Art?
Author of this post: Chris Crawford | About Blog Authors »
Why did Rome fall?
What do women want?
What really happened to Amelia Earhart?
How many angels can dance on the head of a pin?
Are games art?
These are questions that will be asked and answered til the end of time. Every answer will have some merit. I have been asked to provide my own thoughts on the last question. Here goes…
Let us first begin by admitting to ourselves that the question is unanswerable. There is no absolute definition of art. Any definition that you propose will be shot to shreds by some contrarian. Moreover, there really isn’t much point in arguing over a definition of art: de gustibus non est disputandem (”There’s no arguing about taste.”) So let’s start off with the humble admission that there is simply no definite answer to the question of whether games are art.
But we can still learn a lot by playing with the question. For example, why even bother with the question? Who cares? Why do gamers even bother worrying about whether games are art?
I can offer an answer to this question, but you may not like it. I think that gamers are overly defensive about their work. We all know that games don’t have the most sterling reputation with the general public: there are plenty of people who consider them tawdry if not downright corrupting to our youth. It seems that hardly a year goes by with some sort of direct or indirect legislative attempt to take a shot at gaming. This makes gamers feel besieged, which in turn leads to the defensive attitude that ultimately seizes upon the ‘games as art’ meme as a form of self-defense. By wrapping himself in the robes of ‘Le Artiste’, the gamer asserts the worthiness of his efforts.
So while I cannot offer any direct confirmation or denial of the hypothesis that games are an art form, I do believe that the assertion of the hypothesis seems to be made for ignoble reasons. The people who argue that games are an art form are (in most cases, not all!) doing so for reasons of personal vanity, not objective intellectual analysis. The argument over ‘games as art’ has everything to do with games and little to do with art.
Here’s a second observation: if games are indeed art, they have certainly fallen far short of the levels of achievement that other media have achieved. Surely there is nothing in the games oeuvre to compare with the great works of music, painting, sculpture, cinema, dance, or literature. Of course, this is an unfair criticism: these other media have had centuries to develop and refine their techniques and to find their geniuses; games have had but 30 years, and during much of that time designers were struggling with atrociously weak hardware. Nevertheless, I can offer a strong argument against the likelihood of such masterpieces emerging. My argument hinges on two factors: the importance of the individual in creative excellence, and the economics of the medium.
First, the individual: there is no question that individuals are better generators of artistic creativity than groups. Throughout history, the most revered artists worked as individuals (although some did work with groups). The individual is the focal point of creativity. Yet the games industry has settled on a system using large teams of workers, with creative control diffused among a number of people. This short-circuits the lightning bolt of creativity.
The second factor is economic. If art can be produced cheaply, then lots of people will create art. Most of that art will be junk, because most people have no talent. But the number of attempts will be so great that there’s a real chance that one of those attempts will be brilliant. Conversely, if art is expensive to produce, then the range of possibilities is narrowed. Fewer attempts will be made and the chances for a bolt from the blue are reduced.
But large budgets are inimical to creativity in a more fundamental way. A large budget inhibits risk-taking because accountability is spread more widely. Working alone, an artist can try any weirdo idea that crosses their mind, and if it fails, then the artist need not explain the failure to anybody. But as the budget of a project increases, the number of people to whom the artist must answer also increases. In the case of a multi-million dollar project, a failure must be explained all the way up to the CEO, and then the board of directors, and possibly even the stockholders. These people don’t understand the intricacies of design, and so any risk, however reasonable the expert may know it to be, is inexcusable at the level of the CEO, the board of directors, or the stockholders. The anticipation of this problem banishes all thought of true risk-taking from the mind of the designer, leaving only the safe — and banal — possibilities.
But what about Hollywood?
It’s likely that you have already realized that Hollywood appears to refute my arguments. Hollywood relies on big teams, not individuals; Hollywood has huge budgets. Yet Hollywood does succeed in maintaining its creative edge. How do I deal with this counterargument?
My answer is to point out that Hollywood has developed an intricate system for coping with these impediments to creativity. The first component of this system can be visualized as a huge pyramid. The bottom layer of the pyramid consists of the millions of Americans who harbor a desire to write a novel. Just above this layer are about a million people who actually do write a novel. The third level consists of maybe 300,000 people who actually submit their work to publishers. Out of those 300,000 submissions, perhaps a 10,000 are actually published. Out of those 10,000, perhaps 500 make a decent amount of money. Hollywood cherry-picks the best of those to make into movies. Thus, Hollywood actually does have a huge creative base upon which to draw. Thousands of creative individuals provide the raw material for Hollywood, and the book publishing industry provides a pre-filtering mechanism.
Hollywood harnesses the creative power of the individual in another way: by precisely differentiating the creating roles in moviemaking, and allocating large amounts of creative responsibility to artists who specialize in that task: writers, actors, directors, cinematographers, editors, and so on. Thus, although many people work on a movie, the creative decisions are still made by individuals, not committees.
