Academia.eduAcademia.edu

Expressive Evolution of Video Games

2018

Expressive Evolution of Video Games Entertainment is opposite to expressive art? Or are they two sides of the same coin? None of the two!All mediums are geared primarily to entertainment. People listen, read and watch music, novels and movies primarily for pleasure, regardless of quality and expressive content. Same thing can be said for paintings, whose main use is to decorate our home walls! All universally recognized expressive media at a basic level are "toys" designed to amuse and distract our minds from the daily routine. Pictures with sunset at the sea relaxe us, romantic movies fascinate us, action movies thrill us, science fiction novels take us into fantastic worlds, etc. etc. Expressive art comes from entertainment and not the opposite. Entertainment comes first, then, maybe, it comes art. At first there is entertainment, then it could lead to expressive art. They are not opposite one each other, nor are different sides of the same coin. There is continuity between entarteinment and expressive art. There can be entertainment without art, but there can be no art without entertainment! Expressive art is the highest level of entertainment, the most noble and social constructive form of entertainment! The pleasure derived from art is sublime intellectual entertainment! For specifications about expressive art see here, otherwise you could not understand this article. That's why there should not be any sense of inferiority when referring to video games as entertainment media. Now the main question is: can Video Games be a form of expressive art with its own original and distinctive peculiarities and be joined to other traditionally recognized forms of art like Cinema, Literature, Painting etc. ? We recognize Literature as a noble form of expressive art. Even Harmony's novels are expressive art? We recognize Cinema as a noble form of expressive art. Even porn films are expressive art? We recognize Music as a noble form of expressive art. Even the "thum-thum pah-pah" of some disco music is expressive art? And I could go on forever! The key of the question lies here. One must distinguish between medium and artistic expression. You can use media for a lot of purpose, e.g. government propaganda or low quality entertainment for the masses. At the same time some media can be used for conveying noble expressive contents! Even Video Games. The core of the entertainment industry and market is certainly not represented by works of great artistic value, but by products for mass consumption. That's the same for novels, movies, comics, music, etc. not only for Video Games. Many gamers, like many other consumers, don't have so high cultural level such to search for expressive art in Video Games. Despite this, since the last decade more and more developers have been bravely attempting to produce Video Games with clear expressive purposes, pursuing the noble path of expressive art. E.g. Shadow Of The Colossus, The Path, Dear Esther, Gone Home, The Unfinished Swan, Firewatch, Beyond Eyes, What Remains Of Edith Finch, The Town Of Light, Life Is Strange, Night In The Woods, Last Day Of June, The Invisible Hours, The Vanishing Of Ethan Carter, ABZU, That Dragon Cancer, Fragments of Him, Virginia, 1979 Revolution: Black Friday, The Stanley Parable, Brothers: A Tale of Two Sons, 11-11: Memories Retold, State of Mind, Bound, Here They Lie, Gris, etc. etc. Nevertheless, there is still reluctance in universally recognizing Video Games as a noble form of expressive art. Topic is really complex, but I'll try to give you the basic informations. Video Games are young media, just 40-45 years old, in continuous and rapid evolution, in close relation with technology progress. 20-25 years ago graphics, sound, memory and data processing were diminutive; yet historical creative titles were developed, so that the MOMA in New York has chosen to put them next to Mondrian's paintings because of their achivements in design (e.g. Marble Madness). Today, thanks to the improvement of development tools (e.g. graphics and physics engines, libraries, etc.), producing high quality games is in the possibilities of more and more creative people. At the same time it's easier to have at home powerful consoles or PC that allow you to enjoy games with excellent technical features. Not to forget VR, which is pushing VG thechnical skills beyond! In this historic moment Video Games are gaining more and more attention from specialized art critics and mature audience. In fact, more and more productions, especially indie, but sometime even mainstream, are led by authors whose intent is to express deep contents. The audience of consumers demanding artistic products is still growing. Children born with Space Invaders and PacMan are now adult people and are demanding for more mature, complex and deep games, able to be competive in terms of story and contents compared to the best movies. They are forcing industry and market to change. Even Cinema was considered a waste of time in its childhood, just as Video Games today! It needed a lot of time to be universally recognized as a noble form of expressive art! Artistic evolution of Video Games is an ongoing process in its early or medium stages. The meaning of game is getting wider, not just linked to challenges and fun. Games are experiences where player immerses himself, but different than his ordinary and everyday life. Playing means interpreting roles in contexts other then usual, with specific rules of its own. Video Games are contemporary form of games, where player can identify himself in virtual roles and in virtual environments created, managed and represented by means of computational output and optoelectronic systems. Video Games in their general meaning have to be intended as virtual interactive experiences. They can engage players in drama, serious contents, stories, artistic representations, not only challenges or fun. Don't forget: in order to create expressive art we need a medium with unique and distinctive characteristics that must ensure authorial expression of complex and stratified contents; it is important that authors could develop a peculiar language effective for the transmission of ideas and values through a sort of “narration” or “storytelling” that can also be abstract, implicit and symbolic. Video Games artists are still evolving such peculiar narrative language. Peculiarities of VG are PROCESSING and INTERACTIVITY, the challenge for artists is to create expressive techniques merging narration, processing and interactivity. We'll go further in the topics above. Remember: it's up to you, dear gamer, but also to developers, producers and critics, to sustain the evolution of Video Games along the noble path of expressive art! Luca Frangella, July 24th 2017 – November 20th 2018 Recommended bibliography and websites list.