Artistic Singularity
"All that remains are ‘just the individual styles and
the lives of the artists as a plural biography’. At the same time, this amounts
to artistic liberation: artists no longer have to contribute to any overarching
art historical mission. In particular, they no longer have to contribute to the
project of inquiring art’s essence."
-Regina Wenninger, UNIVERSITY OF GÖTTINGE
In the same way that a designer's art is represented through
the stimulation of the senses and arousal of the emotions of the people playing
the game, the Game Designer is required to show their individuality through
their work through signature design techniques, or through signature design
styles. Supported by the above quote, Designers are not tied down by rules or
guidelines, such as an absolute Template that would need to be followed, or an
absolute style, or a preconceived group of categories of design. What they do
follow though, while maintaining a certain freedom of individuality, is a set
of principles, which allows them to succeed at making a product worthy of the
term (art). Of course though, as technology advances, and as new platforms
emerge, Game designers are presented with an ever growing number of ways that
they can have their signature on their work!
Commercial Art vs. Traditional Art
"Sure, it’s nice ego-balm in
the event your screenplay does not sell to be able to say “This town just
doesn’t care about art,” and it makes it a lot easier to dismiss any studio
notes you don’t like as knee-jerk Philistinism in pursuit of the Almighty Dollar,
but the fact is:
If you write a screenplay and want someone to buy it, you are
hoping it will be commercial — and the more commercial, the better.
If it does sell, then it is commercial.
If doesn’t sell, then it’s non-commercial.
If a movie is made, and people pay to see it, then it’s
commercial.
If it is, and they don’t, then it’s not.
And none of that has any bearing
on whether or not it’s “art.”
- Ted Elliott
I actually think that this Fragment speaks for itself, and the artist has made a very valid point in the case that people are always comparing Commercial Art and Traditional Art, when in fact, they are both alike and the same. All art can be commercial, but we cannot label a specific kind of art as "commercial art".
Video Games are one of the unfortunate victims of this "classification" of art. Because the end goal of a majority of video games is to sell and make money for the creators who spent their time making these works, they are classified as Commercial, and are therefor not considered art.
As i've stated in my previous statements, this is unbelievably FALSE! I don't think i need to go over the reasons again though.
The Technique
"Games have a central goal in their design: to keep people playing. Games use a variety of interactive and immersive techniques to create a play space, techniques that are useful to designers of more work-oriented or transaction-based interactions. These other interactive spaces, in fact, have the exact opposite goal: to reduce the time users spend on the task or interaction."
-Dominic La Cava and Kellie Rae Carter
http://www.boxesandarrows.com/view/ia-summit-09-day-3
This is where things get interesting in the realm of Game Design, because there is no actual predefined "How-to" or "template" that one should follow in order to do their game design. There ARE a large number of tools and techniques in the form of a whole lot of documentation, that a Game Designer can use, but each Designer will interpret the information differently, and the way that each designer does this interpreting is what makes each piece of art different! Of course, as previously stated, when I refer to art, i'm referring to Game Design at Art.



