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{{Short description|Genre of electronic structured play intended primarily as creative expression}} | |||
{{Distinguish|Video games as an art form}} | |||
{{Distinguish|Video games as an art form|Video game art}} | |||
{{Other uses|Art game (disambiguation)}} | |||
], Augmented Reality Multiplayer Game, Art Installation<ref>{{cite web|title=10.000 Moving Cities – Same but Different, AR (Augmented Reality) Multiplayer Game, Art Installation, 2018|publisher = Marc Lee|url=http://marclee.io/en/10-000-moving-cities-same-but-different-ar/|access-date=2018-12-26}}</ref>]] | |||
{{Video game industry}} | |||
{{Art and video games}} | {{Art and video games}} | ||
An '''art game''' (or '''arthouse game'''<ref>{{cite news| url=http://www.telegraph.co.uk/technology/video-games/5893530/Art-house-video-games.html | location=London | work=The Daily Telegraph | first=Chris | last=Schilling | title=Art house video games | date=23 July 2009}}</ref> or less commonly '''auteur game'''<ref>Wilson, Douglas. ''''. ]. 29 August 2008.</ref>) is a work of ] ] ] ] as well as a member of the "art game" subgenre of the ]. The term "art game" was first used academically in 2002 and it has come to be understood as describing a ] designed to emphasize ] or whose structure is intended to produce some kind of reaction in its audience.<ref>{{cite news | url =http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/video.games.art.steinberg/ | title = Who says video games aren't art? | first = Scott | last = Sneidberg | publisher = CNN | date =2010-08-31 | accessdate = 2010-08-31 | archiveurl= http://web.archive.org/web/20100903031954/http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/video.games.art.steinberg/| archivedate= 3 September 2010 | deadurl= no}}</ref> Art games are ''interactive''<ref name=holmes2003>Holmes, Tiffany. ''''. ]. 2003.</ref> (usually ''competitive'' against the computer, self, or other players<ref name=cannon>Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003.</ref>), and they are the result of ''artistic intent'' by the party offering the piece for consideration.<ref name=stalker>Stalker, Phillipa Jane. ''''. ], Johannesburg. 2005.</ref> They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design.<ref name=format>Staff. ''''. Format Magazine - Pushing Play. 5 November 2008.</ref> The concept has been extended by some art theorists to the realm of modified ("]") gaming when modifications have been made to existing non-art-games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "]." | |||
An '''art game''' (or '''arthouse game''')<ref>{{cite news| url=https://www.telegraph.co.uk/technology/video-games/5893530/Art-house-video-games.html | location=London | work=] | first=Chris | last=Schilling | title=Art house video games | date=23 July 2009}}</ref> is a work of ] ] ] ] as well as a member of the "art game" subgenre of the ]. The term "art game" was first used academically in 2002 and it has come to be understood as describing a ] designed to emphasize ] or whose structure is intended to produce some kind of reaction in its audience.<ref>{{cite news | url =http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/video.games.art.steinberg/ | title = Who says video games aren't art? | first = Scott | last = Steinberg | publisher =] | date =2010-08-31 | access-date = 2010-08-31 | archive-url= https://web.archive.org/web/20100903031954/http://www.cnn.com/2010/TECH/gaming.gadgets/08/31/video.games.art.steinberg/| archive-date= 3 September 2010 | url-status= live}}</ref> Art games are ''interactive''<ref name="holmes2003">Holmes, Tiffany. '' {{webarchive|url=https://web.archive.org/web/20130420092835/http://hypertext.rmit.edu.au/dac/papers/Holmes.pdf|date=2013-04-20}}''. ]. 2003.</ref> (usually ''competitive'' against the computer, self, or other players)<ref name=cannon>Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003.</ref> and the result of ''artistic intent'' by the party offering the piece for consideration.<ref name=stalker>Stalker, Phillipa Jane. ''''. ], Johannesburg. 2005.</ref> They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design.<ref name=format>Staff. '' {{Webarchive|url=https://web.archive.org/web/20130528121746/http://www.formatmag.com/features/video-game-blogs |date=2013-05-28 }}''. Format Magazine - Pushing Play. 5 November 2008.</ref> The concept has been extended by some art theorists to the realm of modified ("]") gaming when modifications have been made to existing non-art games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "]". | |||
Art games are often considered a means of demonstrating ]. | Art games are often considered a means of demonstrating ]. | ||
{{toc limit|3}} | |||
==Overview== | ==Overview== | ||
A definition of the art game was first proposed by |
A definition of the art game was first proposed by Professor ] (]) in her 2003 paper for the ] Conference, "Arcade Classics Span Art? Current Trends in the Art Game Genre". Holmes defined the art game as "an interactive work, usually humorous, by a visual artist that does one or more of the following: challenges cultural stereotypes, offers meaningful social or historical critique, or tells a story in a novel manner." The paper stated that an art game must contain at least two of the following: " a defined way to win or experience success in a mental challenge, passage through a series of levels (that may or may not be hierarchical), a central character or icon that represents the player."<ref name=holmes2003/> This definition was narrowed by Rebecca Cannon in an October 2003 paper where she highlighted the competitive, goal-oriented nature of the genre in defining art games as "compris an entire, (to some degree) playable game... Art games are always interactive—and that interactivity is based on the needs of competing Art games explore the game ''format'' primarily as a new mode for structuring narrative, cultural critique."<!--emphasis in original--><ref name=stalker/><ref name=bittanti>Bittanti, Matteo. ''''. Mattscape. Retrieved 1 February 2013.</ref> In a 2015 article, Colombian video game theorist Carlos Díaz placed importance on the "reflection experience" as an integral aspect of the art game.<ref name=":0">{{Cite journal|url = https://epub.ub.uni-muenchen.de/58719/|title = Art Video Games: Ritual Communication of Feelings in the Digital Era|last = Díaz|first = Carlos Mauricio Castaño|date = 2015|journal = Games and Culture| issue=1 | pages=3–34 |doi = 10.1177/1555412014557543|s2cid = 54948686}}</ref> This experience can pertain to a variety of cultural avenues, but it transcends the medium and its structure.<ref name=":0" /> | ||
Within the topic of the art game, further subdivisions have been proposed. In her 2003 paper, |
Within the topic of the art game, further subdivisions have been proposed. In her 2003 paper, Holmes identified two common art game types as the "feminist art game" (an art game that generates thinking about gender and typecasting), and the "retro-styled art game" (an art game that juxtaposes low-] graphics with academic or theoretical content, and that creatively subverts the format of an arcade classic to support a conceptual creative agenda).<ref name=holmes2003/> In 2005, art theorist Pippa Tshabalala née Stalker broadly defined the art game as "a video game, normally PC as opposed to console based, that generally but not exclusively explores social or political issues through the medium of video games." She proposed two different categorical schemes to further subdivide the genre by theme and by type. Subdividing by theme, Stalker defined "aesthetic art games" to include "games that deal with using the game medium to express an artistic purpose," and she defined "political" or "agenda-based art games" as art games that "have some sort of ulterior motive other than aesthetics" and whose basis is in "using the medium of the computer games to bring an issue to the public's, or at least the art world's, attention in order to attract support and understanding for a cause."<ref name=stalker/> Subdividing by type, Stalker identified the "]", the "physical manifestation art game" (the player is involved physically in the game, often experiencing physical consequences, such as pain, for their actions), "]", and "3D real-time game" (an art game that displays all the characteristics of a complete level-based commercial game, both on the programming and commercial side).<ref name=stalker/> The identification of art mods and machinima as forms of the art game conflicts with Cannon's definition of the art mod that highlights the non-interactive and non-competitive nature of these forms of media. | ||
Distinctions are drawn in describing the art game as a genre compared to traditional video game genres (such as the ] or ]). Rather than describing the game on a surface level, descriptions focus on the ''artistic ],'' as well as the execution and implementation of the gameplay. For instance, Bethesda's 2008 release '']'' is considered to be a ] with first-person shooter elements, but it could also be considered to have elements consistent with art games<ref name=":2">{{Cite journal|title = Games as Art and Kant's Moral Dilemma: What can Ethical Theory Reveal about the Role of the Game Designer as Artist?|last = Devine|first = Theresa Claire|date = 2014|journal = Games and Culture|doi = 10.1177/1555412014538812|s2cid = 146825353}}</ref>—it implements moral player choices for the sole purpose of provoking emotion or thought in the player.<ref name=":2" /> There are several recent instances of video games that similarly involve the characteristics of art games, such as ''] ''and ''].'' Games like these aren't necessarily created or marketed under the classification of "art game", but are still created for artistic purposes that transcend their respective structures. The potentials and limitations of the medium are increasingly discovered as the video game industry develops, therefore resulting in the recent popularity of art game elements. If nothing else, the genre can be seen as a means to push the medium to its conceptual limit.<ref name=":0" /> | |||
Since the development of these early definitions, art theorists have emphasized the role of ''artistic ]''<ref name=stalker/> (of ] ''or'' ])<ref name=ploug>{{cite web|url=http://www.artificial.dk/articles/artgamesintro.htm |title=Art Games - An Introduction |author=Ploug, Kristine|publisher=Artificial.dk |date=2005-12-01 |accessdate=2012-11-15}}</ref> and further definitions have emerged from both the art world and the video game world that draw a clear distinction between the "art game" and its predecessor, "]."<ref name=sharp>Sharp, John. ''A Curiously Short History of Game Art''. ]. Proceedings of the International Conference on the Foundations of Digital Games. Pp.26-32. 29 May - 1 June 2012.</ref> At the core of the matter for all definitions, however, lies an intersection between ] and the ]. Easily confused with its often non-interactive sibling art form ], and the concept of ] (irrespective of artistic intent), the essential position that art games take in relation to video games is analogous with the position that ] takes in relation to ].<ref name=stalker/> | |||
Since the development of these early definitions, art theorists have emphasized the role of ''artistic intent'' <ref name="stalker" /> (of ] ''or'' ])<ref name="ploug">{{cite web|url=http://www.artificial.dk/articles/artgamesintro.htm |title=Art Games - An Introduction |author=Ploug, Kristine|publisher=Artificial.dk |date=2005-12-01 |access-date=2012-11-15}}</ref> and further definitions have emerged from both the art world and the video game world that draw a clear distinction between the "art game" and its predecessor, "]".<ref name="sharp">Sharp, John. ''A Curiously Short History of Game Art''. ]. Proceedings of the International Conference on the Foundations of Digital Games. Pp.26-32. 29 May - 1 June 2012.</ref> At the core of the matter lies an intersection between ] and the ]. Easily confused with its often non-interactive sibling art form video game art, and the concept of ] (irrespective of artistic intent), the essential position that art games take in relation to video games is analogous with the position that ] takes in relation to ].<ref name="stalker" /> ] opened an online exhibit "The Aesthetics of Gameplay" in March 2014, featuring 45 independently developed games selected via a nomination process, where the mechanics of gameplay are, in part, tied to the visuals and audio of the game. Greg Garvey, the curator of this exhibit, compared this to the concept of '']'' where the work attempts to encompass other art forms, though as Garvey comments, the "merger of interaction with the aesthetics" drives these games beyond this concept.<ref>{{cite web | url = http://gameartshow.siggraph.org/gas/curators-statement/ | title = The Aesthetics of Gameplay - Curator's Statement| first = Greg | last = Garvey | date= 2014-03-24 | access-date = 2014-03-24 | publisher = ] }}</ref> | |||
