One question that I hear often is, "Can Computer Games be Art?" I assume the question means, can computer games display an aesthetic that is sufficiently nuanced and inspiring as to provide insight into the human condition? Can a computer game represent a cultural achievement, rather than simply a business, group, or technological achievement?
This conversation has been partially resurrected recently by the release of Playstation 3's interactive experience Flower, including in this episode of Slate Magazine's wonderful Culture Gabfest.
Unlike the traditional first person shooter experience (typified in this screen shot of the game Crysis), in Flower you float above meadows, enticed to exist and embrace the world, not to kill everything that moves. So is the computer game Flower an example of Art?
Let me back up. What are the argument against computer games as Art? Here are at least two:
Many years ago, I had a friend who was bothered by pictures that were represented on a computer generated canvas. Can anything, he asked, that can be captured via a sequence of 1's and 0's be art? Does the inherent finiteness of digital medium condemn it? More relevantly, computer games "date" quickly, in part due to the rapid march of technology. A program that seemed 3D and immersive this week seems clunky next week. For example, the computer game Mortal Kombat, with one player plunging their hand into the rib cage of an opponent and pulling out their still beating heart, shocked parents of the day, while today appears simply to be a harmless example of low-res graphics and bad taste.
A second question is, does the motivation of media creators (and specifically often a strictly monetary, "blockbuster" focus) undermine the artistic process? Can factories spit out Art on a regular basis?
The digital medium argument doesn't seem to bother people any more. The nearly infinite density of digital media allows for sufficient nuance and therefore expressiveness. And books themselves have always been able to be completely represented digitally.
The "datedness" argument is actually inevitable in A
rt, not something that dissuades from it, as long as one condition is met. Here, architecture, music, and television shows may be useful comparisons. New genres of all are imagined, then produced, then copied. People get sick of the knock-offs, and new genres replace them. The old examples fall into disregard. Then (and this is the one critical condition) eventually, the old, great vanguards of the original genre are rediscovered.
We are seeing that today, with the rediscovery of originally coin-operated "Classics" such as Asteroids and Pac-Man that are not just nostalgia driven. Rather, playing an old computer game today invokes respect for the simplicity of these (relatively) modern koans, not desire for more pixels (For comparison, the program of Seawolf is 4k, Asteroids is 7K, Galaxian and Frogger are 11K).
The second issue, can factories produce Art, is more interesting. Because the biggest question is this: Can something be "Art" if it does nothing but pander, both in terms of style (where people want to be surprised, engaged, titillated, amused, and impressed) and substance (where people want their existing opinions and skills validated)?
The challenge here is that not only do almost all computer games fail this criteria (they shamelessly pander), but so to does most things we consider art today. This begs the subsequent question: Should Art be considered Art? Does most art in galleries today, as with network sitcoms, more represents different forms of what me may call "pre-Art?"
Is Art Art?
What is the end goal of Art? Many would say it is to inspire, shock, provoke, or decorate. I say Art is to educate. And definitely not educate in the K-12 sense of the word.
Rather, Art should improve the human condition by helping people become better people -for example, to better learn leadership and stewardship; or to eschew revenge and domination. This view of Art has been the model of
Chekhov and Aesop. Dante's Purgatory was not the government waiting room as shown in Tim Burton's Beetlejuice but rather more like a great museum to help good but flawed people become perfect.
As a necessary continuation, I would further argue that the goal of Art is not self-expression. Consequently, being a professional artist, especially as dedicated to early on in one's life, is as intellectually flawed as being a professional teacher or a professional politician. It necessarily focuses on style over substance, and technique over wisdom.
Educational Simulations and Serious Games - Taking on the Challenge of Improving the Human Condition
Given the belief that Art should be structured to deliberately improve the human condition, and ideally in a way that is engaged voluntarily by the student, I believe it is sims that is most directly taking on this inherent challenge of art. Today's cadre of sim designers, clumsy and immature as we all are, are working on creating the leading edge of "Art" in the classic sense, through creating new example and new techniques.
The Simulation Designers' Reference Shelf
Still, sim designers do need to draw heavily from the creative works of the past (both immediate and classical) - the so-dubbed pre-Art. These works showcase wonderful techniques from which we must draw. This whittles all of the above down to a thankfully useful, if anti-climatic conversation. What reference material should a sim designer have in his or her shelf? Here are some categories.
Other educational simulations and serious games. We need to be aware of what our contemporaries are doing.
Computer games, including iPhone. Both big budget Triple-A releases and small apps model new ways of interacting with content and deliberately developing new skills and perspectives in users.
Design books. There are some interesting design books out there, hopefully including my own.
Comic books and graphic novels. Every good sim designer should have a few dozen "graphic novels" on their shelf. Just the other day, I had to create some images depicting paranoia, and happily could draw from Maus (Art Spiegelman), Daredevil: Born Again (Miller and Mazzucchelli) and School is Hell (Matt Groening).
Dvd's/Blu-rays. For character animations and "feel," nothing beats a good DVD library. Again, for paranoia images, I recently grabbed from The Departed and The Lives of Others.
Magazines and Catalogs. These show the specifics of clothes and body types. If one is looking to design characters for a science sim, cut and paste pictures from profiles of real people in a current scientific magazine.
Favorite web sites. Great web sites are always a nice model of clean aesthetics and intuitive interactions.
Conclusion: Of Our Time and Timeless
So can computer games be Art? Of course, by the pre-Art standards that we define today. But we, collectively, need to shoot higher.
Simulations and Serious Games have taken on most directly the historical challenge of Art - to predictably help make people have more control of their lives and be better stewards of their family, community, and planet. Having said that, our own lack of examples, experience, funding, and channels frames us as hacks and amateurs, even crackpots. Fair enough. That might be the strongest proof of all that we are truly artists.
The final question is, where is the best talent going? In media creation, I would argue that it was to the movies and PC games in the '90's and television, console games, and apps in the 00's.
Might it be sims in the '10's? I hope so.