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Video Games: The State of the [email protected]
Video Games: Video Games: The State of the The State of the
ArtArtRandy Smith
AMODA Presentation Series May 5, 2003
“From Zero to One: Expressions in a Digital World”
Video Games: The State of the [email protected]
IntroductionIntroduction
• Who I am
• Material in this presentation» Video games as “Interactive Art”» “Interactivity” and how it’s used in
video games» Perspective on the status and
future of video games
Video Games: The State of the [email protected]
Are Video Games Art?Are Video Games Art?• Video games are just visceral
entertainment, a diversion?
• Do games share the breadth of human experience? Evoke a range of emotions, tell meaningful stories?
• Games don’t seem like art, because there’s no Schindler’s List of games.
• Let’s look at some critical reviews…
Video Games: The State of the [email protected]
LOTR: The Two Towers, LOTR: The Two Towers, the filmthe film
• “...positively astounding in the depth and breadth of its massive, multitiered story arc, its wholly identifiable characters, and the sheer magnitude of the vision involved in its creation. ….adaptive near-perfection and an engaging, emotionally supercharged epic adventure.”
– Marc Savlov, Austin Chronicle
Video Games: The State of the [email protected]
LOTR: The Two Towers, LOTR: The Two Towers, the video gamethe video game
• “…a visceral, high-action beat-'em-up that hugs closely to the concept of Golden Axe, yet layers the game with options, rewards, multiple playable characters, and a progressive combat system.”
– Douglass C. Perry, IGN
Video Games: The State of the [email protected]
What we learn from What we learn from reviewsreviews
• Reviews can be a metric for maturity of an artform.
• Game reviews seem to indicate less maturity, less social acceptance.
• Game reviews:» Jargon (“beat-’em-up”)
» Feature lists (“multiple playable characters”)
» References to existing work (“Golden Axe”)
» A lack of shared critical language (“a progressive combat system”)
Video Games: The State of the [email protected]
Common Topics in Game Common Topics in Game ReviewsReviews
• Art
• Fiction / Story
• Technology
• …but what is the unique contribution of video games?
• Art forms progress in maturity by finding their distinct quality.
Video Games: The State of the [email protected]
How Did Other Art Forms How Did Other Art Forms Achieve Maturity?Achieve Maturity?
• Insightful parallels:» History of Film in 4 Slides» History of Comics in 4 Slides
• This will be grossly oversimplified, surprisingly.
Video Games: The State of the [email protected]
The History of Film, Slide The History of Film, Slide 11
• Auguste and Louis Lumiere invented the cinematograph / projector in 1895.
Video Games: The State of the [email protected]
The History of Film, Slide The History of Film, Slide 22• Used it to capture kinetics, including the famous L'Arrivée d'un train en gare de la Ciotat.
• No narrative structure.
• They didn’t see the artistic/storytelling potential
• “The cinema is an invention without any future”.
Video Games: The State of the [email protected]
The History of Film, Slide The History of Film, Slide 33• Then filmmakers started noticing that you could do stuff with film that you couldn’t do with theater.
• Georges Méliès “A Trip to the Moon”, 1902 = special effects
• Storytelling still done with theater techniques
Video Games: The State of the [email protected]
The History of Film, Slide The History of Film, Slide 44
• Orson Welles used the distinct qualities of film (the camera) as a narrative tool – » Deep focus» Low angles» Careful shot
construction» Pans, dollies, close-
ups, etc.» Post production
Video Games: The State of the [email protected]
The History of Comics, The History of Comics, Slide 1Slide 1• Scott McCloud calls
comic books “Sequential Art”.
• All comic books are Sequential Art, but not all Sequential Art has to take the form of comic books.
Video Games: The State of the [email protected]
The History of Comics, The History of Comics, Slide 2Slide 2• Should serious works
be called “comics” at all?
• We have something similar going on in video games. Video games are all “Interactive Art”, but not all “Interactive Art” has to take the form of video games.
