To Jim Sterling, Who Hates Art Games

By: Derek Yu

On: February 19th, 2010

Jim Sterling of Destructoid

Ah, art games, the lightning rod of indie gaming… Jim Sterling (pictured above) recently wrote a couple of inflammatory articles about art games. The first one is titled “Indie games don’t have to act like indie games” and the second one is titled “Art games aren’t innovative and innovation isn’t good”. The headlines are clearly sensationalistic, but Jim does a reasonable job expressing a common view about art games: they’re stupid, boring, pretentious, and not very innovative. If you scroll through the comments on Destructoid, you’ll see many a “Hear, hear, Jimbo! Preach it, brotha!” People are sick of art games.

But Jim and others, here are some important points that I think are missing from these articles (after the jump):

1. Art games are a relatively new concept, and like anything new, they are primitive by default.

2. People do genuinely enjoy these games, and find meaning in them. Even if a player is simply filling in what’s intentionally vague or abstract about the game, that’s valuable. By analogy, there’s value in a cup or a bowl.

3. Jim, you tore apart Edmund and The Marriage, calling them “boring”, “horrible”, and “intellectually lazy”. These are free games made as experiments, as prototypes – the video game equivalents of doodles or sketches, and just as necessary to making games as to making paintings. You railed on two little experimental games for half a dozen paragraphs, and failed to mention that Edmund’s creator, Paul Greasley, also made Zompocalpyse and The Marriage’s creator, Rod Humble, is the executive producer for The Sims (the lazy bastard)!

4. Your argument is the same argument people have used for centuries against artists trying to do new things. Here is what art critic Louis Leroy wrote of one of Claude Monet’s paintings around the dawn of Impressionism (1874):

“A preliminary drawing for a wallpaper pattern is more finished than this seascape.”

Impression, Sunrise

Does that sound familiar? He thought it was lazy, sloppy, and unfinished. In fact, it was the start of something entirely new – something that many people couldn’t imagine living without today. (By the way, there are a lot of other parallels between Impressionism and many of these new experimental game movements.)

I actually agree with some of the things you’re saying, like how AAA mainstream games can be innovative, and how games can be artistic without being unfun or pretentious. But with the attitude you took in your articles (fuck this, fuck that, sarcasm), you may be remembered as the Louis Leroy of this generation+. Food for thought.

Art games will always have a place here on the TIGSource front page, and I will never ever tell people to stop making them.

+ (Although, to be fair to Louis, he at least coined the term “Impressionism”.)

  • Lemon Jesus

    “People do genuinely enjoy these games, and find meaning in them.”

    Yeah, there are people with bad taste out there. So what? It doesn’t make bad games better.

    “…the video game equivalents of doodles or sketches, and just as necessary to making games as to making paintings.”

    So you implicitly agreed with Jim’s statement that indie/art games haven’t become “good” yet.

    “Your argument is the same argument people have used for centuries against artists trying to do new things.”

    New things are not necessarily good.

  • Theotherguy

    Right jimmy.

    His point is that we should praise games for being “good games” not for being “artistic.” And if a game is bad (the criteria being unfun, frustrating, or confusing), it’s bad — even if it claims to be artistic.

  • ngajoe

    Hear Hear Derek! Preach it!

  • http://deepplaid.com/blog IQpierce

    Telling people to stop making any type of game is even more stupid as giving attention to people telling other people to stop making a type of game. If you don’t like art games, don’t play them; if you don’t care about them, don’t read or write coverage about them.

    Anyone is free to remove things from their own little world as much as they want, so long as they don’t remove those things from my world while doing so. That’s what America is all about.

  • Mitch

    “People do genuinely enjoy these games, and find meaning in them.”

    Yep, and people enjoy furry fan-fic Sonic & Tails porn, and find meaning in it. It’s still bad.

  • http://roachpuppy.com Chris Zamanillo

    Any game can be art, through it’s atmosphere, how it makes you feel while you’re playing, or simply through it’s art content. What people consider art games is helping legitimize the medium but at the same time hurting it by either directly or indirectly saying “these are the only games that can be considered art”. Why set out to make an art game and almost explicitly label it as such instead of just letting your game speak for itself an not sacrificing gameplay?

