7 Page Draft

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

Art, a subject argued for many centuries on what is and is not art, what qualifies as art

and what does not. Many subjects that we depict as art currently today were heavily frowned

upon in the art world at some point, including the well known and loved medium of photography

“The art world argued that photography required no talent because cameras achieved the same

effect regardless of the user” ( Martin 200). Within the past century a new, interactive and hybrid

media has been brought to light, video games. Video games are built of many art forms already

established such as the visuals put into place and the music soundtrack used to emulate what the

creators wished to inspire, even some games have used choreography similar to dances and

acting skills for cutscenes within the games. But does the use of these art forms allow video

games to be classified as an art form, or just recognize as nothing more than just a game. The art

definitions have never actual been consistent, but the general premise of most is that the piece

expresses the artists emotions in a sensory appealing form allowing it to connect to the beholders

of the piece in some way, allowing them to feel some for of emotion or inspired idea from the

piece. Video games are capable of following this definition, as well are suitable with many

other art mediums and criterion, as well as capable of issuing even further detailed as well as

new competition for the art world.

Art most commonly is viewed as a visual expression, appealing to the viewers eyes to

give them something intriguing to look at and develop ideas from. Anthony Gilyard even

references the Oxford Dictionary definition saying “Art as defined by the Oxford English

Dictionary has many definitions, but the definition discussed in this paper is “the expression or

application of human creative skill and imagination, typically in a visual form”(“Art”).” (Giyard

110). An important thing to consider with many forms of art is how dependent most are on their
appearance, whether it’s on canvas or on screen. Video games are able to excel in these features

in most instances with the use of cutscenes within the feature. However video games are able to

improve on this with their in game designs. Within games there is a certain level of interactivity

with the games graphics and design that allow a perspective into the world of the game that no

other art form is able to achieve. Being able to interact within the environments of a video game

allows for more depth and perception to be developed, whether it’s in easter eggs, references of

other medias, or further lore. Interactivity allows gamers to connect better to the game and create

a more creative environment. All of these visuals in video games have been well complimented

such as the games of Tomb Raider, Destiny, the Halo franchise, Marvel’s Spiderman, Detroit:

Become Human, and the Fallout franchise. Video games consist of many teams dedicated to

making the game look both visually pleasing to look at to their players as well as remain

consistent to the story of the game. The game series Tomb raider is most well known for this

improvements and involvement. The games work with all types of environments and put enough

effort into these games that it almost appears to be an movie that comes to life before your own

eyes. IGN reviewer even brings up the environment quality in the new game Shadow of the

Tomb Raider saying “The world built around these tombs is much bigger than anything we’ve

seen previously, and that space isn’t just for show. It’s full of intricate hub areas to explore and

brimming with life and activity, particularly in the huge Hidden City of Paititi where you will be

spending most your time.” (O’brien 3). Claimed by one of the top reviewing groups for being

useful with a beautiful landscape and setting provides the new sense of involvement that

videogames are able to allow within their own for of art. Yet another example of this is the game

series halo. Halo is an well known narrative that takes place from an space army soldier. The
narrative allows for spectacular artistice opportunities and never fails to deliver a gorgeous

scenery within the game. Designers within the game are particular about the details and making

sure it all fits well together in a visually pleasing manner. The video game then is able to deliver

an intricate and unfathomably designed game with a gorgeous storyline to follow it up. IGN

reviewer Brian Albert comments on this subject of the new setting within the newest iteration in

the saga saying that “Of course, Halo 5 also looks better in all the ways you’d expect from a

generational leap forward….There is detail everywhere, and it contributes greatly to the fantasy.”

(Albert, 3). The game is more than capable of making it’s science fiction world lively and

making it detailed with a universe to explore within the game. Earlier on in the review he even

mentions how much there is within the dense levels to actually explore and search for. The game

and the rest of it’s seriesis an excellent representation of what these games may possibly to

accomplish what other art forms can’t within their own form.

One of the most important aspects of art is connecting to the beholders of the art. In the

case of video games it would be to the gamers and investing them into the game and it’s story.