==="Art game" versus "game art"=== | ==="Art game" versus "game art"=== | ||
Due to the contemporaneous improvement of ] (and other aspects of ]) with the trend toward recognition of ] and the increases in ] production and art game releases, discussions of these topics are often closely interleaved. This has led to the drawing of a number of critical distinctions between the "art game" and the various kinds of "game art". | Due to the contemporaneous improvement of ] (and other aspects of ]) with the trend toward recognition of ] and the increases in ] production and art game releases, discussions of these topics are often closely interleaved. This has led to the drawing of a number of critical distinctions between the "art game" and the various kinds of "game art". | ||
In drawing a distinction between games with artistic imagery and art games, commentators have compared the art to sculpture and have emphasized the concept of ''artistic intent'' in the creation of the art game. This difference has been described by Justin McElroy of ] as "the same between a ] and a ]. Though a building/game can be aesthetically pleasing, an art game/sculpture is using its very structure to produce some kind of reaction."<ref name=format/> This same comparison has been used by ] in an interview discussing art games and the prominence of ]s to the artistic ] community.<ref>]. ''''. Jenova's Blog. 7 May 2008.</ref> Along with expanding on the notion of art games as comparable to architecture in a 2010 interview with ] for '']'', ] |
In drawing a distinction between games with artistic imagery and art games, commentators have compared the art to sculpture and have emphasized the concept of ''artistic intent'' in the creation of the art game. This difference has been described by ] of '']'' as "the same between a ] and a ]. Though a building/game can be aesthetically pleasing, an art game/sculpture is using its very structure to produce some kind of reaction."<ref name=format/> This same comparison has been used by ] in an interview discussing art games and the prominence of ]s to the artistic ] community.<ref>]. ''''. Jenova's Blog. 7 May 2008.</ref> Along with expanding on the notion of art games as comparable to architecture in a 2010 interview with ] for '']'', ] stated that whereas video games such as the "art game" are shifting in the direction of the "]" within the realm of art generally, traditionally video games have occupied a position in the "cultural gutter" (making up the "]").<ref>] & Misener, Dan. '''' (Podcast available: {{webarchive|url=https://web.archive.org/web/20141029074320/http://podcast.cbc.ca/spark/plus-spark_20101107_spark126c.mp3 |date=2014-10-29 }}). '']''. 7 November 2010.</ref> | ||
Another key distinction that has been made between art games and games with artistic imagery (and indeed all ]) is that art games are intended as artistic creations from the outset whereas traditional games are often commercially motivated and ]-oriented.<ref name=stalker/> Thus the "game" portion of "game art" is merely the means to an artistic end. This has been expanded by some commentators to include the artistic intention of the ] as well as the original creator.<ref name=ploug/> | Another key distinction that has been made between art games and games with artistic imagery (and indeed all ]) is that art games are intended as artistic creations from the outset whereas traditional games are often commercially motivated and ]-oriented.<ref name=stalker/> Thus the "game" portion of "game art" is merely the means to an artistic end. This has been expanded by some commentators to include the artistic intention of the ] as well as the original creator.<ref name=ploug/> This distinction also brings into focus the concept of "serious play." Graham and Elizabeth Coulter-Smith of Southampton Solent University and The University of Northampton respectively, define serious play as "a mode of communication that is not instrumental and not overbearingly focused on the linguistic model,"<ref>{{Cite journal|last1=Coulter-Smith|first1=Graham|last2=Coulter-Smith|first2=Elizabeth|s2cid=191477101|date=2006|title=Art Games: Interactivity and the Embodied Gaze|journal=Technoetic Arts|volume=4|issue=3|pages=169–182|doi=10.1386/tear.4.3.169/1}}</ref> a communicative medium that involves the concrete action of the participants rather than abstracts such as language. This holds significant implications for an artistic medium, as it facilitates communication of meaning through increasingly more empathetic and concrete means. Unlike other media, players of games must expend not only time but ''effort''—in the form of problem-solving or the application of timed reflexes. This participatory element demonstrates that adding effort as an element in an art work results in a higher degree of emotional investment, and therefore a higher potential impact of artistic intent on the participant. | ||
In distinguishing between art games and |
In distinguishing between art games and video game art, the elements of ''interactivity'' and often ''competition'' (or goals) are frequently emphasized. Because art games are games and because games are interactive, definitions for the art game tend to require interactivity whereas video game art can be either interactive or non-interactive.<ref name=holmes2003/><ref name=cannon/><ref name=stalker/> Beyond this, the questions of whether competition, rules, and goals are intrinsic to games and to what extent "play" is even definable in the context of an art game raise thorny problems for critics who compare a game like chess to a game like ''Sim City'' and who question the playfulness of a game like '']''.<ref name=stalker/> A number of commentators have included the concept of ''competition'' as part of the definition of the art game to distinguish it from video game art.<ref name=cannon/> An example of such a definition is offered by Professor John Sharp: "Artgames are games in the formal sense of maintaining the experiential and formal characteristics of videogames—rules, game mechanics, goals, etc.—as an expressive form in the same way other artists might use painting, film or literature."<ref name=sharp/> Thus ] can be seen to employ traditional (non-art) games as the canvas or artistic medium whereas art games employ the formal qualities of the game as the artistic medium.<ref>Silfer, Kyle. ''''. Alibi. V.16, No.28. Feature Archive. July 12–18, 2007.</ref> | ||
==="Art game" versus "art mod"=== | ==="Art game" versus "art mod"=== | ||
The idea of a distinction between art games and artistic modifications to existing games is one that several commentators including Rebecca Cannon and Matteo Bittanti<ref name=bittanti/> have found useful in further discussing the related topics. Using Tiffany Holmes' original definition of the "art game" as a starting point, Cannon emphasized that whereas art games "always comprise an entire, (to some degree) playable game" and may be made from scratch, ]s by definition "always modify or reuse an existing computer game but only rarely include a reward system, and if so, only when of thematic relevance." Likewise, whereas interactivity and playability are |
The idea of a distinction between art games and artistic modifications to existing games is one that several commentators including Rebecca Cannon and Matteo Bittanti<ref name=bittanti/> have found useful in further discussing the related topics. Using Tiffany Holmes' original definition of the "art game" as a starting point, Cannon emphasized that whereas art games "always comprise an entire, (to some degree) playable game" and may be made from scratch, ]s by definition "always modify or reuse an existing computer game but only rarely include a reward system, and if so, only when of thematic relevance." Likewise, whereas interactivity and playability are defining characteristics of the art game, they are often of no consequence for the art mod.<ref name=cannon2007>Cannon, Rebecca. "Meltdown" from ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007. {{ISBN|978-1-84150-142-0}}</ref> | ||
For Cannon, the nature of a work as a ] is not alone determinative of the question of whether the work is an art game or an art mod. Some modifications are "art games" despite being mods according to her definition. In addressing the potential for confusion on this point, she has |
For Cannon, the nature of a work as a ] is not alone determinative of the question of whether the work is an art game or an art mod. Some modifications are "art games" despite being mods according to her definition. In addressing the potential for confusion on this point, she has stated that at the most basic level, "art games explore the game format primarily as a new mode for structuring narrative and/or cultural critique, whilst art mods employ game media attributes for extensive artistic expressions." Thus, whereas art games explore the game ''format'', art mods explore game ''media'' and whereas art mods always exploit existing games, art games often replace them.<ref name=cannon2007/> ] scholar Celia Pearce describes the art mod or "patch" as an "],"<ref name=":1">{{Cite journal|title = Games AS Art: The Aesthetics of Play|last = Pearce|first = Celia|date = 2006|journal = Visible Language}}</ref> referencing the ]ist concept. She argues that the art mod is an example of this pseudo-vandalism involving subversion and reflection within the cultural context of video games.<ref name=":1" /> | ||
Other art theorists including Pippa Tshabalala have rejected this narrow definition of the "art game" and have instead adopted a broad definition under the theory that the concept of the game is not limited to systems where the author has created rules and goals, but that games emerge whenever the observer self-limits |
Other art theorists including Pippa Tshabalala have rejected this narrow definition of the "art game" and have instead adopted a broad definition under the theory that the concept of the game is not limited to systems where the author has created rules and goals, but that games emerge whenever the observer self-limits play experience. Thus, observers experiencing the Jodi art mod, ''SOD'' (a modification of ''Wolfenstein 3D''), can experience it as an art game as soon as they decide that their goal will be to progress to the next level.<ref name=stalker/> | ||
==History== | ==History== | ||
===Origins and first wave art games=== | ===Origins and first wave art games=== | ||
The art game genre has emerged most directly from the intersection of commercial culture (specifically commercial video games) and contemporary ].<ref name=stalker/> In attempting to determine the earliest origins of the genre, however, art theorists including Tiffany Holmes and ] have identified its earliest roots in ] and the collaborative drawing games of the ] artists of the 1920s.<ref name=stalker/> Others have drawn still broader connections to literary games invented by the author for the reader in 19th and 20th century literature.<ref>]. ''''. ]. 2000.</ref> By treating the game as a topic of artistic utility, these earlier art movements legitimized the concept of the game as an artistically explorable form and as more than simply idle amusement.<ref name=stalker/> | The art game genre has emerged most directly from the intersection of commercial culture (specifically commercial video games) and contemporary ].<ref name=stalker/> In attempting to determine the earliest origins of the genre, however, art theorists including ] and ] have identified its earliest roots in ] and the collaborative drawing games of the ] artists of the 1920s.<ref name=stalker/> Others have drawn still broader connections to literary games invented by the author for the reader in 19th and 20th century literature.<ref>]. ''''. ]. 2000.</ref> By treating the game as a topic of artistic utility, these earlier art movements legitimized the concept of the game as an artistically explorable form and as more than simply idle amusement.<ref name=stalker/> | ||