    Derek does bring up some excellent points though . The comparison to impressionist criticism was also very good. We shouldn’t try to supress these type of games even if their creators rub us the wrong way sometimes. It’s like stepping on that amphibious creator that eventually becomes man when it stepped out of the water. Let’s at least see where this takes us.

  • mots

    art is art… you either get it or you don’t..

    to call them games is probably a bit too much.. multimedia experience with user input is probably more descriptive of these ‘art games’

  • AmnEn

    What I really don’t get about the whole Artgame Vibe is why a large quantity of them shuns gameplay like it is some great disgusting evil to avoid, yet at the same time demand they be recognized as games.

    So if Artgames call themselves Games, why the spiteful glare when they’re judged like a game?

  • corpus

    ah, a load of posts have appeared between mine and the one which originally preceded it. so, to clarify: I was replying to #16, by the king.

  • Omgyiyja

    @Theotherguy, that’s the problem though, the criteria for a good game can’t be truly defined. And “fun” shouldn’t be a prerequisite for a good game imo.

    Personally the most important point for me, when dealing with art games et al, would be whether the gameplay expresses something through interpretation.

    Is there a reason for my character to jump? Why have I collected this green star? etc etc.

    Unfortunately, as Sterling suggests, most art games don’t truly convey interpretation and meaning through their mechanics. Extending it to indie games only worsens that, given the amount of bad Metal Slug clones among others. Although I will say indie and art are not interchangeable.

    While this article has suggested the infancy in which art games have found their own space within gaming, I would say that attitudes toward and the majority of indie or art games will not become great.

    We will however get a great art game to latch onto once in a while, but true genius comes from originality and generally, that isn’t in abundance. Blame education!!!

  • corpus

    Also, AmnEn, no game shuns, or can shun, gameplay. “gameplay” is generally accepted to mean the overall system of actions, goals, repercussions (which may include rewards and/or penalties) and so on, all of which, essentially, constitute the experience of interaction with the game (that’s of *interaction*, not of the game as a whole, before you try an argument along those lines). It’s a generic term, and implies no scale of values. I think you mean that they shun simple “funness”.

    I also think that your first sentence in general might be projecting to a significant degree.

    Actually, the post is generally bollocks. “Great disgusting evil”? “Spiteful glare”? Really? Oh, and could you possibly expand on what you obviously think it means to judge something “like a game”?

  • Alomard

    I appreciate you posting on this, Derek, and I agree with your perspective. I admit i didn’t read all of Jim’s writing, because it was so needlessly vitriolic. I think a lot of the frustration revolves around the fact that we have called works like The Path ‘games’, and all our predispositions on what a game should be come into play. I don’t want to call it interactive art either, because all art is interactive; when presented with art, you interpret it, and react to it. That is how people interact with art. This does not mean that the viewer sees the same thing as the artist. Nor should you, necessarily. You decide what the art means to you. Now Jim here seems to think the art should very clearly state to the viewer what the artist’s feelings were, rather than let them find their own answers. The reason someone writes an essay about their art is for this purpose, to tell you what they felt, but it is purposely left separate not because the art has failed, but because you should take away your own experience of the art, so that afterwards when you read the essay, you can compare your opinion to someone else’s, rather than go into the experience with prejudice. So what I take away from Jim’s writing is that he doesn’t understand what the purpose of art is. Sadly, many people dont. What really is upsetting though, is that he rants about it being stupid, pretentious, contrived, etc. with such a tone of reproach. Its fine if you didnt like it Jim. But if you try to shame me for enjoying The Path? No, Jim, shame on you.

  • Theotherguy

    “@Theotherguy, that’s the problem though, the criteria for a good game can’t be truly defined. And “fun” shouldn’t be a prerequisite for a good game imo.”

    And now we get into the whole philosophical study of aesthetics and the baggage that comes along with it.

