video games: legacy of the digital age
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Extended Essay for IB Visual Arts.TRANSCRIPT
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Anastasia IlinaVideo Games: The Artistic Legacy of the Digital Age
To what extent are emotions and visual elements significant in therecognition of video games as artistic work?
An Extended Essay in Visual Arts
Graduation year 2014
Word Count: _______
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Abstract
Artistic video games have the ability to tell a story and serve as a transition from books and film to more modern ways of conveying ideas.
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Also include in abstract:1) the scope of the investigation
2) the conclusion/s of the extended essay.
3) how the limits of the research were defined.
Word Count: ________
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Table of Contents
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Introduction
Video games have revolutionized the entertainment industry, captivating
audiences for years and heavily influencing lives; they are a form of electronic
interactive entertainment with a lengthy historical record and worldwide
appreciation. However, despite this, video games are not prevalently accepted as
creative works. Furthermore, the philosophical concept of video games as works
of art still remains debatable in modern society. Even the contribution of creative
elements such as advanced graphics and music has not played a major role in this
artistic battle.
Although the first basic computer game, The Cathode Ray Tube Amusement
Device, was patented in the late 1940’s by Thomas T. Goldsmith Jr. (source), video
games did not start gaining popularity until the 70’s and 80’s, when Pac-Man,
among others, appeared. This was also the time when computers started
becoming available to the wide public and people, mostly students, were able to
develop their own games. As game history progressed into the 21st century and
debates concerning violence, children, and video games evolved, many parents
and educators became hostile to the video game environment. This antipathy has
produced a negative image for video games.
In reality, there is something transcendent about the video game environment.
Perhaps it is the fact that games are optional obstacles which one volunteers to
overcome that draws the players in. Perhaps it is the social aspect, as for some,
the cooperation of online games provides the communal interaction unavailable
in real life, and it is no secret that games have the potential to bring individuals
together. Perhaps, it is the architectural elegance of many modern games. Not
only their visual allure, but also, as the writer Jane McGonigal suggests, “the
structure of their goals, rules and scoring that produce heightened ways of
thinking and interacting”, differing from our standardized modern lives. “Games
are [..] carefully designed structure, and structure is art.” (McGonigal). Being
exposed to these elements stimulates creative thinking and produces positive
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
feedback for the player.
Lately, discrepancies in reception of video games have lead to a movement
informally called “artistic games” by the media. Such games, purposely designed
to be a creative statement, have been challenged by some critics. The games
Passage and Dear Esther, developed, respectively, by Jason Rohrer and
thechineseroom, are examples of such artistic expressions. Their main creative
features are either the use of captivating graphics or the production of emotional
feedback from the audience. Emotional feedback is extremely important, as it
captivates the audience and makes them respond positively. The psychologist
Jenefer Robinson from the University of Cincinnati states in her book Deeper than
Reason that emotions focus our attention on the “things in the environment
significant to [an individual]” (Robinson). This ability to relate to a specific
concept in the creative work makes it memorable and significant to the audience.
Delving further into the immersive qualities of video games, they can also have
very unique relationships with story-telling due to their interactivity and
flexibility. Most recently, video games have been granted legal protection as
creative works by the Supreme Court of the United States. The official Opinion of
the Court asserts, “video games communicate ideas and even social messages”
(bad sourcing: supreme court documents), which supports the ability of the
medium to convey complex ideas. On the legal level, the medium of video games is
equated to film, literature and art.
The visual aspect of video games is also not to be forgotten. Due to progressive
electronic technology, the digital image is flourishing, enhancing the realism of
video games and building their fantastic words. Computer graphics, abundant in
modern games, are works of art, but to what extent to they make the games an
artistic work itself? To what extent are both emotions and visual elements
significant in the recognition of video games as artistic work?
Together with story-telling abilities, emotion and visual elements of video games
may empower some of them to a status of an artistic work.
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
The Game
Vocabulary tends to be distinct in a particular environment, and that of video
games is no exception. In games, major features are the controls, the game screen
and the playing figure. The controls differ from machine to machine and can range
from arrow keys on a computer keyboard to a remote control. The game screen is
the frame of vision in the game environment. On a computer game, this might be
the size of the monitor or less, reduced by the software itself. On a television
screen, the size of the screen is the greatest game screen possible. The playing
figure is defined as the first-person character whose movement one can control.
