TheGooch69
Gawd
- Joined
- Dec 7, 2007
- Messages
- 633
I hope at least three people will take the time to read my whole essay.
If you paint pictures, whether they are as magnificent as the Sistine Chapel ceiling or as idiotic as a single red dot on a white canvas, with some exaggerated explanation of its true meaning, you are an artist. If you express thoughts, meaning, and emotions with words in a coerce way (or sometimes not (Dada), you are an artist. You use a camera to take a still photograph that can convey meaning and feelings to the viewer, you are an artist. If you do the same through the use of a series of moving images, you are an artist. You compile beautifully sounding musical notes (or sometimes disgusting) you are an artist.
Yet, if a large team of highly talented artists compile all of the above into a single product, and give the person the option to directly interact with it, control, and alter it to their own unique experience, you are a menace to society. I am of course speaking of video games, the most modern form of art. Video games are a compilation of every type of art form in human history, plus the added interaction and direct control to make EVERY experience unique. Video games also allow you to interact with others, evolving the expression of art into a fourth dimension. A video game is developed by artists in all fields, from visual artists, to writers, to musicians, to cinema directors, to voice actors. I will even go as far as calling the programmers artists, their hard and demanding work just deserves to be called so. Video games are the ultimate art form, borrowing and fully utilizing every art medium and fusing it into one.
So why does the majority turn their nose up at video games, refusing to recognize them as a respectable art form? Perhaps it's due to the fact that the public immediately associate video games with hardcore violence, mindless escapism, ignoring the beautiful characters and stories that developers such as Square Soft have brought us, more notable, Final Fantasy VII. Perhaps it's because most art mediums, like cinema, teach the spectator something about themselves, or passionately deliver a message. Is there a better piece of art that expresses the horrors of addiction better than Requiem for a Dream? If a video game attempted to do the same, send out a meaningful and emotional message about addiction, how could it possibly be taken seriously?
Let's take the addiction message and apply it to a video game. Like film, video games have several genres. The most appropriate genre for a message of this type would be a RPG (role-playing-game). How could you possibly apply this to a FPS? Have Duke Nukem blow away crack addicts offering hand jobs, followed by a slick line "Keep your hands off my crack". While I'm sure the gaming community would welcome it with open arms, Harvard University isn't going to begin to offer Intro to Games: A deconstruction and study of the theories of video games just yet. The overall point being, the large majority of video games are the equivalence to a Michael Bay film, mindless escapism with little to no message or theme (Grand Theft Auto IV is the first to change this, brining to light the question of assimilation and poking the shit out of pop culture). I am sure there are people out there who would still consider Michael Bay an artist. Yet Jeffery Kaplan, lead designer of World of Warcraft, isn't even considered an artist. Because, is there honestly anything more to WoW than simple, mindless, fun, escapism? Do you play WoW to discover that, yes, war and out-of-control nationalism is dangerous and we as a race need to learn this or else we will suffer the fate of Azeroth and destroy our land and suffer horrible deaths.
I sure as hell hope not. Yet, you should.
Let's look at what I consider to be the greatest video game and story told, Final Fantasy VII. The famous film critic Roger Ebert (who is a hack if I ever saw one, he doesn't know the definition of a good film, but that's another story) has stated on several occasions that video games can never have the emotional strength and storytelling power that a film can have. He's never played FFVII, or any game for that matter. FFVII is the perfect example of storytelling. A person could write an entire book deconstructing it, yet for the sake of time and length, I will only briefly discuss it. What's more important for storytelling, characters or plot? FFVII gave us both. Never in any medium of storytelling have I encountered such compelling, complex, interesting characters. You cared for these polygon characters, more than a person would for any film character. You empathized with them to the fullest, and wanted nothing more than to see them achieve their goals. Best and unique part? You were controlling their actions the whole time. One of the many commandments of screenwriting is to get the audience to root and empathize with the protagonist, make the audience want to see the protagonist achieve their goal(s). In video games, you are not only doing the same thing, you are assisting the character all along the way. In essence, you are the character; the latter become your own achievements and desires. I want to see film accomplish that.
So video games have the ability to be the most powerful form of storytelling. Is that not art?
Let's take a look at a Michael Bay film equivalent of video games, Unreal Tournament III. You can really take a stretch and to say that UT3 is trying to convey the message that capitalism and industrialization will bring us to a world reduced to gladiatorial sports. Sure, why not. As subjective as this statement might be, UT3 did feature fantastic visuals and artwork at the time of its release. It was, and still is, a beautiful game that pushes many gaming rigs to the limit. How did the game achieve such stunning visuals? Where did they originate from? The pencil strokes of a concept artist, drawing and laboring over detailed pieces of art that moves its way down the video game development chain, going through so many versions and improvements, to appear on your PC monitor or TV screen. Is that not similar to film? All too similar, yet UT3 is completely ignored as art.
