Brody Condon, one of the artists behind Velvet-Srtike, uses videogames as an art medium.
Cory Arcangel hacks computer code and video games for his artwork. I've seen his work before, too. It was an installtion room, with "Super Mario Clouds" projected on all the walls, with chiptune music in the background.
John Kilma is the artist out of the rest who actually makes art in the style of video games, but also uses other mixed media for installations.
Other than Kilma, it seems that artists mostly appropriate video games to make art, rather than make art that is a video game.
Gender: Joined: 13 Mar 2006 Posts: 6077 Status: Moderator
Posted: Fri Oct 26, 2007 1:33 am Post subject:
Sharp wrote:
Phoenix wright. If video games can be considered literature, there's no better candidate.
I think Myst would be a better candidate, actually. _________________ Come into my den let me hear you cluck
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Gender: Joined: 12 Mar 2006 Posts: 3191 Status: User
Posted: Fri Oct 26, 2007 1:41 am Post subject:
Sharp wrote:
possums wrote:
We have reached the general consensus that video games have potential to be art. So, do video games have potential to be considered literature?
Phoenix wright. If video games can be considered literature, there's no better candidate.
are you saying that just because it is a textual kind of game?
the way i see it, the comparison of video games and literature goes a bit deeper. a good rpg creates a world beyond what a novel could describe. there's depth, awesome characters, room for interpretation. i'd say that the examples efun gave are better, in the way that they are played and perceived by the player. phoenix wright is fun and clever, but maybe not literature in the same way a game like chrono cross or okami is. myst, as sneaksy said, is probably a better candidate too.
the first thing that popped into my head was ffxii, but that's also the first one on top of my list to finish playing. i loved the characters, i loved the world, and i like the way the storyline is going--it's not quite as regimented as some other rpgs. the second thing was actually wind waker, which is probably up there in terms of my favorite zelda games. more regimented in the storyline, less morally ambiguous, but it's completely engrossing and does offer a bit of space to do your own exploration. i know people hate the art but i love it. i think it adds a lot to the experience--this is a whole new world, a whole new story, go out and enjoy it and learn about it.
of course i don't think i'm adding much more to the discussion again and my examples suck, but whatever. _________________
Gender: Joined: 06 May 2006 Posts: 2136 Status: User
Posted: Fri Oct 26, 2007 2:48 am Post subject:
Its_The_Sneak!!! wrote:
Sharp wrote:
Phoenix wright. If video games can be considered literature, there's no better candidate.
I think Myst would be a better candidate, actually.
I would agree, cuz I loves me some Myst. I don't know why I didn't think of it before, but the Myst series is a major contender as far as artistry in games goes.
Gender: Joined: 16 Mar 2006 Posts: 2774 Status: User Location: Tashkent, PA
Posted: Fri Oct 26, 2007 5:01 am Post subject:
Bringing it back to art and people considering it art, take a look at Katamari Damacy. Its creator always said, "I don't like video games, I am creating art," or something along those lines. That game does have interactive art to it, as well, though you don't always have so much control over the final product.
That's another question. Games usually have one linear conclusion or multiple linear conclusions. This can apply to art-style games, too, I think. So, when will true non-linearity come to games, if ever?
I think Fable came close, but Fable was fucking boring. Thoughts? _________________
Gender: Joined: 13 Mar 2006 Posts: 6077 Status: Moderator
Posted: Fri Oct 26, 2007 5:03 am Post subject:
possums wrote:
That's another question. Games usually have one linear conclusion or multiple linear conclusions. This can apply to art-style games, too, I think. So, when will true non-linearity come to games, if ever?
it already has. Online multiplayer games have little to no linearity.
or if you argue that having a common goal is linearity, then how about Garry's Mod for Half Life 2? You just build stuff and play with physics and stuff. _________________ Come into my den let me hear you cluck
You can be my hen and we can f(Bu-GAWK)
A bite to the leg, it's time to play
Baby, let me be your egg that needs to get laid.
- CEO Nwabudike Morgan
"The Chicken of Lust"
Gender: Joined: 06 May 2006 Posts: 2136 Status: User
Posted: Fri Oct 26, 2007 6:13 am Post subject:
Its_The_Sneak!!! wrote:
possums wrote:
That's another question. Games usually have one linear conclusion or multiple linear conclusions. This can apply to art-style games, too, I think. So, when will true non-linearity come to games, if ever?
it already has. Online multiplayer games have little to no linearity.
or if you argue that having a common goal is linearity, then how about Garry's Mod for Half Life 2? You just build stuff and play with physics and stuff.
And what about all those Sim- games? The newer ones have a lot of mathematics built into them, for instance creating random amounts of precipitation over a set time period, but adhering to the average expected rainfall over the long run. There's essentially no linearity in those games, is my point, except for the fact that they behave as much as possible like real life.
One could also argue that a fully fleshed-out simulated city is indeed a work of art. Lord knows I take unnecessary amounts of pride in mine. It's really a blurred line between "I made this art using a game." and the game itself being art.
Gender: Joined: 16 Mar 2006 Posts: 2774 Status: User Location: Tashkent, PA
Posted: Fri Oct 26, 2007 8:33 am Post subject:
Alright, simulation as art is fair. That's not what I meant though, exactly.
I meant something more along the lines of a non-linear game with a plot, not like Sim City's "you are the omni-mayor, make a town, don't fuck up" but more like, "this is a world in which you are not an omnipresent godbeing but simply a denizen. Enact change."
Fable is sort of like that, Legend of Mana and various other games in that strain are similar. What I'm getting at though is basically life simulation, but only with so many options as opposed to infinite. It would take forever to program but it would be worth it. _________________
Gender: Joined: 16 Mar 2006 Posts: 2774 Status: User Location: Tashkent, PA
Posted: Fri Oct 26, 2007 9:17 am Post subject:
Fable 2 will probably be a huge improvement, Yoshi's Island is rad, Bonnie is almost always right. And awesome.
I've got some people around my dorm having conversations on this now, so hopefully some new ideas will come up. This is getting pretty interesting, though... _________________
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