The Best Approach: Art
Foreword: Due to posting schedules, this article was unfortunately unable to be posted to the website before the end of this semester, so I will instead copy paste the entry here. This article, being my last, was actually one of the easiest to write, as it covers a subject I’ve done way too much reading into prior: the argument of video games being art. This subject is one that I’m honestly quite passionate about, and maybe that’s the biggest thing that made this easy to write. I will kind of miss GameZombie in the future, but in the end, a lot of these articles seemed forced when I read through them again, and a lot of writer’s block really plagued me this semester. I think writing this many articles each week really took a lot out of me.
While there is much debate within the media over the fact, there is a great number of people in the world – mostly gamers and those passionate about the industry – that consider video games a form of art, heralding titles such as The Last of Us and even old school games like Pacman as prime examples of what games can bring about. Amazing characters, beautiful stories, or just outright memorable experiences are all brought forward when this argument is called to the forefront. So why is this topic relevant, you might ask? Because despite the debate and all the arguments, something about many different games in the history of this industry has brought about this thought process, this way of thinking. So in my final edition of The Best Approach, I want to ask the simple question: what would make a game 'art'? What sets these prime examples apart from others? The answer, unfortunately, might not be so simple.
Before we break down just what makes a game art, we need to look at what defines 'art' in particular – or more specifically, what can make a game 'high art'. Art on its own is defined 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.” This definition on its own is just a dictionary definition of the term – there is much debate amongst art 'experts' about just what the term might apply to or what it should be. By this definition, however, any kind of human expression within a game can be considered art – what we're looking for here is what defines a much more specific term all formed around opinion: what makes 'high art'.
Relating back to video games in particular, there are a great number of games viewed very highly by critics, consumers and the general public alike to be masterpieces all on their own. The Uncharted Series, The Last of Us, Journey, Flower...these are just a few off the top of my head. In the end, 'high art' is all up to a matter of opinion, but even still, some things don't make the cut. In the long run, there's one thing that is very much in common with all of these different 'high art' games, titles that are widely accepted by our gaming culture as incredible experiences – and that is that they are all so carefully crafted and designed. Each of these games, no matter what their genre, had their team's heart and soul put into the project. There was no early release, no corporate interference (that we know of), nothing that just screamed something was wrong or incomplete with the project. Sure, there was marketing campaigns and the usual business that went into selling a product, but when players got into the game, nothing felt overhyped, nothing really felt unfinished. The developers really made sure that when they were finished with their project, it was really, 100% finished. Sure, there was probably weak points and specific things that critics and others might not agree with, but the overall experience itself? You can tell there was genuine thought and care put into it. Perhaps that's the big secret of all of these big games, of the success of The Last of Us and games like it. The developers, the people behind it genuinely cared and put their all, their heart and soul into what they created, just like the artists of the past. They let nothing stand in their way, nothing blind them to their overarching purpose. At the end of the day, that's what all of us aspiring video game developers should be doing, shouldn't it? Yes, we will all make bad games here and there, some might not be as successful as the big projects, and everyone can't become the next AAA on their own. Nothing will be completely perfect save for an absolute miracle – and even then, someone will have a problem with that product. It's just a part of being creative, and as long as you give it your all, you've got the best approach.
I might not be the most knowledgeable or have much experience myself in the industry as of yet, but I hope that The Best Approach has given at least some insight as to what a proper game should look like. In my humble opinion, with or without an education, that's what the best video games are made up of: dedication, passion, and a genuine love for what you are doing. There's many parts and specifics to it all, keys to immersing your player and giving them the best experience possible, but it all boils down to the heart and soul you put in. My name is Brayden Mitchell, and thank you for reading.