Video Games: The State of the [email protected]
The History of Comics, The History of Comics, Slide 3Slide 3
• Closure = What happens between the panels. Closure tells stories because the audience understands the panels to be sequential.
• Closure is the distinct quality of Sequential Art.
Video Games: The State of the [email protected]
The History of Comics, The History of Comics, Slide 4Slide 4
• Not all Closure is equal. Some comics use it more than others to evoke emotions and tell stories.
Video Games: The State of the [email protected]
Video Games are Video Games are “Interactive Art”“Interactive Art”
• “Interactivity” is the distinct quality of Interactive Art.
• Are other art forms interactive?
• Definition of Interactivity = “Everyone in the audience can have a different experience” ?
• If so, are films interactive? Kinda, they are, yeah.
Video Games: The State of the [email protected]
Films are Interactive???Films are Interactive???
• Your experience depends on which parts of the film you pay attention to. And when you get up to go to the bathroom. Etc..
• Ok, sounds like a stretch, but…
Video Games: The State of the [email protected]
TimecodeTimecode
Video Games: The State of the [email protected]
House of LeavesHouse of Leaves
• A non-sequential novel
Video Games: The State of the [email protected]
So That Definition Wasn’t So That Definition Wasn’t Narrow EnoughNarrow Enough
• How are video games more interactive than film or books?
• The difference in experience only comes from the way the audience pays attention to the medium. » Timecode depicts the same sounds
and images every time it’s viewed.» House of Leaves has the same words
and pictures every time it’s read.
Video Games: The State of the [email protected]
Static vs. Interactive Static vs. Interactive MediaMedia
• Static Media = The media cannot change in response to audience input while it is perceived.
• Interactive Media = The media changes in response to audience input while it is perceived.
Video Games: The State of the [email protected]
That still seems like a That still seems like a broad definition….broad definition….
• So if there’s an art installation with a button that turns on a light, is that interactive art?
• Yes, but just like Closure in comics, not all Interactivity is equal.
• An important point = To what extent is the distinct quality used as part of the art?
Video Games: The State of the [email protected]
What else fits the What else fits the definition?definition?
• What else is Interactive Art besides video games?
• (And what makes a game a game?)
• Let’s look at some examples from AMODA showcases…
Video Games: The State of the [email protected]
moboid’s “Grip”moboid’s “Grip”
• Made with a video game engine
• About video games
Video Games: The State of the [email protected]
Levitated’s “Organic Levitated’s “Organic Machinery”Machinery”
• Randomly-selected combinations of insect parts
• Re-combine randomly when clicked on
Video Games: The State of the [email protected]
Zack Simpson’s “Shadow Zack Simpson’s “Shadow Garden”Garden”
Video Games: The State of the [email protected]
Interactive Art and GamesInteractive Art and Games
• How does non-game Interactive Art contribute to the maturation of games?
• How do games inspire Interactive Art?
• This year’s Experimental Gameplay Workshop at the Game Developer’s Conference…
Video Games: The State of the [email protected]
Casey Muratori's Owl Casey Muratori's Owl gamegame
Video Games: The State of the [email protected]
Games that Accidentally Games that Accidentally Carry Messages?Carry Messages?
Video Games: The State of the [email protected]
Missile Command: The Missile Command: The Futility of Nuclear War?Futility of Nuclear War?
Video Games: The State of the [email protected]
A Closer Look at A Closer Look at InteractivityInteractivity
• So how is Interactivity being used (or not) in video games as part of the art form?
• IE – How is it used to convey emotion, tell stories, share human experience?
• What types of Interactivity are there?
Video Games: The State of the [email protected]
Interactivity Isn’t Always Interactivity Isn’t Always the Focusthe Focus
• Tech breakthroughs like the “Full Motion Video” craze of the mid 90’s.
