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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. But first, one of these questions I love. with some prizes.
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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