YungBonesVillain
Smash Rookie
- Joined
- Sep 16, 2014
- Messages
- 3
If you're willing to read, I am going to attempt to convince you that
1. games are an artistic medium
&
2. Super Smash Brothers Melee is a perfect example of an artistically beautiful game
To preface, I'd like to give my definition of the terms "game" and "art"
Taking inspiration from Plato and Wikipedia, I assert that art is defined as changing, arranging or enhancing elements from nature for the purposes of human consumption.
Second, I need to define “game.” Taking inspiration from Daniel Floyd (Extra Credits), I assert that a game can be defined as the combination of interactivity and another artistic medium.
I'm sure many people reading this are thinking that melee is a silly example to prove that games can be art. And they're partially right. Compared to modern games, Melee has poor audio and visual design and barely has a story at all.
Melee is downright ugly compared to a game such as Assassin's Creed Unity
But Melee is actually a perfect example to prove that games are an artistic medium. That's because games' artistic value comes from their mechanics. Similarly to how a picasso portrait enhances nature to make it more interesting, the mechanics of melee enhance the physical laws of nature to create a more interesting experience.
Melee has gravity, but you can also jump twice.
Melee's interactions happen in 3d but movement is limited to 2d.
Melee's physics engine allows things like doublejumping to enhance the experience. That's exactly what art is. An enhanced experienced based upon nature.
Melee is also well crafted. Similar to how the skill of a musician or a painter is evident in their work, a game's engine is evidence of the creator's skill. Melee's engine interacts with itself perfectly, even while being pushed to the limit. Wavedashing is a good example of this. The interaction between air and ground momentum that allows for wavedashing is proof of how robust the engine is. Not only does the game allow for this transfer of momentum, the ratio of speed transferred also changes from character to character. This is proof of the masterful design of a physics engine.
As a (small time) game developer myself I can attest to how impressive it is to design a physics engine that interacts with itself perfectly. Especially since the ways advanced players use the engine were not conceivable at the time of development.
melee is art. dispute me.
-known scrub of bedford
1. games are an artistic medium
&
2. Super Smash Brothers Melee is a perfect example of an artistically beautiful game
To preface, I'd like to give my definition of the terms "game" and "art"
Taking inspiration from Plato and Wikipedia, I assert that art is defined as changing, arranging or enhancing elements from nature for the purposes of human consumption.
Second, I need to define “game.” Taking inspiration from Daniel Floyd (Extra Credits), I assert that a game can be defined as the combination of interactivity and another artistic medium.
I'm sure many people reading this are thinking that melee is a silly example to prove that games can be art. And they're partially right. Compared to modern games, Melee has poor audio and visual design and barely has a story at all.
Melee is downright ugly compared to a game such as Assassin's Creed Unity
But Melee is actually a perfect example to prove that games are an artistic medium. That's because games' artistic value comes from their mechanics. Similarly to how a picasso portrait enhances nature to make it more interesting, the mechanics of melee enhance the physical laws of nature to create a more interesting experience.
Melee has gravity, but you can also jump twice.
Melee's interactions happen in 3d but movement is limited to 2d.
Melee's physics engine allows things like doublejumping to enhance the experience. That's exactly what art is. An enhanced experienced based upon nature.
Melee is also well crafted. Similar to how the skill of a musician or a painter is evident in their work, a game's engine is evidence of the creator's skill. Melee's engine interacts with itself perfectly, even while being pushed to the limit. Wavedashing is a good example of this. The interaction between air and ground momentum that allows for wavedashing is proof of how robust the engine is. Not only does the game allow for this transfer of momentum, the ratio of speed transferred also changes from character to character. This is proof of the masterful design of a physics engine.
As a (small time) game developer myself I can attest to how impressive it is to design a physics engine that interacts with itself perfectly. Especially since the ways advanced players use the engine were not conceivable at the time of development.
melee is art. dispute me.
-known scrub of bedford
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