@drsbaitso said:
@courage_wolf said:
Players enjoying a game is much more important than a developers artistic intent.
I think this is a tricky subject, and I don't agree with the certainty of this statement. Extend that ideal into other creative mediums. A reader decides to pick up a novel and black out every third word throughout the entirety of the book because they get more enjoyment reading it that way. Can he/she really say that they have read that novel after finishing? A moviegoer decides to watch Star Wars but watches it a 2x speed because that's the speed they enjoy watching movies. Can they say they've watched that film? Someone else goes to a gallery to view classic works of art. Instead of viewing these paintings in normal, gallery lighting, they insist on viewing them with a black light on because that is how they enjoy and prefer to look at paintings. Can they say they really saw those paintings?
For the above examples at least, I would argue that no, they haven't "experienced" those works of art. There's no parity between my experience of viewing Star Wars and yours if we don't view it as the director intended us to. How can people discuss likes and dislikes of a work of art if the foundations they're built upon are entirely different?There's the other side to this argument as well that can't be overlooked, of how much are artists allowed to change their works (see George Lucas and Star Wars).
Both of these comments are starting to touch on the kind of discussion I'm really interested in.
I mean, this is something that's pretty unique to games (I mean, it's not, as you said you could watch a film at 2x speed, or blank out some words in a book, but those aren't really the same as what we can do with games) in my opinion. The level of interactivity players have can extend beyond the superficial and into the inner-workings of the piece itself.
I personally think that it's important the creators artistic intent be preserved, because even small superficial changes such as removing the black bars change the way that works is being significantly, and if that's the way the creator intended me to view that work then that's the way I want to do so. Whether I find that enjoyable or not, because that's a key distinction in the battle of 'are games art?'. Not all art is supposed to be enjoyed, and a lot of art is intended to make people uncomfortable, frustrate, or shock, or etc.
Mostly these discussions seem to be relegated to plot, story and character, and people harp to film for comparisons. But I think if we want to seriously begin taking games as an artistic medium then you have to be able to accept that we're going to start seeing games that will do things that might not be in the best interests of player enjoyment, or might exist specifically to make players uncomfortable (I'm looking at The Walking Dead here as a good example, but it's an example where that stuff is relegated to story and character)
As a creator, you could easily argue that those black bars and the weirdly focused FOV exist specifically to frustrate the player and NOT to enhance their interaction with the game. And that would be valid from an artistic viewpoint. But entirely invalid from the viewpoint of a consumer product. So it really depends which side of that fence you fall, and I think this topic is only going to get more interesting over time as the medium grows and more developers start to experiment with being artists (and as things get easier to develop, more existing artists experiment with games) because we've still got an incredibly long way to go. Last year when people were calling The Last of Us a sure sign that the medium was now 'mature', I heralded it as a sure sign that the medium was in it's teenage years, desperately aping it's heroes (film and television) in a bid to appear mature, but still a long long way off.
But, as Alex Navarro quite thoughtfully pointed out, this only works if you consider artistic vision in any way infallible. These are (for now) consumer products. You're paying $60 for it and as a lot of people have said in this thread, your enjoyment of that product comes first. And that's not wrong, as Rami Ismail said in his Luftrausers criticism response there's no wrong way to interpret a videogame, and not all of those interpretations are going to be something the creator wanted or even thought of. And the great thing about videogames is that we have the ability to let people have different experiences with the same piece, this is inherent in the mediums interactivity. So extending that into the realms of letting the user customize a piece of work I think is an area we should be exploring, and not saying for definite one way or the other whether it's a good or a bad thing, it's yet another unique and interesting thing we can do with games that you can't readily do in another medium.
My personal experience with The Evil Within specifically, so far has been that I really think the camera is a huge frustration, so much so I don't even think changing the FOV and removing the black bars would help me enjoy the product, the animations are labored and forced, the enemies have too many lengthy grab animations, and the game is incredibly stingy with ammunition but doesn't give you much choice about using it or conserving it, because it keeps locking you in gated segments of the level and forcing you to defeat a horde of enemies, often not even giving you the stealth option it goes to so much effort in Chapter 3 to force you into being aware of. In my opinion, it's a very poorly designed game from the bottom up, but then my experience (as somebody who thought Resident Evil 4 was the death knell for the Survival Horror genre, not a re-invigoration of) is going to be different from a lot of other peoples who think it's great. The PC port being a bit shit isn't helping, either.
But this discussion specifically has gotten me thinking about how the lines between creative intent and player interaction don't have to be solid, they can be blurred and I think that can be ok, it's something that's unique to our medium and I think will provide a lot of interesting opportunities and discussions in the future as the medium matures.
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