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#41 |
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Kung Fu Code Poet
Last Online: 04-14-2012 01:18 PM
Join Date: Mar 2006
Location: South Africa
Posts: 701
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ESPN seems to think Poker is a sport too. Spelling bees too.
The Wikipedia entry for art goes thus: "The term art is used to describe a particular type of creative production generated by human beings, and the term usually implies some degree of aesthetic value. An artist makes a work of art for various purposes, such as creating an experience for others or as part of a ritual. There is no general agreed-upon definition of art, since defining the boundaries of "art" is subjective, but the impetus for art is often called human creativity." My opinion is that anything created to be admired is art. People do it, animals do it. From building skyscrapers, to forging carefully planned schemes to destroy them. From a bouquet of flowers, to a dung beetle's ball of poop. It's all art. So yes... in my own personal opinion... Tetris is art. A painting might be art because it's there to be visually pleasing, but a game like Tetris is there to appeal to different senses. Massage is a form of art too. Learning to fight... it's called martial arts. Art art art... it's everywhere. Your next argument is going to be that some things are created to be functional, therefore it's not art. But even something as butt-ugly as buildings in housing projects have to be designed... then people move in and start decorating them... wallpaper on the inside, graffiti on the outside. You should see shanty towns in South Africa... the poorest of poor people, living in shacks built out of tin sheets... but they cover the walls with things... magazine covers, newspapers etc. The end result is still art. My Swiss Army knife is defrinitely a work of art.
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http://www.screwylightbulb.com/ |
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#44 | |||
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Elegantly copy+pasted
Last Online: 09-02-2021 01:03 AM
Join Date: Jan 2005
Posts: 1,773
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Incidentally, as far as I can tell "metalude" (as a word to describe Zelda-style games, not a term in psychology or literature) is a made-up term. Indeed, this thread is the top Google hit, and the second one is a blog comment signed "Mory". Just because you say that challenge/reward just has to do with learning, not games specifically, doesn't mean that I agree. What makes games fun? Well, a lot of people think that it's because they very effectively (over)stimulate certain reward centers in our brain. That similar techniques are useful in teaching isn't the point. It's not exactly a secret that games can be useful to teach, anyway. Quote:
I'm just saying that the game of Guitar Hero is more than, different than, just a guitar, or just playing on a guitar. Just like the game of basketball is more than and different from a basketball, or playing with a basketball. This is pretty elementary stuff. Just sitting there strumming a guitar isn't a game. There's no right and wrong, no challenge, no reward. OK, now if you have notes (I believe the guitar notation uses tabs, but never mind), there's at least an implicit "right" and "wrong" way to play, and a challenge involved in following the tabs. That's a bit closer, but you can still break off, try the same bit multiple times, play at your own speed, and so on, and there's nothing to stop you. Now if the tabs scroll by, or come at you, then you implicitly need to play the right thing at the right time, and we're a bit closer still. Of course, the system still doesn't enforce that. But now say that it keeps track of when you play the right tab and when you get it wrong, and maybe keeps score. OK, now the challenge isn't just something in your head, it's embedded into the system. Now let's say that you have to get above a certain score to "complete" the song/level and move on to the next, or that if you make a certain number of mistakes you have to start over again, or that you have multiple people playing, and the person who gets the highest score is declared the "winner". At the end of this process we have a game very much like Guitar Hero (we could have made different choices and got a somewhat different game). At the beginning we just had an instrument. Somewhere along this process, we reached a point where we could call what we had a game. Exactly where is somewhat subjective, as it's a gradual process. In my opinion, looking only at what's defined in the system itself and not additional rules or assumptions the players might bring to it (e.g. "it's about getting the highest score possible"), we don't have a complete game until the very last step. We have equipment for a game (i.e. a toy), but until the rules define what the object of the game is, it's not a real game. (Of course, there are many games where the "win" state or other ultimate goal is implicit, so I would say that the game consists of the system + that assumption.) (There are a few additional steps beyond this to make it a good game, such as choosing the songs to have a reasonable difficulty curve, making the payoffs satisfying, and so on. That brings us back to challenge/reward...) What would it take for Mario Paint to be a game? Well, one obvious answer is some kind of painting challenge. One possibility is something like the celestial brush mechanic in Okami. Another is some kind of art show, if we could get AI to a level of art criticism, or through human judges, maybe in an online play format. Maybe you could start out with only the pen tool, and as the game progresses you unlock the other tools? That sounds kind of fun, actually. Anyone wanna give me $15 mill to make Photoshop Hero?Quote:
OK, I've got to go. Will respond to the rest later.
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Please excuse me. I've got to see a man about a dog. |
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#45 | ||||||||
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Not like them!
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And based on those opinions about what an adventure is, I can say without hesitation that it is an art form. If you have different views of what it is, then you could ask yourself whether you can see it as an art form. You might not.Quote:
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So you've got rules. You've got structure. You've got clear goals. You've got a reward system. You've got everything you say you need for the act of playing music to qualify as a game. But you're not going to call it a game, are you? Now, say we do call it a game. What does this tell us about videogames? Well, it tells us one way in which videogames can be art. Give the player an interface as complex and deep as a musical instrument, have them play out something artistic (There needs to be a Practice Mode to study it, like I've seen in F-Zero GX.), and maybe even allow the output to be streamed over the internet to audiences. This recreates the concert experience, which is art. And so this game would also be art. Now, some people might say it's not art, but it's just got art in it that the player is going along with. But that's like saying that a concert isn't art, only the music that's being played is. And a concert is art enough for me. Quote:
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#46 | |
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Explode the Universe!
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As for chess having a story, it has only just enough story to make its existence possible. Period. I suppose you could give all your pawns names and issue moving speeches to the troops and confer with your bishops on the despotic White King across the valley...but it has absolutely nothing to do with the game play. As for soccer, that's pure combat with more rigid rules, team against team, strategy against strategy with a clear objective to defeat the other side by scoring goals. Considering soccer as a game, the story would be wholly optional, rather as it is in chess. Such a game does not RELY on creative elements; they're just gravy- often yucky, distracting gravy. My opinion? Adventure games can of course be "art" (can't anything?) and have the potential to offer valuable literary contributions in a way that other types of games do not. I do think that the story is the most important element and that "game play" must always follow it, with the two ideally meshed into one seamless creation. |
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#47 | |
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Elegantly copy+pasted
Last Online: 09-02-2021 01:03 AM
Join Date: Jan 2005
Posts: 1,773
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Please excuse me. I've got to see a man about a dog. |
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