Are video games Art? (yes that old chestnut again)

July 30, 2010 by Dino Dini

“What is art?” appears to be one of those impossible to answer questions.

Except that it isn’t. To me it is perfectly clear what art is, and when you accept the definition I have in mind (and I maintain that no better definition exists; please prove me wrong if you can) then it becomes unarguable that video games are art.

To understand art, one first must explore what art has that non-art lacks.

It seems clear to me that we as human beings have two sides, almost literally. See Jill Taylor’s brilliant TED talk on that subject

The left side of our brain appears to be concerned with language, logic, intellect, reason, boundaries, time and causality.

The right side of our brain is concerned with everything else, pretty much. The right side does not care about time, or boundaries, or logic (as in a sequence of reasoned steps), causality, boundaries, intellect or language.

The left is the computer within us. The right is something else. Something that cannot be explained by intellect. It is concerned with the experiential, and confounds the intellect with such simple questions as “what is the colour blue?”.

Sure we can state what the colour blue is in terms of language; for example dictionary.com says:

The pure color of a clear sky; the primary color between green and violet in the visible spectrum, an effect of light with a wavelength between 450 and 500 nm.

That really does not explain what blue is, however. It does not explain the experience of blue. The left brain can’t help too much, here.

Yet, in order for someone to convey what blue is with language, the left brain must translate the words for the benefit of the right brain.

What has this to do with a definition of art? Well, let’s look at a poet’s attempt to describe the colour blue:

What is Blue?
A little boy once asked me,
“What is blue?”

I wonder how such a question should be answered,
As it doesn’t say,
But after deeply thinking,
I come up with a way.

I bend down low,
And begin to speak,
Ready to give him,
The answer he seeks.

“Blue is a sapphire sky,
On a hot summer’s day,
It stimulates the senses,
And lets you melt away.”

“Blue is the ocean,
Deep and crystal clear,
It draws you in and reminds you,
Of what you hold so dear.”

“Blue is a bird,
As wild and as free,
It never fails to give you,
The comfort that you need.”

“Blue is a forget me not,
Blowing in the wind,
It heals and protects you,
Even when the lights are dim.”

“Thanks!” he said to me,
As his mother came up behind,
He took off his sunglasses,
And I saw that he was blind.

by Mary

From a left brain point of view, the poem is certainly using a lot of words in a highly inefficient manner. Intellectually, one can argue, the poem does not say very much. And intellectually this is probably correct. But all those words are not appealing to the left brain. The left brain should simply translate it and shut up.

The reason for all those words, is that there is an attempt to convey something that cannot be conveyed solely intellectually. Language is such a poor tool for this purpose that one has to almost dance around the subject and reveal it not through what is said, but through what isn’t said.

And that is the key to answering the question “What is art?”.

Art is communication that is not purely intellectual.

If the communication is purely intellectual, such as “I want for a walk in the countryside and saw a field of daffodils”, then it is not art.

If instead we say:

I WANDERED lonely as a cloud
That floats on high o’er vales and hills,
When all at once I saw a crowd,
A host, of golden daffodils;
Beside the lake, beneath the trees,
Fluttering and dancing in the breeze.

Continuous as the stars that shine
And twinkle on the milky way,
They stretched in never-ending line
Along the margin of a bay:
Ten thousand saw I at a glance,
Tossing their heads in sprightly dance.

The waves beside them danced; but they
Out-did the sparkling waves in glee:
A poet could not but be gay,
In such a jocund company:
I gazed–and gazed–but little thought
What wealth the show to me had brought:

For oft, when on my couch I lie
In vacant or in pensive mood,
They flash upon that inward eye
Which is the bliss of solitude;
And then my heart with pleasure fills,
And dances with the daffodils.

… then we are engaging in communication beyond intellect and are firmly in the domain of art.

The poem is of course by the appropriately named William Wordsworth, written in 1804.

Certainly, there can be various levels of art; a communication might be almost entirely intellectual with a touch of art or almost entirely art with a touch of intellect. But let us be clear: Intellect and Art are two orthogonal axes in communication between human beings. And thus we can clearly understand what art is.

So, to answer the question of whether video games are art, one actually needs to ask:

“Do video games communicate to the game player something more than what is purely intellectual?”

And the answer is a most emphatic yes; video games are about the experiential as much as they are about the logical. Clearly the ratio of art to intellect varies from game to game, but this is true of all other media already labelled as art.

So when you next see a game player absorbed in a wonderful world of make believe and experiencing things that they could probably never experience for real and feeling the impact of it all in a way that pure intellectual communication could not convey, you will be witnessing art.

