Video Games and Aesthetics (A response to Magical Wasteland)

I would like games to be seen as art if someone can clearly place them within an understood artistic tradition. It hasn't really happened yet.

Video games are a young medium and if the community wants to push to re-define art as it is currently understood they need to have clear understanding of art as it is currently understood.

Wikipedia isn't a lot of help here in finding the two-sentence blurb on art definition. To be sure, there is plenty of subjectivity to be found when discussing art but there is also much to draw upon in terms of artistic tradition and history.

The recent N+1 article Cave Painting was an attempt to discuss that context. It touched on general aesthetic understandings as articulated by Kant and refuted by Nietzsche. Its conclusion in brief was that to the extent that they are both currently understood, games are not art.

Author and journalist, Tom Bissell submitted a thoughtful reply which disagreed with the article and suggested comparing game interactivity to theater.

Matthew S. Burns from Magical Wasteland also replied on his website and questioned N+1's understanding of gaming, art and aesthetics.

I am not a game designer or student of Kant; however; I feel that many of N+1's points were misunderstood.

Much of Kant's discussion of beauty centers on the context within which it is found. Therefore the suggestion of beauty qua beauty is problematic because its meaning is not objective. This is what N+1 means when they say "Art-beauty is not the same as being good-looking, or else Bond movies might be the most beautiful films ever made." Context is paramount or meaning is lost.

And while we're fairly certain Kant never thought about video games this does not mean his concepts are invalid. As you'll note from the link below Kant spoke generally enough to remain relevant.

All that said, any headway in this discussion will be helped by writers and thinkers who are able to have meaningful discussions in both art and gaming contexts (even if the intent is to re-imagine that context). Nietzsche understood Kant's arguments clearly so he could adequately refute them.

Unfortunately discussions on games as art rarely touch on any sort of nuanced understanding of artistic tradition or criticism. Most immediately understand art's problematic subjectivity to mean that nothing has (or can) be said on the matter, thus games must be art. N+1 acknowledges this when it asks "If video games have turned out to be art, then what has art turned out to be?"

At least with Tom Bissell there's the idea (the hope?) that his training as a journalist has conditioned him to try to see all sides of the argument as he frames the narrative.

Here's a great primer on Kant's ideas of beauty. http://www.iep.utm.edu/kantaest/#SH2a

SSX: Deadly Descents Has To Be A Joke, Right?

I am a huge fan of the SSX snowboarding franchise. SSX 3 was on my

top 10 list of everything

for the 2000s and will probably be in the top half of my top 10 favorite video games list. When I finally get around to making it.

SSX 3 created a great snowboarding experience that focused on a mountain with three individual peaks. It had a free riding format on the mountain and as your character improved their skills and won events it would unlock new areas on different peaks. And of course there were also crazy costumes and music to unlock.

The game felt like the developers fine tuned everything fun about snowboarding that didn't require you to leave your couch. It was not a simulation game insisting you translate real-life balance and coordination into arcane thumb movements. This was purely an arcade afair - point yourself downhill and hold on!

Instead of unweildy menus for navigation the game encouraged you to ride freely, maybe looking for collectables or maybe just enjoying the scenery and music.

There is a reason I've not mentioned the events or races. Sure they were huge, and a lot of fun but honestly, they weren't the main reason I played SSX 3. It was all about the mountain.

When SSX On Tour and SSX Blur were released they were nice. On Tour let you actually ski, which was kind of neat. Blur used the Wii controls which was interesting (and difficult). But where was my mountain?

Maybe someone found it?

Helocopters? Parachutes? Walkie-talkies?

How about an AK-47? I mean, snowboaring is an eXtreme sport. What's more eXtreme than shooting someone riding next to you?

Don't get me wrong, I am excited SSX is joining the current generation. And yes that did look like a mountain. But why do I have a feeling the current developers might not know where SSX found it's magic?

First Impressions of DC Universe Online

tl:dr alright game, lots of customization aside from how you look. They stole a lot of ideas but incorporated it differently. Story does not live up to the preview for the game.

The Steam installation bug was corrected. I have not really run into any other bugs, aside from the chat system sucking and I am currently downloading an 11 gig patch. I hope they are patching chat.

The game:

I am still at the beginning. It is hard to get a good idea of MMOs before you figure out how the game works. I have only done a few quests, so my opinion of it is going to be limited to the character creation and what I have encountered in my small amount of play time.

My character moves around a bit like Spiderman, only with no webs, and has ice powers. He hits people with a big ass hammer, and he has glass looking skin. I chose glass skin because you do not have many options when it comes how your characters look. You basically get to pick sex, hair, skin, color and size.

There are pretty sweet power builds in my opinion; you can do a lot of different things with it. You get a powers rotation going with six available power related abilities, the rest have to be shelved for later... (An idea stolen from Guild Wars, but I think think the idea of actually having to roll out of something, instead of having a percentage of hits on you blocked makes the game more actiony). You have thousands of options for ability combinations depending on what you specialize in, and you also have a physical damage rotation which is done with combos on the mouse.

The story is a bit weak so far. After seeing the trailer they created for it, I was assuming it would have been a bit better thought out. But yeah... come to think of it, you cant really make 1 million super heroes at once and have an origin that makes sense. I think they could have improved the game if you could have had some input on your origin. Basically powers of several different heroes and villains were stolen and dispersed, you created a character and that was your origin. You were a normal guy, and you got one of these things that give you abilities.

So far I have only played on hero side. I have made one with a personality like Batman and one like Superman. There are 10 or more abilities (I do not remember them all, and I have not tried many of them), and you can combine those with 10 or more fighting styles. Then you choose your method of transportation. There is flying, acrobatics (like Spiderman) and super-speed. I think my next one will be a super-speed, mind powers, daggers assassin, with the personality of Batman.
You can create an endless number of possibilities; I think this is the game's strongest point.
They stole this concept from City of Heroes; I can't really fault them for that. I think it would be really hard to come out with a completely new MMO, but I definitely consider this one revolutionary, albeit, a bit cartoony.

I am pretty sure it is the first MMO action game. Not an RPG in the traditional sense. It plays like an action game. It feels more real time, and less like you are standing there exchanging hits. Though, there is a bit of that. They do not have a tank and a healer and some guys damaging. Since there is raiding done by large groups they still have to have roles though. However, there is no person just sitting back healing, staring at health bars. If a player has a super power that can allow the healing of other players, in order to have enough energy for their powers, they have to be kicking ass. Every role does damage.

Aion and Warhammer touched on that a bit, but their game play was carbon copied from World of Warcraft and EverQuest. It is time for something new, give me a few days and I will tell you if this game is it.

(This is a guest blog by my friend and writer, Shain Kirby. You can follow him on twitter @shainkirby )