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A Cognitivist-Subjectivist Theory of Art For Video Games (Pt. 2 of 2)

A Cognitivist-Subjectivist Theory of Art For Video Games (Pt. 2 of 2)

In part 1 (here) I suggested that "what is art?" boils down to how much we think human nature defines where we find beauty, and how universal that human nature is. I now suggest that it is universal enough for us to consider the validity of games in that scheme, but not enough for a true absolutist aesthetics.

My picture
I would want to argue that there exists no sound justification for an assumption of universal pre-programming in human subject's aesthetic taste, and that until there does we ought to take the simpler, less authoritative route of simply accepting that sometimes there will be no agreement between two persons on a particular subject. If I'm built in such a way that I prefer dark humour to light, and you the other, need there be a problem provided we are good enough judges to understand what is at the heart of the matter? Even cultural or personal differences, learnt biases of which one is aware but unable or unwilling to change, can be factored in and allowed for. Hume seems reluctant but committed to drawing much the same conclusion.

In this way we can account for common sense ideas like guilty pleasures. When I describe bad sci-fi as a guilty pleasure I don't mean that I enjoy it in the same way as someone who takes the pleasure at face value. I mean that as a reasonable judge I understand that the powers-to-produce of bad sci-fi are exaggerated on me thanks to my personal bias, and that my opinion will not necessarily be shared by other judges of a similar standard. This is not to say that I ought not enjoy bad sci-fi, only that I would be wrong to hold it up as great art.

What makes your taste superior to mine, then, is not the objects of your preference, but your understanding of the objective power-to-produce those objects hold. If a high art critic judges a smudge of paint on a wall to be beautiful, he is only correct if it he understands what about the paint has the power-to-produce such feelings in himself and in other subjects. Now, perhaps it turns out to be the case that the smudge of paint is pretentious. The critic was responding not to the work, but to external stimuli of which he wasn't aware (eg the reputation of the artist, the presentation of the work on the Turbine Floor of the Tate Modern, emperor's new clothes syndrome). In this case his judgement is wrong.

There's much more that could be written on how the good judge functions, but suffice to say I think there's sufficient evidence to suggest that we are capable of agreeing in a great many cases, and (at least in principle if not in practice) of understanding why we disagree in the rest.  For now, though, let's get back onto games. 


What does this mean for games?
Clearly, on my picture, video games are capable of being art. About this infamous detractor, Roger Ebert, does not disagree. In fact, he practically gives the entire game up when he writes:
One obvious difference between art and games is that you can win a game. It has rules, points, objectives, and an outcome. Santiago might cite a immersive game without points or rules, but I would say then it ceases to be a game and becomes a representation of a story, a novel, a play, dance, a film. Those are things you cannot win; you can only experience them.
I'm sure we'd be quite comfortable seeing the future of artistic video games as being at least in part in 'immersive games without points or rules'. But would we be right to do so?

Let's recap. In order to be considered art, games must have the objective power-to-produce feelings of beauty or 'aesthetic approbation' in human subjects who are good judges of art. A logical equation cannot reasonably be considered valid until it has been judged so by a good logician, and likewise with artistic value.

The good judge has to be a whole bunch of things we can probably guess for ourselves. He has to have good self-understanding, he has to have good knowledge of the medium (for a certain shorthand is developed, and the same trick will not work the same way the tenth time), and his practical capacities (intelligence, perception etc) have to be up to the task.

So what do good judges make of video games? Well, we know the field is split. Ebert is well respected in his field and drastically opposed to video games as art, but then he's quick to accept that his knowledge of the medium is next to zero, which rather eliminates him from the conversation. Of course, if it's true that games are art, and it's true that Ebert is an intelligent and perceptive judge, then it must be true that he could be persuaded (through careful critique of the games in question) that those games are in fact art. I don't know if this has been attempted in earnest, but it would make for a fascinating experiment.

On the other hand, plainly a whole bunch of us say games are art, but might we not be positively biased given our investment in the medium? When we garner what emotion we obviously do from video games, is it right that the powers-to-produce those emotions are in the physical construction of the game itself, or do they really lie in our perception of the medium as something new and exciting? Who would we hold out as a games critic on Ebert's level, and would they agree with us?

Perhaps the naysayers are right when they say we're not there yet. Part of what we need to really answer the question is perspective: we need to know what we're going to achieve in the future, and by what standards the Braids and the Wakos will be compared. The question: are today's efforts closer to cave paintings that perhaps should be considered of greater historical interest than of genuine artistic merit?

It's a cop out, but time will tell. This thing we do - of not just shaping something that will affect the audience, but creating something that the audience can go on to affect in meaningful ways - is unique and developing, and those held in the artistic spotlight are usually quick to point out as much. For all that I enjoy and appreciate the original Pong, there's no doubt in my mind that it is not (and never was) art (though not to say it is impossible to find beauty in its function). Perhaps we'll feel the same about Braid in another 40 years.

Let's ask these questions again when we're in a better position to answer them. In the meantime we need to carry on with what we're doing: seeking a better understanding of interaction and its unique powers-to-produce.