Joel Dinolt at the IGAD Never Ending Conference 3: State of the Industry

July 15, 2010 by Dino Dini

Joel’s second talk at the June 2010 IGAD Never Ending Conference.

This concludes the videos of the talks. I hope you enjoyed them, and please keep an eye out for the next Never Ending Conference which will be scheduled late October/Early November 2010.

Joel Dinolt at IGAD NEC 3 : State of the Industry

Joel Dinolt at IGAD NEC 3 : State of the Industry

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Auto tune – Volume War – Drum ‘Machines’ and the death of music

July 11, 2010 by Dino Dini

“Resistance is Futile” was the cry of the Borg, when they were about to assimilate you. I agree with them.

That may be science fiction from the Star trek Universe, so you may think it is nothing to take too seriously, right?

Wrong. The Borg are already here. They have been invading music culture ever since the first audio manipulation technologies become available.

The Borg quest perfection. They value this above all else. They value it above individuality, because there can be only one perfection. They value it above emotion, above humanity.

Their hive mind is concerned with the transfer of information; the efficient means to an end; the continuation of the perfection they create, the fitting together of all minds into one homogeneous existence. They assimilate all species in order to further they aims of perfection.

In music, individual expression, performance, humanity, soul, spirit, that X factor… the very things that mark out a great performer from a nobody or a great performance from insipidity is the ability to communicate an individuality. What makes a great singer great is not that they can sing in tune. It is that when they sing they communicate the essence of who they are.

The increasingly reliance on technology to support the living and breathing of music is rather like the assimilation of human being by the Borg. Music is measured, tolerances are reduced, everything is sterilized and sanitized for the consumption of those who have been fed this sterile food since birth and know nothing different. The beat runs like a machine, the intonation of singing voices strapped firmly to the notes on a piano, the volume at max all the time….

Music is an artistic communication medium not just communicating a composition, but also a performance in the moment. It is about being there. It is about bringing that feeling and emotion that cannot be expressed any other way to the surface. It is about sharing individuality and through that finding the common ground. It is very exciting.

But the Borg are here, and before long I fear that nothing will remain of the true nature of music, except a few isolated pockets of people who still try to make music rather than have machines make it.

Even live performances these days are pitch corrected, if they are performed at all.

Truely I am sick at heart; we are human beings, not machines; but the Borg will take over and the true essence of music, and perhaps humanity, will die…

Bye bye, Loius…

Hello the Borg:

It’s ok. I know, resistance is futile.

Red Dead Redemption Redeemed (Or… be careful of badly adjusted TVs)

July 8, 2010 by Dino Dini

I was minding my own business a few weeks ago when I saw someone playing Red Dead Redemption. Now, I have quite a lot of problems with the game and have laid into a bit, mainly because of my own mental comparison between the claimed cost of development of the game and the level of quality of aspects of it, such as the AI and especially the horse riding controls and animations. I might talk about my thoughts on these things at some point, but not now. Not for a while. Actually maybe never, because some people get angry when I speak my mind about such things, and slur my name all over the place and… well you get the picture. I mean who am I to say anything bad about RDR, eh?

However, the thing that started me off on this negative view of RDR were the graphics: they looked simply awful to my eye. I mean anambiguosly terrible. The textures were poor, often glowing; the tail of the horse looked like it was caked in paint; the lighting was terrible because the back of the character would often appear almost black regardless of the backlighting from the environment… there was a weird bright edge to objects, no visual depth (the landscape looked flat) and objects in the mid distance seemed to have a painted quality about them, in an unpleasant way.

Now, what is fascinating is that I was absolutely correct; it really did look awful. But I was having tremendous trouble convincing people who were looking at the very same screen. After all, this was RDR and so many people had been saying how completely wonderful it was. But I was right, and only today did I find out what happened.

We have some plasma screen TVs to play our games on in what we call the “Playground”. The problem is that they have not been set up correctly.

First of all they have been set on “Vivid” mode, which seems to do something very strange to the colour values (I think this is where the glowing paint texture effect was coming from). Second, they were set to some weird “super dark” mode, no doubt added to the TV for marketing purposes. It appears to reduce overall image quality in order to make blacks “blacker than black”… to really show how these plasma screens have some ridiculously high contrast ratio, but as a side effect they remove any low level detail from the picture, making it black. Thirdly, the “vivid” mode has a pretty severe sharpen convolution filter that creates outlines around the image and makes the mid distance scenery look a bit “water coloury”.

Today I was looking at the XBOX 360 version with a student, and tried adjusting the TV, and by using “GAME” mode instead of vivid, and increasing the contrast, and reducing the sharpen filter and turning off super black mode, and increasing the saturation a little, I saw the game the way it was meant to be seen for the first time.

