Showing posts with label Aesthetics. Show all posts
Showing posts with label Aesthetics. Show all posts

Saturday, September 10, 2011

Reader Response Theory and Video Games: Thoughts on G. Christopher Williams's "Why Video Games Might Not Be Art"


I’m a little late to the game on this one (no pun intended), but I’d like to offer a few thoughts on Christopher Williams’s piece for PopMatters, "Why Video Games Might Not Be Art." Giving his article a read before this one will probably elucidate many points here and is also worth reading for its own merits. The main thrust of my thinking in this post begins with something Dr Williams says early on, commenting on a quote from Roger Ebert’s famed “Video Games Can Never Be Art” article:
The really crucial observation to me exists in that last sentence, in which Ebert is suggesting that the player is doing something in playing a game, whereas normally an audience’s relationship to art (be that a painting, novel, film, etc.) is merely “experiencing” (in some passive sense of the word) the object before them, allowing meaning to “wash over them”, rather than actively participating with the artwork.
My problem is not with Williams's assessment of video games (even though I take issue with this aspect of Ebert’s original article) but in his later assessment of where value arises in other art forms. Williams discusses the history of aesthetics, citing Aristotle and Eliot in his discussion and gives some credence to the notion of personal interactivity in the field of rhetoric, but mainly examines Art with a capital A through the assumption that it is something you watch from the outside, not experience as a participant. In discussing Joyce, Willams does discuss the ways in which a person brings something to a text, but he only allows for true meaning to arise when the participant has stepped away from the art work, after the interaction is completed. I would like to discuss this focus on looking at a text from the outside in opposition to a view that sees meaning as arising from an interaction with a text. The reader-response theorists of the twentieth century probably provide the most helpful analysis in this area.

Reader-response theorists, incudling Wolfgang Iser, Stanley Fish, Louise Rosenblatt, Roland Barthes and others, have argued that the act of “reading,” both literally and broadly speaking, is an interactive process. Perhaps more importantly, the act of making meaning occurs not after, but through a "transaction" or interaction between the reader and the text. In Literature as Exploration (1938), Louise Rosenblatt takes perhaps the first stab at this type of thought:
The special meaning, and more particularly, the submerged associations that these words and images have for the individual reader will largely determine what the work communicates to him. The reader brings to the work personality traits, memories of past events, present needs and preoccupations, a particular mood of the moment, and a particular physical condition. These and many other elements in a never-to-be-duplicated combination determine his response to the peculiar contribution of the text (30-31).
To Rosenblatt, meaning arises, not when one looks at the text from the outside, appreciating from an intellectual and emotional distance its various impressive and brilliant efforts, but through an intellectual and emotional connection made through an understanding of its elements as they connect to your own life. This doesn't mean that a book needs to be about someone like you or relate to your life in some concrete and literal fashion, only that the ideas, emotions, characters and words need to resonate and relate on some level. I don't need to live in 19th century Russia to appreciate Notes from Underground, but I do need to have some idea of what existential angst is like, what it feels like to be an outsider, and how "rational society" can create a sort of insanity. Or, I could read the book on any number of levels, with any number of interpretations, and the meaning that would arise would depend on which aspects of the book resonated with my experiences. Here, I am not taking up the banner of extreme subjectivity. I can't decide that Notes from Underground is about loving puppies or the war in Iraq. However, I will not understand it and I will not take meaning from it except on the level that I can connect it to something outside of itself. And so I must interact with the text.

It may help to discuss this sort of meaning-making in relation to a video game. When I was playing through “Flower” on PS3 a few years ago, I was initially floored by the dreamy, transcendent quality of it. Here I was in New York City, in front of a TV in my 8th floor walk-up, drifting off into some green wonderland where, as far as I could figure at first, my only goal was to make flower petals fly around and spin them into dizzying wondrous patterns. As the game progressed, I started to see that the ways in which my experience of flying around and making flowers bloom was altered as the landscape became darker and gloomier.

However, this experience alone, interactive as it was, was not enough to see a particular meaning in the game as meaning is traditionally understood in art and literature circles. I had to go beyond the game and beyond my direct physical interaction with it to make sense of my experience. I needed to interact mentally with the game as I played, to think about what I was doing on something other than a tactical level, as I would with any other artistic text. And as I played, I thought about pollution and the destruction of the environment, the disappearing green space in urban communities and the inattention that all of this receives from our political leaders. And most importantly, I thought about how this was mostly understood as an abstract concept. Environmental change occurs so slowly that it is difficult to understand experientially. We need Al Gore and millions of scientists in order to make sense of our gloomy prospects. And I thought about how this game gave an experiential way to understand the destruction of the environment by allowing me to play in a wonderland only to watch it degrade before my eyes. Without both my physical interaction with the game as game and my mental interaction with the game as text, I would not have been able to derive the same meaning. And the same type of mental interaction that I had with this game occurrs with a book, a film, or a painting. As you read or watch, you think about what you're experiencing and you combine it and connect it with your own thoughts on the world and you make an interpretation.

This account is an almost disrespectfully simplified example to illustrate reader-response theory and one that ignores many other strands of the field. As well, I don’t mean to imply that my process for making meaning was as conscious and direct as it may seem. Understanding texts is not an easy and simple process, it occurs through various interactions, through literal and metaphorical re-readings and re-examinations. Just as you can "get it" as you do a re-reading of a book, experiencing the story anew and seeing new aspects, the act of playing a game can facilitate the process of understanding and making meaning.