At the Art History of Games conference in Atlanta, Georgia, |
At the Art History of Games conference in Atlanta, Georgia, Professor ] further noted that since the ] movement of the 1960s and ]'s art productions, procedurality has taken a central position in certain forms of art. The artistically motivated imposition of strict rules of creation for an art piece (in this case the restriction by the author to the format or medium of the video game) brought video games and art into a collision resulting in the first true art games.<ref name=pratt>Pratt, Charles J. ''''. ]. 8 February 2010.</ref> Although early game-like programs such as ]'s ] '']'' (1970) were foundational to later art games,<ref>]. '' {{Webarchive|url=https://web.archive.org/web/20121116103553/http://braid-game.com/news/2010/02/a-new-short-speech-about-game-design/ |date=2012-11-16 }}''. ], ]. February 2010.</ref> Pearce identifies the earliest true art games as originating in a small wave in the early 1980s with games such as ] and ]'s '']'' (1982).<ref name=pratt/> Other early art games from this period include ]'s ''Warpitout'' (1982),<ref name=softalk>Staff. "Chicago Computer Artist Accelerates to Warp Speed." ]. Pg.227-229. February 1983.</ref> Lanier's '']'' (1983),<ref name=csli>{{cite web|url=http://www-csli.stanford.edu/Archive/calendar/1996-97/msg00029.html |title=CSLI Calendar of Public Events, Vol.12:28. |author=Pease, Emma |publisher=] - ]. |date=1997-05-14 |access-date=2012-11-15 |url-status=dead |archive-url=https://web.archive.org/web/20100708040313/http://www-csli.stanford.edu/Archive/calendar/1996-97/msg00029.html |archive-date=July 8, 2010 }}</ref> and ]'s ] '']'' (1983) and '']'' (1984).<ref name=kuehn>Kuehn, Emily. " {{Webarchive|url=https://web.archive.org/web/20140712051935/http://iam.colum.edu/profile/archive/2009Fall.pdf |date=2014-07-12 }}." '']''. 2009.</ref> Following this period of activity, art game production would see a lull until the end of the 1990s. | ||
Video games were first displayed in the art museum setting during the |
Video games were first displayed in the art museum setting during the 1980s, in retrospective exhibitions like ]'s "ARTcade" (1983)<ref name=blakeman>Blakeman, Mary Claire. "The Art Side of Video Games." ''Video Games''. Vol.2, No.4. Pp.27-30. January 1984.</ref> and ]'s "Hot Circuits: A Video Arcade" (1989).<ref name=stalker/><ref>Rosenkrantz, Linda. "New York: It's Happening, It's ... Teen Town!" '']''. 23 April 1989.</ref> However, just as with the production of art games, the practice became much more common during the late 1990s and early 2000s. Exhibitions like the ]'s "Beyond Interface" (1998),<ref name=holmes2002>Holmes, Tiffany. ''''. Computer Games and Digital Cultures conference (Tampere, Finland); Art Gallery, ]. August 2002.</ref> the online "Synreal" (1998)<ref name=sharp/> and "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999),<ref name=pratt/> shift e.V.'s "RELOAD" (1999),<ref name=sharp/> the ] Beall Centre's "Shift-Ctrl" (2000),<ref name=stalker/> and several others in 2001 were among the first wave of video game exhibitions that popularized the concept.<ref name=holmes2002/> This expanded to exhibitions heavily featuring or exclusive to art game content in the early 2000s with shows like ]'s "GameShow" (2001)<ref name=sharp/> ]'s "010101: Art in Technological Times" (2001), the ]'s "Bitstreams" (2001), and the New York Museum of the Moving Image's "<ALT> Digital Media" (2003).<ref name=holmes2002/> | ||
===Rise of the "artist game"=== | ===Rise of the "artist game"=== | ||
Drawing from the modern traditions of the 1970s ], where the playing of a game could be regarded as a form of ], art pieces such as ]' '']'',<ref name=pratt/> ]'s '']''<ref>Stuart, Keith. ''''. ]. 4 October 2011.</ref> and similar hybrid performance |
Drawing from the modern traditions of the 1970s ], where the playing of a game could be regarded as a form of ], art pieces such as ]' '']'',<ref name=pratt/> ]'s '']'' <ref>Stuart, Keith. ''''. ]. 4 October 2011.</ref> and similar hybrid performance-art/art-games including '']'' (2001), '']'' (2001), and '']'' (2002) came in the early years of the modern period of art game production. The burgeoning ] movement also provided direct inspiration for art game development particularly in the creation of ]s. Art theorist Rebecca Cannon identifies the earliest example of a purposeful art mod to be ]'s 1993 ''AIUEOUNN Six Features'' (a modification of Sony's "System G"),<ref name=stalker/><ref name=cannon2007/> although the transgressive capability of ]s like ''Castle Smurfenstein'' (1983) had already been recognized during the first period of art game creation.<ref>Bogacs, Hannes. ''{{dead link|date=January 2018 |bot=InternetArchiveBot |fix-attempted=yes }}''. ]. February 2008.</ref> Online ]s including ] and the Australian SelectParks soon began production of art games in the studio setting, repurposing older games through the use of interactive art mods.<ref name=stalker/> | ||
The use of mods within art games became one of the primary tools for art game creators who designed games with a message such as the addition of female characters to a traditionally male-centric game or |
The use of mods within art games became one of the primary tools for art game creators who designed games with a message, such as the addition of female characters to a traditionally male-centric game, or to force the audience to re-examine a familiar work in a different light.<ref name=pratt/> Consequently, the early history of art games is intimately connected to the history of commercial video games and the establishment of video gaming ], and significant events in the ] have corresponding significance to art games. This is true both in terms of the level of technological advancement that make up the substance of art games as well as by providing cultural touchstones (such as the classic arcade games and blockbuster titles from the 1990s like '']'' and '']'') that art games may use referentially<ref name=stalker/> or as the subject of an homage.<ref name=holmes2003/> Art games of this kind have been defined by theorists as "artist games"<ref name=stockburger>Stockburger, Axel. "From Appropriation to Approximation". ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.29, 34-35. {{ISBN|978-1-84150-142-0}}</ref>—art games created by non-developer ]ists rather than by ]. Typically produced on a smaller budget and with less technical (coding) knowledge than art games emerging from the game scene itself, "artist games" are often more explicit in terms of their artistic ambitions and commonly occupy "the grey area between modification and original game" because they are frequently based on classic arcade titles from the 1980s.<ref name=stockburger/> Early examples of this kind of game include Thompson and Craighead's ''Trigger Happy'' (1998), Esc to Begin's ''Font Asteroids'' (1999), and ]'s '']'' (1999).<ref name=holmes2003/> | ||
As video games became increasingly common as a form of media throughout the 2000s,<ref>Wasteland, Matthew. ''''. ]. 27 September 2008.</ref> video games that deemphasized the ] portion of the medium (such as ]s, ]s and art games) saw a rise in production. This in turn led to recognition of the game as a vehicle for ideas instead of simply an entertaining diversion. The term "art game" was first used in the scholarly setting by |
As video games became increasingly common as a form of media throughout the 2000s,<ref>Wasteland, Matthew. '' {{Webarchive|url=https://web.archive.org/web/20190906162524/http://www.gamesetwatch.com/2008/09/opinion_tell_me_what_art_is_an.php |date=2019-09-06 }}''. ]. 27 September 2008.</ref> video games that deemphasized the ] portion of the medium (such as ]s, ]s and art games) saw a rise in production. This in turn led to recognition of the game as a vehicle for ideas instead of simply an entertaining diversion. The term "art game" was first used in the scholarly setting by Professor Tiffany Holmes in her 2002 paper, "Art games and Breakout: New media meets the American arcade".<ref name=stalker/><ref>Lee, Shuen-Shing. ''''. GameStudies.org. 2004.</ref> Holmes presented this paper at the Computer Games and Digital Cultures conference in Tampere, Finland, and at ], later expanding it by defining the term in a 2003 paper for the ] Conference.<ref name=holmes2003/> Further refinements to the definition were made by theorist Rebecca Cannon in her late 2003 paper, "Introduction to Artistic Computer Game Modification."<ref name=stalker/> | ||
===Rise of the indie art game=== | ===Rise of the indie art game=== | ||
Beginning in the early to mid-2000s with games such as '']'' (2003)<ref name=ploug/> and '']'' (2005),<ref name=carless_endlessforest> |
Beginning in the early to mid-2000s with games such as '']'' (2003)<ref name=ploug/> and '']'' (2005),<ref name=carless_endlessforest>{{cite web | first = Simon | last = Carless | author-link = Simon Carless | url = http://www.gamesetwatch.com/2007/11/the_endless_play_of_the_endles.php | title = The Endless Play Of The Endless Forest | work = GameSetWatch | date = 6 November 2007 | access-date = 31 August 2020 | archive-date = 13 January 2019 | archive-url = https://web.archive.org/web/20190113174115/http://www.gamesetwatch.com/2007/11/the_endless_play_of_the_endles.php | url-status = dead }}</ref> a strong overlap developed between art games and ]s. This meeting of the art game movement and the indie game movement brought art games to the attention of the ] at large,<ref name=pratt/> and sparked large debates regarding whether or not ], as well as a ]. These debates have in turn led to the retrospective determination of numerous older commercial video games (prior to the use of the term "art game") as art games. As indie art games have seen a dramatic rise in production in the late 2000s (especially from 2008 and onwards), indie game developers like ], ], ], ], and ] have become established and "artist games" have become relatively less common. | ||
Discussions over the commercial viability of art games have led to speculation concerning the potential for the commercial video game industry to fund the development of "prestige games" (games that are unlikely to be commercially successful but whose artistic vision marks them as important to the development of the medium). These considerations are generally regarded as premature |
Discussions over the commercial viability of art games have led to speculation concerning the potential for the commercial video game industry to fund the development of "prestige games" (games that are unlikely to be commercially successful but whose artistic vision marks them as important to the development of the medium). These considerations are generally regarded as premature, as the concept of "prestige" hasn't yet taken hold for ] as it has for ] in the nascent industry. Consequently, publishers are generally unwilling to take on commercially risky high-concept games the same way that major film studios (who often have arthouse divisions) might for art films that could enhance their prestige.<ref>Carless, Simon. '' {{Webarchive|url=https://web.archive.org/web/20190112151151/http://www.gamesetwatch.com/2006/11/why_are_there_no_prestige_game.php |date=2019-01-12 }}''. GameSetWatch. 26 November 2006.</ref> The need for adequate funding to produce high quality art games has been recognized by art game creators like Florent Deloison and Mark Essen, who in 2011 joined designer game firms where individualized art games can be commissioned as luxury items by ]s for a substantial price.<ref>Pfeiffer, Alice. "Playing around with real life; Firm hopes to find niche with video games based on customers' histories." International Herald Tribune. 22 November 2011.</ref> | ||
==Criticism of the term "art game"== | ==Criticism of the term "art game"== | ||
Alongside the growing use of the term "art game", numerous members of the ] have ] to its application. Critics have noted that the term turns away a certain segment of the gamer population who reject the notion that ], and who equate "art games" with ] gaming. This kind of reaction has in turn caused some game developers to reject the use of the term to describe their games, instead using terms like "not-game", "un-game", or simply refusing to accept any categorical label for their work. Some |
