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7 Page Draft
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
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
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
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
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mes as art&f=false
Aesthetics and the Effectiveness of Video Games as a Tool in Curriculum.” Lucerna, vol. 11,
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.