One of the things that concerns folks in the video game industry to a surprising degree is whether or not we make what can generally be referred to as “art.” Roger Ebert thinks that we can’t, which is his prerogative, except that he insists on looking at games as if they were films, which they’re not. Developers on projects from Indigo Prophecy to Façade to Shadow of the Colossus seem to think that we can, and offer up variations on gameplay models that serve as their arguments. Every year at the Game Developers’ Conference, there’s a debate on whether we can generate “higher” emotions, and honestly, whether we should even try.
(For a while, the debate was whether games could generate any emotion at all, which I always thought was a non-starter of a discussion. Games absolutely generate emotions – the joy of the particularly sweet snipe shot of your buddy in multiplayer, the frustration of failing a jumping puzzle for the umpteenth time, the rage at a spawn camper who takes you out lickety-split, the relief after winning a particularly tough boss fight – these are all emotions generated by games. What they’re not, however, are “higher” emotions like love or bravery or anything else that someone at a small liberal arts college could conceivably write a thesis on, and as such they’re not viewed as worth mentioning. To this, I say pfui. The stuff that comes from the viscera is just as important, and if you can invoke a good primal response, you’re probably doing something right.)
I can understand the fixation on art, believe it or not. Huge sales are nice, the adoration of 12 year olds is groovy, and knowing how to conjugate the word “R0XX0R” is something that my high school Latin teacher would probably appreciate. But with all that being said, our work is in many cases, still ephemeral. Because the medium of delivery is so important and the technology advances so fast, very few games linger in the general consciousness. There’s no discernable difference between a book printed in the 1960s and one printed today, but there’s a world of difference between an Xbox 360 game and one that was made for a PSOne. As the new consoles arrive, the old games vanish from mindshare and memory and most importantly store shelves, rendering it ever harder for them to become classics or reference points. A book that’s not read for a while can still be returned to and referenced. A game that’s not played is out of mind, and sooner or later there’s nothing around to play it on.
Even when the platforms don’t change out from under you, the evolution of what developers can do leaves games that are even a year or two old in the dust. New features, new graphics tricks, new tools, and a fan base that demands the bleeding edge all conspire to push older games into the background. It’s a nigh-immutable law of the industry. But when you’ve spent eighteen months or two years or even longer pouring yourself into a project, you want it to last a while in people’s minds. You want it to be remembered, to have everything you put into it taken out and recognized, and maybe even admired.
Ultimately, I find myself torn on the subject. Do I want the games I write to have a real impact beyond the blam and the kablooey? Absolutely. I want my characters to breathe and live. I want people to have to think hard about pulling the trigger on them or genuinely wanting to avenge them when they go down in a bloody hail of zap gun fire. I want my jokes to be laughed at, my references and in-jokes to be excavated and analyzed, and my storylines analyzed and assessed by the standards of game stories instead of whether they fit into the too-small shoes of cinematic narrative. So in that respect, I do want to make art, or something close to it.
Except that I don’t, and I particularly don’t want to spend my energy and effort on the deliberate attempt to create something that will acquire lofty titles. My job is to work as part of a team that, ultimately, ensures that people have fun. If I do that well, if I mesh with the team to create characters and situations and dialogue that bear weight and that the player can attach to, then I’ve done my job, and maybe, just maybe, this vanishingly rare “art” will fall out of it.
Or it won’t, but people will still have a good time, and will still remember the game as a pleasant experience. They might even want to see more of those characters, or want another chance to be those characters. That may not be art, but it is good writing, and it means I’ve done my job. The memories the game creates won’t linger in academic journals, but there’s something just as meaningful about a nation’s worth of “no shit, there I was” war stories about a game I worked on. And maybe, ultimately, those are in fact the first steps on the road to art. If they are, I won’t complain. If they aren’t, I won’t say anything either. Either way, there’s another game to make, another opportunity to push the envelope of my craft.
That is, after all, what it still is: a craft. Video game development is young, and serious game writing is even younger (or perhaps it just spent twenty years in suspended animation, between the heydays of adventure games like Planetfall and Hitchiker’s Guide to the Galaxy and the current blossoming of writing-heavy titles like Knights of the Old Republic and God of War). As game writers, we are still figuring out our roles, our shared vocabulary, and the limitations of what we can and cannot do. We’re inching our way toward the video game equivalent of talkies, but we’re not there yet, and we’re still figuring out how to use our tools – words – to best effect in a non-verbal medium. Even the best of us have, I think, an imperfect understanding of what we can do, brought on by still-developing technologies and processes and team structures.
Does that mean art is impossible in a game? Absolutely not. The cave painters at
But ultimately, do I think I, as a game writer, should strive to make art? Absolutely not. I should instead try to do the best job I can with the tools I have, and if art emerges, it will be wiser heads than mine that declare it so. As I told a table full of junior game designers and writers in
Besides, I like being an honorable craftsman.

9 Comments, Comment or Ping
Christy
I agree that much, if not most, of what we do in writing and designing games these days comes under the heading of craft.
