Are video games art?

The gaming writing itch has settled back in after a month away. Time to scratch it. This entry's pretty long, so grab some coffee and get comfy.

Every so often The Internet gets together and decides to have a fight about whether video games are, or can be, a form of artistic expression. Unfortunately, that debate always devolves into a debate over the definition of art itself. While that is, in fact, a necessary discussion to have, the net's master debaters tend to overlook that that exact discussion has proven inconclusive for all of mankind since the Renaissance.

Roger Ebert raised the ire of gamers when he categorically said that games aren't art. There's not total authorial control, therefore they aren't art. He truly made a solid argument, even if kids experiencing Internet Rage didn't agree at the time. Ebert said that we, as players, could co-opt what a game auteur wanted you to do. It's true: you could watch Sonic the Hedgehog, controller comfortably sitting out of hand, for hours and hours and Sonic would stand there and not do a damn thing until you did something with him. At the most essential level, nothing unambiguously forces you to watch Sonic's progress. I'll share what I really think of Ebert's opinion later on, but for now I'll say that I think he does the most inspired, grandiose virtual worlds - Liberty City in GTA4, or Azeroth in World of Warcraft - a great disservice.

Since the definition of art itself quickly grinds game-related discussion to a halt, I agree with those who sidestep the issue and say that games can be a medium of artistic expression, in the same vein as TV, film, and radio before it. Sure, much of what we get is mindless drivel, whether on TV or on Xbox, but the potential for art is there, just like The West Wing is much better than a reality TV show and like The Legend of Zelda is better than the latest Shrek game.

As a gaming evangelist, presenting games to the outside world, I take the common shortcut of putting games' value in economic terms. Given the time and money spent on creating and playing games in this day and age, how are we not to take them seriously? How can there not be a de facto cultural impact of something that takes up so much of our attention?

So suppose the evolution in creative mass media goes like this: radio, then TV and film, followed by video games here at the current peak. Those who explain the "medium" of video games in terms of TV and film, as often happens, are doomed to describe the medium in too constricting of terms. What about a competitive, strategic multiplayer game like Halo? What about the "demoscene," the subculture of hackers who create digital, non-interactive scenes that make you go 'ooh' and 'ahh'?

Games can give a compelling experience without narrative, to the point where games become more like jacking into the Matrix than watching a story with a pigeonholed genre. Game publishers like Microsoft get this idea, but their marketing departments are at a loss for words to describe what you actually do with games, so they resort to calling everything an "experience."

Which brings me back to Ebert: I think The Internet is quick to brand him as this jealous "old guard" of That Which Can And Cannot Be Art, but I think he's just innocently basing his conclusions on ideas that are on the brink of going out of style.

Using the existing conventions of film - or music, or literature - games have the unique luxury of crossing boundaries. A single game can use a close-up camera shot, a tense musical cue, and textual metaphor near simultaneously, which is something that a movie, symphony, or novel can't do. But games get even better, because interactivity is inherent to the form. And interactivity - like any other artistic tool like the close-up and so on - vivifies the experience.

Take Metal Gear Solid 3. At the game's end, you're finally confronted with the baddie you've been hunting since the game started: The Boss, a deadly female agent with innovative combat tactics - and your one-time mentor who speaks with a motherly tone. At the game's start, she defected to the Soviets, and your character, Snake, is the only one with the potential to track her down behind enemy lines and dispose of her. The fight's dialogue is a jarring mix of her familiar motherly tone with an almost forced "bad guy" line here and there - "Finish your mission! Kill me!"

Once you win the fight, she's not dead. She lays silent, barely moving. Snake is locked in place, posed at The Boss's feet, gun in one raised hand, barrel pointing at her head. Suddenly, none of the controller buttons work. You can't open menus, pause, change weapons, or move. The only button that works is the one that pulls the trigger.

There's no escaping it: you kill The Boss.

We've seen dramatically significant killings in movies tens of thousands of times, but no matter how spectacular the method, no matter the relationship between killer and victim, film is simply incapable of conveying this act in the second person.

