> Welcome! With the OK from Shinobi I will be doing a series discussing
the art of criticism in relation to the art of video games (basically talking
about game reviewing). This series will try to divert the discussion from
numeric ratings (which in all honesty, have been done to death) to territory
previously loosely defined, but I believe vastly more insightful to us
gamers (and hopefully to game developers). Thus I welcome you to:
Senpi's
Treatise on Graphics and Sound!
> I'd like to assist the process of personal analysis of a piece of art
by providing major categories within. I believe our present method of critique
affects our sense of view; what we focus upon to grade eventually diverts
us away from other aspects. Namely I am speaking of a general fixation
on technical presentation, which through the years has exacerbated to a
point where people can hardly enjoy anything less than 60 FPS, THX sound,
with all special effects on. True, this area can be concretely measured
and thus criticized upon merits and failures, but aren't we shortchanging
ourselves? We can criticize film, literature, music, and painting in esoteric
terms, acknowledging intended audience, internal vs. external representation,
and symbolism. Can we not view interactive entertainment, video games,
in this manner as well? For when we do in our perspective it then shall
be art. So with new eyes I encourage you to explore new subcategorizes
in which to view visual and audio presentation.
> First, art design. Seems like a no brainer, but you'd be surprised how
people gloss over this. Usually the cop out is whether the material is
"original," and if not it is therefore bad, end of story. Well, I disagree
with that; take more time examining the material. Determine if effort really
went into this part, whether the product is a fusion, fission, or conglomeration
of themes or ideas. See if new visions of design emerged from careful selection
and cultivation, or whether it is a "genuine original," yet randomized
and alien mess. Determine if there's artistic cohesion between the lush
(or not so lush) designs that create the whole world. Lack of cohesion
could be artistically purposeful, a sign of laziness, or perhaps belying
a job meant to impress via flash and not much else. Be observant, take
it all in; this was the dream of a designer made into form (with an elaborate
and sometimes unfriendly process in between). The designs are the themes
within the picture of the puzzle, the aspects setting atmosphere and mood.
> Second, which needs placement here so as to avoid confusion, artistic
presentation. This touches upon the aspects of medium(s), gameplay, and
design. Seemingly complex, be not daunted, let me explain. This is the
part where the decisions for 2D/3D, MPEG usage, backgrounds, character
interaction with environs, coupling of sounds to effects, and locations
of BGMs come into play. This is not to be understood only as what has been
used to create the game, but why; has the best tool been used at the best
time to convey the intent. This is the manner in which the pieces of the
puzzle interlock and interact. One can have excellent design, brilliant
story, fantastic technical presentation, superb gameplay and yet still
leave audiences confused and unpleased by lack of good artistic presentation.
This basically is where you feel empty in a game, and the integral
part of all complaints can be summed in one word: flow. Amazingly enough
we forget that video games as an art are a performance art and thus the
importance of flow in the presentation. Just like a dramatic play one needs
style to capture the imagination, substance to provide meaning and relevance,
good equipment well utilized for structural and interactive support, and
the brilliance of timing to make all of it flow into a performance worthy
of an ovation.
> Third, and last in my broad categories for graphic and sound judgment,
technical presentation. Considering most of us are intimately familiar
with this aspect I am going to be brief. This is the area where one grades
how the equipment worked and whether it hinders or elevates the experience.
This deals with any bugs not caught, slow down, unnecessary pixelization,
sound channels dropping out, out of sync effects... As mentioned above,
this is the "equipment well utilized..." An easy category to recall, we
are saturated with its criticisms. I don't believe it holds the integral
aspect of audio and visual category, just an oft judged sub category to
supplant for design and presentation.
> Lastly, I would like to reemphasize the comparison of video games to
a puzzle or dramatic play. Within these metaphors I encapsulate my view
on the manner of approach one should take for audio or visual artistic
interpretation. That these could help others see a new the world of artistic
entertainment, that is our passion (video games), would be a great pleasure.
Good
Gaming,
-Senpi
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