I am continuing this conversation here in a new thread, as not to derail the Braid's ending discussion thread.
On the last episode of "Games Are Art":
MattBodega said:
"Vaxadrin said:"One of the definitive aspects of postmodern art is it being left intentionally vague and giving the participants free reign over their own interpretations, much like an aforementioned David Lynch film. Just look at all the different ideas in this thread. Given that videogames have come into existence after the start of the postmodern era, it seems really fitting that they embrace this kind of art form. I hate to jump on the "games are art" bandwagon, because I feel that ever since there's been pixel sprites in NES games they have been "art", but this is something on a different level entirely, and I wholeheartedly embrace it."I'm in the totally opposite camp as you, Vaxadrin. Despite how much I wanted to embrace gaming as a legitimate art form(if only to prove the medium had some intellectual value to my parents), I'd come to think that almost all games aspire to be entertainment and nothing else. Rarely does this medium offer anything up simply for edification, instead hoping to bedazzle us with sights and sounds before walking away. The reason so few games have strived to be something greater than entertainment isn't, as one might think, because of the very early corporatization of the industry (though that certainly plays a factor). Rather, I think that creating a working, relatively bug-free game is such a technical challenge that even getting a program running requires a team of genius programmers to make it go. To finish a game, you need the technical people first and foremost, so very few games ever have the opportunity to aspire to more.
The few other "Art" games over the past 10 years always succeed by putting an increased focus on unique art design, or unconventional mechanics and a great aesthetic, but those almost always comes at the expense of some technical facet of the game design. Rez is an amazing experience that makes your heart swell the second you realize what’s going on, but, from the gameplay perspective, it’s a on-rails shooter in the vein of Panzer Dragoon, Bland at best and boring at worst. It's amazing, but players to look past the gameplay to enjoy it.Same goes for Shadow of the Colossus": few people would deny that game's incredible scope, wonderful design, and dark ending rank among the finest the medium has produced. Again, however, that increased creativity caused other aspects of the game to suffer: the framerate is atrocious throughout, rarely above 20 FPS and in a constant state of flux. The gameplay mechanics are interesting and different from any other "platformer" or any game to feature climbing period. But the controls are wonky, awkward to adjust to, and are even more difficult to manage thanks to the game's unhelpful camera. Its one of the greatest game's of all time....but, really, that could very well occur once you stop playing it.
That’s what makes Braid so remarkable: no one aspect of the game in anyway intrudes or detracts from any other aspect. The luscious art design in Braid doesn't in any way hurt the gameplay: on the contrary, it enhances it, makes the player enjoy exploring each individual environment in the game while never fooling them into thinking that some part of the background is important to solving a puzzle. The gameplay is wonderful, starting with rock-solid platforming mechanics and the time control ability, but slowly evolves and meditates on the gameplay over time, so it never becomes stale. The music is almost too wonderful sometimes, always enhancing the levels while never distracting the player too much. And the story is dark, hallucinatory, laden with more metaphor in a single paragraph than most games dare have in the entirety of the product, leaving the player with masterful, iconic imagery that can, pretty easily, connect to their own lives and play styles. But the story never "interferes" with the gameplay, never gets in the way of solving the puzzle and, indeed, helps the player to understand why the time mechanic changes from level to level.
And, of course, there's that ending, that moment when the world seems to stop, just for an instant, and, in one brilliant flash, the story becomes perfectly clear. But it doesn't become perfectly clear: we know what the ending is, but the player is still left to guess what it means, to try and find some nugget of wisdom, some truth to take with them.
Braid is our medium's Citizen Kane, a remarkable gem that may never reveal every single one of its secrets. The game's ending is the iconic Rosebud from that film: a moment of remarkable clarity, soon superceeded by a million more questions.
Braid doesn't pander to the audience. It trusts players, trusts them to complete the puzzles, to listen to the soundtrack, to enjoy the visuals, to find the deeper meaning in the game. A legion of 360 users, writing the game off as a "bad Mario clone" to go play more Soul Calibur, will never understand that final irony. How quickly they leave a worth wild opportunity, a monumental achievement in the medium, to go play something that doesn't have a shred of intellectual depth, for fear of "insulting" the player.Braid is a balence between gameplay and expierience that is unmatched by any product released to date.
....boy, that post got out of hand fast. I just like that game so much that I start writing and can't stop, even if I make a leap of logic that might seem insane!
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While I would agree that Braid takes the artistic medium to a new level, I would advise against getting out of hand with the hyperbole and "Holy shit best game ever!" that seems to get thrown around every 3 weeks. First Bioshock took gaming to new heights, then Portal did, then GTA4, then MGS4, and now Braid. We need to leave some heights for gaming to achieve for the next few years. :P
What I propose, is that games are now becoming art in the traditional monacle-and-a-wine-glass perception of art, in that contextual analysis and deconstruction of themes and symbolism can be applied. Braid, however, it certainly not the first game to attain this. While Braid is absolutely deserving of praise, I view art as the result of human creativity, be it in whatever form it appears...textures, particle effects, or even physics engines.
Even a complex deconstruction and analysis of the combat mechanics of something like Ninja Gaiden or Soul Calibur reveals the workings of the games themselves as an art form. The intricated systems of checks and balances, creating challenges that are visceral without being impossible.
Atmosphere & ambience creation is another way in which art can manifest in games, and it is present throughout anything from Silent Hill to Metroid Prime to Shadow of the Colossus to Doom 3. These games, in my eyes, achieve the status of "art" for that alone.
Even pixel graphics are, in themselves, drawings...a medium considered art long before the concept of a video game ever materialized.
So yes, Braid does attain a new level of thought and dependence on players to fill in the blanks, and yes, it is a gem in todays grey & brown shooter infested world that we should embrace and encourage, but games have always been art. They're just now becoming better art. :)
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Everyone, share your thoughts on the whole "games are/aren't" art discussion. I know you feel strongly on the subject.
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