Computer Games as Art
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Presentation Transcript
Computer Games as Art • Miguel Sicart • Computer Game Theory Course • Spring 2005
Today we’ll talk about ... • if games are art, • how can they be art, • why they could be art, • why can this be interesting
Representation • Representation (noun) - an object created to stand in for some other object • To represent (verb) - the relations established between the object represented and the representation (which allow us to talk about realism). • The visual arts (and perhaps the arts as we know them) are actually representational forms of expression.
Simulation • To simulate is to reproduce the workings of a (complex) system within another (complex) system • We have had simulations before computers, • but digital technology seems to be the perfect environment for simulations.
Games tend to simulate systems. Games tend to be simulations • Therefore, games should be considered the art of simulation • But what does that mean? • In other words, what can games simulate in an artistic fashion?
A Typology • Remixing • Reference • Reworking • Reaction
Remixing • The use of game iconography in other media • Aphex Twin’s Powerpill Pacman • Gameboy Music (http://www.gameboymusicclub.org/news.html) • But is this really the art of simulation? Isn’t it more related with the transmediality of games?
Reference • The creation of original games that refer to previous computer games • The classic example is Desert Rain (by Blast Theory (http://www.blasttheory.co.uk/bt/work_desertrain.html) • And again, what does this say about the art of simulation?
Reworking • A conscious alteration of an original code in order to produce artistic effects • Mods & levels can be an example: 9/11 Survivor • Now we are talking (about game art) ...
Reaction • Performances within a game world • Velvet Strike, Brody Condon’s Gunship Ready, The Church of the Three Values. • It can be both specifically computer game art, and something else unrelated: borderline case.
Machinima • Machinima is the name for those films created using the game engines of computer games, usually FPS • Red vs. Blue is perhaps the most famous, but there are other interesting examples.
These “types” of “compuer game art” do not relate to the art of simulation • In a sense, they just use game technology to represent other things ... • therefore, they are reincarnating the representation techniques of traditional arts in the medium of the computer game
My take on the art of computer games • Games have elements that, combined in a complex system of rules, can be used with artistic means • In other words, games have to be the art of simulation in order to be considered artistic
A working definition(don’t quote me for this one) • Art is the unique expression of truth formulated in an unexpected, masterfully way. • Truth - that what breaks common knowledge and creates new knowledge.
How can games be art? • Through what they simulate, and how that is integrated in a whole unique expression: • Graphics • Sounds • Worlds • Rule-based system
Games as art require a holistic perspective • Even though the graphics in Half-Life 2 are outstanding, the game is not art. • Even though the sound design in Doom 3 is magnificent, the game is not art • Even though the world is fascinating in WoW, the game is not art
So what games are art, then? • Rez • Ico • WarioWare • Maeda Path • Project Rub
Why? • A topic for discussion (now): • Games are art when the whole simulated system is definable as art: from the rules to world (meaning: abstract worlds can also be artistic, if they complete the whole picture of the game)
Make groups of maximum 3 • Read the Dogme 95 manifesto & vow of chastity • Write the Manifesto for Computer Games as a Fine Art