Video Games: The State of the [email protected]
Recent Interest in Recent Interest in InteractivityInteractivity
• “Open-endedness” is a big deal these days.
• Meaningful feeling of control
Video Games: The State of the [email protected]
Interactivity Isn’t Used Interactivity Isn’t Used EquallyEqually
• GTA3 versus King’s Quest
Video Games: The State of the [email protected]
Interactivity Isn’t Used Interactivity Isn’t Used EquallyEqually
• The Sims versus Final Fantasy
Video Games: The State of the [email protected]
How Interactive is the How Interactive is the game?game?
• Do you feel like you’re participating in the static experience planned by the designer simply by clicking it forward?
• Or do you feel like you’re contributing to the outcome? Do you have any creative expression?
Video Games: The State of the [email protected]
Some reasons people like Some reasons people like more Interactive gamesmore Interactive games
• Meaningful control
• Ownership of experiences
• Creative expression
• Narcissism – An experience about the player, not the artist
Video Games: The State of the [email protected]
Types of InteractionTypes of Interaction
• “Hit Any Key to Continue” Interaction:
Video Games: The State of the [email protected]
Branching InteractionBranching Interaction
Video Games: The State of the [email protected]
Locks and KeysLocks and Keys
• Many adventure game puzzles are locks and keys.
• Can be contextualized to seem like stories, even very emotional ones.
Video Games: The State of the [email protected]
Discrete InteractionDiscrete Interaction
• “Hit Any Key to Continue”
• Branching
• Locks and Keys
• …these aren’t “open-ended”.
Video Games: The State of the [email protected]
So what’s the alternative So what’s the alternative to discrete interaction?to discrete interaction?
• Game Systems, such as the driving system in GTA3
• Simulations, such as the physics simulation in GTA3
• Game systems and simulations are the nuts and bolts of highly-interactive games. They make more meaningful use of player input.
Video Games: The State of the [email protected]
Driving System in GTA3Driving System in GTA3
Video Games: The State of the [email protected]
So GTA3 has Interactive So GTA3 has Interactive driving. Big deal.driving. Big deal.
• GTA3 has higher caliber Interactivity. But is it better art?
• In other words: So Final Fantasy’s story isn’t very Interactive. It’s still a better story than GTA3’s.
• Ok, so let’s survey how these types of Interaction are applied to storytelling in games.
• But first….
Video Games: The State of the [email protected]
Can’t Ignore the Distinct Can’t Ignore the Distinct QualityQuality
• To achieve artistic maturity, games need to use interactivity for art/storytelling, not fall back on literature and film techniques.
• Final Fantasy = better storytelling because it uses the tools from a longer, richer storytelling tradition.
Video Games: The State of the [email protected]
Some VocabularySome Vocabulary• “Gameplay” vs. “Story”
• In Final Fantasy» Gameplay = turn-based combat» Story = told via cutscenes
• In GTA3…» Gameplay = driving mayhem» Story = some crap about gangs
fighting
• Storytelling strategies in games have to do with the relationships between these 2 things.
Video Games: The State of the [email protected]
The Final Fantasy The Final Fantasy StrategyStrategy
• The story is basically non-interactive and relies on storytelling techniques from other media.
• Often delivers a higher quality story.
• The gameplay is used between story updates.
Video Games: The State of the [email protected]
The Adventure Game The Adventure Game StrategyStrategy
• The story contains simple, discrete interactivity» Branching» Keys and Locks
• Often delivers a higher quality story, but often less of it.
• The story and gameplay are often the same thing, but the gameplay isn’t very interactive.
Video Games: The State of the [email protected]
The Simulation Game The Simulation Game StrategyStrategy
• Some Simulation Games» GTA3» Thief
• “Embedded Narrative” = Static story elements, such as cutscenes.
• “Emergent Narrative” = Interactive story the player tells through gameplay.
Video Games: The State of the [email protected]
Simulation Game Simulation Game Strategy, cont.Strategy, cont.