The words figure and character are interchangeable.
The making of a game
Early games did not have very advanced graphics and are not analogous visually
to traditional arts. In those early games, the images were assembled into small
rectangular arrangements of tiles called ‘pixels’. Because there were only limited
colors available for coloring pixels, the games did not have much variety and did
not produce any artistic interest at the time. As technology developed, 3D
modeling evolved, which is one of the most popular methods of producing visuals
in video games. The computer science blogger Robocoder says that the first
design issue encountered by artists developing these graphics was the “flat
geometric appearance” of the figures produced by connecting vertices with lines
and planes in the modeling software (Robocoder). Compensating for the lack of
realism, texture-mapping techniques were conceived. This involved a picture,
based on a photograph or digitally painted image, being placed on top of the flat
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
sides of a polygon. This was an incredible break-through in game technology, as it
reshaped games from cartoon-like geometric shapes to real-looking objects. After
the artist has created the model, 3D animation systems are used to produce
motion. Further, special effects, such as explosions and glow are added on. While
the artist may design this, the programmer places it into the game directly.
Finally, the designer art components are finished and are given to the
programmer for final integration into the game.
Aesthetics are a primary element of visual arts, as they influence the initial
reaction of the audience and the viewer. A visually pleasing artwork has not only
the ability to attract the attention of the viewer, but also to hold it.
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Dear Esther"Dear Esther rejects pretty much every notion
of what video games should do, and instead
presents a profound look at what they
could be doing."
(Rock, Paper, Shotgun).
Dear Esther indeed does not accord with the conventional image of a video game.
In contrast to first-person shooter games, which involve continuous vigorous
action, Dear Esther focuses on story-telling rather than active interaction between
the player and the game environment. The player's choice-making abilities are
lowered to a minimum, as the character cannot run or jump and there are no
puzzles to be solved. The story itself is uncovered through episodic fragments
from letters to a woman called Esther, who seems to have been killed in a car
crash, possibly together with the male narrator, who's identity is unclear. The
player explores the island while listening to pieces of the narrative, which appear
at certain points and are chosen randomly by the program. This leads to separate
players having different experiences. For example, having heard the narrator say,
"did this whole island rise to the surface of my stomach, forcing the gulls to take
flight?" (source: direct quotation from game) one wonders about the character's
mental stability. As put by the game critic Keza MacDonald, the writing is
"unashamedly florid, flitting all the time in an unsettling way between past and
present" (MacDonald).
Dear Esther is a game that is incredibly emotional as well as visually pleasing, thus
including two important aspects of a basic definition of art. At the 2012
Independent Games Festival, it received the top prize for "Excellence in Visual
Arts" (2012 Independent Games), showcasing its beautifully designed setting.
The island setting of the game is divided into a beginning stage where one
explores the island during daytime, a stage where the player finds themselves in a
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
maze of caves, which are intricately designed, and a nighttime stage, where the
huge moon is a dominant focus of the landscape.
Fig. 1: The beginning of the game Dear Esther (Source unknown).
As the island is first being introduced to the player, it seems a long-abandoned
settlement. The mood is glum, induced mainly by the overcast sky and the dark,
dirty color scheme. However, the color scheme is maintained throughout, without
any major disturbances. The sun, featured fighting the clouds, symbolizes a
certain hope for improvement of life. The landscape seems balanced. The line of
horizon lies relatively in the middle of the game screen, which makes it
comfortable to look at.
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Fig. 2: A screenshot of a cave scene design in Dear Esther (source: direct screenshot).
The cave scenes are incredibly beautiful and calming in Dear Esther. The mood set
in the painting is very gentle, and this stage is most introspective of the entire
game. The stalactites hanging down gracefully from the ceiling of the cave are
parallel to each other, and these vertical lines provide order to the scene.
Although at first, the colors are depressing and heavy, as the eye becomes
accustomed to the blue hues of the caves, it becomes relaxing and tranquil.
Fig. 3: View upon existing the cave stage and entering the nighttime stage (Source: unknown).
