Reasonable people have all accepted
that video games are a form of art. If someone truly disagrees with
the premise that video games have substantial artistic value, then I
think it is self-evident to any gamer that the person simply has not
experienced games properly.
The act of designing and developing a
game is clearly an act of artistic expression. Unlike movies and
novels, however, games are interactive. Many games often act more
like a dialogue between the designer and the player than a simple
transfer of content from designer to player. My question, then, is
this: can the process of playing
a game be considered an act of artistic expression?
I
think that the idea of playing a game as an expressive activity is
somewhat unappreciated in important ways. Gamers always 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. Some games, however, are much closer to an
empty canvas. The best example in recent years is the runaway hit
game Minecraft.
For
the two people out there who have never played Minecraft,
it is a deceptively simple 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 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 an obstacle and nuisance. 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
brave 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 its 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, and can genuinely be seen as artistic.
The things they make 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 an intrepid 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 and 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.
There
are still other games where players deliberately ignore the stated
objectives of the game and simply do their own thing. This can be an
almost 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 tracking 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 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 Call
of Duty,
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. I think
that in the future, however, people will really grasp the artistic
and cultural importance of games designed to let the player be
expressive. 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. This sort of expression is something completely unique to
games, and I think should define why video games deserve their own
unique spot in the canon of artistic media.
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