Consumer Perspectives on Games as "Art"
(Preface that this is a sort of off the cuff essay written over the course of a little over an hour while winding down for bed, so this is definitely a bit of a ramble) Something that always bugs me in conversations around a lot of games (typically AAA, but it sadly bleeds into a lot of indies too when people approach them with a more consumerist mindset) is a very prescriptive language regarding how mechanics should work, in any regard, and often brings out the contrarian in me when friends speak to what would "fix" certain systems without any elaborate framework other than personal taste or past experience of other games that have done it "better".
In the company of friends I at least usually know contextually what is meant but philosophically it still irks me, even though I am definitely a hypocrite and do have opinions on what I would prefer certain games to have as features or what kinds of tweaks I'd like to improve the feel of something to my taste, I at the very least attempt to couch those opinions with the preface that I'm not the developer, the artist, or any kind of arbiter of design for something that ultimately isn't mine, I'm just a critic, and critics are⊠well, valuable, but a dime a dozen and rarely offer sincere insight worth listening to other than friendly banter on personal taste. If one were to have an audience and have any influence in taste-making, it would ideally be responsible with the aim of seeking a like-minded audience who still thinks critically and independently and primarily want the input of someone hopefully being insightful and humble with their feedback.
This opens up a whole can of worms regarding how popular opinion online propagates that I don't want to get entirely into, but just as often as people "borrow" their opinion from influences, people often resort to arguing that an opinion that they dislike must be "borrowed" and that's almost more annoying than the prescriptive opinions in the first place.
It sometimes feels like games can't be art not because they aren't art, but because very few people actually want to treat them as such. Even proponents of games as art are frankly horrible at looking at games for their artistic merit, instead viewing them as media to rank as better or worse than one another, and they simply call games art because it gives one of their hobbies of choice some degree of prestige or credibility that they don't even remotely appreciate. To them, it just sounds good that "the thing I like is art" but do they actually care about analyzing the style (not just surface level audiovisual ones, but more experiential design unique to games), pondering intent, message, etc. in things beyond just story and immediate gameplay? I think very few people care about this at all.
To others "games are art" is also just a broad statement about how illustrators, animators, musicians, etc. all collaborate towards the collective effort of the finished product, but that in itself only gets to a fraction of what calling games "art" even means and is a fairly shallow view of what calling games "art" means if that's all someone thinks it refers to.
This isn't to say that people can't or shouldn't have these surface level opinions or that those are necessarily even insignificant, but I don't often really get the impression that folks who express them have much modesty about it. The overall popular perception of games is that they are a product, and as pretentious as it sounds, I think a lot of people have deluded themselves (unintentionally, though capitalistic cultural osmosis) that products in their product-ness are art, even if they have disdain for "products" or "soulless" "corporate" design. Despite this stance, they still lack the perspective to really treat games as anything else. They know that one perspective is "bad" and that the other is "good" and this bleeds into visual and design trends that they believe are "well designed" (attributed to developers) and "poorly designed" (attributed to publisher/CEO demands as design by committee trend seeking, or whatever other pejorative point of view they may have).
I think there's some truth to this in the way AAA games are designed, there definitely are "safe" and "requested" features of games that are implemented with the intent to sell, but it's also very hard to pinpoint whose vision is whose in projects so massive that there's no singular authorship even with a proper director, and alongside prescriptive language to describe how a game "should" be, there's also a lot of presumptions on assigning and assuming intent behind every decision that one simply can't know unless they were involved. There's obviously educated guesses that can be made, and I think it's fun to ponder these things from time to time, but (I can't overstate it enough that despite the tone of this essay, I don't mind armchair conversations about this stuff, I just hate that people don't seem to have the humility to recognize that their opinions are just that, armchair assumptions) I often wonder how often people who makes these guesses are really aware just how much perspective they lack. It's okay to lack that perspective, but even an ounce of self awareness of it does so much in the way of turning an insufferable demand into a reasonable opinion.
