They keep many people entertained in the long run. In any case, there just might be another element to video games that give gamers another aspect to these creations and that is the subject of art. Some might say that these mindless video games can never be considered art because of comparison to artists who are musicians, poets, writers, or even painters. This is how I am going to connect video games and art. First off, we have to define what the meaning of art is.
Critics state that that video games do not have the artistic values that art has but perhaps there needs to be a new definition of what art is to include video games. Art can be divide in to two different categories, “literacy arts,” art forms that attempt to tell a story, and “fine arts,” traditional works, sculptures, and paintings, as well music and dance. Video games, along with film, are an example of a literacy art form. Video games are increasingly becoming literacy art by telling stories that are equal if not better than those found in most movies. Not just mediocre stories to have them in the games, but compelling stories that drive the player to push forward.
The controversial topic of video game addiction is what I have decided to focus my multi-genre research project on. Although a multitude of people do not even know of the existence of such a problem in today's society, I can assure you that this is becoming an increasingly greater problem effecting people around the world of all ages. Through my multi-genre project, I intend on proving the uselessness and detrimental qualities of playing video games, and I am going to explore some healthy alternatives to such a problematic habit. This is a very important topic to me because I myself used to be absorbed in video games, and through those hours wasted I have accomplished nothing. I am hoping that through this project I may be able to open the stubborn eyes of the public and possibly convert just one person into finding an alternative to their excessive gaming.
Take for example, Super Mario Galaxy, the colors to capture you attention, the music to drive you forward, and the concept to keep you coming back. All of these combined, make up one great game, and an overall multidimensional work of art. In the article “Why Video Games are Works of Art”, Kyle Chayka talks about what components make a game an artwork, but with every protagonist, there is always an antagonist saying “Oh, no it isn’t!”. On the opposite side, we have Rodger Ebert, and
Some games have as much written or voice-acted dialog as a movie or novel with stories to engage, morally challenge and absorb the player. Game designers have many reasons to create a game; profit, entertainment, etc. However, it is those games that show the expression of the designer that speak to a person more than others. While you can go pick up the new “Call of Duty” or “Madden”, those games will not make you think and reflect, much like a painting of a dragon would not make you question what it means to be alive. Miguel Oliveria, a game designer said, “What’s blocking interactive media from being considered art is that most video games focus on primitive feelings of aggressiveness and competitiveness.
But, like drugs, people’s problems still exist and do not get solved. The only difference between the virtual world and the real world is that video games tend to be personalized and meticulously tested with experiences which, unlike books, are constantly tinkered with by their manufacturers to be as addictive as possible. Another factor of the virtual world aspect of video game addiction is control and power. In some games, people are asked to perform feats that no one in reality can actually do. In Civilization, for instance, your task is to create an empire that will “stand the test of time.” No one person has that kind of power or control in real life, but in a video game, that power is gifted upon you and if you have the imagination and wit, these free-worlds can take you to great lengths.
People who play video games do know reality and fantasy and might get angry by playing violent video games, but it will not drive someone to hurt other people. In reality, video games are proven not to cause violence through professional studies and help people sort out their feeling, make the relax, and help clear the mind.
Not surrogate experiences, but actual experiences, many of which are as important to me as any real memories” (Bissell). Bissell states that videogames are important to him because they give him experiences that only video games themselves can give. This is supported since in movies you view the characters and their actions, in books you imagine the characters and the world they’re in but in video games you control the character and act within the limits of the
It’s too common to see a video game release that takes itself too seriously. When things are taken too seriously and fun is removed from the grand scheme of things, you are left with an industry that recycles old game concepts and does little to introduce fresh ideas to reinvigorate the industry. Every so often a title comes along that turns the gaming world on its head through means of great humor and original conceptual design. Hyperdimension Neptunia is that kind of game. Taking place in a realm known as GameIndustri, Neptunia makes fun of the home console war and this clever idea creates a pathway for a title to have limitless potential.
The Video Game Narrative The first argument that arose out of the video game world was the debate of video game violence. Still unresolved, this debate has actually allowed for the video game industry to come fully into the main stream. As the din over violence quieted the fans of the game society began to focus on issues more akin to their own style. So then began the debate of game play vs. the video game narrative. The question arose; can a game also be a story?