    Although a game doesn’t necessarily have to be fun to be good, it certainly can’t be boring. If I want to play a game for an artistic experience, I want to walk away from it feeling better for the experience. If a game is frustrating and boring, I will not enjoy the experience, in spite of the message the game is supposed to be conveying.

    If a painting is indiscernible and indistinct, I can’t derive a meaningful message from it. If a film is confusing and hard to follow, I can’t derive artistic themes from it. If a piece of music is cacophonous and arrhythmic, it loses its sense of being music. If a game is boring and frustrating, it loses its credibility as a game.

    Many art games really are just boring, frustrating, and vague. The Path is an excellent example.

  • http://www.microwaving.net Alex

    literally everyone who has commented on this including me is retarded

  • Lemon Jesus

    Everyone who has commented on this excluding me hasn’t read Jim’s articles.

  • Lemon Jesus

    This thread in one paragraph:

    “Of course, most of these indie games get away with their bullshit because there is always a subgroup of people too terrified of looking stupid to argue against “art.” Your game can be a broken, waffling, irritating mess, but if you call it an artistic endeavor, there will be an army of pretentious Internet professors defending it and telling dissenters that they just don’t understand.”

  • Flamebait

    I agree with peshoff. The “art game” label, at the moment, is usually a license to make crappy games that are still very capable of receiving praise. Sure, some people enjoy them nonetheless, but there’s a tendency to delegitimize criticism of them- Sterling’s point.

    He does come off as a bit of a prick, especially since he doesn’t seem to have good words for *any* art game (however few there are good ones out there).

    Either way, I think in time art games will either grow up to be enjoyed by lots of gamers, or remain as they are and disappear up the collective arse of a few cliquey pseudo-intellectual circle-wankers (not saying there’s an art game crowd like that now). Maybe Sterling’s posture is helpful in steering an endangered genre with tons of potential towards a better future.

  • http://BulletMechanics.com/ Jason

    @Alex: people who call themselves retarded are retar… oh.

  • Alomard

    oh, certainly, critique away, but if you demand to be spoon-fed meaning from it you cannot devise yourself, you just end up looking childish. Oh I’m too terrified to give my real opinion Jim? is that why i disagree with you? Why dont you go ahead and straw man me some more? I suppose by calling me a ‘pretentious internet professor’ means your arguments are unassailable, anyone who disagrees must be a hopeless victim of this purported art bullshit, oh heavens no!

  • Phillip

    Jim Sterling fits into a very simple character arch-type, which Brian Reagan discusses in-depth here: http://www.youtube.com/watch?v=5QvSoRQrVJg

  • http://14113.co.uk Adam

    What I took from the article was not “art games are bad” nor even “art games have to be fun to be good” but, “games which are viewed as art games should be criticised even though they are art games”

    Quite often I find the indie games is scared to criticise art games. This also happens with a lot of other genres I find, experimental projects, being books or films or whatever are not criticized simply because they are an experiment.

    Experiments should be experiments because they get an outcome and change something to get a better outcome in the next experiment, and this needs to be applied to art games as well.

    Art games need criticism as much as any other games, regardless of their status as art games. If its a bad game, say that. If its a good game say that. The writer of the article doesn’t want art games to go away, he wants them to get better, to evolve.

  • Strange

    Yeah fatso! Go pick your snivveling nose, which you turn up at the frontier of gaming society – art games may be pretentious but they’re bringing new stuff to the field whether you like it or not.

    Don’t be a hata <3

  • zeek

    Guess what kids, you’re falling for a massive troll (lol massive get it Jim is a fatty). All Jim does is make controversial flamebaiting articles.

