All posts by Eyejinx

Games Are a Different Kind of Art

I have a hypothesis that Art (capital A) creates an opportunity for critical reflection.  You can’t force people to do this; not all Art does this for all people; however, it seems to be fundamentally related to Art as a privileged cultural space that it invokes this context more frequently than, say, owner’s manuals or advertising.  Again, you can critically reflect on anything, but Art tends to push people in that direction moreso than other works.  I can’t prove this; it’s just a story I’m telling.

To explore this, I did a small social experiment.  I asked my friends to rank the top 7 things that all Art can legitimately be argued to be about.  In order to skew the results, I offered up my own list, based on what Justin Webb used to like to call TUHT’s (“Timeless Universal Human Truths”):

  1. Artistry
  2. Death
  3. Consciousness
  4. Divinity
  5. Experience
  6. Perspective
  7. Sex

As Richard Dansky astutely pointed out, this is a mug’s game.  These are all variants on transcendental experiences that can be mapped into one another.  For example, anything that has a sexual reference to it can be argued to be about mortality, if not through the French pun on “the little death”, then through the biological imperative of reproduction; death (mortality) can always be used to invoke consciousness because the distinction between awareness and its absence is the difference between life and death.  I’m not going to spell them all out, but for anyone who’s dug into art criticism, it should be fairly clear that this is a long and complex list.  I set an arbitrary limit at 7 to force people to commit to a set rather than expanding endlessly.

In fact, there were a lot of terms that I had to leave out that map into major strains of critical theory around art: “historicity” (Benjamin on art in the age of mechanical reproduction), “status” (Foucault on the discursive distribution of value), “capital” (Marx, obviously, but also Adorno and various others), “subjectivity” (Althusser), “humanity” (Spivak), and I didn’t even touch on the politics of gender, hiding that and other heavy freight under “sex”.

What I got back were some interesting variants, like this from Sean Heffron:

  1. Expression
  2. Compulsion
  3. Experience
  4. Worldview
  5. Perception
  6. Subjectivity
  7. Tangibility

This from Jeff Brown also foregrounded expression, not surprising given that he’s an artist among his many other pursuits:

  1. Expression
  2. Perception
  3. Perspective
  4. Emotion
  5. Creation
  6. Talent
  7. Craft

Sheila Bishop, another artist, also called into the context aspects of performance, particularly relevant, I infer, since she works a lot with theater and other forms of performance:

  1. Artistry
  2. Risk
  3. Response/Reaction
  4. Experience
  5. Exchanges – economic, emotional, ideas, sex, state of being
  6. A Call to Attention – others or self
  7. Perspective

There’s no “right” answer here.  Each list says something about the particular list-maker, at least to me, but all of them are valid lenses, and again, all of them pretty much map back to TUHT’s.  There was a high degree of overlap around terms like “emotion”, “perception”, and “perspective” as well as “expression”, which I touched on above.

So, here’s the other shoe.  When you look at Games, specifically, as an art-form, do these same lenses apply?  Does the experience of playing games push you into a critical reflection on artistry, perception, emotion, expression, and perspective?  Or mortality, sex, historicity, status, and consciousness?  What would a list of universal topics for critical game discussions look like, and to what extent would it overlap with these other frameworks?

Off the top of my head, I would put together a very different list for games:

  1. Agency
  2. Progression
  3. Pattern Recognition
  4. Success/Failure
  5. Mastery
  6. Power
  7. Completion

Games are a very diverse space, ranging from abstract structures like Tetris and Bejeweled to fully-formed worlds like Grand Theft Auto and The Elder Scrolls.  I am fully confident, though, that I could have a legitimate, informed discussion of just about any game based on any of those seven topics.  I’m not sure that I could do the same with “expression”, “perception”, “mortality”, “talent”, “consciousness” or, to be quite blunt, most of the other terms that came up in the discussion of Art.

The ontological argument about whether games are art is not interesting.  Like logical positivism, it’s all about definitions.  From my perspective, it’s clear that games are a medium within which Art happens, in the same way that language is a medium in which Art happens, and so are movement, sculpture, architecture, pictures, etc.  What’s also exceedingly clear to me is that games as they exist today and Art as a particularly defined, privileged cultural space overlap, but only around the fringes.

I’m not saying that we need to make more games that are Art.  Nor am I saying that we need to bring the traditional contexts of Art into games.  The inescapable drive to diversify (cf. the second law of thermodynamics) will push us beyond one-to-one correlations whether we want to go there or not.  What we do need to do, though, if we want to carve out a space for games in the hallowed echelons of Art is to develop more sophisticated ways of encapsulating why this medium is different in such fundamental ways.

We have proven, beyond any doubt, that games are compelling.  The cultural war that is still being fought has everything to do with why games are a different kind of Art.

Minimum Viable Product: Still Viable?

One of the early revolutionaries in thinking about game development as a process was Mark Cerny.  He evolved something that became known as “The Cerny Method” over a number of development cycles, the basic summary of which would be along the lines of “build one of everything you’re going to have in the final game, prove that it’s fun with those pieces, then throw all of that away and re-start the project knowing what you now know.”  That’s rough, crude, and over-simplified, but it was a watershed moment because it gave a clear shape to pre-production vs. production.

What are you trying to accomplish in pre-production?  Prove the fun.  How much do you need to build?  One of everything.  Should you carry over your architecture from pre-production into production?  No.  It was a clear and practically universal standard and goal that could be applied to a variety of projects.  It allowed developers to answer two key questions: do you know that the game you’re trying to build will be fun and if so how long will it take to build it.

The Cerny method evolved in turn into the notion of a first playable, then a vertical slice, and eventually in more agile environments into the shippable version of the game that you’re preparing each sprint.  In social/casual games, this morphed into the MVP – minimum viable product.  The goal is similar: build only as much of the game as you need to verify you are ready for the next phase.  In this case, it’s usually about going from production to beta, but the structure is almost identical.

Both the Cerny method and MVP are about mitigating risk.  Fail quickly, if you’re going to fail; reach your market as quickly as possible; optimize production knowledge about resources and requirements before committing.  MVP has the additional benefit in the free-to-play space of getting you to the point where you can begin to monetize, and therefore generate revenue, as quickly as possible.  In a rapidly evolving, high-growth market, launching early is not a liability; no one is quite sure what the experience is supposed to look like anyway.  In a highly competitive, red-ocean scenario, though, it can mean death.  If you’re trying to pull users away from other services that are already meeting their needs, you need to be at least as polished as your competition, or you will suffer from the comparison.

When social/casual games blew up, MVP was a critical tool for success and became part of the common knowledge of people working in the space.  Now that the market is reaching (or has passed) the saturation point, though, the question is whether MVP as an approach helps or hurts the success chances of projects.  As an optimization tool, I feel it is still a valid point of reference.  The key nuance that needs to be understood is that what qualifies as “minimum” has shifted.  Just as the Cerny method evolved from first-playable to vertical slice, MVP needs to encompass not just the core gameplay loop, but also the core viral hooks, monetization paths, and new-player on-ramping.

All of the “free” channels for driving user acquisition have dried up, at least compared to the scale on which you could leverage them previously.  When launching a product, then, you need to be sure that you’re competing at a level that is appropriate for today’s marketplace, not last year’s, and the bar gets raised day by day.  MVP isn’t obsolete, any more than the Cerny method is, but they’re tools that have to be intelligently applied.  User error can still do tremendous damage.