@NoodleFighter said:
@Jag85 said:
Like other genres that have come and gone, the "art game" genre is slowly dying. The art game genre peaked around 2001-2012, starting with Ico and MGS2 in 2001 and then having its last hurrah with Journey and The Walking Dead in 2012. Ever since then, the art game genre has been declining, with art game developers like Team Ico, thatgamecompany and Telltale struggling to stay relevant (and with Team Ico and Telltale no longer around).
If Death Stranding had released during that 2001-2012 era, then it would've almost certainly gotten rave reviews. Game critics and fans would've cited it as evidence that "video games are art" and used it to "shut down" those "snobbish" art critics and film critics like Roger Ebert.
But from around 2013 onwards, something changed. From around 2013 onwards, video games have become widely accepted as part of mainstream culture, partly thanks to the rise of mobile gaming and social media. It seems like Ebert's death was like the end of an era, where an older generation of "snobbish" art critics and film critics refused to acknowledge "video games as art". Now that video games are finally embraced by mainstream culture, gamers don't feel the need anymore to prove that "games are art". And so gamers started losing interest in art games, hence the decline of the art game genre.
Now in 2019, Death Stranding comes across like a relic from a bygone era. A time when gamers, and game developers, desperately wanted to prove that "video games are art". Which much of the gaming public, and game critics, have now moved on from.
Do games have to be part of the "art game" genre to be art? Maybe we evolved past the "art genre" since like you said people like Ebert are dying off. Maybe what is considered an "art game" now is right in front of us but we don't recognize it. Warframe's The Second Dream quest is considered one of the best moments in current gen gaming. I'd definitely consider it art, how the quest is handled in comparison to the rest of the game before it and its delivery greatly changes your view of the game. Even people that didn't play Warframe for the story now look forward to the story quest. Perhaps were Warframe succeeded and Death Stranding failed is that Warframe didn't sacrifice what is, a game in order to seen as "art" by non gamers.
"Art game" isn't really a real gameplay genre, but just a "genre" name for games where the "art" part is the main focus of the game.
One reason why art critics reject video games as "art" is because of its interactivity. Traditionally, art has been passive, something spectators experience from passively looking at or listening to. This is true for pictures, music, and film. But video games are different, because they're inherently an interactive medium. Hence the debate over whether video games qualify as art. By having spectators actively participating in a video game, it becomes more like a sport rather than an art.
This is why "art games" have traditionally been semi-passive experiences, in order to meet the stricter criteria of "true art". One way they went about it was to give the player agency for much of the game, and then denying player agency during certain sections of the game. That's how they balanced the interactivity of gaming with the passivity of art.
Some titles take it all the way and become visual novels, which is a mostly passive genre, with interactivity limited to things like narrative decisions and dialogue choices. Speaking of visual novels, that's an exception to the "art game" decline. Just as other "art games" started declining, that's when visual novels started taking off and reaching a wider audience outside Japan.
Personally, I'm of the view that active gameplay-oriented video games are not art. By their very nature, active gameplay-oriented video games are more like sports, rather than art. But I would consider semi-passive narrative-oriented video games to be art, because their focus is not on the "fun" part but rather on things like telling a story, expressing themes, or providing a semi-passive audio-visual experience. Kojima's games usually maintain a fine balance between these two extremes, combining fun active gameplay with passive cinematics. But with Death Stranding, it appears he's shifted that balance too far into the latter semi-passive camp.
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