I've been thinking about video games as art lately.
I know, I know, it's a boring topic. Games don't need to be art to be good games. Just humor me.
Roger Ebert brought the topic up recently in an ongoing conversation with Clive Barker. In a nutshell, he said video games as a medium will never be art, because the experience can be changed by the player, whereas a movie or book is always the same. If the artist can't control the viewer's experience, it can't be art.
(There's also some fairly snide jabs in the article, but given he's likely been subjected to the hell of a million GameFaqs forum mouthbreathers cramming his inbox, I can forgive him for being a little pissy.)
Ebert makes it clear he's not taking the view that anything, even a bowel movement, is art. He's talking about capital-A Art. The kind of thing that, like pornography, you just recognize when you see. And that's fine with me, I'm comfortable discussing art in those terms.
But while Ebert may know more than me about capital-A Art, I'm comfortable saying I know more than him about video games, and he's making some incorrect assumptions.
For the most part, he's overstating the amount of control the player has in video games. Players actually work within highly limited parameters defined by the developer, no matter what game.
Of course, this isn't usually something developers advertise or strive for. "Sandbox games" are seen as a positive thing, letting the player have as much freedom as possible. But even in the GTA games, the progenitors of the go-anywhere-do-anything concept, the player can do nearly nothing that hasn't been anticipated by the makers. When they do discover a way to escape the watchful eye of the developers, it's telling that we refer to that as "breaking the game."
Even if we could make an unlimited self-generating world, and there's people
hard at work on that, it doesn't mean linear games would become unpopular. Final Fantasy VII is one of the best-selling games of all time, and it's on more rails than a San Francisco streetcar. And it certainly doesn't mean video game narratives would become
impossible.
Let's use Shadow of the Colossus as an example.
It's a beautiful game. That's something nobody disputes when they see it, gamers and non-gamers alike. The colossi are awe-inspiring, and the empty landscape is hauntingly beautiful. But, Ebert says, just because something is moving doesn't make it automatically Art.
Me, I think a beautiful virtual landscape can be as much Art as a beautiful painting of one. Being able to experience it in different ways doesn't detract from its beauty any more than being able to walk in a circle around a sculpture makes it not art. Both creators have designed with that capability in mind.
But Ebert is a movie guy, and I assume he's more concerned with narratives, so I'll talk about that aspect.
That means there's spoilers ahead. You've been warned.
Shadow of the Colossus is the story of a boy out to save the life of the woman he loves. To do this, he makes a figurative deal with the devil. At the command of a voice in an empty temple, he sets out to kill 16 colossi in exchange for her life.
The story is sparsely told, but the developers do a lot with a little. As he progresses, the boy's appearance gradually changes. He becomes haggard and scarred. His skin takes on an unhealthy pallor. Whenever he kills a colossus, an evil black smoke pours into his body, rendering him unconscious.
The player doesn't have the choice to reconsider and stop the quest. He can get up and turn off the console just as he could close a book, but if he wants to see what happens next, there's only one way forward.
In the end, it turns out the boy's figurative deal with the devil was quite literal, and he's possessed by an ancient god who was sealed away in the temple.
Now, why does the character do it? Why does he keep moving forward even though it seems obvious he's dooming himself? Because he's young and in love, which automatically qualifies him as a fool, but that's my interpretation.
So, does this narrative make the player "become more or less complex, thoughtful, insightful, witty, empathetic, intelligent, philosophical (and so on)" by experiencing it, making it Art by Ebert's standard?
Well, as with any artistic work, your experience may vary.
I think at the very least it points the way to the possibility of such a thing.
I'd like to talk a little about something else the developers do, once the player has sealed his character's fate.
Once the character is possessed, he is transformed into a hulking demonic figure. He can move slowly about, and smash at the priests who have come to try to stop him from doing exactly what he just did.
But this freedom is an illusion. No matter what you do, the priests are going to escape and reseal you.
The character's demonic form drains away, leaving his human shape shrouded in the black smoke. The player is drawn inexorably towards a pool of light at the end of the temple.
The player here keeps full control over his character. You can move any direction you want, though you will still be pulled backwards. You can even grab onto the steps and hang on until the gale-force winds make you lose your grip and you fall in.
This could have been done in a simple cutscene, but the developers are playing with the player's expectation of control to alter his experience.
It hints at a complexity, and a potential for Art, that goes far beyond the simple idea that video games are a malleable lump of clay that only the player can manipulate.
I see nothing inherent in the medium of video games that would keep art from being done within it, least of all a degree of viewer control that is ultimately an illusion anyway.
Do we really have to do this with every new medium that comes along? At least now if someone says that a mashup of pictures and words is inherently worthless, the critical acclaim of Maus has made it acceptable to call them a dumbass without the need for further discussion. The Maus of video games can't come soon enough.