Alongside the growing use of the term "art game", numerous members of the ] have ] to its application. Critics have noted that the term turns away a certain segment of the gamer population who reject the notion that ], and who equate "art games" with ] gaming. This kind of reaction has in turn caused some game developers to reject the use of the term to describe their games {{Citation needed|date=February 2023}}, instead using terms like "not-game", "un-game", or simply refusing to accept any categorical label for their work. Some common criticisms of the term include: | ||
*A view from some within the gaming community that describing a game as an art game means that it's pretentious and not fun.<ref name=sterling>Sterling, Jim. ''''. Escapist Magazine. 2 July 2012.</ref><ref>]. ''''. GameSetWatch. 9 January 2010.</ref> | *A view from some within the gaming community that describing a game as an art game means that it's pretentious and not fun.<ref name=sterling>Sterling, Jim. '' {{Webarchive|url=https://web.archive.org/web/20191102200950/http://www.escapistmagazine.com/videos/view/jimquisition/5993-The-Definition-of-Art-Games |date=2019-11-02 }}''. Escapist Magazine. 2 July 2012.</ref><ref>]. '' {{Webarchive|url=https://web.archive.org/web/20190112103829/http://www.gamesetwatch.com/2010/01/column_homer_in_silicon_on_agi.php |date=2019-01-12 }}''. GameSetWatch. 9 January 2010.</ref> | ||
*A view that those who play and enjoy art games (known as "art gamers") are ]by and not to be emulated.<ref>Rogers, Tim. ''''. Kotaku. 21 January 2013.</ref> | *A view that those who play and enjoy art games (known as "art gamers") are ]by and not to be emulated.<ref>Rogers, Tim. ''''. Kotaku. 21 January 2013.</ref> | ||
*A view that the term "art game" needlessly introduces the distinction between ] and ] within video games where it has never existed previously.<ref>''''. ]. 14 June 2011.</ref> | *A view that the term "art game" needlessly introduces the distinction between ] and ] within video games where it has never existed previously.<ref>''''. ]. 14 June 2011.</ref> | ||
*A view that the term "art game" is over-broad and that it is incorrectly used synonymously with "indie game" thereby improperly co-opting the concept of innovation when innovation itself is not art.<ref>Smith, Edward. ''.'' ]. 24 January 2013.</ref><ref>McCalmont, Jonathan. ''''. Futurismic.com. 20 July 2011.</ref> | *A view that the term "art game" is over-broad and that it is incorrectly used synonymously with "indie game" thereby improperly co-opting the concept of innovation when innovation itself is not art.<ref>Smith, Edward. ''.'' ]. 24 January 2013.</ref><ref>McCalmont, Jonathan. ''''. Futurismic.com. 20 July 2011.</ref> | ||
*The idea that the term "art game" implies an exclusive claim to artistry within the medium of the video game and that art games are therefore superior to other forms.<ref name=sterling/> | *The idea that the term "art game" implies an exclusive claim to artistry within the medium of the video game and that art games are therefore superior to other forms.<ref name=sterling/> | ||
*The idea that works today labeled as "art games" lack the |
*The idea that works today labeled as "art games" lack the formal properties to properly be called games<ref>Meer, Alec. ''''. Rock, Paper, Shotgun. 7 December 2007.</ref> or art at all.<ref>{{cite journal| title=An Art World for Artgames| author=Felan Parker| url=http://journals.sfu.ca/loading/index.php/loading/article/view/119| journal=Loading...| volume=7| issue=11| pages= 54–55| year=2013| publisher=]| issn=1923-2691}}</ref> | ||
==List of arthouse games== | |||
{{see also|Video games as an art form#List of artistic video games}} | |||
{{cleanup red links|section|date=April 2013}} | |||
<!-- This list includes only games described as "art game" by reliable sources. For other games with a strong artistic element, please put them on the related list in the "Video games as an art form" article. --> | |||
The following list is a collection of examples of video games described as ''art games'' or ''arthouse games'' by game designers or critics. | |||
===20th century=== | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source. Other games with a strong artistic element can be put on the related list in the "Video games as an art form" article. --> | |||
*'']'' (1982, ]/], ]/]) - Described by its creators as ],<ref name=pratt/><ref>Thomsen, Michael. ''''. ]. 8 February 2010.</ref> the game ranks among the very earliest examples of the art game.<ref>Thomsen, Michael. "". '']''. 22 May 2012.</ref> | |||
*'']''<ref name=softalk/> (1982, ], ]) - An interactive art project programmed in ] for ].<ref>] "The Mass Impact of Videogame Technology." ''Advances in Computers''. Vol.23. Pg.137. 1984. ISBN 0-12-012123-9</ref> The game is housed in an arcade cabinet, and was described by the artist as an "artistic video game". It has been exhibited at the ].<ref>Heiner, Carson W. "Computer Art." ''Kaledioscope''. No.4. Winter 1984. (Reprinted in ''Rehabilitation Digest''. Vol.15, No.1. Pg.19. Spring 1984.</ref> | |||
*'']''<ref name="kuehn"/> (1983, ], ]) - An ] where players use a remote control to determine the outcome of the eponymous Lorna's life. | |||
*'']''<ref name=csli/> (1983, Jaron Lanier, C64) - A video game that is generally considered the first art game, the game has been used in numerous museums as an art installation. | |||
*'']''<ref name=kuehn/> (1984, Lynn Hershman Leeson, Laserdisc) - An interactive movie about the relationship between intimacy and technology in which players interact with a woman's body parts via a touch screen that changes the story based on the body part that is touched. | |||
*'']''<ref>Houghton, David. ''''. ]. 19 October 2009.</ref> (1985, ], ]/C64/]) - Based on "The Seven Ages of Man" from the ] play, '']'', this game charts the life of a defect as it evolves within the machine from inception, through growth, and eventually death. | |||
*'']''<ref name=holmes2003/> (1998, ], ]/]) - A deconstruction of ]'s "]", this retro-styled art game pays homage to '']''. As the text of Foucault's essay filters in from the top, the player "deconstructs" it by shooting the words which in turn are hyperlinked to Yahoo search inquiries on the linked word. | |||
*'']''<ref name=holmes2003/> (1999, ], PC/web) - A wry commentary on information overflow on the internet where users select information itself as the enemy. Presented as an homage to '']'', all textual content from a URL of the player's choice is used to take the place of rocks and break apart into prefixes, suffixes, and roots. | |||
*'']''<ref name=stalker/> (1999, ], PC) - An aesthetic art game hinting at private emotion by deconstructing '']'', turning it into a ]-esque series of abstract black, white, and grey images where it is difficult to determine what to shoot. | |||
*'']''<ref name=holmes2003/> (1999, ], PC) - Low-art elevated to "high art" in a retro setting. An experimental adaptation of ]' 1966 short story, "La intrusa" where two brothers fall in love with the same woman and decide to kill her to resolve their conflict. In the game, players must compete for the female in a '']'' setting and then act out aggressive behavior in a first-person shooter setting to progress. The piece invites gamers to see how popular games perpetuate masculine ideologies of spacial conquest, combat fantasies, and sexual domination. | |||
*'']''<ref name=Carless_GameWorld>Carless, Simon. ''''. GameSetWatch. 21 September 2007.</ref> (1999, ], ]) - A music game starring a wireframe bunny. | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. Other games with a strong artistic element can be put on the related list in the "Video games as an art form" article. --> | |||
===2000-2005=== | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. Other games with a strong artistic element can be put on the related list in the "Video games as an art form" article. --> | |||
*'']''<ref name=holmes2003/> (2000, ], PC) - A player clicks on flies to kill them. Each click is a life-or-death choice. The musical background is Mouchette's song, "You clicked on me, you killed me." | |||
*'']''<ref>Israel, Matthew. "Hotlist: Play by the book (video games history)." '']''. 1 November 2001.</ref> (2000, ], PC) - A first-person shooter where all textures are made to look like pencil drawings on paper and all sound effects were produced by the artist. | |||
*'']''<ref name=holmes2003/> (2000, ], PC/web) - An illustration of ruthless social climbing, this multiplayer game allows users to fire off words instead of bullets. Set in a California playground setting, female player characters use teases to drive other players out of the playground. | |||
*'']''<ref name=holmes2003/> (2001, ], PC) - Commissioned by the ], the game is a combined maze and '']''-based commentary on the power and prevalence of high-tech surveillance technology in modern life that uses surveillance images as bricks in a ''Breakout'' setting. | |||
*'']''<ref name=holmes2003/> (2001, ], PC) - A FPS in which victory releases a real-life goldfish into a pool of others and a loss releases the fish into a pool with the carnivorous Oscar. The game is intended to highlight and question the banality of the fact that in the game you are making what are presented in-universe as conscious decisions to end a life. | |||
*'']''<ref name=stalker/> (2001, //////////fur////, arcade) - A 2-player ''Pong''-based game where scoring by either player subjects both to electrical shocks, whips, or burning. The game is intended to demonstrate physical consequences of in-game acts. | |||
*'']''<ref>{{cite web|author=Pinckard, Jane |url=http://kotaku.com/5816221/i-waited-a-decade-for-a-game-that-moved-me-like-rez |title=I Waited a Decade for a Game that Moved Me Like Rez |publisher=Kotaku.com |date=2011-06-29 |accessdate=2012-11-15}}</ref> (2001, ], ]) - A ] designed to create the effects of ] for the player. The game was inspired by the artistry of ] and has been displayed in art exhibits including the 2002 '']'', the Smithsonian's 2012 '']'', and the 2012 '']''. | |||
*'']''<ref>{{cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=19972 |title=News - Creator Of Space Invaders-Based 9/11 Art Piece Pulls Exhibit |publisher=Gamasutra |date=25 August 2008|author=Remo, Chris |accessdate=2012-11-15}}</ref> (2002, ], PC) - A political art game making reference to the ]. | |||
*'']''<ref name=Jansson>Jansson, Mathias. ''Everything I Shoot Is Art''. Link Art Center: LINK Editions, Brescia. 2012. ISBN 978-1-291-02050-2</ref> (2002, ], PC) - A game that merges '']'' with the works of ]. | |||
*'']''<ref name=holmes2003/> (2002, ], PC) - A '']'' mod based on ]' "]" where the player hunts cloned copies of Mengbo himself. The player also holds a plasma gun and a video camera (intended to illustrate that both devices are used "to shoot subjects as quarry"). | |||
*'']''<ref name=holmes2003/> (2002, ], PC) - A collaborative bilingual art game with black and white woodcut graphics. The game explores the ]. | |||
*'']''<ref name=holmes2003/> (2002, ], mobile arcade) - Based on '']'', this mobile game focuses on the plight of the Mexican immigrant. | |||
*'']]''<!--The brackets are part of the title--><ref name=sharp/> (2003, ], PC) - A simulation of the author's childhood memory of escaping from a burning building. | |||
*'']''<ref name=stalker/><ref>Nieborg, David B. "". ''The Fibreculture Journal''. Issue 8. 2006. ISSN 1449-1443</ref> (2003, Mike Caloud/Jeff Cole/John Brennon/Aaron Kwon, PC) - A simulation of the suicide of a civilian trapped in the ]. | |||
*'']''<ref name=stalker/> (2003, Escape from Woomera Collective, PC) - A political art game addressing issues and implications of Australian detention centres, particularly the ]. The game is based on the '']'' engine. | |||
*'']''<ref name=cannon2007/> (2003, Andrew Waer/Joe Callahan/Eric Cho/Sky Frostenson, PC) - A '']'' mod set in a California subway system where the goal is to spraypaint as much of the map as possible without being located by the police who use ] to stop you. | |||
*'']''<ref name=holmes2003/> (2003, ], PC) - A personal narrative about loss loosely based on ]' ]. | |||
*'']''<ref name=ploug/> (2003, ], PC) - A video game that employs organic and wooden materials in its presentation. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 25 August 2006.</ref> (2004, Brian Winn/Jason Tye, PC) - A ] real-time strategy game based on creatures made of mud. | |||
