The definition of art is surrounded by a
fair amount of subjectivity. Film critic Roger Ebert “set off an intense debate
among members of both the film and video game industries… by stating that video
games are fundamentally inferior to film and literature as an artistic medium
and that video games could never move ‘beyond craftsmanship to the stature of
art’,” (Hall). He gives evidence to his definition of
art when stating, "Video games by their nature require player choices,
which is the opposite of the strategy of serious film and literature, which requires
authorial control" (Hall). While his analysis of all video games
lacking “authorial control” is at least moderately imprecise, more dramatically
incorrect is his definition that authorial control is a requisite of art. The
concept of authorial control may be considered as a useful feature of a piece
of art expressing the creator’s meaning; however, it should be rejected as the
fundamental basis for defining artwork. It is the exact notion that there is
some collaboration between artist and audience that gives a work a stature of
art. The Chinese Room, a British-based
video game developer, powerfully promotes audience involvement to immersing
degrees in games like “Dear Esther.”
Undoubtedly, “Dear Esther” is constructed
upon three main layers of artistic creations, each of which could be classified
as a “work of art.” These layers are its storyline (including the poetic letters
of the narrator), its graphic design and world generation, and its music score.
With a mysterious narrator introducing the game and world, the player is
necessarily vulnerable to his intermittent injections of story elements.
However, these spoken letters almost entirely refrain from concrete explanations.
The large amount of symbolism and ambiguity forces the player to interject
their own creativity to fill the cavernous gaps of the story line. This becomes abundantly evident as players of
the game discuss their experience with the game, expounded by the result that each
playthrough offers a new order and presentation of letters. The story of the narrator is not only his
own, but the story that each individual creates with the narrator. And while
this creation of a unique story helps to give players their attachment to the game,
the sensory involvement drags the player into the game entirely. The music
score of “Dear Esther” helps players note important times of narration, or even
just unease the player with a resounding hum of a bass string or tinkling
skeleton keys. The sensory marvel is completed with beautifully crafted
bio-illuminencent caves and rolling hill line against the foggy sea. With these
two senses being exercised entirely, the player is almost inevitably drawn into
their avatar so they may experience the island first-handedly. While each is
impressive, these facets do not necessitate the definition of art, or an
art-game, upon “Dear Esther”. The consequence of these works is that the game
as a whole becomes immersing and that the player imposes himself upon the game.
This injection into the avatar provides the initial evidence needed to justify “Dear
Esther” as a work of art in video game medium.
It is this ability to submerse audiences
that afford players their own unique, as Gee puts it, “trajectory through the
game.” While not the only example of a video game and video game developer that
works towards intimate levels of player involvement in the story, “Dear Esther”
and The Chinese Room provide a fairly modern example of this idea. Gee uses the
example of the 1997 title “Castlevania: Symphony of Night” to emphasize the
idea of player collaboration with developers to create a story based on two
stories: the story which developers
create a background and base, and the trajectory which players experience based
on their decisions and events that will occur in different orders. This
experience is the exact requisite for Gee to consider a video game as art (Gee). “Dear Esther” magnifies this concept by
the extent with which the player controls the trajectory of the story with fairly
strong control over their story and the deeper level of “visual-auditory-decision-making
symphony.” As previously examined, the modern level of video game technology
can more convincingly simulate a virtual reality, and the player decisions are
equally as shaping in “Dear Esther.”
“Dear Esther” is successful in providing
ample opportunity for players to identify with, or even implant themselves upon
the avatar of the game. But how does identifying with the avatar matter and how
does it help to justify the video game as a piece of art? An example from my
own experience of play through is useful in answering this. A few times in “Dear
Esther,” the player encounters awe-inspiring, terrifying abysses that beg
inspection. The first is at the base of a hill guarded partially by railing. Though
at this point in the story, the narrator, avatar, and even myself have
developed pervasive, agonizing despair, I could not bring myself to face the
fate of jumping into this abyss, though it called to me. I knew this wasn’t the
time for me to end my story, there was far more to be pondered. The house and
ariel in the distance beckoned me on. But that feeling was far different when
reaching the radio tower when the character made its final flight. I knew that
was how the game and my story had to end. This level of identification with the
avatar was complete; I couldn’t bring myself to just experiment with what was
in the abyss because I felt like that was not the way I needed to go to find my
answers. Remarkably, this fits even Ebert’s idea of authorial control in a more
subtle way. “You are led, without ever really feeling like you are being led,
by subtle visual cues that stand out against the landscape and draw you towards
them,” (MacDonland). Dear Esther interestingly blends a
degree of a concrete storyline with player independence. While the notion of
authorial control should be considered as a characteristic of art, it is hardly
the defining attribute of a form of art.