And I'm not even discussing all of the other art mediums that bring a video game to birth.
It may seem that I am picking on the film medium all too much. Not only am I filmmaker and screenwriter, but video games and film are too closely related, and the two biggest entertainment industries in America. It is simply unjust that considering one meaningless yet the other one of the most respected art forms.
On a very basic level, if a director decides to shoot his protagonist from a very low angle, it gives that character the sense of superiority over the situation, larger than life, god like even. Shoot the same character in the same situation and in the same stance, only from a high angle, they appear weak, small, not in control. Can the same type of meaning be conveyed in a video game? Can you easily placed the game camera in the exact same way? Does it make sense of the game mechanics? Let's go back to Duke Nukem 3D, another favorite of mine. The character is the camera, so you can't convey meaning the way a film would. The camera could leave the first-person view, climb above the character, get the same shot, and then rush back to first person view. It would completely break the rules of the FPS genre and alienate the gamer. So how do we show that Duke is weak, fucked, and out of control? In video game art language, make sure the player has little to no ammo, low health, and swarm the map with enemies. You know what Duke is feeling, because you are feeling the same exact thing. Your asshole is puckering up, sweating and nervous because if Duke dies, you die (rhetorically). Video games not only feature a totally different language system than film, but directly connect the player with the character.
Film could never achieve that.
A film crew on a big budget Hollywood production may work 12 hour days for 3-5 months during principal photography. The overall process of script to screen may take over a year. Film as a medium deserves to be called art if only due to the hard work and dedication it takes to create.
A development team on a big budget video game production may work 12 hour days for 2-4 years. The overall process of design document to screen may take over 2-3 years. Video game as a medium deserves to be call art if only due to the hard work and dedication it takes to create.
Video games have grown from two rectangles bouncing a square back and forth. They have grown to be a strong, powerful, and compelling storytelling medium. Storytelling has never been more personal and interactive. No longer do you vicariously sit in the dark surrounded by strangers you don't like, experiencing the gift, power, and entertainment of story. Now, YOU are in control, YOU move the story forward, YOU experience the pain, sorrow, and happiness. Video games are not only the ultimate art form, they are also the ultimate storytelling tool.
If you paint pictures, whether they are as magnificent as the Sistine Chapel ceiling or as idiotic as a single red dot on a white canvas, with some exaggerated explanation of its true meaning, you are an artist. If you express thoughts, meaning, and emotions with words in a coerce way (or sometimes not (Dada), you are an artist. You use a camera to take a still photograph that can convey meaning and feelings to the viewer, you are an artist. If you do the same through the use of a series of moving images, you are an artist. You compile beautifully sounding musical notes (or sometimes disgusting) you are an artist.
Yet, if a large team of highly talented artists compile all of the above into a single product, and give the person the option to directly interact with it, control, and alter it to their own unique experience, you are a menace to society. I am of course speaking of video games, the most modern form of art. Video games are a compilation of every type of art form in human history, plus the added interaction and direct control to make EVERY experience unique. Video games also allow you to interact with others, evolving the expression of art into a fourth dimension. A video game is developed by artists in all fields, from visual artists, to writers, to musicians, to cinema directors, to voice actors. I will even go as far as calling the programmers artists, their hard and demanding work just deserves to be called so. Video games are the ultimate art form, borrowing and fully utilizing every art medium and fusing it into one.
So why does the majority turn their nose up at video games, refusing to recognize them as a respectable art form? Perhaps it's due to the fact that the public immediately associate video games with hardcore violence, mindless escapism, ignoring the beautiful characters and stories that developers such as Square Soft have brought us, more notable, Final Fantasy VII. Perhaps it's because most art mediums, like cinema, teach the spectator something about themselves, or passionately deliver a message. Is there a better piece of art that expresses the horrors of addiction better than Requiem for a Dream? If a video game attempted to do the same, send out a meaningful and emotional message about addiction, how could it possibly be taken seriously?
