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PSU Editorial: Why Videogames are Art

What is art? It’s a fairly straightforward question, yet it encompasses a limitless amount of correct answers. Art is defined by Webster’s Dictionary as the conscious use of skill and creative imagination, especially in the production of aesthetic objects. What happens, then, when the physical aspect is removed?

The other day, I asked my friend’s father, one of the most level-headed people I know, if he considered film to be a form of art. I was hit with a rapid response confirming that yes, film is indeed an art form. I proceeded to ask him the same question regarding videogames. I was greeted with a jovial laugh, followed by a peculiar stare once he realized that I was entirely serious. He then pointed out that a videogame can’t be compared to the likes of a beautiful sonata or a heart-wrenching movie. I asked, “Why not?” He adopted an irresolute manner and pronounced that they "just aren’t in the same league."

He was right. Videogames are not in the same league as music or film. Quite frankly, that wouldn’t be possible, as those two are in completely different categories to begin with. This fact doesn’t imply that one isn’t an art form. One came to be after the other was already established, thus there are disparities between the two. Another medium has now established itself within our society and grows tremendously in popularity with each passing day. We must once again modernize our views, as videogames are a new, interactive art form.

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To help truly classify art, we must first look at its evolving and often conflicting classifications. We begin in a 1920s tavern. The aroma of alcohol in the air is pungent. A man sits on the stage emitting some swinging sounds from his sax. The high-brow critic in the crowd cringes as he listens to what he believes to be nothing but improvised cacophony. Disgusted that people even considered this clamor a low form of music, the critic departs. The performance has the place packed, but the man manages to push his way through the group to an exit. Outside, the man feels the heat of the hot summer night and, against his better judgment, decides to catch one of the newest “talkies,” if only for the air-conditioning. He arrives at the crammed theater and manages to find a seat somewhere towards the back. The film begins and the sound reverberates throughout the room. The fact that movies could now emit audio still amazed the critic, but he and his associates still cited technical boundaries as the reason that, despite their growing popularity, movies would never rival theater as a real art form.

If this man could visit our era as we just visited his, he’d be astounded to find jazz almost universally considered one of the great American art forms, and movie directors hailed as visionary artists. As you can now see, our perception of art advances as our society and world progress.

Recent technological advances now enable the creation and use of interactive media, otherwise known as videogames, which a whopping 72% of U.S. citizens play, according to a recent study. Even more than other media, games are rapidly evolving. Mohr’s Law states that approximately every 18 months, computational power doubles. With more power comes less restrictions, and with fewer restrictions comes freedom. Simply put, technological developments within games help better convey their artistic elements. Outside of visual fidelity, improved power allows for more sophisticated artificial intelligence; characters now have the capacity to behave in a realistic manner to the situations that they’re placed in.

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This increased intelligence complements the next advancement that is currently revolutionizing the gaming world–motion capture. Motion capture, often dubbed mo-cap, is the capture of real human movement. This technology has only been translated to videogames within the last year or so, but you’ve seen it implemented in such movies as ‘The Lord of the Rings’ and ‘King Kong’. Andy Serkis was grand as the massive ape in Kong, and nearly won an Oscar for his performance as Gollum in the Lord of the Rings trilogy. Do you know what his latest project was? Not a movie, but a game: Heavenly Sword. Serkis was cast as King Bohan in the epic project, which critics touted as “a fun and beautiful game that shatters the current boundaries of motion-capture technology.”

A-grade actors aren’t the only ones entering the industry, as videogames are currently being directed by some of the most creative minds on the planet. Outside of the dozens of directors who are making their debut through their games, well-known masterminds like Steven Spielberg and Peter Jackson are currently involved in a plethora of projects.

With such renowned directors at the helm of games with high-production values, the final products often end up extraordinarily realistic. With realism — which just so happened to be an artistic movement — rising within games every day, titles are now able to accurately represent the creativity and passion of their developers. Unfortunately, what a developer often considers an innovative game will be labeled by the mainstream media as a murder simulator. Let us examine one of the most realistic and undoubtedly most controversial games arriving this year–Grand Theft Auto IV.

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Grand Theft Auto is a franchise that has been mired in controversy since the turn of the century. Media and politicians have blamed the series for corrupting the minds of teenagers worldwide. I must disagree, as I believe that Grand Theft Auto is ‘The Godfather’ of videogames (except for the Godfather game, of course). All of the elements are present, from the distinctly stylized visuals to the intense, adrenaline-pumping action. Also, I guarantee you that those with disdain for the game overlook its deep plotlines brimming with political and social satire.

On the other hand, not all great games involve violence. The mind-boggling Echochrome certainly doesn’t, as it doesn’t even feature any color. This M.C. Escher-inspired puzzler seems confusing, and it is. In this game, an abstract set of laws govern the world. Although you may not be able to see them, paths exist everywhere. By shifting your perspective to block gaps or empty spaces from sight, you block them from existence, creating a path on which to travel. Hide an obstruction, and it no longer exists. If something appears below or above you, it is. If you’re clever, you can fall up. E.H. Gombrich, in his book Art and Illusion, says that “since ancient times, art has pushed the boundaries of our perception.” The sort of design ingenuity within Echochrome is the evolution of that idea, sparking constant thought about what is possible. The boundaries are limitless.

Looking back, we’ve certainly come a long way since Super Mario Bros. Emotional connections with characters are now not only possible, but a distinct reality. Okami, possibly the best PlayStation 2 title of all time, represents my point exactly.

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I was sick with the flu for a full two weeks last year. Bedridden with a 102 degree fever, Okami was my only companion. Like any great work of art, not many people bought it. Based on Japanese lore, Okami puts you in the paws of the sun goddess Okami Amaterasu. Rather than taking the form of a human female, Okami is pictured as an incredible white wolf. While playing through the game, your senses are immersed in a moving watercolor painting. One must see the game in motion to truly appreciate its awe-inspiring aesthetics. Okami’s design is based around the Celestial Brush, a godly mechanism that literally lets you paint things into the world or directly affect its state, like changing night to day or causing the winds to rush. While playing Okami, I formed such a deep connection with the main character that, at the game’s epic conclusion, I choked up in tears. A game managed to evoke such complex emotions from within me. Okami is the definition of interactive art.