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Fig. 4: View from a cliff in the nighttime stage of Dear Esther (source: screenshot).
As the game progresses, the player becomes more and more immersed in the
environment, as if investigating deeper and deeper the life of an individual that
the island perhaps symbolizes. The nighttime scene is the most serene and deep
of all. A perfect landscape and the sense of equilibrium is achieved through the
horizon line, placed in the middle of the game screen, and the main focus on the
large moon. The organic shapes of the clouds are crucial to the dynamic
environment of this stage in the game. As the audience’s eye traces the horizon of
the scene, the sky blends with the sea forming a romantic, foggy ambiguity.
Because none beyond a long stretch of sea is seen in outside of the island, a mood
of isolation is produced, further intensifying any emotions.
As it is visible from the illustrations, the body and features of the playing figure
are not seen when in play. This produces a deeper creative environment in which
the players may conceive his or her own image of the game character. This
freedom is similar to the analysis of a landscape painting, as one is forced to
wonder about the painter himself and his or her motives for producing this
artwork. Dear Esther is a predominantly reflective game, which focuses of
understanding of one’s emotions.
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Passage
While Dear Esther is a visually pleasing game, Passage is not. It is an elementary
two-dimensional game, which "returns to pixel art" (Magnuson) as well as low
resolution and basic arrow-key controls. This simplicity provides the audience
with deeper understanding of the moral of the work, leading, in return, to its
greater appreciation. The messages of death and the value of life are prevalent in
multiple visual metaphors in the game. This is significant in producing emotional
response from the audience, which is a crucial aspect of an artistic work. In his
review of the game, the critic Jordan Magnuson mentions that the concept of
relying on the original building blocks of video games is used very efficiently to
"express emotion and convey meaning" (Magnuson).
Designed by Jason Rohrer in 2009, Passage has multiple noteworthy visual
aspects.
The focus of the game’s composition is the male-looking figure controlled by the
player. The affect of this focal point is achieved as the figure remains at the same
position on the screen relative to the frame of the screen, while the background
constantly moves to the left, consequentially making the figure walk forward.
While in conventional art, the movement in a composition can be emphasized
through the depiction of moving objects, i.e. the flow of a river, the movement in
Passage is literal and thus produces a dynamic environment.
Fig. 5: The beginning of the game Passage. (Bad sourcing: this is a direct
screenshot from game)
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Fig. 6: A tombstone signifies the death of the character in Passage. (Bad
sourcing: this is a direct screenshot from game)
Shown in Fig. 1 and 2, the composition of the screen is transformed as the game
progresses. In the beginning, the character is positioned at the left of the screen,
while the right is comprised of a harmonica-like condensed image of the diverse
stages that lie ahead of the character. This functions as an analogy for the human
life, as one cannot predict the future, but can only imagine a vague plan. As the
figure steadily advances to the right of the game screen, the condensed area shifts
to the left, signifying the hazy past.
Fig. 7: The evolution of the character in Passage (Rohrer)
The dynamic change in the work is again seen in the transformation of the male
figure. He seemingly ages as the game progresses (Fig. 3); blond in the beginning,
he slowly loses his hair, which becomes grey towards the end. Not only there does
color play a major role, but also in the alternating backdrop – the colors and
patterns replace one another in various stages throughout the game. This is done
in order to show that any individual travels though different stages in life, such as
high school, higher education, marriage, work and retirement. However, while the
color scheme changes dramatically, the main features do not, providing a balance
and rhythm to the composition; the shapes of barriers encountered by the figure
stay identical, as well as the top and bottom walls of the frame of the game screen.
Stability and order of a piece are the backbone of an artistic piece, and are thus
important aspects on an artwork.
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Demise of characters
Death of characters is present in both Dear Esther and Passage; its artistic
depiction is analogous, but also differing in multiple ways. In order for an artwork
to be engrossing and captivating, it must evoke emotion and feelings in the
audience, which both works are successful at. Dear Esther accomplishes this
through the continuous reminders of a loved one who had passed away, while
Passage shows the death of a loved one solely at the very end, in a blunt and
austere manner.