  • 0rel

    I don’t get it… They always refer to 5-10 of the currently well-known indie games as the representative state of so called art games in general. I don’t consider myself as a “literate gamer” at all, but I’m pretty sure that there are many other good examples out there, which are truly able to demonstrate the artistic potential of this new medium. Vectorpark’s wonderful games for example. Jodi’s “Untitled Game”, as an older conceptual “art piece”. Myst/Riven. Older adventure games, like The Longest Journey maybe, as some older commercial examples. Cactus’ games. Or increpare’s series. Agj’s story-based games. To name just a few I know from the forums… Linger in Shadows, a relatively new interactive piece for PS3. And .deTuned. Interactive new media art installations/programs. Game-like toys coming out for iPhone… Old flash-websites of the early days of the http://www... Elektroplakton, things like that. Storybook-types of games like Samorost… – I don’t know, but there are so many good examples out there that demonstrate that games — and esp. small independent games — can be used in many expressive and artistic ways… It’s probably true that there’s no big, monumental Shakespear-equivalent type of work yet, but who cares! Otherwise it would be dead and dry place to be, like the the snobby high-art world today. Modern, but dead, scary and simply deadlocked. I mean, experimentalism is great sign for life… Even when it’s futile, weird or even a full failure. I see it a bit like nature’s evolution, with hundreds of required but maybe “failed” species/mutations crawling up the global canvas of the internet. Not driven/led by institutions, or other limiting forces anymore, but just the creators/players/viewers, directly. Still, I think those critical voices are right about certain games in particular, but IMHO it’s much too generalizing to be right about the entire diversity of “artistic indie games”…

  • Omgyiyja

    @Theotherguy, I completely disagree, but each to their own.

    Boring or confusing, hey, there can be contextual merit in doing that.

  • Dodger

    Games are one form of art anyway (considering they involve creation, molding, imagination, and architecture). “Art Games”, which are another variation of game design, is simply a way for people to express there ideas differently. Don’t know why there’s such a big hubbub over it. Surely there is enough room for Art Games, considering there are certain genres, such as the first Person Shooter, which is overwhelmed and overflowing with the occasional innovative idea and yet far more knee-deep in mediocrity and creative design than probably any other genre, even more than RPG’s. From the standpoint of a gamer who enjoys games from almost every and all genres, I’d say if yet one more First Person Shooter can be made, and for every new FPS made, surely there is room for several dozen Art Games which perhaps might not innovate but instead might inspire. I can’t think of any time when new ideas in development, creativity, and imagination have had a negative effect except maybe when they are forced on people, which I haven’t encountered yet (in gaming).

    However, all games should be subject to the same type of criticism regardless of their ingredients or development, though perhaps not all for the same reasons based on genres and / or mechanics and possibly the intent of the creator (developer).

  • ESPNFAN69BONER

    ART IS FOR GAY PUSSIES!

  • kwyjibo

    Jim’s comments on “art games” can just as well be applied to art.

    He cites BioShock as an example of something good as opposed to something bad – an “art game”. He likes a clear narrative, to be led by the hand, told what to think.

    Others don’t. He could just as well bitch about how much greater some painted by numbers cartoon bullshit is compared to Rothko.

    He’d be wrong though, as he is now.

  • Theotherguy

    yes, kwyjibo, they can indeed be applied to all kinds of art.

    And he would be right in all of those cases.

  • Theotherguy

    Also, when you continually remove the necessary elements from a game, it ceases to become a game and instead becomes a toy, an interactive narrative, or an interactive art display.

    A game requires structure, goals, and interaction. If it lacks any of these, it is not even a game at all.

    If a game is poorly defined in any of these areas (yet it makes an attempt in all three) then it is simply a bad game.

  • Alomard

    I had considered that Jim is probably a troll, but that doesnt mean i can ignore his slander

  • cigarettes

    haha this made it all the way to TIGSource huh?

    well said Derek!and Jim did have good points but has quite the negative attitude.

  • DalaranJ

    Derek,

    I would be really interested in seeing you write an elaboration on point 1.

    How do you feel “art” games have already developed from their primitive roots? Can you predict what the next steps of the evolution of the art form are?

    How do we bridge the gap between “low art” games and “high art” games? Is that even a valid goal? Is the medium of games robust enough to truly support pure “high art” games?

    How will we know when “art” games are established as a form? How long do you think the process will take?

