Sunday, August 25, 2013

Expressive Gaming Update

I updated one of my posts because my friend wanted to post it on his website, which you can find here: www.ramblingwriters.com. I figured I would crosspost my update here.

Expressive Gaming

Pretty much every reasonable person has by now accepted that video games are an art form. I think it's fair to say that anyone who doesn't accept video games as a form of artistic expression has not really experienced what games are capable of. The question of whether or not video games are art has been decisively answered: yes, video games are art.


I'm not interested in arguing for the fact that video games are a form of art; many other people have done it quite convincingly. The designers of artful, powerful games have made the most convincing argument of them all.

The question that is far more interesting to me is this: can the process of playing a game be considered an act of artistic expression? It is widely accepted that creating a game is an artistic act, but games are by their nature interactive. Players of games are in a different category than people who listen to music or watch movies. They are active participants in the game. Many musicians play the notes on a page written by someone else, and are still deemed artists. Are gamers more like the audience to a symphony, or are they more like the musicians on stage? Gamers are not in complete control of the artistic output the way that a game designer is, but their status as active participants makes them far more important than just a simple audience member.

The core of art is the act of expression. A musician reading music off a page is deemed an artist because, although they are not in control of the composition, they are in control of the interpretation of that composition. The decisions of a performing artist are artistically important, and can have a substantial effect on what the final product expresses. A gamer is not in control of the basic nature of the game, but makes many decisions along the way that change what the game expresses.

The act of playing a game therefore has certain similarities to a musical performance. Typically a gamer's performance is only for his or her own benefit, but that doesn't necessarily make it less of a performance. Arguably, the performance put on for one's own benefit is a truer form of expression than an attempt to please an outside audience.

The idea of playing a game as an expressive activity is somewhat unappreciated in important ways. Audience self-expression is something that is unique to games, something that other forms of popular media lack. Gamers often leap to the defense of designers as masterful artists, and many games are focused on things like telling a story, or having beautiful explorable worlds. These are all ways in which designers create art which is perceived by the player. The emphasis on the designer as artist can minimize the importance of the player as artist.

One game that respects the player's expressive role is Minecraft. It is a deceptively simply game. You control a guy, and walk around in a world of blocks. There are mountains made of hundreds of blocks, trees made of dozens, oceans, everything is made of big blocks. These blocks can be broken apart using the appropriate tools, and they yield resources. These resources allow the player to lay out their own blocks, reshaping the world in dramatic ways.

There is no explicit point to Minecraft. There are no points to score, no stars to collect, and there's no boss to defeat. There are enemies, but they spawn randomly and are simply obstacles and nuisances. Minecraft is a game in which the players have to set their own goals. Some players might want to forge the best weapons in the game, then go travel across the empty wilderness. Other people might build great cities, populated with the simple block people the game spawns in certain areas. Other people create elaborate dungeons through which other players may travel, simply for the pleasure of the challenge and the accomplishment of completing a task.
The game itself has artistic merit. Its blocky aesthetic is oddly pleasing, and the design of the mechanics is elegant and beautiful in its own right. More important, however, is the massive amount of expression that goes into playing the game. Simply choosing a goal in Minecraft is already an act of expression. When someone decides to spend a hundred hours building a perfect replica of the Capitol Building, they are saying, “This is what I want to do. This is important to me.” That act is an act of personal expression, the sort of act that is at the heart of what it means to be artistic. The creations within the game also have serious artistic merit. The blocks of the game may be cruder than paint or stone, but the final impact of the finished work is greater when the viewer knows that the player who made this did it within the rules of the game, and the work is made greater for its limitations.

Minecraft is a very obvious case where the act of playing is expressive. Other games, however, have more subtle forms of artistic expression embedded in their gameplay. Many games now offer players a variety of moral choices. Mass Effect is a series of games in which players play as a space captain tasked with saving the galaxy. They are offered many moments where they have to make choices. Which crew member do they save, and which do they let die? Is it acceptable to commit genocide to rid the galaxy of a terrible threat? Can machines achieve true consciousness? The game poses these questions, and asks the player to unravel them in whatever way they choose. The designers were careful to create a rich, detailed world, so the decisions have a great deal of context to them, especially if the player is one prone to notice and remember details. The questions go beyond mere thought experiments because they often tie into specific characters you have come to know and fight alongside. I think it is reasonable to say that the decisions made by the player in Mass Effect amount to acts of artistic expression on the part of the player. The player is making judgments about what things they find important which things they don't, and they are choosing which characters matter to them the most. The presentation of the decisions is an artistic act by the designer, but making the decisions is art from the hands of the player.

The art that comes from playing Mass Effect is not one that requires a great deal of skill, not when compared with playing a song or painting a picture. There is something to the idea that the power of a work of art is made greater by the difficulties the artist faced while creating it. However, Mass Effect is notable in that it gives players the expressive potential of the artist without demanding the intensive skill and practice normally required to express oneself effectively. A player in Mass Effect is not doing something equivalent to singing a beautiful aria. That is, however, an unfair comparison. A typical gamer is not ignoring intensive artistic expression in favor of playing video games. A typical gamer is replacing passive entertainment such as television with active, expressive entertainment.

Another way gamers can express themselves in games is by ignoring the stated objective and inventing their own goal. This can be a sort of rebellious act, turning the game into something far different than the designers intended. For instance, my brother and I used to play a game we referred to as “Jigglypuff Football,” which was our own amusing take on the popular game Super Smash Bros. In Super Smash Bros., the normal objective is to damage the opposing player and eventually hit him so hard he would fly off the map, thus killing him and depleting his stock of lives. The game is over when only one player is left alive. However, we invented our own game within the game. We put in a computer AI opponent (always playing the character “Jigglypuff”), and each claimed one side of the map. Our objective was to knock Jigglypuff off the other player's side of the map. Each knockoff was a goal, and we would compete to score the most goals in a given time period. The game was built to not care which side someone fell off, and had no way of keeping track of our game. Yet we played anyway, and had great fun. Our decision to ignore the game's stated objective and play our own way was in a sense an artistic decision. We became designers of our own game, making use of the tools the designers had given us.There is a takeaway from all this for game designers: Any game with clear rules and a certain amount of gameplay leeway can become a fantastic platform for everyday expressiveness.


Right now, the gaming community is really into games that are basically expressions of the designer. Popular and critically acclaimed titles like Portal, The Last of Us, and Journey are games in which the designer had a clear artistic vision, and communicated it powerfully through an interactive medium. These games are important, and have tremendous artistic value. I think that in the future, however, people will truly grasp the artistic and cultural importance of games designed to let the player be expressive. Such games won't replace the designer oriented games, but will be seen as just as important in the canon of artistic gaming. Games focused on player expression, like Minecraft, The Sims, and Grand Theft Auto are doing very well right now, and will likely continue to do well in the future. They are very fun to play because they allow people to express themselves. I hope that over time players, designers, and critics will see self-expression as a core part of what makes games culturally valuable. Audience self-expression something unique to games, and I think should help us understand why video games deserve their own unique spot in the canon of artistic media.

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