Friday, October 19, 2012

Gaming and Art Journal 4


Videogames have come along a far way, evolving around the same rate as technology does. Digital media and gaming are essentially parallel in their evolutions. It’s the technological advances into digital tools that affect the abilities of what can be done which in turn also affects the new possibilities that are available for games. Improvements such as higher memory capacity chips, allow videogames to reach higher limits on qualities and lengths on what can be in a game. Besides physical technical capabilities due to hardware, videogames have spread out into almost every category; they’ve come a long way since Pong, Space Invaders, Snake, and Asteroids. Christine Paul mentions in “Digital Art” that “games are an important part of digital art’s history”(Paul 2008  p. 197) as “they explored many of the paradigms that are now common in interactive art.” (Paul p. 197).

Nowadays, there are teams of different artists in videogame companies that collaborate on making high definition and exhilarating worlds for players to explore not being exclusive to game genre. This growth has also encapsulated pop culture and society, which can be seen in artists’ work by the references they make. In examining videogames as a whole, would you classify videogames as art or not? Meaning that this would include all genres of games which includes “’shooters’ that seem antithetical to art”(Paul 2008 p. 197). ; Do they count as pieces of art?

Being born in the 90’s allowed me to experience most of the stages that videogames have gone through. Although not everything pertaining to the creation of these games maybe related to art directly, but it’s the collaborative product in the end that gives them their worth as art. Also, even though game types can have high contrasts against each other, those differences don’t distinguish whether they can be classified as art. Instead, look at the similarities beyond the graphics, where the paradigms that Christine Paul mentions that are contained in interactive art. These nuances that create immersion do not always have to involve a deep plot such as role-playing games(RPGs); for example, simulation games, first-person shooters(FPSs), and “god” games still provide a sense of immersion by giving the player a sense through the camera view and actions. Games like Modern Warfare 3 compared to games like Sims or Okami may not be viewed instanteously as art, but the way each game immerses the player to a different world through visuals, music, sound, and interaction make them more than qualified to be called interactive art.

References:
Paul, C. 2008. Digital Art. 2nd edition. NY: Thames and Hudson, Inc.

Saturday, October 6, 2012

Journal 3 "Interactivity"


Journal 3 “Interactivity”

            Digital technology today, has provided the digital media many new innovative ways of creating media art pieces. When I hear the term “interactive” associated with digital art, I think of a person’s involvement within the piece to create their own visuals that can differ for every individual audience. This is also in compliance when Paul mentions that “far more fundamental changes take place with virtual art objects that are open-ended ‘ information narratives’ with a fluctuating structure, logic, and closure where control over content, context, and time is shifted to the respective recipient through interaction.” (Paul 2008 p.68). It’s the involvement and interaction that change a piece into something unexpected beyond our normal standards that we would view a sculpture or painting.
            With both Bill Seaman’s and Jeffrey Shaw’s works, what actually makes them interactive, is the hands on experience. However, each experience is different depending on the choices that are made. For instance, in Bill Seaman’s The World Generator/The Engine Desire, there’s a lot more variety to be made in choices and also the arrangement of components. In Jeffrey Shaw’s The Legible City , the participant is physically active, where they not only ride a stationary bike, but their decision on their speed and direction effects the projected visuals on the screen. In a way, the ability to customize the components that are available in a piece to create a unique experience that are similar yet different for each individual is in essence what an “interactive” piece should be able to do is what I believe.

References:
Paul, C. 2008. Digital Art. 2nd edition. NY: Thames and Hudson, Inc.