This is a short response to Michael Abbott’s latest post over at the Brainy Gamer, on the topic of understanding video games as artistic works. While I couldn’t possibly put his eloquent words into finer poesy, perhaps the following few points are worth thinking about. I admit that they’re controversial points, but I don’t offer them for the sake of controversy – I simply want to extend the “language” for video games in whatever way I can. The best way to do this, I think, is to make some distinctions between the kinds of language often used in video and computer games, which are often mixed up and conflated with each other. This is my first official crack at it.
1. There is no communicative “medium” to speak of in art. A medium presupposes a message of some kind – a basic, unambiguous code that can be transmitted from point to point. Because artistic works are inherently ambiguous in their meaning, there are no messages in artistic works. Video and computer games are not a communicative medium, and they have no message.
2. The artist has no hidden message for us. Even when an artist deeply desires to communicate, moralize, educate, challenge, or amuse the audience – their artistic creation will always frustrate, deny, and exceed their intentions. Trying to interpret or understand an artistic work by guessing at the artist’s intentions is a blind, endless, alley.
3. What we think of as an artistic “medium” is simply a set of conventions and tools used for artistic expression, bound together in a common style or genre. Painting or drawing media, such as crayons, charcoal, and paper, are tools used for expressive purposes. Computers are the primary medium through which video and computer games are created; games are therefore not a “medium” in the creative, artistic sense. Games are creative expressions brought to life through many kinds of tools.
4. The expressive qualities of a work of art, or video game, come from many different sources. Some of those sources of meaning are bound up with the artistic medium – the fact that a game must proceed in a logical, rule-based, manner. The artistic methods and techniques of the artist also bring a particular personal expression to the work. The cultural and historical context that an artist works in, responds to, lives, contributes to the meanings we find in the work. The emotional and intellectual depth, imaginative capacities, intensity and breadth of feelings, and sensitivity of the reader/viewer/player/audience bring meaning to the art piece. All of these things, bound up together, give us a “sense” of what an artistic work means. Segregating any of these elements (culture, language, artistic method, the artist, the audience, the piece itself) and trying to pin down the source of meaning onto just one thing is a plain mistake. However, contextualizing and interrelating these elements, one to another, gives us the chance to understand what art is about.
So there are a few distinctions: the first (1 & 2) having to do with the confusion over a medium-as-a-means-for-communication, and the second (3 & 4) having to do with the confusion over a game-as-an-artistic-medium.
In the end, games are no different from other symbolic forms insofar as understanding them, what they mean to us and not simply our opinions of them, demands a holistic view of the particular game, the genre, the artist, the artistic method, the culture, and the audience, among many other things. As Michael suggests, sometimes 21st-century Bolivian painters do have much to learn from 18th-century composers, just as game designers have a lot to learn from books, films, music, drama, and fine art. All human expression is a thick jambalaya of influences, and to single any one particular thing out – for instance by claiming that the language for video games should not include the language for film or music – is a mistake, I believe.
And finally, pulling together the roots, similarities, and relationships of meaning in games are not simply “academic” endeavors that only some elite crowd can do. Even being able to say “I’m playing an FPS” is a step in the right direction – of recognizing that this particular game belongs in a long history of first-person shooters. What is tougher is taking those extra few steps, and showing how the particular feelings the game gives you, the other games it plays like, the style of the art or technical direction, or the culture of war or violence that the game was created within – all give a sense to this being a meaningful thing. This is someone everyone is capable of, as long as they’re willing to make a few more connections they weren’t planning to. Like Michael said – this is something worth doing.
-
I think you’ve made some very perceptive points, although I dispute these ideas: “there are no messages in artistic works” and “The artist has no hidden message for us”. You even say “Even when an artist deeply desires to communicate”, which implies that they may in fact have a message. Certainly I have tried to communicate messages through my creative works. I’m sure I haven’t been successful, and I fully appreciate that the artist’s message is open to interpretation. I have also indeed made things fully intending the message to be open to multiple interpretations. But that doesn’t mean that there were no messages at all in the author’s mind, no matter how futile the attempt to convey them.