Thanks to scenes like that one, I strongly believe that games already are art, and that games might even expand what we consider to be art, if certain Matrix-esque, psychological experiences are poignant enough to warrant it. Either way, we would be wise to be spending our time establishing the conventions of the video game form. I've already written 60 pages on the topic, but that's just a rough idea from one guy. Imagine what an industry full of game designers and writers could do with such a concept.

Speaking of walking...

My desire to walk has more selfish motivations than green ones, but I have had the whole 'green' thing on the brain lately.

For one, my stock-market-tanked-so-lets-get-investing money is thinking green. I imagine that a few entrepreneurs will start offering green electricity and that the suppliers of that infrastructure (solar panels, etc.) will become their own market sector for the first time. After that there will be more green industries for water, building and remodeling, industrial consulting, and anything else that Prez Obama might have the wisdom to subsidize in order to jump-start this big goal of his. I'm betting that some big player will emerge overnight with a glorious IPO and Jim Cramer will tell everyone to buy it the day after it jumps 500%.

I've thought about getting myself in on the ground floor, too. A lot of the schools I'm applying to offer Environmental Policy or something or other, which combined with a mild business education may be just the ticket into this little industry.

I never saw myself declaring a major in something labeled Environmental - much less as a grad student - but my huge nerdiness for technology somehow got funneled into thinking all this stuff is way cool.

A political post (with a touch of class)

In the 2004 election, I was a mad crazy hyperblogger sent from outer space to convince college campuses everywhere that everything the Republicans said was a lie, and you should STFU and vote Kerry because he wasn't part of that collective.

I stand by my statements, but this time I'm a bit more relaxed, if only because the media circus is mostly on my side this time. So this time, I'm going to focus on one tee-tiny thing Bush screwed up on:

Holidays.

Bush proclaimed Jesus Day to be sometime in the spring, like March or somewhere around there. Patriot Day was proclaimed on 9/11 to rouse our support in the War on Eurasia (or was it Eastasia?). In both cases, Bush made a vital flaw in his calculations.

In the case of Jesus Day, he neglected that Jesus Day already exists and is big enough to determine the fate of the American economy over the course of an entire fiscal year.

In the case of Patriot Day, he failed to realize that war cannot be declared on nouns.

Once elected president, I promise to rectify these missteps by proclaiming truly amazing holidays. No, no Pirate Day, no Ninja Day. Those who wish to pursue Pirate/Ninja Day or any variant thereof should go back to watching Napoleon Dynamite for the 90th time and continue to call their friends "broheim." I'll loan you my copy of Superbad if you just go away.

Anyway. At the start of my epiphany, I was thinking we needed to give American holidays a touch of class. Enough days related to war, the military, or Christianity. We need something that's unabashedly American in the unhealthy-but-can't-resist kind of way. Like Miles Davis Day. That's just the kind of inspirational character America needs - genius, did great things, but flawed.

"Wait," said the other half of my near-schizophrenic inner monologue. "Didn't Miles Davis like, severely beat his women?"

Well, that won't do. We're going for class here, and beating your lady is just not gentlemanly. One of those flaws that won't play out well in the political world.

So, we're on to Coltrane. Like Miles, he was a genius, did great things, and was a flawed man - and, as a bonus for the super Christians, he found God! So they can enjoy that, and the rest of us can appreciate the whole body of Coltrane's work and contributions to culture and we can make a new holiday tradition out of drinking scotch on the rocks in dark rooms filled with that bittersweet alto sax sound.

Whoa, I just had an awesome game idea.

The next step beyond the Wii is a mo-cap controller. I think you could pull it off with 14 sensors, if they were cheap. They'd go on:

hand
elbow
shoulder
hip
knee
heel
toes

And there'd be two on each side, making for 14 in all. And honestly, since people are willing to buy peripherals as evidenced by Guitar Hero, you might even be able to pull it off on the current Wii platform.

Now if we did this, we could make a real dancing game. Forget DDR and that clown dancing bullshit. (but mad respect to the guys who can freestyle at that game and make it look easy) No no, this game would actually teach you to be a badass breakdancer. The game would come with 50 songs like DDR, all taken from various kinds of electronic and hip-hop music. Each song would have a routine that you'd be scored on, but you'd unlock the ability to freestyle each song.

I think it'd be badass.