Moreover, Hollywood goes to great lengths to nurture its creative talent. Gamers love to boast that the games industry has outgrown Hollywood, but when it comes to growing talent, Hollywood far outstrips the games biz. The mechanisms Hollywood employs to nurture talent are manifold: contributions to film schools to provide basic training to young talent; film festivals for young filmmakers to show off their talents (and where they might obtain further funding); and a plethora of small individual efforts. By contrast, the games industry doesn’t bother to foster its talent because it enjoys a huge crush of eager applicants desperate to get their chance to break into the games industry. Sure, it’s cheaper that way — but it does nothing to foster and develop the talents of these young enthusiasts. They are, for the most part, code fodder. In other computing industries, the size of a program is measured by the number of lines of code; in the games industry, it is measured by the number of newbies you burn out during the project.
The third mechanism that Hollywood uses to foster creativity is its support for films that have no mass market potential. I’m not talking only about art films; there are plenty of films made every year that appeal to only a small segment of the overall market. Hollywood has developed distribution systems to insure that these movies can still make money. By contrast, the games industry is entirely devoted to the Holy Grail of the smash hit. If it’s not an A-level game, it’s not worth bothering with. True there are some B-level projects done every year — but these are not carried out by the major publishers. They’re done by second-string companies trying to break into the bigtime.
It is possible that the games industry will eventually learn from Hollywood and start to utilize some of the schemes that Hollywood uses to enhance its creative output. But I rather doubt it. One of the fundamental rules of corporate and individual behavior is that nobody changes unless they are in pain. Comfortable people don’t change. And the games industry is simply too comfortable to contemplate serious change. It’s not facing the kind of challenges that traumatize and energize other industries. Fuel price increases have no effect; globalization is beneficial, not injurious; the mothers of the world continue to churn out new customers every year. We don’t read news stories of major games companies facing bankruptcy as we read about in other industries. So why should the games industry bother with change? If it ain’t broke, don’t fix it.
A Personal View
Lastly, I offer a way of thinking about the question from the point of view of the individual. It is illuminating, I think, to ask the question, “To what extent is your labor directed towards the goal of meeting the demands of others, and to what extent is it directed towards expressing your own internal expressive impulses?” Here are some variations on that question:
To what extent do you have something burning inside of you that you need to express?
To what extent are you in it for the money?
If you built something that you knew was absolutely brilliant, but everybody else hated it, would you still be satisfied with your effort?
I will not claim that these questions jointly constitute a definition of art. But I do think that any game designer who seeks to be an artist should mull them over.
Tags: Art
















July 8th, 2008 at 4:38 am
Nice take on things, as an Actor as well as a gamer I completely agree. You forgot one thing though (or rather circled around it), an individual (or small team) can make a game, that is their function, a large corporation’s chief focus is their fiduciary responsibility to the shareholders, it is not their job to make games only profit, making games are farther down the list.
July 9th, 2008 at 5:43 pm
Excellent.
My simple answer to this question:
Art is something that an individual (or sometimes two) creates and presents to the world as is, to be accepted, vilified, whatever. There is no “playtesting”.
A game–virtually any game worth a hoot–is tested extensively, and modified in accordance with that testing. Playtesting is vital. Games are not art.
Did Beethoven “playtest” his music? Did Rafael “playtest” his paintings? Generally not.
What I find interesting is that at one time films were not “playtested”, but now it’s common to show preliminary versions to audiences and change the films accordingly. Then in terms of my contrast, films are less “art” than they used to be.
In the end, though: who cares?
July 17th, 2008 at 9:22 pm
This was an interesting read, and you bring up a number of good points about the “games as art” argument. And certainly your opinions are valid, since, as you said, there can be no objective definition of art. However, as someone who is interested in this debate, I feel that I must add my proverbial two cents to the pile.
I think, first of all, it’s a bit unfair to characterize the majority of gamers who make this argument (that games are indeed art) as doing it for the wrong reasons, even if their reasons are the defense of their medium. Revolutionary artists throughout the course of history have had to fight for the acceptance of their work, whether they are innovating within the medium and ignoring their detractors, like Seurat did w/ Pointilism, or creating a new medium entirely, like the earliest filmmakers (Eisenstein) did. You are right to demand an intellectual analysis from gamers who wish to make this assertion, certainly; some sort of reasoning must be provided, otherwise the argument is ill-made. But vain? I must protest. :p
Secondly, while your point about the movie industry is well taken, in that
currently the game industry stifles creativity in a way that film, generally, does less, I must argue that this does not eradicate the possibility of an artistic game. While I am not ready to provide a full defense of “games as art” here in the comments section of your blog, I have to at least pose these questions: Couldn’t the aforementioned shortcomings be overcome by persons of great talent, given the relative infancy of the medium? And isn’t it possible that the artistic quality of gaming, as well as being that which we have already encountered in other art forms, is something entirely new – the manipulation of the interactive experience?