In arguing for an interactive theory of meaning-making, I also don't intend to propose that reader-response theorists should be taken as gospel and swallowed whole-heartedly. However, a crucial component in most discussions of video games as art is the fact that previous aesthetic theory and previous thinking on art in general has ignored or shunned interactivity. And so, where do we turn to examine this new medium? The reader-response theory provides an examination of a crucial aspect of video games, interactivity, but does so with a more time-tested medium, literature.

I think meaning is possible in video games, or maybe more accurately, meaning is possible through electronic media commonly referred to as video games. Perhaps it just exists in ways that are not obvious when you look through critical lenses designed for different formats. And perhaps the interactivity that seems so strange and bewildering to us as we try to understand exactly what this medium is and does has been with us all along.

Friday, July 1, 2011

E3 2011: The Top Five PS3 Games for Artistically-Inclined Gamers to Anticipate: Part 5: Journey

Interpretation takes the sensory experience of the work of art for granted, and proceeds from there. This cannot be taken for granted, now. Think of the sheer multiplication of works of art available to every one of us, superadded to the conflicting tastes and odors and sights of the urban environment that bombard our senses. Ours is a culture based on excess, on overproduction; the result is a steady loss of sharpness in our sensory experience. All the conditions of modern life - its material plenitude, its sheer crowdedness - conjoin to dull our sensory faculties. And it is in the light of the condition of our senses, our capacities (rather than those of another age), that the task of the critic must be assessed. What is important now is to recover our senses. We must learn to see more, to hear more, to feel more.

- Susan Sontag, Against Interpretation

If I can describe the experience with words, then why are we even making the game? People like to ask us, and we would like to tell you, “Oh, we would like to make a sense of awe.” But what kind of awe is that?

-Jenova Chen, thatgamecompany, from 4colorrebellion




Thursday, March 25, 2010

What is Love?

Love is an online multiplayer game that seems to function in smaller communities than massive works like World of Warcraft. The idea is to build a civilization with the other plays in the game, rather than blow their faces off. To me, it looks like an impressionist painting mixed with a mid-90's super-polygonal world. The focus seems to be on creating relationships with other players, rather than killing them. Also, I like the whole aesthetic that developer Eskil Steenberg creates. All of my love to these types of aesthetic projects, especially when they are video games.

Friday, March 5, 2010

Braid

It's slightly old news by now, but I wanted to post something about Braid for anyone who hasn't been lucky enough to come across it. Braid is the poster child for independent, artistic games; it is a side-scrolling puzzle game with beautifully drawn 2d visuals and a gameplay mechanism which involves the manipulation of time. Braid has been garnering a lot of attention over the past year or so for its boldly artistic...stance(?). Anyone who hasn't seen the game in action, check out the trailer below. It says more than I can by describing it.

Sunday, October 25, 2009

Metroid Prime and the Artistic Relevance of Video Games

Michael Thompson has a feature up on IGNWii advocating for the artistic merits of the 2002 Nintendo release Metroid Prime. Thompson makes the case that Metroid Prime is the interactive equivalent of Citizen Kane. While the format and audience for the piece seem to limit how deeply the article delves into an analysis of the game in terms of more formal artistic theories, it does make the case for the treatment of video games as serious art, using Metroid Prime as the fountainhead for its commentary. Thompson writes:
The novel is the art of writing; film is the art of editing; and videogames are the art of interacting. Developers create a space where interaction is necessary for progress and they author all the different consequences for interaction within that space.
Here, Thompson is making a fairly basic, but seemingly unrecognized statement about the medium of videogames. They are authored works that allow for direct, explicit engagement with the consumer. That engagement and interactivity is manipulated by the authors of the work. Thompson takes this premise and runs with it, providing a summary of the game's experience to make the case that it is, like Citizen Kane, a masterpiece of its medium.

Check this video for context on what Thompson is talking about. There is a strong attention to the detail and set up of the game's world, and a mixing of standard video game elements with a sense of almost peaceful isolation. The music does a great job of setting the mood.

IGN: Citizen Prime: Is Metroid Prime Our Citizen Kane?

And Yet It Moves


I recently came across And Yet It Moves, a new puzzle-platforming game for PC, Mac, and soon to be released in Nintendo's Wii Ware store. The game was produced as a group project at Vienna University of Technology's Department for Design and Assessment of Technology. Despite lacking a dedicated artist, the game's uniqueness is mostly derived from its use of cut-paper visuals and an overt aesthetic of isolation. The game also sports a unique gameplay mechanism in which players manipulate gravity to move through levels.

See the trailer here

Despite lacking a dedicated game artist, the team at VUT was able to produce an incredibly immersive and unique game experience, based almost entirely on aesthetic factors. While there is a sense of exploration and bemusement that is found in many games, the visuals and music push this game beyond what has come before. All of this without the aid of a visual artist! A team at a university, lacking in major capital or experts dedicated to specific aspects of design, was able to produce one of the most visually immersive games of the year. Here, And Yet it Moves serves as a strong representetive of the independent games movement currently taking off on PCs, Xbox Live Arcade, PSNetwork, and so on. While larger releases have skyrocketing budgets (as always), technology has become accessible enough that with only a few people, a game with strong aesthetic appeal can be put together. And not only made, but released to mass audiences through new distribution channels.