*'']''<ref name=Carless_GameWorld/> (2004, ], Xbox360) - A music visualization program. | |||
*'']''<ref name=stalker/> (2004, ], PC) - A 3D game dealing with the Waco Texas Massacre and the Branch Davidian leader David Koresh. In the game players take the role of Koresh as they attempt to defend the compound from government agents and from other, rival Koreshes. | |||
*'']''<ref name=Carless_GameWorld/><ref>Pichlmair, Martin. ''''. Eludamos Vol.1, Issue 1. 2007.</ref> (2005, ], ]) - A ] considered to be the first art game for the Nintendo DS. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 22 August 2007.</ref> (2005, Michael Mateas/Andrew Stern, PC/Mac) - An ]-based interactive novel making use of ]. | |||
*'']''<ref>Hoch, Jeff. ''''. Gamescanbeart.com. March 2010.</ref> (2005, ], ]/PS2) - A stylish yet disturbing on rails action adventure game. The game has a surreal neo-noir story as well as unconventional gameplay. | |||
*'']''<ref name=Carless_GameWorld/> (2005, ], PC) - A paint-based multidirectional shooter. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 12 January 2008.</ref> (2005, Amanita Design, PC) - The sequel to ''Samorost'', this adventure game also employs organic backdrops. | |||
*'']''<ref>{{cite web|url=http://www.northcountrynotes.org/jason-rohrer/arthouseGames/seedBlogs.php?action=display_post&post_id=jcr13_1167696628_0&show_author=1&show_date=1 |title=Arthouse Games |author=Rohrer, Jason|authorlink=Jason Rohrer|publisher=Northcountrynotes.org |date= 1 January 2007|accessdate=2012-11-15}}</ref><ref>{{cite web|last=Whiting |first=Mark |url=http://www.1up.com/do/newsStory?cId=3156346 |title=Slamdance Judge Speaks Out Against Censorship: News from |publisher=1UP.com |date= |accessdate=2012-11-15}}</ref> (2005, ], PC) - A video game exploring the ] whose ] ] led to a partial boycott of the event for anti-] reasons by numerous high-profile indie developers.<ref>{{cite web|url=http://www.gamepolitics.com/2007/01/06/more-details-reaction-emerge-on-slamdance-festival-super-columbine-game |title=More Details & Reaction Emerge on Slamdance Festival & Super Columbine Game |author=Staff.|publisher=GamePolitics.com |date=2007-01-06 |accessdate=2012-11-15}}</ref> | |||
*'']''<ref name=carless_endlessforest/> (2005, ], PC) - Originally commission for an art exhibition, The Endless Forest is an MMO in the broader sense of the word. As a stag, you roam around the forest and interact with other players; though not by words, but by sounds and body language. Players are recognizable by their unique symbol and customized appearance, but are otherwise anonymous. | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. --> | |||
===2006-2010=== | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. Other games with a strong artistic element can be put on the related list in the "Video games as an art form" article. --> | |||
*'']''<ref>Alexander, Leigh. ''''. Gamasutra. 14 June 2007.</ref> (2006, ]/], PC) - A game arguing that American airport security policy has little to do with security. | |||
*'']''<ref name=Carless_GameWorld/> (2006, ], PC) - A transportation puzzle game making use of everyday objects. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 9 March 2006.</ref> (2006, Prize Budget For Boys, PC) - A space shooter that merges '']'' and the work of ] by replacing the titular asteroids with Calder's kinetic mobiles. | |||
*'']''<ref name=Carless_GameWorld/><ref>Carless, Simon. ''''. GameSetWatch. 25 September 2007.</ref> (2006, ], PC) - A spare action game based on life as observed through a microscope lens. The game has been displayed in art exhibits including the 2010 ''Game (Life): Video Games in Contemporary Art'' exhibit at ].<ref name=levitt/> | |||
*'']''<ref name=Carless_GameWorld/> (2006, ], PC) - A puzzle game in which the player can draw the track for the character. | |||
*'']''<ref name=Carless_GameWorld/> (2006, ], ]) - A tilt-based platformer. | |||
*'']''<ref name=Carless_GameWorld/> (2006, ], PS2, Wii) - a video game created in the '']'' style. | |||
*'']''<ref name=Carless_GameWorld/> (2006, ], PC/Wii) - A third-person turn-based tactical martial arts simulator using physics-based attacks. | |||
*'']''<ref>{{cite news| url=http://blogs.smh.com.au/digital-life/screenplay/2009/05/04/gamesasart.html| title=Games as art|archiveurl=http://web.archive.org/web/20110614042739/http://blogs.smh.com.au/digital-life/screenplay/2009/05/04/gamesasart.html| archivedate=2011-06-14 | work=The Sydney Morning Herald | author=Hill, Jason|date=4 May 2009}}</ref><ref name=nelson>]. ''''. Gamasutra. 14 November 2011.</ref> (2007, ], PC) - A Flash based absurdist game, one of the first to combine poetry with art in a game interface. | |||
*'']''<ref>Levitt, Alice. "Ahead of the Game." '']''. 21 October 2009.</ref><ref>Carless, Simon. ''''. GameSetWatch. 3 April 2007</ref> (2007, ], PC) - An abstract metaphor expressing the artist's idea of how a marriage feels in terms of colored shapes that the player can manipulate with a mouse. | |||
*'']''<ref>W., Tim. ''''. Indiegames. 2 August 2007.</ref> (2007, Aaron Meyers/Corey Jackson, PC) - A space shooter in which the real-time game elements reflect the activities of a real-world bit torrent swarm. The game's setting is the ad-hoc networks created by ] users. | |||
*'']''<ref>{{cite web|last=McElroy |first=Justin |url=http://www.joystiq.com/2008/09/08/the-joystiq-free-game-club-aether |title=The Joystiq Free Game Club: Aether |publisher=Joystiq |date=2008-09-08 |accessdate=2012-11-15}}</ref> (2008, ]/], PC) - A video game that employs a unique visual style and atmosphere. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 12 September 2008.</ref> (2008, GAMBIT, PC) - A game tackling the issue of inner demons related to addiction. | |||
*'']''<ref name=caoili/> (2008, Jason Rohrer, PC) - A game about consciousness and isolation. Winner of the 2009 ].<ref>{{cite web|url=http://www.igf.com/02finalists.html#Between |title=The 14th Annual Independent Games Festival Finalists |publisher=Igf.com |date= |accessdate=2012-02-23}}</ref> | |||
*'']''<ref>{{cite web|last=Adler |first=Erik R. |url=http://www.formatmag.com/features/video |title=game-blogs |publisher=Formatmag.com |date=2011-12-12 |accessdate=2012-11-15}}</ref> (2008, ], ]/PC/]) - A video game that enables the player to "rewind" the game at will. Designed as a ] of classic video games.<ref>{{cite news | url = http://news.bbc.co.uk/2/hi/technology/8534659.stm | title = Return of the British bedroom game designers | first = David | last = Jenkins | date = 25 February 2010 | accessdate = 27 June 2012 | publisher = BBC }}</ref> The game has been displayed in art exhibits including the 2010 ''Game (Life): Video Games in Contemporary Art'' exhibit at ],<ref name=levitt>Levitt, Alice. "Game On." '']''. 13 January 2010.</ref> and the 2012 '']''. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 14 October 2008.</ref> (2008, Yareyare, PC) - A desktop simulator where the real-life player's actions with a mouse causes the in-game player's hand to move correspondingly. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 5 February 2009.</ref> (2008, Edmund McMillen/Florian Himsl, PC) - An instructionless autobiographical game presenting two parallel stories with an emphasis on exploration. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 28 July 2008.</ref> (2008, CosMind, PC) - An action adventure game on the topic of daydreams. | |||
*'']''<ref>W., Tim. ''''. Indiegames. 1 March 2008.</ref> (2008, Jason Rohrer, PC) - A spiritual sequel to ''Passage'', this game expresses the artist's conflict between work and fatherhood. The game has been displayed in art exhibits including the 2010 ''Game (Life): Video Games in Contemporary Art'' exhibit at ].<ref name=levitt/> | |||
*'']''<ref>Scarpelli, Michael. ''''. Game Tunnel. 28 December 2008</ref> (2008, ], PC) - A cinematic spy game featuring cubical characters. Winner of the GameTunnel Best Arthouse Game 2008 award. | |||
*'']''<ref>W., Tim. ''''. GameSetWatch. 17 May 2009.</ref><ref>Carless, Simon. ''''. GameSetWatch. 26 November 2008</ref> (2008, ], PC) - A love story between a boy and girl where the player must manipulate the background until all endings have been unlocked. | |||
*'']''<ref>W., Tim. ''''. GameSetWatch. 28 June 2008.</ref> (2008, cactus, PC) - A one-button satire of Jason Rohrer's ''Passage''. | |||
*'']''<ref>Staff. "Life-Screens: The Hottest Video Games For The Coolest Customers." '']''. 21 November 2008.</ref> (2008, ], PS3) - A puzzle-platformer based on user-generated content. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 30 April 2008.</ref> (2008, Bong Koo Shin, cellphone) - A simple puzzle game exploring the concept of post-] loneliness. | |||
*'']''<ref>{{cite web|url=http://insider.ign.com/articles/875/875782p1.html |title=Independent View: Passage's Jason Rohrer - Insider Feature at IGN |publisher=Insider.ign.com |author=Thomsen, Michael|date= 21 May 2008|accessdate=2012-11-15}}</ref> (2008, ], PC) - A meditation on death. The game has been displayed in art exhibits including the 2010 ''Game (Life): Video Games in Contemporary Art'' exhibit at ],<ref name=levitt/> and the ] in March 2013.<ref>]. ''''. ]. 29 November 2012.</ref> | |||
*'']''<ref>Jeffries, L.B. ''''. ]. 18 August 2008.</ref> (2008, ], PC) - A raw and oversaturated dissection of the concept of abortion taking the form of 4 disjointed but thematically linked minigames. | |||
*'']''<ref>Martin, Joe. ''''. Bit-Tech. 28 March 2008.</ref> (2008, ], PC) - Platformer as nihilist philosophy. A 2D platform game in which you are given just seven minutes to play. | |||
* ]. (2008, ], PC) - A Russian adventure game.<ref>{{cite web|title=Indie Royale Profile: Pathologic|publisher=indiegames.com|url=http://indiegames.com/2012/11/indie_royale_profile_pathologi.html|author=Staff|date=2 November 2012}}</ref> | |||
*'']''<ref>W., Tim. ''''. GameSetWatch. 20 December 2008.</ref><ref>W., Tim. ''''. Indiegames.com. 14 December 2008.</ref> (2008, Yxxa Zu/Monochrome, PC) - A ] using '']'' as the basis and Dizzy from the ] as the hero. | |||
*'']''<ref name=Jansson/><ref>{{cite web|last=Jon |first=Scott |url=http://www.joystiq.com/2008/04/04/check-out-indie-art-game-the-graveyard |title=Check out indie art game 'The Graveyard' |publisher=Joystiq |date=2008-04-04 |accessdate=2012-11-15}}</ref> (2008, Tale of Tales, PC) - A simple but highly artistically detailed game about an old woman visiting a graveyard. | |||
*'']''<ref>{{cite web|last=Whiting |first=Mark |url=http://www.1up.com/do/newsStory?cId=3166935 |title=NY Game Exhibit Shut Down Amidst Controversy: News from |publisher=1UP.com |date=2008-03-13 |accessdate=2012-11-15}}</ref> (2008, ], PC) - A political art-piece. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 24 May 2008.</ref> (2008, Robert Nideffer/Alex Szeto, PC) - An RPG-style response to ]'s 2004 '']''. | |||
*'']''<ref>W., Tim. ''''. Indiegames.com. 30 July 2008.</ref> (2008, ], PC) - A sequel to Kianis' earlier game, '']''. | |||
*'']''<ref>Zenko, Darren. ''''. ] - Entertainment. 30 October 2010.</ref> (2009, ], PC/]) - A single-player puzzle platform game set in a paper-themed world. Resembling a paper collage, background elements and characters consist of ripped paper, and the nameless player character appears as a cutout pencil line-drawing on white paper. | |||
*'']''<ref>Schramm, Mike. ''''. ]. 26 August 2011.</ref> (2009, ], PC) - A retro styled platform game presenting a modern interpretation of the Greek legend of Orpheus and Eurydice. | |||
*'']''<ref>W., Tim. ''''. GameSetWatch. 30 December 2009.</ref> (2009, ], PC) - A ''Space Invaders''-themed game with a message. | |||
*'']''<ref name=Jansson/> (2009, ]/], NES) - An exploration of the "combined spirit", this 8-player collaborative version of '']'' requires all players to provide simultaneous input into Pac-Man's movement on the game screen. | |||
*'']''<ref name=Jansson/><ref>{{cite web|url=http://www.gamasutra.com/view/news/26714 |title=News - Analysis: Every Day's Not The Same 'Art Game' |publisher=Gamasutra |author=Alexander, Leigh|date= 12 January 2010|accessdate=2012-11-15}}</ref> (2009, ], PC) - An ] game that addresses the topics of labor and alienation. | |||
*'']''<ref>Alexander, Leigh et al. ''''. A.V. Club - Gameological Society. 26 October 2009.</ref> (2009, Jason Nelson, PC) - A platformer-based poetry game. | |||