Video games critic Allister Pinsof appears
to mildly buy into Ebert’s idea of authorial control. He questions the medium
in which the story of “Dear Esther” is presented and wonders if it is better
suited to film in order to abbreviate the part of the game he distastes. “You
can also explore parts that aren’t worth exploring: Pathways that lead nowhere,
caves with the same assets copy-and-pasted, and dead-ends that will make you
curse the game’s painfully snail-paced walking speed.” He also goes on to imply
that he would rather see the game as an animated film using video game engines (Pinsof). This would end in complete authorial control;
however this has the dangerous possibility of sacrificing the necessary
immersion. No film format could entirely pull an audience in as video game
format because of the lack of control the player has and thus destroying identity
with the avatar. While films may invoke empathy and emotion, this is an
insufficient means of portraying the story that the developers intend. Pinsof’s
criticism of “Dear Esther” as boring are highly subjective, and as creator of
the original 2008 “Dear Esther” mod to “Half-Life 2” might respond to claims of
its entertainment value, “sometimes you want Chuck Norris and sometimes you
want something with a different mood or flavor,” (Pinchbeck). The effect of slow-paced walking may be
tedious to some population of players should not insist that the game loses
player control and resort to a film media. The consequence of losing identity
with the character would be severely counter-productive on the artist format of
the video game.
While many games from “Castlevania” to “Dear
Esther” allow players to imprint their own unique comprehension on the story,
the game play of “Dear Esther” is uniquely able to go beyond and draw the
player into the avatar inhabiting the generated world. This collaboration
between the developers and players in creation of a story is, for many, the
defining factor of art in video game format. The Chinese Room created a game in
“Dear Esther” that is pure in its intent to draw in an audience through an
interactive fiction and give players the ability to use their own creativity to
bring life to the corpse of a work of art.
Bibliography
1 comment:
Good introduction. While I might question why Ebert is implicitly in a position of authority, I'm ok with you using him as a foil to help establish an at least somewhat novel concept of art, one which might help you (I'm guessing) in your final project as well. I struggle some with the second paragraph. As I think you recognize, many of the elements of the game that you focus on would work just as well (as Ebert would point out) if it were a film rather than a game. I think your task is to argue that these elements come into their own only through the use of the avatar, the element that would be missing in the hypothetical film version. So it's not enough to argue that the game is pretty - you want to argue that the avatar makes it better art. I think you're planning on doing exactly that, but this paragraph could have used a good rewrite along those lines.
I'm very fuzzy about what you're trying to say about trajectory and Castlevania. I very much like what you have to say about identification and how the avatar enables/creates identification. A simple restructuring of this material with an explanation of how trajectory and identification relate (if they don't, you probably don't need to be talking about trajectory) would have been really helpful.
I think that if you're going to defend the game's choices - the dead ends and the slow-paced walking - you could and should do so explicitly. Detail for us how, in your experience or from your point of view, these aspects of the game aid in identification (which really is what interests you - not immersion, which is the actual word you use).
Your conclusion is ok. The version of it that would have been good, rather than merely ok, would have been able to articulate more what the collaboration actuall is like, or what it results in. I don't think you're quite living up to the title or to your goal here: what is the meaning or purpose or value of this collaborative effort? Very possibly you need to write the final project in order to really do that, but I would have liked at least an initial attempt here.
How to accomplish that without actually writing the final project before its time? I think that ending on an attempt to capture *your* personal collaboration with the creators of the game (as opposed to generalizing too much from that personal experience) would have been a good finish to this essy and a good bridge to your likely final project.
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