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	<title>Comments on: Can video games be art?</title>
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	<link>http://www.syntheticzero.com/?p=1023</link>
	<description>art, life, philosophy, architecture, literature, film, performance, and other stuff</description>
	<pubDate>Sat, 09 May 2026 01:45:44 +0000</pubDate>
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		<title>By: Worth Thinking: The Future of Text? &#124; cw4</title>
		<link>http://www.syntheticzero.com/?p=1023#comment-1205</link>
		<dc:creator>Worth Thinking: The Future of Text? &#124; cw4</dc:creator>
		<pubDate>Fri, 07 Oct 2011 01:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.syntheticzero.com/?p=1023#comment-1205</guid>
		<description>[...] article lead to some worthwhile discussion, in particular a commenter&#8217;s earlier post that engages the games as art conversation (set in motion years ago by Roger Ebert) The problem, it [...]</description>
		<content:encoded><![CDATA[<p>[...] article lead to some worthwhile discussion, in particular a commenter&#8217;s earlier post that engages the games as art conversation (set in motion years ago by Roger Ebert) The problem, it [...]</p>
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		<title>By: Curt Sampson</title>
		<link>http://www.syntheticzero.com/?p=1023#comment-918</link>
		<dc:creator>Curt Sampson</dc:creator>
		<pubDate>Wed, 23 Jun 2010 04:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.syntheticzero.com/?p=1023#comment-918</guid>
		<description>I don't find that, in well made games, suspension of disbelief is such a big problem for me. In fact, I find it much easier in, say, Fallout 3 or the Uncharted series, to suspend my disbelief than I do for many well-receive television shows (such as Lost or 24). So this may be more of a personal issue with you than you realize.

That said, there's still a huge amount of technical work to be done in the gaming world which will mitigate the various suspension of disbelief problems. We're seeing only bits of what we need now, and these bits tend to be divided across different games. A few examples:

* Convincing graphics. I think we're getting there now, with the PS 3, XBox 360, and modern computer graphics systems, but there's still a lot more that can be done here.

* Good acting. The Uncharted series, using simultaneous voice acting and motion capturehis is otherwise currently quite rare, is making great strides here, but this is otherwise currently quite rare.

* Stronger interactions with other characters with more nuanced choices. As you point out, this is hard, and may need to wait for much better voice recognition technology before it becomes significantly more convincing.

* Real moral choice that makes a difference to how the game turns out. Fallout 3 is the classic example here; Bioshock also has it to some degree.

Then there's the idea of open world gameplay. This is not always necessary or even desirable, and, interestingly enough, seems very nearly unique to video games.

All that said, I found the two Uncharted games to be quite as enjoyable, probably moreso, than any of the Indiana Jones films, so we're capable of reaching at least that level today.

Where Ebert perhaps went wrong is calling what he's looking for "Art" rather than "Great Art." It seems to me by his definitions, most popular films and books are not art, either.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t find that, in well made games, suspension of disbelief is such a big problem for me. In fact, I find it much easier in, say, Fallout 3 or the Uncharted series, to suspend my disbelief than I do for many well-receive television shows (such as Lost or 24). So this may be more of a personal issue with you than you realize.</p>
<p>That said, there&#8217;s still a huge amount of technical work to be done in the gaming world which will mitigate the various suspension of disbelief problems. We&#8217;re seeing only bits of what we need now, and these bits tend to be divided across different games. A few examples:</p>
<p>* Convincing graphics. I think we&#8217;re getting there now, with the PS 3, XBox 360, and modern computer graphics systems, but there&#8217;s still a lot more that can be done here.</p>
<p>* Good acting. The Uncharted series, using simultaneous voice acting and motion capturehis is otherwise currently quite rare, is making great strides here, but this is otherwise currently quite rare.</p>
<p>* Stronger interactions with other characters with more nuanced choices. As you point out, this is hard, and may need to wait for much better voice recognition technology before it becomes significantly more convincing.</p>
<p>* Real moral choice that makes a difference to how the game turns out. Fallout 3 is the classic example here; Bioshock also has it to some degree.</p>
<p>Then there&#8217;s the idea of open world gameplay. This is not always necessary or even desirable, and, interestingly enough, seems very nearly unique to video games.</p>
<p>All that said, I found the two Uncharted games to be quite as enjoyable, probably moreso, than any of the Indiana Jones films, so we&#8217;re capable of reaching at least that level today.</p>
<p>Where Ebert perhaps went wrong is calling what he&#8217;s looking for &#8220;Art&#8221; rather than &#8220;Great Art.&#8221; It seems to me by his definitions, most popular films and books are not art, either.</p>
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		<title>By: Darcy</title>
		<link>http://www.syntheticzero.com/?p=1023#comment-784</link>
		<dc:creator>Darcy</dc:creator>
		<pubDate>Fri, 30 Apr 2010 13:29:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.syntheticzero.com/?p=1023#comment-784</guid>
		<description>Film is art? Damn. Let's hope video games never "aspire" to such pretense. History of "art" is replete with examples of sharing miscarried by attempting "art." The term "art" is about as non-cognitivitistic as the word "god:"  in an attempt to share an experience we got tripped up by codifying (and monetizing) it's reciprocity. This is all moot, however - video games rock (Pop music... another banal guilty indulgence oft moistened and rolled about in floury artifice)! The "interactive" has always been present. **It's just changing** 
Waiting for Ma Bell to write and article on why the iPhone will never be telephonic (verdict is still out). No Ebert, you cannot qualify video games in film crit. You need to develop another grotesque armature to ameliorate your  trembling response of the unknown. Clearly this guy is a noob.</description>
		<content:encoded><![CDATA[<p>Film is art? Damn. Let&#8217;s hope video games never &#8220;aspire&#8221; to such pretense. History of &#8220;art&#8221; is replete with examples of sharing miscarried by attempting &#8220;art.&#8221; The term &#8220;art&#8221; is about as non-cognitivitistic as the word &#8220;god:&#8221;  in an attempt to share an experience we got tripped up by codifying (and monetizing) it&#8217;s reciprocity. This is all moot, however - video games rock (Pop music&#8230; another banal guilty indulgence oft moistened and rolled about in floury artifice)! The &#8220;interactive&#8221; has always been present. **It&#8217;s just changing**<br />
Waiting for Ma Bell to write and article on why the iPhone will never be telephonic (verdict is still out). No Ebert, you cannot qualify video games in film crit. You need to develop another grotesque armature to ameliorate your  trembling response of the unknown. Clearly this guy is a noob.</p>
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