The way that videogames are able to accomplish this is through the immersion of the player into

the games, making them feel like the actually character in the actual world. The way they do it is

similar to how the art of filmmaking invests their audiences. The combination of multiple other

art forms, most commonly visually appealing, soundtracks, and the overall literacy storyboard.

Aaron Smuts about the use of a combination of multiple arts “ Video games combine elements

from narrative fiction film, music and sports.” (Smuts 3). These combinations allow the

audience, the gamers to actually feel a part of the world and the story they are presented with.

These are known to be used in films such as Titanic, Avatar, and the Marvel movies in order for
them to immerse their audiences into their films with their intriguing storyline, masterpiece

soundtracks, and amazing visuals. Within video games it is used in the games such as The Tell

Tale Walking Dead, as well as Marvel’s Spiderman. An amazing example of this in a video

game is Doom, as Gilyard claims “The game was highly acclaimed for its art and style at the

time as well as for its music, gameplay, and pace.” (Gilyard 111). This game is stellar at

presenting this idea of new ideas in a fun and interesting way to appeal to different audiences.

The music is hard rock , fast paced, and fills the atmosphere with the chaotic vibe that the creator

had wanted to project within his piece. This mixes with the more strange imagery and graphics

that the world had just started to begin to see in a first person shooter with 3D models within a

game. The outcome of this is a new atmosphere that the player may be immersed in.

Something that is often said is that video games are only made for the companies profit

and nothing else, their only purpose that they serve in today’s world is to make money, however

video games are capable of having deeper meanings than there may appear to be. Many video

games such as many other forms of art make money because of their production. Most movies

we praise today are judged by how much they make at the box office in order to determine

whether or not it was successful. Or Many paintings, especially those paintings produced by

famous artists, are sold for the sole purpose of profit. That however is not what they are judged

upon in the face of deciding whether or not these medias are considered art, rather it is

determined by their more in depth meaning and what we may gain personality-wise from these

medias. This same train of thought should be applied to video games as an medium as well and

not just sectioned out. “Video games, just like books, movies, or poetry, can be designed with
various meanings, interpretations, or intent.” (Gilyard 110). Video games may be relevant to

many events that have happened or are happening, or have a whole new meaning entirely.

A game that I truly believe is telling of this idea is the game series Halo. Halo is a well

known and a extremely profitable franchise that is the big money maker of Xbox where a super

soldier goes up against an enemy force known as the Covenant. The story flows with this

through the games with just a simple basic mindset without looking and analyzing what you have

been presented with. If you look deeper into what the games provide, it’s an super soldier, the

last of his people that he had grown up with trying to save everyone else. He is a soldier that, like

we believe of many of our own veterans today, is fighting to maintain the safety of humanity. It’s

at the end of the fourth game where these deeper meanings are addressed in two of my favourite

quotes from these characters and their interactions. When the A.I. to the main character says

“Before this is over, promise me you'll figure out which one of us is the machine.”. Then later

within the game the interaction between the main character and a more prominent side character

dialogue “(Master Chief) Our duty as soldiers is to protect humanity... whatever the cost.

(Thomas Lasky) You say that is if soldiers and humanity are two different things. I mean,

soldiers aren't machines. We're just people. (Master Chief) She said that to me once... about

being a machine.”. This is where the deeper meaning comes in, we all act on what everyone else

says as we believe that it is right, however what if there is something else that might be more

important to us than just orders. We see ourselves and what we do differently than another may

see us or a given situation. It all varies on who we are and what we do, and have done. This topic

can be even further analyzed and spoken about, however the purpose is to see whether or not

these games actually have any further deeper meaning. This is one instance when the series
contains a deeper meaning, and one of many more deeper meaning to video games. An instance

where we are truly able to look into a video game and take a look back at ourselves and assess

who we are because of a video game gave us the opportunity to do so.