*'']''<ref>Garrett, Martin. "Arts and Lifestyle - Well-played: Diverse offerings made '09 a great year." '']''. 31 December 2009.</ref> (2009, ], PS3) - Game designed to arouse emotions to the gamer and does not follow normal gameplay.<ref>{{cite web|title=Flower|publisher=]|author= Parkin, Simon|url=http://www.eurogamer.net/articles/flower-hands-on|date=20 January 2009}}</ref> The game has been displayed in art exhibits including the 2010 ''Game (Life): Video Games in Contemporary Art'' exhibit at ],<ref name=levitt/> the Smithsonian's 2012 '']'', and the 2012 '']''. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 12 March 2009.</ref><ref>Carless, Simon. ''''. GameSetWatch. 4 January 2010.</ref> (2009, Mark Essen, PC) - A vector-based game that was shown as an exhibit in New York's ]. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 3 January 2010.</ref> (2009, Terry Cavanagh/Stephen Lavelle, PC) - A low-res retelling of ]'s opera, '']'', with an emphasis on control. | |||
*'']''<ref>Funk, John. ''''. Escapist Magazine. 22 September 2009.</ref><ref>W., Tim. ''''. Indiegames. 14 December 2009.</ref> (2009, ], PC) - A space shooter where enemies are linked to actual files on the player's computer. Killing an enemy results in the deletion of the associated real-world file. | |||
*'']''<ref name=kuehn/>(2009, ], PC) - An examination of the text adventure genre. | |||
*'']''<ref name="kotaku-the-path">{{cite web|title=The Path For Art Games|author=Alexander, Leigh|publisher=]|url=http://kotaku.com/5234167/the-path-for-art-games}}</ref><ref>{{cite news| url=http://www.telegraph.co.uk/culture/books/bookreviews/5291671/Endpaper-Fiction-reaches-a-new-level.html | location=London | work=The Daily Telegraph | first=Tim | last=Martin | title=Endpaper - Fiction reaches a new level | date=7 May 2009}}</ref> (2009, Tale of Tales, PC) - An experimental game in which the player uses different characters to unfold the narrative in a ] inspired environment. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 7 May 2009.</ref><ref>Caoili, Eric. ''''. GameSetWatch. 2 November 2010.</ref> (2009, ], PC/iPhone/iPad) - A somber puzzle game in which players must choose from a selection of words to change lines from a poem, and their choices affect the scene and ending. | |||
*'']''<ref>Staff. "Buzzworthy: Game On". '']'' (Eugene, OR). 6 August 2010.</ref> (2010, Richard Hofmeier, arcade) - A gray-scale game depicting the trials and tribulations of four street vendors in a town modeled after the artist's hometown of Eugene, Oregon.<ref>Keefer, Bob. "Arts and Literature: Nice Night for an Art Walk." '']'' (Eugene, OR). 5 August 2010.</ref> | |||
*'']'' (2010, ], PC/Xbox 360/PS3) - Platform-puzzler game using '']''-like <ref>Bakalar, Jeff, Scott Stein, and ]. ''''. CNet. 19 July 2010.</ref><ref>Hatfield, Daemon. ''''. IGN. 19 July 2010.</ref> monochrome visuals and subtle ambient environment sounds as the player guides a boy through a dark and scary forest to find his missing sister.<ref>{{cite news| url=http://www.theglobeandmail.com/news/technology/personal-tech/controller-freak/playing-in-limbo/article1648709 | author=Sapieha, Chad |location=Toronto | work=The Globe and Mail | title=Playing in Limbo - The Globe and Mail | date=22 July 2010}}</ref> The game has been displayed in art exhibits including the Smithsonian's 2012 '']''. | |||
*'']''<ref>Carless, Simon. ''''. GameSetWatch. 3 March 2011.</ref> (2010, Messhof, PC) - a two-player fencing game. Winner of the 2011 ]. | |||
*'']''<ref>Caoili, Eric. ''''. GameSetWatch. 21 June 2010.</ref> (2010, ] AKA Cactus, PC) - An exploration of life in Sweden. | |||
*'']''<ref>Caoili, Eric. ''''. GameSetWatch. 2 September 2010.</ref> (2010, Matt Parker, PC) - An action game commissioned by the NYU Game Center for its ''No Quarter'' art game exhibition. The player in this game becomes the cursor and the exhibition room becomes the playing field, causing the player to move about in the real world to control the game. | |||
*'']''<ref name=caoili>Caoili, Eric. ''''. GameSetWatch. 6 November 2011.</ref> (2010, Jason Rohrer, PC) - An adventure creation game requiring the creator to be present to respond to the players' actions in near real-time. | |||
*'']''<ref>W., Tim. ''''. GameSetWatch. 9 January 2010.</ref> (2010, Kyle Gabler, PC) - A game where the player guides a flower's growth toward the sky while avoiding falling rocks and humans (who can be turned into flowers). | |||
*'']''<ref>. 2010. Accessed 2013-04-26</ref> (2010, Mike Bithell, PC, PS3) A ] composed entirely of geometric shapes, overlaid with narration. | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. --> | |||
==List of art games== | |||
===2011-Present=== | |||
{{main|List of art games}} | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. Other games with a strong artistic element can be put on the related list in the "Video games as an art form" article. --> | |||
*'']''<ref>Caoili, Eric. ''''. GameSetWatch. 14 January 2011.</ref> (2011, Sir Realism, iOS) - A textless game in which the player takes the role of a grieving father as he draws in his sketchbook to advance the plot. | |||
*'']''<ref>Khaw, Cassandra. ''''. Indiegames.com. 19 September 2011.</ref><ref>W., Tim. '''. GameSetWatch. 7 October 2011.</ref> (2011, ], PC) - A dream-like conversation-based game centering on animal rights with a dog as the hero. | |||
*'']''<ref>Caoili, Eric. ''''. GameSetWatch. 26 July 2011.</ref> (2011, Jason Nelson, PC) - A game intended to serve as an introduction to art games. | |||
*'']'' (2011, ], iOS/PC/Mac/Android) - An independent game prioritising experience over gameplay.<ref>{{cite web|url=http://www.adventuregamers.com/articles/view/21562|title=Superbrothers: Sword & Sworcery EP review|author=Young, Stuart|publisher=]}}</ref> The game has been displayed in art exhibits including the 2012 '']''. | |||
*'']''<ref>Cowan, Danny. ''''. GameSetWatch. 17 August 2011.</ref> (2011, ], Xbox Live Arcade) - A surreal pop culture mashup involving pirates. | |||
*'']''<ref>W., Tim. ''''. GameSetWatch. 4 November 2011.</ref> (2011, Brian Handy, PC) - A minimalist game on the topic of the difficult life of the sweatshop worker. | |||
*'']''<ref>Johnson, Jason. ''''. ]. 18 January 2011.</ref> (2011, ], PC) - An exploration of homelessness and poverty in Russia. Set in St. Petersburg, the player must spend all of his time obtaining vodka and glue to be traded for cigarettes. | |||
*'']''<ref>Meer, Alec. ''''. Rock, Paper, Shotgun. 5 February 2013.</ref><ref>Chayka, Kyle. ''''. HyperAllergic.com. 5 February 2013.</ref><ref>Frank, Priscilla. ''''. ]. 5 February 2013.</ref> (2012, ], web) - A browser-based flash game in which you play as an artist making art for a show at the ]. | |||
*'']''<ref>Griffiths, Daniel Nye. ''''. ]. 7 February 2013.</ref> (2012, Tale of Tales, PC) - An art game based on the work of ] and other French literature.<ref>{{cite web|url=http://tale-of-tales.com/bientotlete/blog/novels-read|title=Novels read.|last=Samyn|first=Michaël|date=16 June 2012|work=Bientôt l'été|publisher=Tale of Tales|accessdate=16 June 2012}}</ref> | |||
*'']'' (2012, ], PC/]) - An "interactive book" that consists entirely of walking around a virtual island while listening to narration.<ref>{{cite web|title=Magnificent And Important Advent Calendar: Day Eleven|author=Staff|date=11 December 2012|publisher=Rock, Paper, Shotgun|url=http://www.rockpapershotgun.com/2012/12/11/magnificent-and-important-advent-calendar-day-eleven/|accessdate=2013-02-14}}</ref> | |||
*'']'' (2012, thatgamecompany, PS3) - A game of exploration which includes an online component, allowing a player to experience the game with another, otherwise unidentified, player, considered to be an "interactive work of art".<ref name="g4tv">{{cite web|title=The Unfinished Swan Comic-Con 2012 Panel Reveals New Art And Design Details|publisher=]|date=17 July 2012|author=Kelly, Kevin|url=http://www.g4tv.com/thefeed/blog/post/725989/the-unfinished-swan-comic-con-2012-panel-reveals-new-art-and-design-details/}}</ref><ref>{{cite web | url = http://www.guardian.co.uk/technology/gamesblog/2012/mar/15/journey-game-or-interactive-art | title = Is Journey a game or a piece of interactive art? | first = Keith | last= Stuart | date = 15 March 2012 | accessdate = 27 June 2012 | work = ] }}</ref> The game has been displayed in art exhibits including the 2012 '']''. | |||
*'']''<ref name="g4tv"/><ref>LeJacq, Yannick. ''''. ]. 26 October 2012.</ref><ref>Chiappini, Dan. ''''. ]. 7 May 2012.</ref> (2012, ], PS3) - A surreal adventure game in which a young boy wanders through a colorless picture book dream scape following a swan. As he does so, color is gradually introduced to the game. | |||
*'']''<ref>Borrelli, Christopher. ''''. ]. 31 October 2012.</ref> (2012, ], PC) - An exploration of ]'s '']''. | |||
*'']'' (formerly ''Hazard: The Journey of Life'')<ref>Carless, Simon. ''''. GameSetWatch. 3 February 2011.</ref> (2013, Alexander Bruce, PC) - A first-person puzzle-platformer exploring non-Euclidean geometry. | |||
*'']''<ref>Martin, Joe. ''''. Bit-Tech. 14 January 2013.</ref><ref>Whitehead, Dan. ''''. Eurogamer. 28 January 2013.</ref> (2013, ], PC) - A point and click adventure game without puzzles or challenges, and with the main focus on storytelling and atmosphere. | |||
<!-- Only include games that have been explicitly described by reliable sources to be "art games", and provide a reference for the source or the entry will be removed. --> | |||
==See also== | ==See also== | ||
*] | * ] | ||
*] | * ] | ||
*] | * ] | ||
*] | * ] | ||
* ] | |||
* ] | |||
* ] | |||
==References== | ==References== | ||
{{reflist| |
{{reflist|30em}} | ||
==Further reading== | ==Further reading== | ||
* Bittanti, Matteo. ''Gamescenes: art in the age of videogames''. Johan & Levi. 2006. {{ISBN|978-8-86010-010-8}} | |||
* Bogost, Ian. ''How to Do Things With Videogames''. U of Minnesota Press. 2011. {{ISBN|978-1-45293-312-2}} | |||
* Clarke, Andy and Grethe Mitchell. ''Videogames and Art''. Bristol: Intellect Books. 2007. {{ISBN|978-1-84150-142-0}}. | |||
** Cannon, Rebecca. "Meltdown" from ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. pp. 40–42. 2007. | |||
** Stockburger, Axel. "From Appropriation to Approximation". ''Videogames and Art'' (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp. 29, 34–35. | |||
* DeFanti, Thomas A. "The Mass Impact of Videogame Technology." ''Advances in Computers''. Vol.23. Pg.137. 1984. {{ISBN|0-12-012123-9}} | |||
* Greene, Rachel. "Chapter 3: Themes in Internet Art" in ''Internet Art''. ]. Pp. 144–151. {{ISBN|0-500-20376-8}} | |||
* Holmes, Tiffany. "Arcade Classics Span Art? Current Trends in the Art Game Genre." Melbourne DAC 2003. 2003. | |||
* Jansson, Mathias. ''Everything I Shoot Is Art''. Link Art Center: LINK Editions, Brescia. 2012. {{ISBN|978-1-291-02050-2}} | |||
* Kierkegaard, Alex. ''On the Genealogy of "Art Games"''. Insomnia Books. 14 March 2011. | * Kierkegaard, Alex. ''On the Genealogy of "Art Games"''. Insomnia Books. 14 March 2011. | ||
* Sharp, John. ''A Curiously Short History of Game Art''. Georgia Institute of Technology. Proceedings of the International Conference on the Foundations of Digital Games. pp. 26–32. 29 May – 1 June 2012. | |||
* Stalker, Phillipa Jane. Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games. University of the Witwatersrand, Johannesburg. 2005. | |||
{{Video game genre}} | {{Video game genre}} | ||
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{{DEFAULTSORT:Art games}} | {{DEFAULTSORT:Art games}} | ||
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Latest revision as of 23:57, 30 December 2024
Genre of electronic structured play intended primarily as creative expression Not to be confused with Video games as an art form or Video game art.Part of a series on the |
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An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be understood as describing a video game designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are interactive (usually competitive against the computer, self, or other players) and the result of artistic intent by the party offering the piece for consideration. They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design. The concept has been extended by some art theorists to the realm of modified ("modded") gaming when modifications have been made to existing non-art games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "video game art".