In both games, the ending experience is identical during any play-through, as it is
programmed as the standard finish. In Dear Esther, the player reaches the radio
mast atop the island's peak and climbs a ladder to the top of the tower during a
final monologue by the narrator. As the player jumps off and falls to the shore
below, his shadow becomes that of a bird; soaring through the island's bay before
flying low over a flock of paper boats in the water, the player is left with many
unanswered questions and doubts. Who erected this "godforsaken aerial", as it is
dubbed in the game, and why? Is the narrator experiencing an after-death period?
What is his relationship with Esther? In fact, countless gaps in the narrative are left
unexplained, which provides space for the audience to fill using their own
imagination. This is an important aspect of visual arts, as the audience of typical
artistic works is also often forced to wonder about the purpose and historical
background of a painting or a sculpture. Personal associations and additions to a
piece produce a more influential and lasting effect.
Passage provides a similar experience. Because the game does not contain
exceptionally beautiful imagery, it is based fundamentally on evoking emotion
from the player. It touches upon concepts of relationships and their limitations. In
the beginning of the game, the player has the chance to 'fall in love' and continue
his journey with a female character. Consequentially, the player is slowed down,
and his movement is limited, as together with his partner he is unable to bypass
certain obstacles and is forced to take a longer route. The game also examines
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
both the death of a loved one, which is a universally known theme.
Fig. 8: the couple approaches the end of the game. (Bad source)
Fig. 9: the female figure transforms into a tombstone, the male is hunched (bad source).
Fig. 10: after taking a few steps away, the male figure becomes a tombstone as well (bad
source).
In Fig. 4, 5, 6, one can see the conclusion of Passage, where the couple advances to
the right side of the game screen and a static tombstone suddenly replaces the
female figure. Emotion is conveyed in this through the male character, who
instantaneously becomes bent over, and, following a few steps taken away from
his perished partner is transformed into a tombstone as well. These images are
significant in producing emotion in the audience.
Death of oneself is also a theme present in both Passage and Dear Esther. Unlike in
many other video games, players do not have multiple lives; instead "you die only
once, at the very end" and are impotent to "stave off this inevitable loss"
(Passage). "Passage is a life in a bottle," and if one were to play it from an
introspective perspective, one would "find that it is [his or her] life in a bottle"
(Magnuson). In Dear Esther, a freely interpreted suicide at the game’s end may
indeed symbolize the transition from a purgatory period to a next life, but it this is
left to the reader to decide. It is a calming
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Conclusion:
To what extent has your question been answered?
What questions are left unanswered?
What are your hopes for this research/field/question?
To what extent are emotions and visual elements significant in the recognition of video games as artistic work?
Works Cited
MacDonald, Keza. Rev. of Dear Esther Review. IGN. Ed. Steve Butts. IGN Entertainment, 13 Feb. 2012. Web. 27 Apr. 2013. <http://www.ign.com/articles/2012/02/13/dear-esther-review>.
Magnuson, Jordan. “Life in a Bottle.” Necessary Games. David Lerin Webdesign, 16 Aug. 2009. Web. 5 May 2013. <http://www.necessarygames.com/reviews/passage-game-free-download-independent-linux-mac-os-x-windows-art-game-abstract-singleplayer>.
McGonigal, Jane. “How Might Video Games Be Good for Us?” Big Questions Online. John Templeton Foundation, The, 15 Oct. 2012. Web. 13 May 2013. <https://www.bigquestionsonline.com/content/how-might-video-games-be-good-us>.
“Passage.” MoMA Website. Museum of Modern Art, The, n.d. Web. 5 May 2013. <http://www.moma.org/collection/browse_results.php?object_id=145533>.
Robocoder. “How Video Game Art Is Created.” Everything2. Everything2 Media, 8 Mar. 2001. Web. 7 May 2013. <http://everything2.com/title/How+video+game+art+is+created>.
Rohrer, Jason. “Passage.” MoMA. Modern Museum of Art, The, n.d. Web. 5 May 2013. <http://www.moma.org/collection/browse_results.php?object_id=145533>.
“2012 Independent Games Festival Winners.” Independent Games Festival. UMB Tech, 2012. Web. 5 May 2013. <http://www.igf.com/2012finalistswinners.html>.