What makes games art?
So, what about games make them "art"?
Now, some define "art" as:
* the quality, production, expression, or realm, according to aesthetic principles, of what is beautiful, appealing, or of more than ordinary significance.
In that case, can a game like "Go" or "Chess" be defined as art? I think not.
But, "art" is further defined as:
* skilled workmanship, execution, or agency, as distinguished from nature.
Now, in that case, yes, I would qualify "Go" and "Chess" as art - the gameplay and execution of the game is skilled enough to qualify them as works of art - and, clearly, time would agree as both games continue to be studied and played across the world.
So, lets look at video games, keeping the above descriptions in mind. Certainly, video games can qualify as art strictly based on their appearances, the character, environments, animations and the like, if they are done well. Video games can also qualify as art based on their writing, as we all can agree. But can video games qualify as art based on the one thing that differentiates them from other media: gameplay?
I would argue that, of late, we - as developers - have been so focused on emulating other media that gameplay has begun to suffer.
Sure, there have been attempts at streamlining interfaces, requiring designers and programmers to attempt to come up with elegant solutions for a problem that is of their own doing, and in the end, further obscuring both important feedback and gameplay goals from the participants.
And there have been attempts at changing how we play the games, but the Nintendo Wii and its motion controls (as well as the upcoming PS3 and 360 Natal interfaces) will illustrate that kinetic gameplay creates as many, if not many more, problems than they solve in terms of creating intuitive controls that are both fun and easy to use.
And there have been attempts to embrace, more closely, other popular media platforms such as film, in the hopes that mimicking that particular established voice will gain both a broader spectrum of fans but also provide a familiar context for developers as well.
So, keeping those two distinct definitions of art in mind, I say that games cannot be art if one pushes any of the qualities of the game ahead of gameplay. The game can look good, the story could be "exalted", but, if the gameplay is poor, then gamers won't care.
"So, Maldal, you arrogant bastard, what gives you the right to say that?" I hear you ask.
Too often, we - as developers - point fingers at each other, each proclaiming that they have the answer on how to get games accepted as art. But nearly all of them overlook the one thing that makes games, truly memorable games, great: the gameplay.
Reality check: Games don't need an explicit or implicit story to be great. Games DO need great gameplay to be great.
So, what does that mean to us?
In my opinion, that means that we need to keep in mind that the gameplay - the interaction between the user and the various simulations running in the background - must take priority over any story we want to tell. Keep in mind that this is coming from someone who got into making games to tell great stories. No amount of story, no clever character development, no fancy cut scene will ever replace a smooth and refined interactive experience. BUT, take a smooth and refined interactive experience and manage to interweave clever character development, fancy cut scenes and story and then you have something truly unique.