And, yes, then I saw the truth: it is gorgeous.

Funny that. So many interesting questions then come from this. How come it took a programmer to think of adjusting the image? How many people have looked at games and been mislead by what the TVs showed? How many people play games with bad settings at home? Or in shops?

How many people, like me, have been turned off a game simply because the TV made them look bad?

How are non technically minded consumers supposed to deal with this? It took me 15 minutes to figure out how to adjust the controls to get a good result. Can this be expected of any consumer?

Well, when I saw how nice the overall look of RDR was, I started to want to play it, where as before I had no interest in it at all. Perhaps this makes me look foolish, I don’t know and to be honest I don’t care, because I have learned something very important: that before judging the quality of the graphics in a game, make sure that you are viewing it on a properly calibrated TV. Obvious? Yeh, it is now.

I better check the settings on all the TVs in the playground before the summer break. Call that my penance it you want :D

Stefano Gualeni at the IGAD Never Ending Conference 3

July 8, 2010 by Dino Dini

Stefano is a video game designer and lecturer at IGAD. He is also studying for a PhD in Philosophy. In this talk, he explores semantics and how the answers to some problems depend entirely on semantics. Speaking of semantics, he would be the first to point out that “PhD in Philosophy” has redundancy: it means “Doctor of Philosophy in Philosophy”. But I digress. Here Stefano provides the answer to the ancient riddle “Which came first, the chicken or the egg”. Just remember that before answering a question, one should be very sure of what the question means…

Stefano Gualeni at the IGAD Never Ending Conference 3

Stefano Gualeni at the IGAD Never Ending Conference 3

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Freek Hoekstra at the IGAD Never Ending Conference 3

July 7, 2010 by Dino Dini

At the conference I try to encourage students to give talks, so they can gain experience and share ideas. At IGAD NEC 3, Freek (a 3rd year visual arts student) was the only student brave enough to give it a go. And here is his talk on level design.

Yet to come: Stefano Gualeni and the second talk from Joel Dinolt.

Freek Hoekstra at the IGAD Never Ending Conference 3

Freek Hoekstra at the IGAD Never Ending Conference 3

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Real Time Path Tracing: Jacco Bikker at the IGAD Never Ending Conference

July 5, 2010 by Dino Dini

At IGAD we have some pretty impressive people, and Jacco is one of them. He is known for his work in real time ray tracing (Arauna), but now he is going to the next level: real time path tracing, which promises to solve the problem of rendering for ever. Soft shadows, area lights, depth of field, ambient occlusion… path tracing can give us everything we ever wanted and we are likely to ever need. Just as long as we can make it run fast enough. Well, the grail of computer graphics is not actually that far off anymore…

Jacco Bikker at the IGAD Never Ending Conference 3

Jacco Bikker at the IGAD Never Ending Conference 3

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The psychology of learning

July 4, 2010 by Dino Dini

As we come to the end of this academic year, I think back to the start and the little intro sketch I did as part of an introduction lecture for new students to IGAD…

Now I have to start thinking about next year’s. I’ve got to try again, haven’t I? Go on, you know I want too :P

This is actually based on one of my songs, “The Guessing Game” here renamed to “The Excuses Game”, and captured by a member of the audience.

The psychology of time

July 2, 2010 by Dino Dini

Try conducting the following experiment:

Observe a clock that counts in seconds. Look away from it for a few seconds, and then look at it.

Now, according to when you look at it, you will have a period of anywhere from 0 to 1 seconds before the second digits change, depending on when you look.

I have not conducted a survey, so I am curious. Do you experience the same thing I do when I do this?

When I do this, the initial time before the digits change after looking at them feels a lot longer than real time. Sometimes, if I glance at the digits just after they have changed, the digits seem stationary for what feels like two seconds. In other words, time stretches.

I first noticed this as a child, and I wonder, is it just me? And what is the cause?

I have not found anything on the Internet referring to this yet. If you have any information drop me a line, or just let me know if this works for you or not.

Of course the human perception of time always raises interesting questions such as “is time just an illusion” and “who says that human perception of time is any more important than a scientific definition… to the basic human experience”.

Let me know what you think…

Joel Dinolt (Bethesda) at the IGAD Never Ending Conference 3

June 29, 2010 by Dino Dini

It was a real pleasure to meet Joel again after all these years, and he gave two talks to students and teachers in part 3 of our Never Ending Conference, so called to represent the idea that everything is basically one long conference.

Here Joel talks about Architecture…

Joel Dinolt at the IGAD Never Ending Conference 3

Joel Dinolt at the IGAD Never Ending Conference 3

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