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Games In A Museum?
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<blockquote data-quote="Radiating Gnome" data-source="post: 7651197" data-attributes="member: 150"><p>I think it's important to remember that art does not require an audience to be art -- and need not appeal to an audience. Especially an audience contemporary with the creator. </p><p></p><p>AND art doesn't have to be saying something socially significant. When the art is about a message it's really propaganda, not art. Of course, we can draw cultural insights out of games, but if the author's primary intent is to deliver a message, it's propaganda. </p><p></p><p>Back to old, imperfect grad school memories. Talking about writing -- there was a progression they talked about with writing. Four levels of writing:</p><p>1- Writing for expression. Just writing to get your ideas and feelings out. </p><p>2- Writing to inform -- explaining an event, a concept -- news, etc. </p><p>3- Writing to persuade -- essentially propaganda or writing to change people's minds</p><p>4- Writing for the sake of writing -- literature. Writing whose primary intent is a self-conscious effort to write well. </p><p></p><p>Obviously, most pieces of writing have some elements of multiple levels -- and the idea of the breakdown is sort of artificial -- but it's an interesting rubric I think about in these sorts of conversations. It's especially interesting at that top level -- what does it really mean to be writing for the sake of writing? </p><p></p><p>As I understand it, it's the stage at which the writer is paying attention not just to what he or she writes about, but the way he does it -- and that could be expressive, informative, or persuasive writing, but the writer's efforts is not just to get the words down, but to do it as well as he or she can. </p><p></p><p>How would that translate into a game design context? MAYBE something like this:</p><p></p><p>1- Game design to create competition</p><p>2- Game design to create simulation</p><p>3- Game design to create narrative</p><p>4- Game design to create good games</p><p></p><p>There's tons of room to quibble in there -- and I'm not even sure I like that final list. </p><p></p><p>The real point of all of this crap is just to say that I think something goes from utility to art when the focus shifts from "doing it" to "doing it artfully" -- where "artfully" includes both ideas of craft and innovation. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 7651197, member: 150"] I think it's important to remember that art does not require an audience to be art -- and need not appeal to an audience. Especially an audience contemporary with the creator. AND art doesn't have to be saying something socially significant. When the art is about a message it's really propaganda, not art. Of course, we can draw cultural insights out of games, but if the author's primary intent is to deliver a message, it's propaganda. Back to old, imperfect grad school memories. Talking about writing -- there was a progression they talked about with writing. Four levels of writing: 1- Writing for expression. Just writing to get your ideas and feelings out. 2- Writing to inform -- explaining an event, a concept -- news, etc. 3- Writing to persuade -- essentially propaganda or writing to change people's minds 4- Writing for the sake of writing -- literature. Writing whose primary intent is a self-conscious effort to write well. Obviously, most pieces of writing have some elements of multiple levels -- and the idea of the breakdown is sort of artificial -- but it's an interesting rubric I think about in these sorts of conversations. It's especially interesting at that top level -- what does it really mean to be writing for the sake of writing? As I understand it, it's the stage at which the writer is paying attention not just to what he or she writes about, but the way he does it -- and that could be expressive, informative, or persuasive writing, but the writer's efforts is not just to get the words down, but to do it as well as he or she can. How would that translate into a game design context? MAYBE something like this: 1- Game design to create competition 2- Game design to create simulation 3- Game design to create narrative 4- Game design to create good games There's tons of room to quibble in there -- and I'm not even sure I like that final list. The real point of all of this crap is just to say that I think something goes from utility to art when the focus shifts from "doing it" to "doing it artfully" -- where "artfully" includes both ideas of craft and innovation. -rg [/QUOTE]
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