Let's take the addiction message and apply it to a video game. Like film, video games have several genres. The most appropriate genre for a message of this type would be a RPG (role-playing-game). How could you possibly apply this to a FPS? Have Duke Nukem blow away crack addicts offering hand jobs, followed by a slick line "Keep your hands off my crack". While I'm sure the gaming community would welcome it with open arms, Harvard University isn't going to begin to offer Intro to Games: A deconstruction and study of the theories of video games just yet. The overall point being, the large majority of video games are the equivalence to a Michael Bay film, mindless escapism with little to no message or theme (Grand Theft Auto IV is the first to change this, brining to light the question of assimilation and poking the shit out of pop culture). I am sure there are people out there who would still consider Michael Bay an artist. Yet Jeffery Kaplan, lead designer of World of Warcraft, isn't even considered an artist. Because, is there honestly anything more to WoW than simple, mindless, fun, escapism? Do you play WoW to discover that, yes, war and out-of-control nationalism is dangerous and we as a race need to learn this or else we will suffer the fate of Azeroth and destroy our land and suffer horrible deaths.
I sure as hell hope not. Yet, you should.
Let's look at what I consider to be the greatest video game and story told, Final Fantasy VII. The famous film critic Roger Ebert (who is a hack if I ever saw one, he doesn't know the definition of a good film, but that's another story) has stated on several occasions that video games can never have the emotional strength and storytelling power that a film can have. He's never played FFVII, or any game for that matter. FFVII is the perfect example of storytelling. A person could write an entire book deconstructing it, yet for the sake of time and length, I will only briefly discuss it. What's more important for storytelling, characters or plot? FFVII gave us both. Never in any medium of storytelling have I encountered such compelling, complex, interesting characters. You cared for these polygon characters, more than a person would for any film character. You empathized with them to the fullest, and wanted nothing more than to see them achieve their goals. Best and unique part? You were controlling their actions the whole time. One of the many commandments of screenwriting is to get the audience to root and empathize with the protagonist, make the audience want to see the protagonist achieve their goal(s). In video games, you are not only doing the same thing, you are assisting the character all along the way. In essence, you are the character; the latter become your own achievements and desires. I want to see film accomplish that.
So video games have the ability to be the most powerful form of storytelling. Is that not art?
Let's take a look at a Michael Bay film equivalent of video games, Unreal Tournament III. You can really take a stretch and to say that UT3 is trying to convey the message that capitalism and industrialization will bring us to a world reduced to gladiatorial sports. Sure, why not. As subjective as this statement might be, UT3 did feature fantastic visuals and artwork at the time of its release. It was, and still is, a beautiful game that pushes many gaming rigs to the limit. How did the game achieve such stunning visuals? Where did they originate from? The pencil strokes of a concept artist, drawing and laboring over detailed pieces of art that moves its way down the video game development chain, going through so many versions and improvements, to appear on your PC monitor or TV screen. Is that not similar to film? All too similar, yet UT3 is completely ignored as art.
And I'm not even discussing all of the other art mediums that bring a video game to birth.
It may seem that I am picking on the film medium all too much. Not only am I filmmaker and screenwriter, but video games and film are too closely related, and the two biggest entertainment industries in America. It is simply unjust that considering one meaningless yet the other one of the most respected art forms.
On a very basic level, if a director decides to shoot his protagonist from a very low angle, it gives that character the sense of superiority over the situation, larger than life, god like even. Shoot the same character in the same situation and in the same stance, only from a high angle, they appear weak, small, not in control. Can the same type of meaning be conveyed in a video game? Can you easily placed the game camera in the exact same way? Does it make sense of the game mechanics? Let's go back to Duke Nukem 3D, another favorite of mine. The character is the camera, so you can't convey meaning the way a film would. The camera could leave the first-person view, climb above the character, get the same shot, and then rush back to first person view. It would completely break the rules of the FPS genre and alienate the gamer. So how do we show that Duke is weak, fucked, and out of control? In video game art language, make sure the player has little to no ammo, low health, and swarm the map with enemies. You know what Duke is feeling, because you are feeling the same exact thing. Your asshole is puckering up, sweating and nervous because if Duke dies, you die (rhetorically). Video games not only feature a totally different language system than film, but directly connect the player with the character.
Film could never achieve that.
A film crew on a big budget Hollywood production may work 12 hour days for 3-5 months during principal photography. The overall process of script to screen may take over a year. Film as a medium deserves to be called art if only due to the hard work and dedication it takes to create.
A development team on a big budget video game production may work 12 hour days for 2-4 years. The overall process of design document to screen may take over 2-3 years. Video game as a medium deserves to be call art if only due to the hard work and dedication it takes to create.
Video games have grown from two rectangles bouncing a square back and forth. They have grown to be a strong, powerful, and compelling storytelling medium. Storytelling has never been more personal and interactive. No longer do you vicariously sit in the dark surrounded by strangers you don't like, experiencing the gift, power, and entertainment of story. Now, YOU are in control, YOU move the story forward, YOU experience the pain, sorrow, and happiness. Video games are not only the ultimate art form, they are also the ultimate storytelling tool.