Quote:
Originally Posted by Rather Dashing
I don't think so. Can you really say something when you are giving authorial control to the viewer? Can you really deliver a meaningful message, without compromising the integrity of your own meaning or player choice? There are a few exceptions of course, especially if you want to convey inevitability, but I can certainly see how all existing video games are not particularly artistic.
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That's the thing, though. Inevitability. For the most part, choice is an illusion in video games. Sure, you have the choice of sidequesting or stopping to just screw around, and maybe it's possible or even intended for you to be able to sequence break, but if you ever want to see that game's credits, there are certain things you
will do and there's certain scenes that you
will see.
Certainly, we all feel like we have control in the games we play, but when you take a step back, we all still manage to have nearly the exact same experience as each other, the experience the designers wanted us to have. Sure, some of us will stumble upon certain things that others didn't, and some of us will have a more difficult time than others, but the core experience remains the same. And yes, some will love it and some will hate it, but that's true of film or literature or any other form of art, and that's just different tastes.
I think that's what bugs me about your argument so much. You seem to be hanging up on the underlying mechanics of video games and using that as your reason that they can't be art, but that's not what this argument should be about at all. What matters is
the experience.