Art games are often considered a means of demonstrating video games as works of art.
Overview
A definition of the art game was first proposed by Professor Tiffany Holmes (School of the Art Institute of Chicago) in her 2003 paper for the Melbourne DAC Conference, "Arcade Classics Span Art? Current Trends in the Art Game Genre". Holmes defined the art game as "an interactive work, usually humorous, by a visual artist that does one or more of the following: challenges cultural stereotypes, offers meaningful social or historical critique, or tells a story in a novel manner." The paper stated that an art game must contain at least two of the following: " a defined way to win or experience success in a mental challenge, passage through a series of levels (that may or may not be hierarchical), a central character or icon that represents the player." This definition was narrowed by Rebecca Cannon in an October 2003 paper where she highlighted the competitive, goal-oriented nature of the genre in defining art games as "compris an entire, (to some degree) playable game... Art games are always interactive—and that interactivity is based on the needs of competing Art games explore the game format primarily as a new mode for structuring narrative, cultural critique." In a 2015 article, Colombian video game theorist Carlos Díaz placed importance on the "reflection experience" as an integral aspect of the art game. This experience can pertain to a variety of cultural avenues, but it transcends the medium and its structure.
Within the topic of the art game, further subdivisions have been proposed. In her 2003 paper, Holmes identified two common art game types as the "feminist art game" (an art game that generates thinking about gender and typecasting), and the "retro-styled art game" (an art game that juxtaposes low-resolution graphics with academic or theoretical content, and that creatively subverts the format of an arcade classic to support a conceptual creative agenda). In 2005, art theorist Pippa Tshabalala née Stalker broadly defined the art game as "a video game, normally PC as opposed to console based, that generally but not exclusively explores social or political issues through the medium of video games." She proposed two different categorical schemes to further subdivide the genre by theme and by type. Subdividing by theme, Stalker defined "aesthetic art games" to include "games that deal with using the game medium to express an artistic purpose," and she defined "political" or "agenda-based art games" as art games that "have some sort of ulterior motive other than aesthetics" and whose basis is in "using the medium of the computer games to bring an issue to the public's, or at least the art world's, attention in order to attract support and understanding for a cause." Subdividing by type, Stalker identified the "art mod", the "physical manifestation art game" (the player is involved physically in the game, often experiencing physical consequences, such as pain, for their actions), "machinima", and "3D real-time game" (an art game that displays all the characteristics of a complete level-based commercial game, both on the programming and commercial side). The identification of art mods and machinima as forms of the art game conflicts with Cannon's definition of the art mod that highlights the non-interactive and non-competitive nature of these forms of media.
Distinctions are drawn in describing the art game as a genre compared to traditional video game genres (such as the platformer or first-person shooter). Rather than describing the game on a surface level, descriptions focus on the artistic intent, as well as the execution and implementation of the gameplay. For instance, Bethesda's 2008 release Fallout 3 is considered to be a role-playing game with first-person shooter elements, but it could also be considered to have elements consistent with art games—it implements moral player choices for the sole purpose of provoking emotion or thought in the player. There are several recent instances of video games that similarly involve the characteristics of art games, such as Braid and Undertale. Games like these aren't necessarily created or marketed under the classification of "art game", but are still created for artistic purposes that transcend their respective structures. The potentials and limitations of the medium are increasingly discovered as the video game industry develops, therefore resulting in the recent popularity of art game elements. If nothing else, the genre can be seen as a means to push the medium to its conceptual limit.
Since the development of these early definitions, art theorists have emphasized the role of artistic intent (of author or curator) and further definitions have emerged from both the art world and the video game world that draw a clear distinction between the "art game" and its predecessor, "video game art". At the core of the matter lies an intersection between art and the video game. Easily confused with its often non-interactive sibling art form video game art, and the concept of video games as an art form (irrespective of artistic intent), the essential position that art games take in relation to video games is analogous with the position that art film takes in relation to film. ACM SIGGRAPH opened an online exhibit "The Aesthetics of Gameplay" in March 2014, featuring 45 independently developed games selected via a nomination process, where the mechanics of gameplay are, in part, tied to the visuals and audio of the game. Greg Garvey, the curator of this exhibit, compared this to the concept of Gesamtkunstwerk where the work attempts to encompass other art forms, though as Garvey comments, the "merger of interaction with the aesthetics" drives these games beyond this concept.
"Art game" versus "game art"
Due to the contemporaneous improvement of graphic capabilities (and other aspects of game art design) with the trend toward recognition of games as art and the increases in video game art production and art game releases, discussions of these topics are often closely interleaved. This has led to the drawing of a number of critical distinctions between the "art game" and the various kinds of "game art".
In drawing a distinction between games with artistic imagery and art games, commentators have compared the art to sculpture and have emphasized the concept of artistic intent in the creation of the art game. This difference has been described by Justin McElroy of Joystiq as "the same between a sculpture and a building. Though a building/game can be aesthetically pleasing, an art game/sculpture is using its very structure to produce some kind of reaction." This same comparison has been used by Jenova Chen in an interview discussing art games and the prominence of non-games to the artistic gamer community. Along with expanding on the notion of art games as comparable to architecture in a 2010 interview with Nora Young for Spark, Jim Munroe stated that whereas video games such as the "art game" are shifting in the direction of the "high arts" within the realm of art generally, traditionally video games have occupied a position in the "cultural gutter" (making up the "low arts").
Another key distinction that has been made between art games and games with artistic imagery (and indeed all games viewed as art) is that art games are intended as artistic creations from the outset whereas traditional games are often commercially motivated and play-oriented. Thus the "game" portion of "game art" is merely the means to an artistic end. This has been expanded by some commentators to include the artistic intention of the curator as well as the original creator. This distinction also brings into focus the concept of "serious play." Graham and Elizabeth Coulter-Smith of Southampton Solent University and The University of Northampton respectively, define serious play as "a mode of communication that is not instrumental and not overbearingly focused on the linguistic model," a communicative medium that involves the concrete action of the participants rather than abstracts such as language. This holds significant implications for an artistic medium, as it facilitates communication of meaning through increasingly more empathetic and concrete means. Unlike other media, players of games must expend not only time but effort—in the form of problem-solving or the application of timed reflexes. This participatory element demonstrates that adding effort as an element in an art work results in a higher degree of emotional investment, and therefore a higher potential impact of artistic intent on the participant.
In distinguishing between art games and video game art, the elements of interactivity and often competition (or goals) are frequently emphasized. Because art games are games and because games are interactive, definitions for the art game tend to require interactivity whereas video game art can be either interactive or non-interactive. Beyond this, the questions of whether competition, rules, and goals are intrinsic to games and to what extent "play" is even definable in the context of an art game raise thorny problems for critics who compare a game like chess to a game like Sim City and who question the playfulness of a game like Escape From Woomera. A number of commentators have included the concept of competition as part of the definition of the art game to distinguish it from video game art. An example of such a definition is offered by Professor John Sharp: "Artgames are games in the formal sense of maintaining the experiential and formal characteristics of videogames—rules, game mechanics, goals, etc.—as an expressive form in the same way other artists might use painting, film or literature." Thus game art pieces can be seen to employ traditional (non-art) games as the canvas or artistic medium whereas art games employ the formal qualities of the game as the artistic medium.
"Art game" versus "art mod"
The idea of a distinction between art games and artistic modifications to existing games is one that several commentators including Rebecca Cannon and Matteo Bittanti have found useful in further discussing the related topics. Using Tiffany Holmes' original definition of the "art game" as a starting point, Cannon emphasized that whereas art games "always comprise an entire, (to some degree) playable game" and may be made from scratch, art mods by definition "always modify or reuse an existing computer game but only rarely include a reward system, and if so, only when of thematic relevance." Likewise, whereas interactivity and playability are defining characteristics of the art game, they are often of no consequence for the art mod.
For Cannon, the nature of a work as a modification is not alone determinative of the question of whether the work is an art game or an art mod. Some modifications are "art games" despite being mods according to her definition. In addressing the potential for confusion on this point, she has stated that at the most basic level, "art games explore the game format primarily as a new mode for structuring narrative and/or cultural critique, whilst art mods employ game media attributes for extensive artistic expressions." Thus, whereas art games explore the game format, art mods explore game media and whereas art mods always exploit existing games, art games often replace them. Fluxus scholar Celia Pearce describes the art mod or "patch" as an "interventional strategy," referencing the Dadaist concept. She argues that the art mod is an example of this pseudo-vandalism involving subversion and reflection within the cultural context of video games.
Other art theorists including Pippa Tshabalala have rejected this narrow definition of the "art game" and have instead adopted a broad definition under the theory that the concept of the game is not limited to systems where the author has created rules and goals, but that games emerge whenever the observer self-limits play experience. Thus, observers experiencing the Jodi art mod, SOD (a modification of Wolfenstein 3D), can experience it as an art game as soon as they decide that their goal will be to progress to the next level.
History
Origins and first wave art games
The art game genre has emerged most directly from the intersection of commercial culture (specifically commercial video games) and contemporary digital art. In attempting to determine the earliest origins of the genre, however, art theorists including Tiffany Holmes and Greg Costikyan have identified its earliest roots in Dada and the collaborative drawing games of the Surrealist artists of the 1920s. Others have drawn still broader connections to literary games invented by the author for the reader in 19th and 20th century literature. By treating the game as a topic of artistic utility, these earlier art movements legitimized the concept of the game as an artistically explorable form and as more than simply idle amusement.
At the Art History of Games conference in Atlanta, Georgia, Professor Celia Pearce further noted that since the Fluxus movement of the 1960s and Marcel Duchamp's art productions, procedurality has taken a central position in certain forms of art. The artistically motivated imposition of strict rules of creation for an art piece (in this case the restriction by the author to the format or medium of the video game) brought video games and art into a collision resulting in the first true art games. Although early game-like programs such as Conway's zero-player Game of Life (1970) were foundational to later art games, Pearce identifies the earliest true art games as originating in a small wave in the early 1980s with games such as Bernie DeKoven and Jaron Lanier's Alien Garden (1982). Other early art games from this period include Jane Veeder's Warpitout (1982), Lanier's Moondust (1983), and Lynn Hershman Leeson's Laserdisc games LORNA (1983) and Deep Contact (1984). Following this period of activity, art game production would see a lull until the end of the 1990s.
