Showing posts with label Kojima. Show all posts
Showing posts with label Kojima. Show all posts

Sunday, January 31, 2010

Game Design 2 Journal #1: Games are not Art

I know we've had this discussion a lot, it's driven into the freaking ground. Are video games art? Roger Ebert has famously been quoted on the issue, originally denying video games as Art with an argument about "Authorial control," then in 2007 changing stances only slightly, comparing all games to sports and saying they cannot be "high art." Even Hideo Kojima, famously lauded for creating what some would call a work of art, Metal Gear Solid, admits games are not art. From Kotaku:


Hideo Kojima said: "The thing is, art is something that radiates the artist, the person who creates that piece of art. If 100 people walk by and a single person is captivated by whatever that piece radiates, it's art. But videogames aren't trying to capture one person. A videogame should make sure that all 100 people that play that game should enjoy the service provided by that videogame. It's something of a service. It's not art. But I guess the way of providing service with that videogame is an artistic style, a form of art."
I agree. But that's not the end of the discussion.

Art takes on many forms, from sculpture to the fine brush strokes of Van Gogh. It can be installation art, spanning many weeks or hours of time, or performance art that only exists while the performers deem it. You can Google "art" and get pictures, pictures of sculptures, videos of those performance art shows. Museums are, by and large, public and available for the viewing of great art. You don't pay to see the art, you pay to upkeep the building it is in. Now we get into the real meat: art can be bought and sold, value is placed on it by the artist and then a patron who finds it to their liking comes and picks it up. Art is unique. Even an artist that's made 1000 handpainted toilet seat covers uses a unique stroke or two each time. There is a sense of ownership. Art, though given value, has worth that can be assessed before it is bought, and exists as a singularity. There can be only one!

Video Games are mass produced, cannot be judged before being paid for (we hire people to review games for us, playing advanced copies so we can decide if we want to take the risk on spending 65 bucks), and is not unique. We all have (barring defects) the same game. Unlike art, the inability to judge and critique a game before it is purchased makes buying games risky. We wouldn't consider buying a painting a risk, when we can see and appreciate the whole thing before it is purchased. Video Games also lack that personal sense of "mine", like Kojima said "...A videogame should make sure that all 100 people that play that game should enjoy the service provided by that videogame."

From that, we also glean the purpose for making games: to make money. Games are designed to sell like hotcakes, they're intention is to make money. Sure, you can make artwork for money, but video games are implicitly designed to make money. They have careful, government regulated prices, can be taxed and returned...etc. There is nothing personal in buying a video game that the GAME is providing. If Halo 4 comes out, and you're the biggest Halo fan in the world, Halo 4 has meaning to you. But Halo 4 doesn't know you, and doesn't care about you...the single. Halo 4 has a community, a large group of people with expectations ready to dive down the throats of the developers and rip their hearts out if Halo 4 isn't awesome.

There's a far higher stigma of "Must be successful" placed over video games. "Indie" games, games that are available for free or have no publisher, could be considered art. But it's not possible to call "Shadow of the Colossus", "Rez HD" or "Modern Warfare 2" art, when we examine them against my statements above. The bottom line is: if your game is art, it had better be either free, or there better only be one copy.

Thursday, June 5, 2008

MGS4 Watch: Konami's house, Konami's rules?


Got two articles for you.

EGM Refuses to review MGS4 thanks to limitations (via Kotaku)

Kojima Productions responds to complaints about MGS4 Review limitations


Thus begins a moment I've foreseen and slightly feared...the age of "Cinematic Balance"

The Age of Cinematic Balance is a time where game designers will want to put as much beautiful story into their games as they can. Motion captured cut scenes, tons of great voice acting, minutes to ten-minutes of cut scenes and story to fill out and flesh out a deep, moving experience. This isn't a bad thing. This could be great. However there's an important obstacle in their way: the gamers.

From my personal experience, a lot of more casual gamers skip cut scenes, or want them to be short and sweet. If they're longer than three minutes and don't involve boobs or blood or bloody boobs, they comment on them. They become notable for their length. MGS: Twin Snakes had some beefy scenes, directed by Ryuhei Kitamura (Versus) and they were choice. I appreciated the break in the stealth action. A portion of my gaming peers however tended to get bored, or get up and get a sandwich at those moments. It's all personal preference really, and I see no issue with that! People want to game, I want balance, some people (especially those with more Japanese cultured inclination) love their cut scenes long and proud.

Now, Konami asked that reviewers not disclose several things:

-Install times
-Length of cutscenes (the ending in particular)
-Number of environments
-Opening "movie"
-Product placement
-(Plus a half dozen story-specific items)
They broke it down pretty well in their response e-mail, but Adam Sessler had a pretty good ramble about it. He pointed out that a good review will not spoil anything, but at least touch on things that will help people decide if the game is for them or not. If you don't like long ass cut scenes, you're entitled to know if a game has them. Save yourself some money if it's really that much of a hangup. If you don't like bloody violence (PARENTS), the reviews will let you know a game's rating and violence amounts.

I find install times trivial at best. If gamers can't cool their jets long enough for an install, there's a bigger issue there. Installs are a little doofy, but necessary for certain titles to run optimally. The fact Konami doesn't want it commented, based on Ryan Payton's repsonse, seems to be because if reviews focus on the frequency of it, and the length of the first one, gamers will decide the game isn't worth their time. However, once again, it's fair for the gamer to know about installs.

I find the bullet about product placement to be humorous. I hope Snake munches on tons of Calorie Mate.

Summing it up, there's two main points here:

  1. Game Designers are going to be held under the gun, as technology allows for depth a drama, for maintaining respectable length in their non-interactive story elements. If they can't work it into the game itself (ala Half-Life 2 and Indigo Prophecy), they're going to get a little flak for it.
  2. Reviews are designed to help the consuming gamer know if the game is right for them to purchase. Not just if the game is any good. A good game, to a lot of reviewers, is worth purchase purely based on it's merits as an experience (game play, art, music...etc.), however, for a gamer to spend $60 on a game, they need to know a few almost trivial facts about it. Developers ALWAYS have had NDA for their games reviews. Look in the past at games that weren't allowed to have their reviews out till the game shipped. But companies like Konami and I'm sure soon, a few more may pull this, need to realize that the reviewers job is to paint a spoiler-free picture of the game experience. The length of a cut scene, or the number of installs doesn't totally ruin the experience of the game, but it lets gamers have a nice heads up as to the games technical aspects. Total fair play.