Games as Art: IRC Discussion on Wednesday November 1st

Join us on Wednesday, November 1st for a chat with on the subject of games and art with Henry Jenkins, Jesper Juul, Marc LeBlanc, and Eric Zimmerman.

Network: irc.freenode.net
Channel: #gamesandart
Time: 6PM PST, 9PM EST, 2 AM GMT

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More About the Topic:

Hideo Kojima says “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.”

And Roger Ebert says “To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers… for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.”

Contrariwise, Henry Jenkins says “Computer games are art?a popular art, an emerging art, a largely unrecognized art, but art nevertheless… The time has come to take games seriously as an important new popular art shaping the aesthetic sensibility of the 21st century.”

Are games art? If not, why not? And if so, why? Is thinking of games as art useful or actually a hindrance for game developers? If games are art, what should our aspirations for the form be?

Participants:

Henry Jenkins is the Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of nine books on various aspects of media and popular culture, including the recently published Convergence Culture: Where Old and New Media Collide.

Jesper Juul is a video game theorist and an Assistant Professor in video game theory and design at the Center for Computer Game Research Copenhagen. He is author of Half-Real: Video Games between Real Rules and Fictional Worlds and numerous articles about games, and his prestigious and influential blog is The Ludologist.

Marc LeBlanc is a twelve-year veteran of the game industry. At Looking Glass Studios, he was a core contributor to several award-winning games, including the Thief and System Shock series. In collaboration with Andrew Leker, he developed Oasis, the 2004 Independent Games Festival Game of the Year in the web/downloadable category.

Santiago Siri is an Argentinean game designer whose work includes Football Deluxe and Utopia (forthcoming). He works for Three Melons, an advergaming firm that offers innovative branding through games. He is also a writer and theoretician, and his blog, Games as Art, is a resource for all members of the game community.

Eric Zimmerman is a game designer and academic exploring the theory and practice of game design. He is the is the co-founder and CEO of gameLab, a game development company based in New York City. He is the co-editor of several works in the field, including Rules of Play, a seminal study of game design technique.

BAFTA award to Troels Folmann for Original Score on Tomb Raider: Legend

Last week, Troels Folmann received the BAFTA award for best original video game score on Tomb Raider: Legend.

Troels used to be a promising PhD student at our center for computer games research in Copenhagen, but was lured away by the industry.

And here, I should be writing a warning: “And look where it got him.”, but it’s turning out rather well, so congratulations!

Speaking at Georgia Tech, October 19th at 4:30

I am giving a talk at Georgia Tech this Thursday at 4:30Pm, in the Skiles building, room 010.

Talk title: “A Game in the Hands of a Player. Or: This Game is just like that Other Game.”

In this talk, I will look at the space between the game and the player. What happens when a player picks up a game, and how can game design influence the player’s actions and experiences?

I see this as an open field between basic two observations: 1) Different players may play the same game differently, and experience the same game differently. 2) Different games yield give different kinds of pleasures.

Immature designers imitate; mature designers steal.

I am finishing an article on matching tile games, and the question of imitation and originality keeps coming up. I’ve often heard the idea of “the bad artist imitating, the good artist stealing” attributed to Picasso, but it is actually from T.S. Eliot in a 1922 essay:

Immature poets imitate; mature poets steal; bad poets deface what they take, and good poets make it into something better, or at least something different. The good poet welds his theft into a whole of feeling which is unique, utterly different from that from which it was torn; the bad poet throws it into something which has no cohesion. A good poet will usually borrow from authors remote in time, or alien in language, or diverse in interest.

Spot on for game design: The good designer welds his or her theft into a whole of feeling which is unique, utterly different from that from which it was torn; the bad designer throws it into something which has no cohesion.

Gizmondo IS WarioWare

Wired has the spectacular story of the thoroughly failed Gizmondo game system and the very shady Bo Stefan Eriksson: How a former Swedish debt collector and criminal managed to lure amazing amounts of money from investors in order to launch a doomed portable game device.

This is the story: Dubious character realizes that there are lots of money to me made in video games, invites equally dubious and video game ignorant friends along to make it big, launches terrible games.

I can’t be the only one to think that this is also the story of WarioWare, with Eriksson playing the role of Wario (or vice versa). Life imitates art. (Or vice versa.)

The difference being, of course, that the WarioWare games are sufficiently bad to be really, really good.