Video games were first displayed in the art museum setting during the 1980s, in retrospective exhibitions like Corcoran Gallery of Art's "ARTcade" (1983) and Museum of the Moving Image's "Hot Circuits: A Video Arcade" (1989). However, just as with the production of art games, the practice became much more common during the late 1990s and early 2000s. Exhibitions like the Walker Art Center's "Beyond Interface" (1998), the online "Synreal" (1998) and "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999), shift e.V.'s "RELOAD" (1999), the UCI Beall Centre's "Shift-Ctrl" (2000), and several others in 2001 were among the first wave of video game exhibitions that popularized the concept. This expanded to exhibitions heavily featuring or exclusive to art game content in the early 2000s with shows like MASS MoCA's "GameShow" (2001) San Francisco MOMA's "010101: Art in Technological Times" (2001), the Whitney Museum's "Bitstreams" (2001), and the New York Museum of the Moving Image's "<ALT> Digital Media" (2003).
Rise of the "artist game"
Drawing from the modern traditions of the 1970s New Games Movement, where the playing of a game could be regarded as a form of performance art, art pieces such as Frank Lantz' Pac Manhattan, Blast Theory's Can You See Me Now? and similar hybrid performance-art/art-games including Painstation (2001), Go Fish (2001), and Vagamundo (2002) came in the early years of the modern period of art game production. The burgeoning video game art movement also provided direct inspiration for art game development particularly in the creation of art mods. Art theorist Rebecca Cannon identifies the earliest example of a purposeful art mod to be Iimura Takahiko's 1993 AIUEOUNN Six Features (a modification of Sony's "System G"), although the transgressive capability of mods like Castle Smurfenstein (1983) had already been recognized during the first period of art game creation. Online artist collectives including Jodi.org and the Australian SelectParks soon began production of art games in the studio setting, repurposing older games through the use of interactive art mods.
The use of mods within art games became one of the primary tools for art game creators who designed games with a message, such as the addition of female characters to a traditionally male-centric game, or to force the audience to re-examine a familiar work in a different light. Consequently, the early history of art games is intimately connected to the history of commercial video games and the establishment of video gaming conventions, and significant events in the history of video games have corresponding significance to art games. This is true both in terms of the level of technological advancement that make up the substance of art games as well as by providing cultural touchstones (such as the classic arcade games and blockbuster titles from the 1990s like Doom and Myst) that art games may use referentially or as the subject of an homage. Art games of this kind have been defined by theorists as "artist games"—art games created by non-developer contemporary artists rather than by game developers. Typically produced on a smaller budget and with less technical (coding) knowledge than art games emerging from the game scene itself, "artist games" are often more explicit in terms of their artistic ambitions and commonly occupy "the grey area between modification and original game" because they are frequently based on classic arcade titles from the 1980s. Early examples of this kind of game include Thompson and Craighead's Trigger Happy (1998), Esc to Begin's Font Asteroids (1999), and Natalie Bookchin's The Intruder (1999).
As video games became increasingly common as a form of media throughout the 2000s, video games that deemphasized the game portion of the medium (such as serious games, non-games and art games) saw a rise in production. This in turn led to recognition of the game as a vehicle for ideas instead of simply an entertaining diversion. The term "art game" was first used in the scholarly setting by Professor Tiffany Holmes in her 2002 paper, "Art games and Breakout: New media meets the American arcade". Holmes presented this paper at the Computer Games and Digital Cultures conference in Tampere, Finland, and at SIGGRAPH 2002, later expanding it by defining the term in a 2003 paper for the Melbourne DAC Conference. Further refinements to the definition were made by theorist Rebecca Cannon in her late 2003 paper, "Introduction to Artistic Computer Game Modification."
Rise of the indie art game
Beginning in the early to mid-2000s with games such as Samorost (2003) and The Endless Forest (2005), a strong overlap developed between art games and indie games. This meeting of the art game movement and the indie game movement brought art games to the attention of the video game culture at large, and sparked large debates regarding whether or not video games can be fairly considered as works of art, as well as a backlash against use of the term. These debates have in turn led to the retrospective determination of numerous older commercial video games (prior to the use of the term "art game") as art games. As indie art games have seen a dramatic rise in production in the late 2000s (especially from 2008 and onwards), indie game developers like Jenova Chen, Molleindustria, Jason Nelson, Jason Rohrer, and Tale of Tales have become established and "artist games" have become relatively less common.
Discussions over the commercial viability of art games have led to speculation concerning the potential for the commercial video game industry to fund the development of "prestige games" (games that are unlikely to be commercially successful but whose artistic vision marks them as important to the development of the medium). These considerations are generally regarded as premature, as the concept of "prestige" hasn't yet taken hold for publishers as it has for developers in the nascent industry. Consequently, publishers are generally unwilling to take on commercially risky high-concept games the same way that major film studios (who often have arthouse divisions) might for art films that could enhance their prestige. The need for adequate funding to produce high quality art games has been recognized by art game creators like Florent Deloison and Mark Essen, who in 2011 joined designer game firms where individualized art games can be commissioned as luxury items by art patrons for a substantial price.
Criticism of the term "art game"
Alongside the growing use of the term "art game", numerous members of the video game culture have reacted negatively to its application. Critics have noted that the term turns away a certain segment of the gamer population who reject the notion that games can be works of art, and who equate "art games" with elitist gaming. This kind of reaction has in turn caused some game developers to reject the use of the term to describe their games , instead using terms like "not-game", "un-game", or simply refusing to accept any categorical label for their work. Some common criticisms of the term include:
- A view from some within the gaming community that describing a game as an art game means that it's pretentious and not fun.
- A view that those who play and enjoy art games (known as "art gamers") are snobby and not to be emulated.
- A view that the term "art game" needlessly introduces the distinction between high art and low art within video games where it has never existed previously.
- A view that the term "art game" is over-broad and that it is incorrectly used synonymously with "indie game" thereby improperly co-opting the concept of innovation when innovation itself is not art.
- The idea that the term "art game" implies an exclusive claim to artistry within the medium of the video game and that art games are therefore superior to other forms.
- The idea that works today labeled as "art games" lack the formal properties to properly be called games or art at all.
List of art games
Main article: List of art gamesSee also
- Art film
- Auteur theory
- Computer art
- Game studies
- Glitch art
- Video games as an art form
- Video game art
References
- "10.000 Moving Cities – Same but Different, AR (Augmented Reality) Multiplayer Game, Art Installation, 2018". Marc Lee. Retrieved 2018-12-26.
- Schilling, Chris (23 July 2009). "Art house video games". The Daily Telegraph. London.
- Steinberg, Scott (2010-08-31). "Who says video games aren't art?". CNN. Archived from the original on 3 September 2010. Retrieved 2010-08-31.
- ^ Holmes, Tiffany. Arcade Classics Span Art? Current Trends in the Art Game Genre Archived 2013-04-20 at the Wayback Machine. Melbourne DAC 2003. 2003.
- ^ Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003.
- ^ Stalker, Phillipa Jane. Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games. University of the Witwatersrand, Johannesburg. 2005.
- ^ Staff. Video Game Blogs Archived 2013-05-28 at the Wayback Machine. Format Magazine - Pushing Play. 5 November 2008.
- ^ Bittanti, Matteo. Game Art. Mattscape. Retrieved 1 February 2013.
- ^ Díaz, Carlos Mauricio Castaño (2015). "Art Video Games: Ritual Communication of Feelings in the Digital Era". Games and Culture (1): 3–34. doi:10.1177/1555412014557543. S2CID 54948686.
- ^ Devine, Theresa Claire (2014). "Games as Art and Kant's Moral Dilemma: What can Ethical Theory Reveal about the Role of the Game Designer as Artist?". Games and Culture. doi:10.1177/1555412014538812. S2CID 146825353.
- ^ Ploug, Kristine (2005-12-01). "Art Games - An Introduction". Artificial.dk. Retrieved 2012-11-15.
- ^ Sharp, John. A Curiously Short History of Game Art. Georgia Institute of Technology. Proceedings of the International Conference on the Foundations of Digital Games. Pp.26-32. 29 May - 1 June 2012.
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- Silfer, Kyle. Applied Ludology: Art games and game art. Alibi. V.16, No.28. Feature Archive. July 12–18, 2007.
- ^ Cannon, Rebecca. "Meltdown" from Videogames and Art (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.40-42. 2007. ISBN 978-1-84150-142-0
- ^ Pearce, Celia (2006). "Games AS Art: The Aesthetics of Play". Visible Language.
- LaFarge, Antoinette. WINSIDE OUT: An Introduction to the Convergence of Computers, Games, and Art. University of California, Irvine. 2000.
- ^ Pratt, Charles J. The Art History... Of Games? Games As Art May Be A Lost Cause. Gamasutra. 8 February 2010.
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- Stuart, Keith. Blast Theory brings interactive art to Exeter. The Guardian. 4 October 2011.
- Bogacs, Hannes. Game Mods: A Survey of Modifications, Appropriation and Videogame Art. Vienna University of Technology - Design and Assessment of Technologies Institute. February 2008.
- ^ Stockburger, Axel. "From Appropriation to Approximation". Videogames and Art (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp.29, 34-35. ISBN 978-1-84150-142-0
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- Carless, Simon. Why Are There No Prestige Games? Archived 2019-01-12 at the Wayback Machine. GameSetWatch. 26 November 2006.
- Pfeiffer, Alice. "Playing around with real life; Firm hopes to find niche with video games based on customers' histories." International Herald Tribune. 22 November 2011.
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Further reading
- Bittanti, Matteo. Gamescenes: art in the age of videogames. Johan & Levi. 2006. ISBN 978-8-86010-010-8
- Bogost, Ian. How to Do Things With Videogames. U of Minnesota Press. 2011. ISBN 978-1-45293-312-2
- Clarke, Andy and Grethe Mitchell. Videogames and Art. Bristol: Intellect Books. 2007. ISBN 978-1-84150-142-0.
- Cannon, Rebecca. "Meltdown" from Videogames and Art (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. pp. 40–42. 2007.
- Stockburger, Axel. "From Appropriation to Approximation". Videogames and Art (Clarke, Andy and Grethe Mitchell, eds.). Bristol: Intellect Books. Pp. 29, 34–35.
- DeFanti, Thomas A. "The Mass Impact of Videogame Technology." Advances in Computers. Vol.23. Pg.137. 1984. ISBN 0-12-012123-9
- Greene, Rachel. "Chapter 3: Themes in Internet Art" in Internet Art. Thames & Hudson. Pp. 144–151. ISBN 0-500-20376-8
- Holmes, Tiffany. "Arcade Classics Span Art? Current Trends in the Art Game Genre." Melbourne DAC 2003. 2003.
- Jansson, Mathias. Everything I Shoot Is Art. Link Art Center: LINK Editions, Brescia. 2012. ISBN 978-1-291-02050-2
- Kierkegaard, Alex. On the Genealogy of "Art Games". Insomnia Books. 14 March 2011.
- Sharp, John. A Curiously Short History of Game Art. Georgia Institute of Technology. Proceedings of the International Conference on the Foundations of Digital Games. pp. 26–32. 29 May – 1 June 2012.
- Stalker, Phillipa Jane. Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games. University of the Witwatersrand, Johannesburg. 2005.
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