Another spectacular example of this within video games is found within the game

Marvel’s Spider-man, the game contains a whole other universe of easter eggs on the side in

reference to its roots, of the comics. All of the easter eggs allow for some kind of connection to

other possible expansions and releases. Video games contain a lot deeper meaning then we may

realize, but when analyzing what we are provided within the game, we are given so much more

than the superficial story line of an video game. Within the game we are given a character that is

no easily relatable to the player, as he was designed to be. We see him go through plenty of his

own struggles and problems within his own life, with people he cares about. In one instance a

game, there is an text message conversation between him and someone he would like to be

romantically involved with. He tries to figure out what she honestly means, as both of them take

what the other is saying in their messages. I like so many other human beings can relate to this,

allowing us to know we aren’t the only ones. It connects to you and you are actually able to see

that anyone can struggle with these problems, you just need to get through them by whatever

means suit you best. These are instances within games where we can find deeper meanings,

where there is a reason as to why these games were created other than just a companies profit.

These games are produced like all other mediums of art, and that is with an deeper, more

meaningful purpose.

Video games are a complex and new form of media, and therefore deserves to be

considered a form of art by today's standards. They are intricately designed, even as some games
may be pixelated, but for a purpose to display and expression relevant to it’s creators. A prime

example of of this are the games of the Tomb Raider series and the games of the Halo series with

both of their gorgeous settings as well as an intricate and intriguing storyline. They are more than

capable of allowing the players, and anyone involved to be drawn in, providing them the

opportunity to connect to the art themselves. A fantastic example of this is the game called

Doom, it uses multiple aspects of these games such as a chaotic background soundtrack of hard

rock, as well as new character models with fascinating random details and visuals, truly drawing

the audience into an odd and crazy world without them even knowing it. As well as the video

games contain deeper meaning other than the superficial story we are provided from just simply

playing the campaign, they are their own world. The game Marvel’s Spiderman plays with these

concepts well with both a fascinating campaign storyline as well as a great referencing world

that can be explained none other than incredible and universal. These worlds that are created

follow the essential definition to art, and even raised the bar in many aspects for what art can

actually be.
Work Cited

Smuts, Aaron. “Are Video Games Art?” DigitalCommons@RISD, University of Wisconsin, 2

Nov. 2005, digitalcommons.risd.edu/liberalarts_contempaesthetics/vol3/iss1/6/.

D'AZEVEDO, WARREN L. “A Structural Approach to Esthetics: Toward a Definition of Art in

Anthropology1.” Anthropology & Education Quarterly, Wiley/Blackwell (10.1111), 28 Oct.

2009, anthrosource.onlinelibrary.wiley.com/doi/abs/10.1525/aa.1958.60.4.02a00070.

Martin, Brett. “Should Videogames Be Viewed As Art.” Videogames and Art, 2007,

books.google.com/books?hl=en&lr=&id=9kPRGPc4zHQC&oi=fnd&pg=PA201&dq=videogam

esasart&ots=DAq-NjBEDa&sig=17ET1lQkYtDVVWQ21IaRtNBms5s#v=onepage&q=videoga

mes as art&f=false

GILYARD, ANTHONY. “A Dissection of Video Games as a Medium of Art: The Utilization of

Aesthetics and the Effectiveness of Video Games as a Tool in Curriculum.” Lucerna, vol. 11,

Jan. 2017, pp. 110–120. EBSCOhost,


search.ebscohost.com/login.aspx?direct=true&db=aph&AN=124104065&site=ehost-live.

video gaming world today.

Tavinor, Grant. “Video Games as Mass Art.” DigitalCommons@RISD, Lincoln University,

digitalcommons.risd.edu/liberalarts_contempaesthetics/vol9/iss1/9/.

O'Brien, Lucy. “Shadow of the Tomb Raider Review.” IGN Boards, IGN, 10 Sept. 2018,

www.ign.com/articles/2018/09/10/shadow-of-the-tomb-raider-review.

Albert, Brian. “Halo 5: Guardians Review.” IGN Boards, IGN, 26 Oct. 2015,

www.ign.com/articles/2015/10/26/halo-5-guardians-review.

You might also like