On Thursday I will have a Pitch presentation and I am struggling with my project. I do like the idea for my project and I knew it is probably not going to be an easy one, considering there arent that many people creating so called 'art house' games, but I was expecting a bit more literature on the actual 2D art in games. Sadly I am finding it really hard to find relevant literature. Most of the books I've looked so far* tend to talk about aesthetics of the games as a whole and primamrily consentrate on gameplay and hardly mention the actual art part of game development and what role it plays in user experience. At the moment there is a lot of information about 'whether games are art' in general and very little about the actual art in games. Also, a little bit of more relevant information can be found on the web but even there information is very sparse therefore at the moment I am trying to salvage all the info I can just to have something useful for my Pitch this Thusrsday and see how it goes and what feedback I'll get because now at the particular moment I am feeling really desperate. Even contemplating if deciding to do this particular project was a good idea after all. The main concern is: what I am going to write about when there is hardly any literature on this topic and if there is more information, then where I can find it.
* - Kirkpatrick, G. 2011. Aesthetic theory and the video game. Manchester : Manchester University Press
Talks about gameplay aesthetics and audience as well as place of videogame as an aesthetic object within the art and culture itself. Most interesting bits of information that are related to my project are:
- lack of knowledge in visual aesthetics by theorists as well as gamers themselves.
- findings that players do enjoy gameplay as well as visuals and are appreciative of visual styles.
- claim that art itself is becoming game like with a lot of interaction, however digital culture has changed/been changing it and seem to move art further towards entertainment that way distancing it from aesthetic. p.109
- claim that “Players do not approach games with anything like the ‘willing suspension of disbelief’ that applies to theatre goers or even modern film audiences.” p.41 with whitch I would like to disagree personally and found some information to support it.
Tavinor, G. 2009. The art of videogames. Chichester: Wiley-Blackwell
In this book author tackles topic of videogames becoming a new form of represeantational art. He points out that recent games have seen growth not only technical but also artistic sofistication while developers are exploring artistic potential and new ways of engaging and influencing players aesthetically.
Information related to my project that I have found within the book:
- author points out that games seem to raise the same issues and concerns as traditional arts: aesthetics, narratives, emotional engagement. p.13 and can be considered as art if we apply 'cluster' theory. p.172, p.194 and p.195
- people working ing game development (e.g. artist) need great amounts of skill to create games and therefore are silmilar to artists placticing traditional arts. p.172
- evolution of graphical representation in videogames is one of the most important aesthetic achievements. p.69-70
- agrees that suspention of disbelief is part of the gamepaly if one is to experience game emotionally: games draw players in to imaginary worlds and stories. p.133 p.183-184
- claims that gamers do apreciate the art withn games. p.174, p.175, and p.180
- also points out the lack of visual literracy between players and theorists while discussing games therefore makes it harder when taling about videogames within a wider understanding of culture and arts. p. 186
Egenfeldt-Nielsen, S. Et al. 2008. Understanding video games: the essential introduction. London: Routledge
This book did not contain much of really useful information that can be relevant to my project. A few related peaces of information were:
- the book author claims that games influences players in a number as ways. For example: communicates values and ideas p.25 therefore contributes to culture as well as reflects it. p.28
- author also supports idea that games are popular art. p.31
- mentions Aki Järvinen who identified 3 graphical styles that dominated video game design: photorealism, caricaturism and abstractionism. p.122
Newman,J. 2004. Videogames. London : Routledge
Another book that I have found to contain hardly any relevant information. He points out that video games have been largely ignored by academics and reason for it in his opinion is, games so far has been considered childs play in spite of their maturing audience.
Bentkowska-Kafel, A., Cashen, T. and Gardiner, H. 2009. Digital Visual Culture: Theory and Practice. Bristol: Intellect
Another book that I have felt continued little information that would help me with my project. I was expecting to find more data relating to actual art in digital media but did not. However, some of the essays did support idea that some art aesthetic theories may need change somewhat to be able to include visual art produced digitally. I have also found myself agreeing with a claim that "...new media art seems to be the only sphere of artistic activity in which there is any hope of realising the goal of overcoming the elitism of fine art." p.64 I think video games is/can be a great medium for that.
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