  • johhny

    i think jim ko’ed derek. he might be a bit offfensive, but he has great points.

  • Alomard

    Jim does make a few valid observations, yes. but mostly his arguments are fallicious, hypocritical, and ignorant. For a man who speaks of delivery, perhaps he should consider his own delivery, before he calls everyone who disagrees with him a ‘pretentious internet professor’.

  • Derek

    Yes, Jim did say “bad art games are bad” and “not innovative art games are not innovative”. I think we can all agree on those points.

    But he did write a lot more than that, and there was a lot more implied (or directly stated) by his article. That’s what I wanted to address. Specifically:

    *1. That vagueness is bad.*

    *2. That the creators of the games he mentioned are lazy and uninspired.*

    *3. That making these games more fun is necessarily how to make them more valuable or engaging.*

    To reiterate, I agree that games can be innovative and fun at the same time. I’ve said repeatedly that I’d like to see more depth and polish in indie games… and I also defended the IGF this year when people said it was not innovative enough.

    But notwithstanding the “black is not white” arguments, those articles are way off base, imo. And yeah, they’re needlessly vitriolic and sarcastic.

    Hope that clears up my point of view a little bit – I am defending art games here, but I’m not giving them a free pass. (Just as Jim is not saying all indie games are bad, which is never something I implied!)

  • SirNiko

    Jim’s article is pretty much spot-on.

    The part where he mentions Heavy Rain is pretty important. As of this writing, the game’s not actually available yet. Only the critics have played it, since they get advance copies for review. Yet, you have fans insisting his review is clearly wrong and biased, despite those same fans having yet to be able to even play the game.

    It’s clear, they don’t want to like Heavy Rain because it’s fun. They want to like it to be in a clique that hates mainstream games and man they’re cool because of that. This gives crappy games (art or not) a free pass to be crappy and get nothing but praise, and enjoyable mainstream games nothing but vitriol despite the fact that they’re actually not all that different than the indie games.

    If we can’t give criticism where it is needed, then how is anybody going to actually improve?

    -SirNiko

  • Derek

    @DalaranJ:

    _”How do you feel “art” games have already developed from their primitive roots? Can you predict what the next steps of the evolution of the art form are?”_

    That’s a good question. Like I admitted to Jason, I’m not familiar with the art games people were making in the 80’s. (Does The Manhole count as an art game?!) So I’m not sure how they’ve evolved from then, although I believe the current generation is inspired in great deal by intuitive tools (Game Maker, Unity, Flash) and the indie games scene.

    Until now you had to be a coder to make a game, I think that’s a big difference between then and now. It’s harder to be spontaneous when you have to do a lot of programming. I think things can be lost in the process. (I love programming, but it’s not the same as drawing or even dragging and dropping.)

    I think “art games” in the future will remain vague and relatively abstract (and possibly very short), but they’ll also be more engaging and less clunky. A lot of them will work better with interfaces like Natal and eventually “Holodeck 0.1”. I think strict goals will feel less necessary with more natural interfaces.

    For now, I’m satisfied that art games are trying to express things that games have had a hard time expressing, even if they are kind of clumsy about it. If something is new it’s not necessarily going to be good, but I think newness is a good thing. There are hardly enough art games out there yet for me to be tired of them (relative to every other type of game).

    _”Is the medium of games robust enough to truly support pure ‘high art’ games?”_

    Video games are robust enough to support anything. I can’t imagine anything that couldn’t eventually be done with the right technology.

  • falsion

    “Also, AmnEn, no game shuns, or can shun, gameplay. […] It’s a generic term, and implies no scale of values. I think you mean that they shun simple “funness”.”

    It’s not about fun. It’s about the game actually giving you something to do besides merely interact with it. Everything on your computer is interactive, this web browser I’m typing this message with is interactive.

    And yes games can shun gameplay, just as my web browser shuns it and doesn’t try to be a game. It doesn’t ask me to guess a number from 1 to 10 before I can see my homepage. The difference between something being a game and something merely being an application is actually quite obvious.

