If it were not obvious enough by the contents of this blog, I am rather obsessed with video games. As such, I am occasionally asked, “Why do you bother playing video games?” I usually explain that I use them to pass the time, or use them to relieve stress.1 I describe how I get lost in the game world and narrative, and come to care for the characters. I also occasionally respond with, “You wouldn’t be asking me this if I were into film.”2 Of course, the common response to this statement is “But film is art.” I usually answer back with “but video games are art”, which elicits a chuckle or a stare, but rarely a positive response. So, the big question of the day is, should video games be considered art?
To ideally answer this question, we must first define what art is. This task, of course, is quite difficult, and the many things that try to label what art is usually ranges from the pretentious to the trite. My favorite description has always been, “art is something that says something about the human condition.” Since this is my blog, and I can do what I want, this will be the definition that I will be using during this argument.
So a urinal can be art, but video games can't? That makes sense. |
This definition alone, however, may not be enough to classify a game as art. Just because a game’s narrative contains a powerful message, it is not enough for us to fully classify the game as a form of art. Take for example a game like The Last of Us. The story is incredibly powerful, and the voice acting is superb. Yet if this story were told through a movie or a mini-series, in television or comic form, it could have been equally powerful. Does the main mechanic of the game, the game-play, actively increase the artistic value? Certainly it helped the players bond with the characters, but that could have been achieved by solid character development alone, be it in film or text. I believe that the story of The Last of Us is artistic, yet not because The Last of Us took the form of a game. Yet it would be incorrect to say that all games’ form are independent of their message.
Powerful story, but not enough. |
The most common games brought up by the pro-“video games are art” community are Flower and Journey. Both games feature minimalist story-telling, intertwining plot with gameplay. Watching the wind revitalize fields of flowers, or a lone figure wander across the desert, might have been incredibly dull in other forms of media, yet as a game these acts are breathtaking, emotional, and beautiful. Other games feature far less subtle, yet equally integrated plots. The Shadow of the Colossus and both Portal games all feature clearly defined themes, yet their stories are clearly best experienced via gameplay. For Shadow in particular, the character only ventures down the dark path he takes because we, the players, will him to. Unlike in The Last of Us, where the journey is told via cut-scenes, in Shadow of the Colossus, our actions directly advance the plot, as we personally corrupt the main character.
For me, however, what firmly cements the artistic significance of video games is their wide reach. Admittedly, the previous games reached a (relatively) small audience compared to larger, AAA games such as Call of Duty or Halo. Occasionally, however, these larger titles will have something to say beneath the death and destruction, and when they do (and the audience get the message), they have the potential to be far more influential.
Grand Theft Auto V released in September 2013, and proceeded to make $1 billion in its first ten days alone. It was met with universal acclaim, as well as tremendous scandal. Critics hailed the story and gameplay, while detractors decried the supposed glorification of violence and misogyny. What opponents were missing, of course, was that the over-the-top violence in the game was the message. In creating this ultra-violent, completely dystopian representation of Los Angeles, Rockstar delivered a scathing testimony, cynically observing everything from America’s obsession with fame and the famous, to the over commercialization of our country, to gamer’s and their obsession with violence. Real art should incite true emotion while conveying a strong message about the human condition, and this game does just that. Those opposed to video games may demonize this game for its infamous torture scene, yet by having the players control Trevor as he carries out horrendous acts leaves a far more lasting impression that if they had only detachedly witnessed it.
Yes. The murder and mayhem (and strippers) all had a point. |
Video game detractors must eventually face the fact that video games have long since entered the realm of art. Protestors, such as the recently incarcerated Leland Yee,3 who argue against the dangers of video games only help bring awareness to the influence of video games. If games were only meaningless time-wasters, without a strong message, then they would not have any influence. The message may be lost on some, or misinterpreted,4 yet I believe it is just as unfair to accuse games of causing violence, as it was to accuse Catcher in the Rye of doing the same thing. Of course, by simply mentioning Catcher in the Rye and Grand Theft Auto V in the same sentence, I have already proved my point.
This guy. |
That is all. I’m out.
1 In some cases (ok, most cases), they can also cause stress. ↩
2 Of course, I am also ridiculously into both film and television. #WinterIsComing ↩
4 As mentioned previously, I’ve seen many comments on GTA V in which detractors and supporters alike view the game as an advocation of violence. ↩
No comments:
Post a Comment