I agree in all other respects. People often place too much emphasis on the ‘message’ in an artistic work, as though art is just a way of making clever ciphers for the author’s thoughts.
-
Movies seamlessly blend photography, theater and music all at the same time. You’re a passive observer of such beauty, as with all art forms so far but in primitive cultures where art is participative, such as dance and music.
Games bring back interaction by the observer: the fact that he can explore the environment, unfold secrets and even believe he is actually influencing the plot (actually pre-scripted branches). This is all very nice, specially in the face of ever better and more smoothly blended cutscenes which give away the main narrative points.
The only problem for games to be considered art — or at least narrative art as many want — is that the bit which makes games unique, the interaction bit, is not as well developed as the audio-visual artistry it employs, nor as engaging as the literary plots conveyed in the non-interactive cutscenes.
Graphical action games ever since Spacewar has consistently been all about just moving objects around and exploring the virtual space, not truly moving or influencing the plot in meaninful ways.
The closest I see to true interactive narrative — complete with player-directed branching plots and NPCs reacting to it (and possibly showing emotional growth) — are modern interactive fiction games such as Varicella:
http://parchment.googlecode.com/svn/trunk/parchment.html?story=http://parchment.toolness.com/if-archive/games/zcode/vgame.z8.js -
Hi Chris,
From your initial article, I was pretty geared up for an argument!
But then I read your comments, and saw, I guess, your deeper meaning, and think that maybe some of it got lost from the original post. I guess my only qualm with your ideas in the post (particularly in regards to the first point of not having a message in an artwork) is that what then becomes the point of Artwork, if authorial intent/message is removed? What separates the Mona Lisa or the Sistine Chapel from a piece of bubble gum that I scrape off my shoe? (Other than the fact that the creators of the two former works spent a lot longer making them than the bubble-gum chewer) I’d contend that it is the authors intention, which, then imbues the work with a certain kind of message. (It’s obviously a much more complicated process than simply “intending” something and then “realising” something, but for the sake of brevity lets just pretend Michelangelo was pretty capable of rendering in paint whatever he wanted.)
I agree with you that the artist has no final, complete or objective say in *how* the artwork is received – but to remove the importance of its inclusion just strikes me as rather perverse. I also disagree that the authors intention is only attainable through “asking him/her directly”, what I’d suggest happens instead is that we most often find facets of the artists intention in the work – not the whole, or the complete message.
For instance with “Eat at Joes” – someone may discover in the artwork “Eat”, and others may instead focus on “Joe”. To write off the whole, complicated, messy and interesting area of intention/reception seems like a grave error to me – and certainly there is a HUGE interest in the academic world (as I’m sure you’ll probably be aware) in researching just exactly how intention/reception functions.
I guess what I’m saying is that I am uncomfortable with saying “the authors intention doesn’t have any bearing on how we receive the artwork” which was kind of the impression I got. Perhaps I misread you, if I have, I apologise. Thanks for starting an interesting discussion. =)
-
Thanks for such an insightful post and for your kind remarks about my essay, Chris.
You have me thinking about my liberal use of the term “medium” to differentiate games from film, novels, etc.. I think I’ve relied on it rather unconsciously, simply to make certain distinctions, but your piece has me thinking this is probably a mistake. A medium is like a tunnel that channels a certain kind of traffic in a specific way. Radio and newspapers can be seen in this regard in terms of the ways they deliver news or other content. Considered in this light, I too am uncomfortable with the notion of art being defined solely by its delivery mechanism.
Now I need a better way to delineate among these, uh, modes of expression? Art forms? I’m open to suggestions.
As for the question of the artist’s intentions, I’m definitely in the camp which says once the art is released into our hands, the artist’s intentions have almost no bearing on the meaning of a piece of art. In fact, I think an artist’s protestations about intent can sometimes work to limit the wide range of receptions good art is bound to provoke. Once it’s out there, nobody owns it anymore. I’m very interested in what artists have to say about their work, and I love listening to them discuss their process…but I also take it with a big grain of salt.
