Games As People; As Places; As Art
https://basementmtl.blogspot.com/2014/06/games-as-people-as-places-as-art.html
I’m not prompted to grasp her hand,
yet I am compelled to do so all the same. The game’s logic is astonishingly
simple: protect her from harm using a wooden club, and bond with her by sitting
together on a couch.
These were my initial thoughts as I
played through Ico for the first time, many years ago. Director Fumito Ueda and
developer Team Ico effectively translated many expressive behavioural qualities
into digital code, and allowed me to feel
the connection between protagonists Ico and Yorda.
It is my belief that video games
have long since become an entertainment medium entrenched in values which
define it as art. Certainly, Ico is but one example of how a game can act as
conduit for players to tap into the realm of the expressive; of the meaningful;
of what holds greater than ordinary significance in our lives. What follows is
a brief list of two games which I feel function as art.
Okami
A while back, fellow blogger Brandon
spoke briefly about how visual
aesthetic plays an important role in determining artistic merit in video games.
One of the examples he used to argue this point was PS2 and Wii game Okami, which I agree is brilliant
in its visual style.
Visual style in video games is
itself the equivalent to gamers as paintings are to observers: they can be
windows which allow a person’s mind to reflect on the beauty found in ordinary and
everyday things. Okami often felt overwhelmingly calming, and its serenity was
rooted in part in the way the grass swayed, the way the trees blossomed, and in
the way that the world reacted to the colour which your character literally
brought back to the world.
Mass Effect 2
Moving beyond visual aesthetic, I
find that video games also serve as effective tools for enabling players to
contemplate the significance of personal relationships in their lives.
In a retrospective
I read last week at Eurogamer, the author explored several reasons why he
enjoyed Mass Effect 2 so much. One
notable point he mentioned was that the game was effective in conveying an
intimacy between its characters and the player.
While playing through the entire
Mass Effect series, I felt constantly in awe by how relatable each of my party
members were. Moreover, I found myself identifying qualities in my friends and
family which I grafted onto my party members in-game. In this way, Mass Effect
allowed me to explore what it was that attracted me to the people in my life.
Final Thoughts
More broadly, I feel as though games
are often effective at grabbing hold of players’ imaginations, enabling them to
contemplate natural and human qualities which they feel strongly for. In my
attempts to very briefly cover the topic of art and games, I touched on three
personal favourites, and utilized them to elaborate on how art has bled into
video games.
Moving forward, I would be
interested to see how you , the viewer, have used video games to think more
deeply about what it is that you are attracted to in everyday life.