  • AmnEn

    Corpus, pretty ironic you question my choice of words and then proceed by providing a post of fitting characteristics to my chosen words.

    Very well, I made an Art Game just for you. Here are the install instructions: Open whatever Tool you use for Spreadsheets, Calc, Excel, your call. Randomly mark a number of cells and paint them blue.
    To start the game you click whatever cell you feel most comfortable with. You control my Art Game by using the Arrow Keys. Reaching non blue tiles wins the Art-Game.
    I hereby call this game “Deep Blue World: Life simulated in a cell of meaning” and it’s about the deeper connections of life, how it might appear like an endless struggle of swimming in an ocean of blue.

    What’s that? It’s not a game? How dare you deny it the nature of a game? It’s got controls, Start, Finish, a Character, yep all the hallmarks of a game.
    What? It sucks? Nuh-uh, I’m sorry my dear. You’re not allowed to have a negative opinion about my Art-Game. It’s Art! Art is exceptional and creative by default and if you don’t agree, honey, you just aren’t getting the deeper meaning of the Art-Game!

  • mary poppins

    Art – “Human effort to imitate, supplement, alter, or counteract the work of nature; The conscious production or arrangement of sounds, colours, forms …”

    fuck you all.

  • Dodger

    I’ve seen a lot of stubborn comments posted here. It almost sounds as if some people are trying to bash Derek for his comments, meanwhile he hasn’t done any bashing toward Jimbo, so it seems peoples passion for game discussion is a little misplaced (not everyone here, just a handful or two).

    Derek is no less entitled to his point of view than Jim was when writing the article. Derek elaborated on his view and opinion. Jim did have some valid points but Derek also countered some of those points with his own.

    We could easily end this discussion right now by analyzing all of the games Jimbo has made himself… Let me know when you find one that we can criticize ;)

    So how about this, lets not get all poopy with each other over our opinions about games.

    Discussions aren’t about seeing who got burned the best or who dissed who. Lets stop with the childishness.

  • Derek

    @falsion: Well, an application is designed to help you accomplish a task, like browsing the web. A game is meant to be played, and I think you can play a game without being given a clear objective. Calvinball is a game, isn’t it?

    And what about Progress Quest? It certainly feels like playing, even though I’m not doing anything except hit “START”.

  • KC

    Part of me is impressed; Jim Sterling actually managed to put together not one, but two almost coherent posts that manage to make genuinely worthwhile statements. I found myself, less than eagerly, agreeing with parts of many of his points. Because he’s… well, Jim Sterling, most of these points got lost in bile and petulant whining. I seriously hope somebody who ISN’T an attention-seeking whore takes up his banner and does something worthwhile with it. Such debate is good for the indie scene, and long overdue.

  • falsion

    Wait, you’re using an example from a comic strip? Are you serious? Right, that’s very funny and real mature of you. I don’t even think you read the article you’re replying to, much less my post.

  • falsion

    Really, you’re no better than Jim Sterling with that post.

  • Derek

    Um.

  • TeamQuiggan

    I love Jim sets himself up as some sort of hero against his own supposed injustices, charging off at tiny windmills with a horde of followers whose mentality is that of Warhammer 40k Orks, the biggest, most cunnin’ is the best.

  • Barkwiss

    Certain games are not to your tastes, great!

    If you want to criticize this stuff for valid reasons then go for it! You think the rules weren’t clear enough? Oh fine, something to keep in mind for the future! Cool!

    But if I see more hating on stuff with this kneejerk “uh oh I think the creator has big ideas!” whinging I’m going to punch your fat snout.

    The discussion only gets to this lame, factional crud-slinging because everyone is so tightly wound. I think there’s an ideological split here where there doesn’t need to be. It’s still about people making neat stuff right? Boo!

    Addendum: I don’t get how he couldn’t figure out the void, I’m a bit into it and so far they’ve explained everything pretty straight, even though the metaphysical terms are silly. _/o_

  • alastair

    Can anyone name an “art game” “that does not bore the experienced gamer to death within the first few minutes?”