I disagree with two points.
1) That “art” is somehow some separate, lofty, elite thing rather than a part of our everyday lives. I attribute this to a failure of the American culture, not a failure of art to be relevant.
2) Right now, as I type this, there is a group of people happily playing one of my adventure games from 10+ years ago. It was written for DOS, for goddess sake, but they have devised the means to overcome the technology, they ignore the old-fashioned graphics and they love the game because of the characters and the story. We can make games that are effective in those areas and those games will last as long as people can find a way to play them.
Writing counts. Whether you call it craft or call it art, it still counts.
Jul 27th, 2006
John B. Rosenman
Richard wrote:
“But ultimately, do I think I, as a game writer, should strive to make art? Absolutely not. I should instead try to do the best job I can with the tools I have, and if art emerges, it will be wiser heads than mine that declare it so.”
This is probably a sound and sensible attitude. We are all honorable craftsmen, and we run the risk of pretentiousness and taking ourselves waaaaayyyyy too seriously if we claim to aspire to a higher, artsy-fartsy realm.
Okay, I don’t know much about video games or video game writing, but I believe it can be an artform.
As you point out, video games are still evolving technologically and otherwise, and they haven’t even reached the levels of talkies yet. But you know something, when I sit down and write a story or novel, I sometimes say to myself, “Gee, I’d like this to be a work of art, but if it ain’t, then let it be a GOOD READ.” Hell, it’s hard enough to write a good read the way it is.
So, in video games and fiction, if they are a good read, or a good effective experience, that should be enough. If any art comes out of it, view it as gravy.
Jul 27th, 2006
David Niall Wilson
John got killed by a Storyteller ghoul, hit restart, and posted again (lol)…
I don’t know from artistic games, but I know if I like one. Mostly I avoid them because they are horrifyingly addictive and time-sucking creatures….but still I can get emotional just watching my son box against Ali on the Playstation…he has yet to beat him….
D
Jul 27th, 2006
John B. Rosenman
Naw, David, I have a split personality, and both of me hit login at the same time.
Did anyone see Bob Schieffer tonight? The last story involved video games and musicians who are writing classical music and symphonies for them. In many cases, this will be the only classical music kids will be familiar with.
That sure sounds like an artistic aspect of video games to me.
Now, let’s hope this message doesn’t repeat itself. . . .
Jul 27th, 2006
Phoenix
Talk about classics… I still play my original Nintendo.
I think that there are some games that make an impact and get remembered as classics. Castle Wolfenstine anyone? I played that when I was younger, didn’t even know I was killing Nazis. I just liked blowing things up.
I’ve also heard of Plainscape Torment and hope to come across a copy of it at some point. Oh, and the Kings Quest games? Those are pretty classic too.
Video games and PC games can be an artform.
I agree that there are a lot of them out there that don’t make a lasting impression, but every once in a while you get something special. But then isn’t that what we all strive for? Something special?
Julie
Jul 27th, 2006
Richard Dansky
Christy:
On point one, we’re coming at the same thing from different directions. Art shouldn’t be viewed as a separate goal in game writing; its possibility should be intrinsic to the process of the craft. By separating out the desire to make “art” from the work from which the good stuff can arise naturally, we risk shortchanging ourselves, the games, and the players.
As for point to, even with emulators and legacy consoles, the number of people who can get to the old stuff easily is vanishingly small. There’s a barrier to easy access there which prevents folks from playing that good old stuff - and it is good, no doubt about it, but if half my friends have trouble plugging in the Guitar Hero controller, most of them aren’t going to have any luck installing emulators. And thus they won’t make the effort, and to the larger audience, the stuff that requires emulators or Atari Jaguars or whatever gets lost.
Jul 28th, 2006
Richard Dansky
John:
Thank you for the amen, brother
I do think it’s interesting that “high culture” criticism of video games is working its way in through older forms - the music, for example. You’re starting to see symphonic concerts of video game scores, which lets the old high culture get comfortable with the new stuff, one piece at a time. What I’m waiting for, in my darker hours, is the development of good game criticism that understands that games are their own form, with their own rules, structures, and dictates. When that happens, I look forward to hearing what they have to say. Until then, I hope people have fun with what I do.
Jul 28th, 2006
Richard Dansky
Phoenix:
I certainly think the form has the capacity for art, whatever game art might be, and that it has created classics. The question is, is Wolfenstein the equivalent of Frankenstein, or is it The Castle of Otranto?
Jul 28th, 2006
Phoenix
Richard:
I confess that I haven’t read The Castle of Otranto. I did look it up and read about it though and am intrigued. Perhaps I will pick up a copy and give it a go.
However I almost think that Wolfenstein might be the equivalent of The Castle of Otranto in that it was one of the forrunners of its type as was the book and it seems to have spawned a whole line of the same “first person shooters.” Whereas Frankenstein was published later and is more of a “follower” though still an amazing work as are many following “first person shooters.”
Just my two cents. What do you think?
Julie
Jul 28th, 2006
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