Maybe because most people experience the art? and don’t feel the need to inflate their ego by thinking their interpretation or experience is the best way to interpret something?
this feels like a bunch of nerds sitting around complaining that gamers miss stuff, while not understanding that most gamers don’t miss it. they just experience it and don’t feel the need to externalize it.
Imo its the other way around. If you experience art, you think about it and try to get a meaning out of it (even if there is none, as in some modern art pieces). But if you just play a game you are not getting the art-aspect of it, you just enjoy it for the gameplay or maybe even the story but not for the deeper meaning.
how do you know I’m not appreciative of the art as I’m playing?
I’ve seen quite a lot of symbolism, meaning, and expressions through video games. but not every video game is made for artistic expression. they can be, to great effect IMHO.
either way, how the art is experienced is entirely up to the individual player. and there’s no definitive way to experience art. that… kind of defeats the purpose of art, ya know?
Probably just agreeing, but Why does art need a definitive way to experience, or for that matter, a “purpose”?
I do think that how we talk about art is also part of how we experience it.
Absolutely. If the value of art were just “experiencing” it without processing it, there’s an argument to be made that soulless blockbuster movies are as significant a piece of art as something with actual substance because so many people like the “experience.”
People who do more than just “consume” the art in front of them are not just self righteous nerds (though many are, sure)… it’s also a prerequisite to, you know, actually creating something of artistic value.
No, art is not for thinking. Books are for thinking. Art is for experiencing.
Art might not be about thinking while you are experiencing it, but it most definitely is about thinking about the experience afterwards, as much as experiencing it in the first place.
Not to mention that books are often art.
Has anyone actually seen anyone actually complain about having politics in games, and not just obnoxious politics, like Specs Ops where they force you to kill civilians and then act like your the bad guy because you wanted to see the content you paid for? If you dont give us a choice to be good, and if you’re super preachy about it, then its just bad writing.
Look at New Vegas, plenty of politics, but you get to make choices, and its not preachy at all. Then look at the Last of Us 2, where they force you to kill a dog the other character petted, and it comes off as blatant emotional manipulation. Which game is widely considered a masterpeice?
What, war is bad and glorifying war is bad? The point has been made, no one missed it. Its just wasnt worth mentioning.
Spec Ops actually did have choices where you could be good (or at least less bad), but ironically people missed them because they didn’t think being good would work.
For example, at one point you’re being harassed by an angry mob of locals. A lot of players simply shot them because a lifetime of experience with shooters told them that no other input would be recognized. But in actuality, if you fired warning shots at the ground or over their heads the civilians would flee without incident.
I didnt know that. After the forced willie pete bit, I thought all the other bits were forced too. Specs op unintentionally set a rule “if theres a choice, youll be forced to take the evil one” which made the entire thing feel obnoxious.
I think you’re actually engaging with it a bit shallowly. You are the one who invented the rule and a different framing is exploring how, if games seem to put us in situations where we must do horrible things to advance even a couple of times, we take that as a rule instead of risking losing to find other ways.
Which is a fairly glaring indictment of the whole military shooter genre which is all about “hard men and hard choices” that completely dehumanise the factions you’re in opposition to.
Has anyone actually seen anyone actually complain about having politics in games
Yes. Under this post, too.
I even remember people complaining about re-releases that had disclaimers that the game has racially insensitive enemies.
People will complain about anything.
Gotta look for the downvoted ones, lol
One example…
People play games for escapism, not to be reminded of politics. Not every story needs deep political roots, people just want to have fun and forget about real world bullshit.
People play games for escapism, not to be reminded of politics. Not every story needs deep political roots, people just want to have fun and forget about real world bullshit.
That’s why my favorite book is Moby Dick. No froo-froo symbolism, just a good, simple tale about a man who hates an animal.
It’s not a very popular opinion it seems but I agree, I rather like a bit of mindless escapism sometimes, not everything has to teach me a lesson, sometimes things can be just fun. Not that we can’t have both, of course.
And that also doesn’t mean you can discredit the message of a game just because you don’t like it or want to engage in it. But so many people play a game with a strong political message, and then complain constantly how it’s ruined by it. Okay so don’t play it play something else.
Don’t go to the article, it’s click bait garbage
I feel like it also has to do with lots of games featuring elements of (or full-blown) violence as part of their regular gameplay loop.
Yeah, in Helldivers 2, you’re committing genocide for insidious political reasons. But in Pokémon, you’re committing genocide, because you’re a ten year old and your neighbor gifted you a pet.
Normally, the genocide part would be the very obvious red flag for something political going on. Instead, you need to be aware of why precisely you’re doing the genocide this time around.
Such genocide elements are usually also paired with fun gameplay (because violence is easy to translate into gameplay), and with a terrible story, so it’s understandable that people would skip all the story elements.