Audiences often tell me the craziest things they see in my own work in the theater. I always say I intended whatever they saw.
-
Thanks for the reply Chris,
I totally agree with both you and Michael that “once rendered or performed, an artistic piece is a public artifact that’s outside of the artist’s hands.” Never was a truer word spoke, as any aspiring artist can attest.
I guess I’m probably just wary of ignoring the artists contribution to the artwork. I mean, it’d just seems to make no sense to me to pretend that this /thing/ that has become an artwork just suddenly appeared out of nowhere. It came from someone/somewhere, and even though the audience brings arguably a lot more with them than the artwork itself ever possibly could (I’m talking about a whole lifetime of experience in the person compared to whatever went into the artwork, be it though, blood sweat and tears, or a certain designed process).
I guess I probably think of an artwork as a Catalyst for whatever springs forth from the audience – granted much of it does come down to interpretation and reception , but it remains that without the artwork, there would BE no reception. And that artwork was created, and chances are good that there was some kind of rhyme or reason to the creation.
Does that maybe explain my crazed concentration on the need to account for artistic… er… authorship?
-
Hi, I’m a newcomer to the comments, (been reading for a while though!)
I have to disagree with your statements about the usage of the word “medium,” however (although I know most of this is an argument about semantics.)
Certainly the discussion so far about the disparity in an artist’s intent, and an audience’s perception, is great and inevitable, and in fact is one of the phenomena worth celebrating about art. And when “analyzing,” “evaluating,” or “observing” (choose your favorite) a work as art, we acknowledge that work’s ability to make us feel certain ways and think certain things, taking into account its context – which may or may not include prior knowledge of the artist and his/her “intent.”
However, when analyzing/evaluating/observing a work as a communication – an *attempt* at relaying a message from A to B without any corruption of the original message, we critique the creator’s ability to make that message reach his intended audience.
But these things aren’t completely separate. If a photographer’s photo from the battlefield in Iraq is published on the front page of the newspaper, clearly it is a communication. The viewer receives the information that there are soldiers, in the dry heat of a desert town, and they’re yelling and there’s a lot of chaos (sorry for the stereotype of an example). But it’s also not hard for us to view the photo as art (and certainly no photographer would be stranger to this mindset) – the photograph has an ability to fill us with a sense of patriotism, or pity for the homeowners victimized by living on a battlefield, or a reminder of that roadtrip we took through similarly arid Arizona desert, etc.
The point is, even while viewing the photo as art, it still has a medium – and even if the artist is not strictly attempting to control the message conveyed – they still convey *a message* through that medium.
-
A little petty but to clear something up J. K. Rowling didn’t explicitly state Dumbledore was gay, she said: “I always thought of Dumbledore as gay”. She was merely stating a personal opinion on a character if that was treated as an absolute that’s as much a fault of the audience as her. Is she not, just like us, allowed to have opinions about her characters?
But what if the matter of his sexuality had been explicitly mentioned in the books? Would that have been just as narcissist on the part of the author? Or what that have been treated as simply another facet of his character?
I might be losing myself here but I’ve always struggled with understanding art.
My personal problem is that I find it difficult to accept art as something devoid of the explicit meaning of the creator. I’m only really able to appreciate it as a lens by which I can view the mind of the creator. Everything that exists within the creation is there for a reason, a reason decided upon by the creator therefore I have to take it as a whole, in terms of the language, structure and the cultural background in which it appears. Even the time at which it is created is decided upon by the creator, they choose to creator it at this time.
What I take from any work of art is clearly as closely bound to my own beliefs and prejudices as it is to those of its creator. But surely without some explicit intent on the part of the creator I merely seeing what I want to see, might I not just as well be looking in a mirror?
This is why I’ve never understood some of the readings of Portal as a message of feminism, all such interpretations seem to have much more to do with agenda of the audience as that of the creator.
-
Read “Understanding Media: The Extensions of Man” by Marshall McLuhan. I think everything in your list is covered in it.

14 comments
Comments feed for this article
Trackback link: http://www.artfulgamer.com/2008/06/18/the-medium-is-not-a-message/trackback/