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Mateo Acosta Fernandez

Video games should be considered art

By Mateo Acosta Fernandez, Mazenod College

 

Quoting the greatest philosopher of our times, comic book supervillain Lex Luthor: ‘Some people can read War and Peace and come away thinking it's a simple adventure story. Others can read the ingredients on a chewing-gum wrapper and unlock the secrets of the universe’. Lex Luthor described the subjective nature of the objectively beautiful subject of art. However, if art is so subjective, who are we to dismiss a type of art as ‘it's just a game’? That’s right, everyone, I am here to say that video games can, and should, be considered an art form. My little idea revolves around the idea of meaning. I believe that through their aesthetic and their story, these games are capable of conveying important messages and presenting a meaning to those who play them.

But before all of that, what even is art? Helpful as usual, the dictionary describes art as: ‘The expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power’. Now, that’s a lot of words, but never fear: in the spirit of the Plain English Speaking Award, I’m here to do the dictionary’s job for it. All of that jargon just means: a creative act from a human that creates emotions in another human. Art exists to create emotion.

Right now, we live in strange times, a time of social instability and it’s times like these where art is most important in society. In this storm of chaos and uncertainty, where numbers keep rising and falling unpredictably, people need something to help them feel rather than just rationalise. As Bob Dylan would say, ‘the times, they are a-changin’; however, art provides an emotional rock in all this, through escapism. When you read a good book, or hear a beautiful song, even if it’s only for a little while, you don’t have to worry about the outside world. It's just you and the art, and whatever beautiful emotions may arise from it. When faced with building tension, the only thing that can help is art, to help us all stay together over common interests, and to help us escape the existential terror outside, even if it's just for eight minutes. That’s why society needs art, and it’s why it also needs video games.

So, how are video games artistic? Well the most obvious way would be in aesthetics. Before you even play the game, you’re exposed to a game’s looks, in its cover art, its music, its trailers, its fan art. Aesthetics can instantly make or break a game as an art form, either engaging players or distancing them before they even touch a controller. Consider Cuphead, a game released in 2017 after seven long years in development. The game’s aesthetics forged its claim to fame, as every single one of the 50,000 individual frames in the game was hand-drawn in a 1930s animation style. The music was also all recorded by a live jazz band, to further the feelings of playing an authentic 1930s cartoon. The amount of time and love put into a little game about a cup gave players an experience that transported them to another place and time as any effective art form should. Aesthetic success was also found in the game Journey, released in the bygone era that is 2012. Now, Journey is very well named, because that’s all the game is. It’s a journey through barren wastes, ruins and mysterious lands, with your one objective being to reach a mysterious mountain on the horizon. The entire game’s aesthetic is as simple as the desert you travel across. The art style is uncomplicated and pointed and the music is focused on creating an ambience around the lonely desert. This was a game hailed by many as an ‘emotional investment’, and it did that with so little. That’s because Journey doesn’t have big, flashy looks and songs; it wants to create that feeling of loneliness as you travel the desert alone. It wants to create a melancholy aura to the tale, filling you with emotions as you go through the journey, and the sole satisfaction of completing it alone. Games can look radically different, but even though you still can’t judge a book by its cover, you should certainly judge art by the emotions its looks create.

Now, it is all well and good to say games are pretty. But, if pretty was the only thing that matters, why not buy a comic, or a poster, or, you know, art? Well, in the same way that pictures can tell a thousand words, video games also do this through their stories, the most important part of a game. Okay sure, not every game has this. I’m not here to over analyse the deep and complex lore of Wii Sports Bowling, or even stories that exist for the sake of context, like Mario has to go and rescue the princess for the 50th time because Nintendo loves their biggest cash cow. Wa-hoo! However, a lot of games are built from more than the gameplay or the aesthetics … They’re built from passionate stories filled with meaning and messages for an audience. Atlus’ Persona series is an excellent example, with its three most famous games dealing with three different but powerful themes: Persona 3 focuses on the importance of death as a part of life, and dares to ask the question, ‘What is the meaning of a life well lived?’ Persona 4’s journey is one of truth, and the importance of never stopping until you get to the absolute truth, no matter how comfortable lies can be, and Persona 5 is a story of rebellion, about breaking your chains – whether they’re from society, family or even yourself – and becoming the person you want to be.

But, who cares about everything I just said? It's nice to say that these messages are wholesome and presented in a visually appealing way, but why actually care about these games and their message? The writers and developers exist to give you the elements that make you care, and have a deeper connection with the game. Through endearing characters who experience the character arcs of any traditional fictional character, or a deeper plot with the twists and turns of a classic novel, or even just the emotional still moments in a game that replicate the allure of a painting. Suddenly, you have a reason to care. You find a reason to find meaning in the worlds lovingly created by these writers and designers. The games become more than just a game, they become something players care for and understand. Through emotional connections, they create a piece of art which is remembered by players. The games gain meaning.

Long story short, I’ve spent this little speech trying to show you all what I see in video games: art. Glorious aesthetics and powerful stories combine to create emotions and connections with the players that form meaning. Thank you for listening and I will now go to analyse the lore and depth of the most emotionally powerful of all games: Donkey Kong.