literature and sculpture do,” because games aren’t supposed to and they should hardly try. Judging art with critical tools made for working with older mediums has its obvious problems, and gaming is still young enough to be going through critical growing pains. The only way we’re going to find out the most productive tools for judging gaming’s artistic merit is to build our own set, and that’s where gaming criticism needs to focus its energies; not bandying simple ontologies for a much richer, more complex issue.

  • http://twitter.com/jalloyd8 Jeffrey Lloyd

    There are many interesting ideas here, though you seem to be stuck within your own ontology of art. To your credit, yours is less vague than most; however, it uncritically takes for granted various modernist assumptions about the aesthetic and is rather reductive towards other perspectives within our intellectual history. Beyond the notion of the “starving artist,” for example, romanticism offers us powerful tools for thinking about the dialectical relationship between art and criticism, reader (player) and text (game), etc.

    The way in which we frame our approach to the question “are video games art?” refracts various interesting facets of the thinking/feeling/etc subjects that interact with video games today. These subjects can and should be understood both at the ontological level and in their historical locatedness. What interests me, in particular, is the way in which the tension between a sympathetic approach (“my experience as/with/of mario, cloud, journey dudes, n00b I just fragged, etc make me who I am”) and a critical one (“we need to read in-game relationality against the background of present-day technologies of communication,” to paraphrase what seems to be one of the leitmotifs of your work) will be played out as video game criticism such as yours continues to evolve.

    • http://twitter.com/djchan08 David Chandler

      Thanks Jeffrey. I think your point is fair; modernism is certainly my area of interest, and I didn’t intend to diminish importance of other disciplines. It’s likely a product of my own research which largely focuses on the modernist origins of video games. My larger point is that the argument as it has been presented lacks critical nuance which in turn pulls focus away from what games “do” or what/how games “mean.” Ontological definitions are fine, and indeed useful, if understood through these “perspectives within our intellectual history.”

      I’m grateful for your feedback; the relationship between sympathetic and critical/historical approaches is definitely something I will look at more closely. I appreciate your taking the time to read and comment.