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?