An Absence of Beauty

A friend of mine, an artist, mentioned to me that he had looked up the most beautiful video games and had found several that appealed to his aesthetic. The comment surprised me in three ways: the first was that one could actually look up “most beautiful video games” and get responses. I tried it and found not only that there were a plethora of results, but that rewording the search just slightly resulted in a different list with only a few overlaps.

The second thing that surprised me was that there were not just one, but several people out there compiling lists of the most beautiful video games. Best single-shooter, best action, best story line, most violent, sexiest characters—yes, but a “most beautiful” list took me completely off-guard.

The third surprise was contained in something else my friend said; he said that there was a subculture of game designers, players, and critics who thought that the beauty of the game was more important than game functionality. I had always thought that the whole point of a game was its functionality for the player. Some neat graphics wouldn’t hurt, but that was hardly the point. Obviously, I was wrong.

So I started poking around and discovered that indeed aesthetics were very important to several game design teams. There are online discussions of aesthetics in game design. Some writers as well as academics are beginning to wonder whether video games might be art (here and here, for example).

Now admittedly, it is not completely clear that those compiling the lists were using the same criteria for “beautiful” games. Indeed, almost none of these list compilers disclosed the criteria they were using to make these judgments. Upon examining the lists, however, it became apparent that visual appearance played a big role in arriving at these lists. And “visual appearance” does not simply mean that the visuals of the game were pretty (some were and some were not), but that they followed principles of composition and design and that their physical beauty was integral to gameplay. Not only does such integration occur, it can occur on a very sophisticated level.

What is the point of all of this, you may ask. There are several points: one is that aesthetics are important to all sorts of creators, not just the ones who call themselves artists. A second is that a large part of the aesthetic being used to judge video games is made up of two major components: the presence of visual beauty (determined by classical standards of beauty) and the integration of form and content.

A third point, and perhaps the major one, is that while video game designers are very concerned with aesthetics and beauty in the artifacts they produce, the same does not seem to be true of “serious” artists. This last point is based on observation of the pieces I see hanging on walls, sometimes in juried shows, sometimes in galleries. Some pieces try to say something, to present a truth, but very few attempt at the same time to be beautiful—pretty perhaps, but not beautiful.

Much art has become editorial and/or political, and there is certainly nothing wrong with that—so long as quality is maintained. A component of quality is beauty, and sadly, much of what I see being produced lacks that. This is a situation that needs to be corrected. We, as artists, need to think about beauty, I believe, and recognize that part of our job is to bring it to our audience.

Author:
Date: Monday, 29. December 2014 0:47
Trackback: Trackback-URL Category: Aesthetics, Creativity

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4 comments

  1. 1

    Great commentary…well said.

  2. 2

    I would love your working definition of beauty. Not to parrot Keats, but some could argue that truth is beauty, and sometimes truth does not have an aesthetic that is pleasing.

  3. 3

    Not an unreasonable request. I will have to take a while to formulate that and put it into words because I’m not sure that I think about it in words. Give me a while and I will have something for you. Mayhap it will be a full post.

  4. 4

    Looking forward to it!

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