Showing posts with label portal. Show all posts
Showing posts with label portal. Show all posts

Thursday, October 27, 2011

Games As Art: PBS Off Book

Just a quick post to share this sweet video that I found over on Kotaku. It's the latest in a series called "Off Book" by PBS Arts, and it features a number of people in the video game industry talking about why they see video games as an artistic medium. They raise some interesting points, particularly about the meaning of interaction and emotional inspiration, that are great contributions to the ongoing debate about games as art. Plus they describe Portal in a way that I completely hadn't considered but that is so interesting it makes me want to go back and play that incredible game all over again for the umpteenth time. That alone would make the video worth posting, but here it's just a minor point in the larger discussion.


One thing in the video I found particularly interesting was the description of the Jason Rohr's game Passage. The basic gist is that the game presents a world that you are free to explore, but only for a short time before your character dies; in that time you can get a partner who explores with you, but eventually dies shortly before you do. The concept and execution are simple and yet the game invites an emotional reaction by emphasizing a sense of the impermanence and unimportance of human existence. This use of interactivity to present an emotional concept is an elegant demonstration of the potential/truth of games as art, and demands further investigation. I'll see if I can get my hands on a copy of Passage, it sounds like a short but worthwhile experience/experiment.

Friday, May 14, 2010

PSA: Portal Free on Steam Until May 24th


In case you haven't heard, Steam has been released for Mac and to celebrate the occasion Valve is offering Portal for free until May 24th. For both Mac and PC. If you haven't yet played the sublime experience that is Portal then trust me, you'll love it. If you have played the game but don't own it then why are you even still reading this? Run, don't walk, to the Steam website and get Portal now!

Via Kotaku

Monday, February 22, 2010

Games As Art: The Auteur Theory and Video Games


The auteur theory, briefly, is an idea from film criticism which states that a director brings an identifiably unique quality to each of their films. Despite cinema's nature as a collaborative medium, the auteur theory posits that there is an indelible quality that the director brings to their output as the 'core' creator. For example, Steven Spielberg makes movies in a way that is identifiably distinct from the way that, say, James Cameron makes movies. It's a complex theory, and worth reading up on, but that's the basic gist of it.

The question is: is this theory of authorship applicable to video games?

Brian Ashcraft's article on Kotaku, "The Search for Video Game Auteurs," explores this concept, and makes some interesting observations. The names of successful developers often signify a consistent and identifiable style or level of quality. Hideo Kojima, Shigeru Miyamoto, David Jaffe, Ken Levine. All are individual developers whose games have engendered consisten respect from the gaming community. On the other hand there are creators like Tim Schafer who have likewise earned reputations as (possibly eccentric) innovators. There are expectations that precede games based on the individuals behind them, whether of quality or style or raw uniqueness.


Some games are furthermore sold using the name of their "creator," similar to the way in which Hollywood uses directors' names to sell their films. This can engender positive results, as with Sid Meier's Civilization IV, or Quentin Tarantino's Inglourious Basterds; it can likewise backfire when low-quality products are sold on reputation alone, as with John Romero's Daikatana, or Transformers: A Michael Bay Film.

More interestingly, however, Ashcroft points out that development studios are sometimes identified in much the same way that the auteur theory treats directors. Fans of games by Blizzard, Maxis, Lucasarts, Quantic Dream all expect a specific type and quality of game from each of the studios. These are not individual creators but rather collaborative entities that have developed distinct identities in gamers' minds. This begs questions as to the reasoning behind the consistencies in their products: is the auteur-esque less a personality and more a set of basic principles? Can their commonalities be explained on a flowchart, and if so is this type of logic extendable to film? Probably on both counts, but what does that mean?

Torchlight, a Diablo rip off?

A game like Torchlight problematizes this identification. Many have noted its similarities to Blizzard's Diablo series, and the fact that former Blizzard staff founded the studio behind Torchlight, Runic Games. So is Torchlight a "Blizzard game" then? Or are the individuals behind the new game responsible at least in part for the Blizzard persona? How responsible? How many former Blizzard staff does it take to create a Blizzard game? Curiously, is Diablo 3 a Runic Games game?

The upcoming Diablo 3, a Torchlight rip off?

The application of the auteur theory to video games is problematic because of the collaborative nature of the medium, but it's actually more complicated than that. One also has to consider the business behind the industry, and more crucially the fact that it is a medium of literal codes. People come together to create something but they do so under a company that retains the overall rights to the intellectual property, likeness, and the code. With this they can give the assets to newcomers to produce something like Bioshock 2. Considering Ken Levine's absence from the development team it would seem difficult to argue that it is 'his' game, like System Shock 2 and Bioshock are. At the surface level, however, there seems little reason to avoid this designation: the game clearly evokes his style, and on a spreadsheet breakdown it hits all the right bullet points. Why not call it Ken Levine's Bioshock 2, both colloquially and commercially?

Because video games are built with strings of codes they can be replicated without any alteration. This could not be possible in film: even if a director consciously chose to replicate the style of another they would still make their own choices as to what that constituted, in both form and content. With video games there is simply the code.

Walter Benjamin spoke of the loss of an artistic work's aura in the age of mechanical reproduction, but the issue is multiplied in the age of digital reproduction. More than that the concept of authorship becomes central when one considers the question, "can video games be art?" But that's a subject or another day. For now I will just say that the auteur theory seems ill-suited to the medium, but then the medium is still young. Things are just getting started.