Finally, I just have to challenge your assertion that the game industry isn’t going to change. Once again, the industry is incredibly young, and massive shifts in the direction of gaming have already been visible, form arcade gaming to home consoles, and in the evolution of PC gaming. The future is unknowable. Why would you assume that the current movement, and the popularity of the Realist-Blockbuster game will continue?
Just some food for thought, thanks for reading the whole rant if, in fact, you did.
TL;DR: I disagree
July 18th, 2008 at 4:27 pm
Interesting observations, Andrew. Here are few random reactions to some of your comments:
Revolutionary artists throughout the course of history have had to fight for the acceptance of their work
But what were they fighting against? In the cases I can recall, the objection was their work was too avante-garde, too strange, too weird. That’s not the kind of objection we get to games. People aren’t claiming that games are elitist art that the average person cannot understand. The most common complaint against games is exactly the reverse: that games are troglodytic throwbacks to the Roman gladitorial games, uncivilized entertainment that panders to what is worst in human nature. I think that your comparison with revolutionary artists is way off the mark.
Couldn’t the aforementioned shortcomings be overcome by persons of great talent, given the relative infancy of the medium?
the industry is incredibly young, and massive shifts in the direction of gaming have already been visible, form arcade gaming to home consoles, and in the evolution of PC gaming.
I disagree with your perception that the industry is young. Yes, in many ways it is, but I’ve been involved in this industry for 30 years now and what I observe is a dramatic slowing of the rate of change. Yes, in the 80s we saw lots of change, lots of youthful exuberance. In the 90s it started slowing, and I have seen little real change in the last decade. The difference in our perceptions, I suspect, arises from two factors: 1) the difference in the length of our experiences; and 2) the differences in our conception of the scale of change. Gamers these days are impressed by a small improvement in the AI of the NPCs; I am looking for changes of much greater magnitude. Specifically, I’m looking for games that appeal to a broader audience. We’re not seeing any substantial progress in that direction; games are still appealing to the same audience that they appealed to twenty years ago. The audience is bigger, yes, because we’re getting greater penetration into that market — but we’re not broadening.
If you want to see what I mean when I talk about change, have a look at what we’re trying to do at storytron.com.
July 19th, 2008 at 8:30 pm
Mr. Chris Crawford,I appreciate almost all of your writtings,both books and essays,and I feel compelled to make some comentaries,mainly about the question whether games are or are not art.
I strongly disapprove thoughts like as “there is not any valid defintion for art”.Everthing that is rasonable can receive a definition,and I will try to write a general and intelligible meaning of art.Art is a latin word (ars,artis) whose common definitions are “hability,artifice and work”.If we investigate the history of art we shall notice that it was primitiviey something whose importance was almost exclusively functional – “arte funcional,inferior,objetiva”.Aristoteles – in Ars Poetica – confirms that the classic greece conception of art had arcaic foundations,although its functions were not ordinary but moral.”Ars gratia artis” (I am not talking about Parnasianism) is a modern idea – “arte não funcional,superior,subjetiva” – that touchs smoothly the concept of worldly (and spiritual) experience:why do we live? The justification of life is itself – “the justification of art is itself”.Art evolution scale can be traced parallel with human evolution scale,primitive men had concrete thought and objective art,we have more abstract thought and subjective art.However,both are art and consequently should accept a general definition of art:art is a creation of anything perceptible in any sensory dimension.Therefore,art is not always a good thing.Fernando Pessoa,a famous portuguese poet,undestood it:”Viver não é necessário;o que é necessário é criar.” By this way,art is a imitation of cosmogonic act.All man is an artist (according with my definition) because all man “animate” (anima) a portion of many dimensions of existence,but a few number is a good artist,i.e.,creates art objects which endure centuries and affect people (principally other artists:art for artists – Nietzsche) in infinite senses.
Are game art? Yes…but no.It is undoubtedly a paradoxal question.Games are art because they are a perfect (per-fectum) creation.Games are not art because they are a dimension of existence.Who created chess game has certainly several merits,but Ruy Lòpez,Phillidor and Alekhine were not the creator and have the same merits.How is it possible? We can think chess game like an universe:a group of elements ruled by fundamental laws,which allow us (creatures who live in this dimension) to investigate (science) and to create (art) what we want,limited only by that (fundamental laws).Games are the hightest level of creation!
“Surely there is nothing in the games oeuvre to compare with the great works of music, painting, sculpture, cinema, dance, or literature. Of course, this is an unfair criticism: these other media have had centuries to develop and refine their techniques and to find their geniuses; games have had but 30 years, and during much of that time designers were struggling with atrociously weak hardware.”
There are two other factors.Game born like art of masses,popular entertainment…The best sellers books and cds are usually as good as comercial games.Games are too complex,a genius of Game Designer would be Villa-Lobos,Ezra Pound,Pablo Picasso,Thomas Mann and Friedrich Nietzsche conjoint.
November 19th, 2008 at 4:38 am
[...] wanted to call everyone’s attention to an article by Chris Crawford about whether games are art, published this summer in Notes On Game Dev. The article has many interesting observations, and I [...]
November 21st, 2008 at 5:35 am
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