• Embedded Narrative is the framing device that brings meaning and investment to the core gameplay.
Video Games: The State of the [email protected]
Emergent Narratives Emergent Narratives require Game Systemsrequire Game Systems
• Emergent Narratives are not written by developers, they are written by players with core gameplay.
• Buzzword = “Emergent Gameplay”
• Game systems are needed in order for core gameplay to support Emergent Narratives.
Video Games: The State of the [email protected]
Simulation Game Simulation Game Strategy, cont.Strategy, cont.
• The story has a dichotomy» Embedded Narrative» Emergent Narrative
• The Embedded Narrative is higher quality but non-interactive.
• The Emergent Narrative is interactive. Story and gameplay are the same. But what quality is it?
Video Games: The State of the [email protected]
Is this a Cop-Out?Is this a Cop-Out?
• The Emergent Narratives are basically just action sequences.
• We dodge the issue of making the Embedded Narrative interactive. Only the Emergent Narrative is interactive.
• We keep the story thin to emphasize the player’s experience.
Video Games: The State of the [email protected]
Interactive Storytelling is Interactive Storytelling is a Hard Problema Hard Problem
• What game systems can be made that will dynamically craft stories?
• It’s way easier to see how to apply game systems to mathematical stuff like physics.
• It’s kind of an Artificial Intelligence problem: create an AI Dungeon Master.
Video Games: The State of the [email protected]
What have games What have games accomplished so far?accomplished so far?
• Topics typically covered by core gameplay:» Combat / Violent Conflict» Move / Climb / Drive» Explore / Unlock» Acquire / Manage resources
• Emotions games typically evoke:» Fear» Paranoia» Revenge » Power fantasies
Video Games: The State of the [email protected]
Wasted potential?Wasted potential?• Mismatch between what
interactivity is capable of…» Meaningful control» Ownership of experiences» Creative expression
• …and what its currently used for:» Combat / Violent Conflict» Move / Climb / Drive» Fear» Power fantasies » Etc.
Video Games: The State of the [email protected]
The Potential of The Potential of Interactive ArtInteractive Art
• Interactivity Art» The art responds in real time to the
audience’s input. » The art of creating experiences.» About the audience, not the artist.
• Wow, what can you do with that?
Video Games: The State of the [email protected]
What’s the current What’s the current status?status?
• Are we in the early, Dark Ages of Video Game Pornography?
• Alone in dark rooms, controller in hand, experiencing visceral diversions and base emotions?
Video Games: The State of the [email protected]
Some Barriers to Maturity Some Barriers to Maturity
and Acceptanceand Acceptance• Detractors, such as John Carmack.
• Economic pressure. Aversion to risk and experimentation. Tried and true methods for satisfying story in games.
• Demographics – male 17-24 year olds. What is the mass market demographic in film?
• Emphasis on technology.
• Games that demonstrate limitations rather than potential.
Video Games: The State of the [email protected]
The Path to MaturityThe Path to Maturity• More native use of Interactivity
» as a storytelling tool» to evoke different topics and emotions
• Seminal, serious works like Maus
• Shared critical and design language
• Self-consciousness amongst the artistic community. An “Understanding Video Games”
Video Games: The State of the [email protected]
The Path to Maturity, The Path to Maturity, cont.cont.
• Experiments in Interaction, like Timecode and Shadow Garden
• Lower barrier to entry for making games.
• Time. Film = 100 years old. Sequential art = 3000 years old.
Video Games: The State of the [email protected]
ReferencesReferences
• Murray, Janet. Hamlet on the Holodeck
• Laurel, Brenda. Computers as Theater
• Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution
• (More available on request)
Video Games: The State of the [email protected]
AcknowledgementsAcknowledgements• Matthew Sakey
• Heather Kelley
• Bernd Kreimeier
• Sarah Paetsch
• Jane Pinckard
• Robin Hunicke
• Harvey Smith