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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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Games, Art, and Airplane Safety March 16, 2007 - by Ian Bogost Brian Ochalla just published an article in Gamasutra, Are Games Art? "Here we go again.". It's a nice article with input from Tim Schafer, me, Denis Dyack, Santi Siri, and others. For our readers here, though, I want to pull out one of my quotes, something I've been thinking about a bit lately:
"Film can be used for deeply charged emotional expression, or it can be used to show you how to use the oxygen mask in case of cabin depressurization. If video games are indeed a medium, then they too will speak on different registers.
"If you look at the world of 'serious games,' a lot of those titles are much closer to the airline safety video than to 'Citizen Kane,'"Bogost adds. "And like film or TV or painting, there will be different modes of video game craft. There will be pop-art games and self-referential postmodern games and exploitative games and games made solely to cash in on intellectual property like Sponge Bob." I have something of a critique of the concept of serious games in my forthcoming book Persuasive Games, and in retrospect I wish I'd talked more about this idea in that context. By the way, I like Sponge Bob as much as the next guy. It was just an example :) Comment from altug isigan on March 17, 2007
I remember playing a game at ludology.org which was about the conflict in palestine. It was quite simple. There were "terrorist" arabs protesting in the streets of a town and the only thing you had to stop them was to launch missiles on them... but it was such a inequal power you had as a player and the impact of the missiles was so big that civilians would be killed as well, resulting in more people protesting in the streets. It was a quite simple demonstration of how "violence creates violence". I liked what the game "taught" me, that you can't stop violence with violence and it made me just think that there must be something else to "stop all this". Now that's a great impact of such a "tiny" game, because it really corresponded to what I think about "art" and furthermore it just invited me to think outside of the major discourses that frame the whole issue in Palestine. The game also reminded me of an art description of Roman Jakobsen who said something like "it is art when it refers to the medium/message itself". I think the game I mentioned, simply referred to its own algoritms, and to its resulting mechanism or balance of forces that made me think about my own thinking patterns about the issue. I got the idea so clear, that I quit bombing around and got even questioning myself why I started bombing at all. It raised some sort of conscience in me, making me think I am the one who might have initiated the whole problem. But what was more imported was that I could "feel" how the medium locked me into my "topos". Which created a feeling close to the "sublime"... I just couldn't stop feeling the awe inside me. It felt intelligent, challenging etc. Comparing this experience to the type of art that Ernest Adam's demands from game developers in his recent article on gamasutra, just tells so much about the perception of "art" in the industry. For example Adam's mentions Sid Meier and Will Wright as the ones who could be seen as the makers of the Merchant Ivory game that will propel the game industry into something with higher reputation through their true "art" games. The art he descibes is quite "artsy" and I think it lacks to address social criticism at all. Just taking a look at Sim City, The Sims or Civilization makes clear that their designers really know their jobs as designers, but that the art you will get from their games won't be as "critical" as that simple game about the conflict in Palestine. Pulling games into a "high culture-low culture" debate kills their potential as much as leaving them to the iron rules of the industry. POST A COMMENT
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