In some ways, this is the "problem" of AAA, but as mentioned earlier, this half-baked perspective often bleeds into all games. These sort of takes are absolutely rampant in places like Steam reviews (and itch, albeit a bit less so). In some ways, it may be "fair" to say a AAA game "should" be a certain way if only because they ARE designed more in line with the intent to appeal to an audience in a way that garners popular (or at least targeted demographic) approval, and I don't entirely dislike these debates, but I do always try to be cognizant of how easy it is to get mired in absolutely trivial non-constructive debates about differences in taste.
What really does suck is how smaller games can suffer from the culture at large, and in ways I'm not even sure I know how to escape. I think it's fine to have negative opinions about games, about individual features of them, and speak exclusively to one's taste when doing so, I just often see people assume that those opinions carry far more weight than they really do. Especially in smaller projects, folks really seem to forget that another person's taste and perspective is involved, that being the person/people who made it. There's little desire to really treat engaging with the work as a "conversation" the way one might a painting or literature. I'm sure there's interesting dialogue to be had in how and why someone likes or dislikes different aspects of a game, but instead of viewing it as something emotionally resonant or more deeply interesting, it's simply a point of frustration with the "product" portion of the object. "I don't like this" could more often be used to reflect on why that is as opposed to immediately jumping to how it would be "fixed".
When I don't like a work of art, don't think "it should have been more red, it should have had more contrast" I usually have some perspective that accepts what I see is final. I'm sure the last two decades of games being available to be patched doesn't help this at all, and I hadn't really considered just how pervasive that element is until writing this last paragraph, but that's also definitely an interesting detail; AAA games are practically all guaranteed to go through a series of patches these days, even indies are. When I yearn for the days where games were final on launch, it's not because I "wish developers were forced to be more attentive to what they released", it's because I wish people as consumers were forced to contend with the media they are viewing is in fact a completed work of art. You don't like something about it? Ruminate on it then.
Granted, games also have the capacity to be "flawed" in ways that a painting may be undetectably "flawed" In a painting, some detail of the canvas material, condition, type of paints used, etc. may be "wrong" in ways one wouldn't know, meanwhile a game can in fact be "broken" in unintended ways. In that sense, it's a blessing to developers that the internet allows for fixes to the end result. I don't think there's anything wrong with patches for such reasons, but when it comes to practically every game being expected to be live-service, I almost revel in a game being released with nothing more than a short set of bug fixes and the nothing else. At the very least, it's nice when games are patched simply because the developer wants to add more for their own sake, and not necessarily to meet consumer demands. (This is one of those armchair opinions, it's impossible to know when this occurs one way or another, and I don't mean to imply that a developer desiring to appeal to their players is a bad thing, but I have at the very least spoken to and witnessed a few developers go through the process of patching a game over time, and I have a lot of respect for their project as a personal work, their rationale for adding more, and when they decided the project was certainly done.)
I could go on an entirely new tangent on the entitlement involved in consumers who consider games "dead" when content patches end or when "early access" games fail to receive timely support, but even that label in itself is an arbitrary product marker to define when a developer thinks a game is "not finished" at their discretion. To keep it short though, this is yet another angle in which folks actively choose to see a game as a product regardless of what their voiced opinion may be on the medium's status as art.
Admittedly, this section is meandering a bit and I'm not entirely sure how to conclude this point. I don't think it's wrong to view games as products, they obviously are, we pay money for them to play them and there's nothing inherently wrong with viewing them as a toy. This designation isn't mutually exclusive from art, in many ways what makes games toys is what contributes to their ability to be art in ways that non-interactive media cannot. Still, it's essentially their "curse" as well, because toys, as objects, are more easily commodified and turned into objects of desire and consumption than more established, "mature", and respected media that, while equally commodified, has had enough time to be grounded as "art" and thus has a wider more visible audience of people that appreciated them on deeper levels. But hey, I've read amazon book reviews, seen the way digital fanartists get treated from time to time on social media, and know just how quickly and shallowly independent music gets chewed up and spat out, so what do I know? The problems of consumer culture are pervasive in ways that aren't unique to games, I just feel that these perspectives are more visible (and sometimes even celebrated) so it's easier to frame this issue through that lens.















