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Created on: May 30, 2008
"A Report on Jason Rohrer's The Game Design of Art'"
Ever heard of the video game designer Jason Rohrer? Probably not, unless you're well versed in the goings-on of the digital medium and its heavy-and not so heavy-hitters. Unique for his disinterest in fame and fortune coupled with an aptitude for thought-provoking design, Rohrer's short, independent games like "Passage" take interest in artistic expression more than entertainment. Anyone interested in pursuing game design-not to mention any member of the art world as a whole-will find themselves faced with questions of purpose and value, possibly rethinking the role of video games.
Back in February I had the opportunity to attend a presentation of his at Clarkson University in his hometown of Potsdam, New York. He titled this presentation "The Game Design of Art" and spoke for less than two hours. I came to the meeting thinking of video game art in terms of graphic design, recalling whatever games I've ever been aware of that might qualifyor that have been praisedas being particularly artistic. I know of one somewhat recent Playstation game (OKAMI, Capcom, Clover Studios) that was credited with "Game of the Month" by the Official U.S. Playstation Magazine (September 2006) in which the reviewer wrote, "In the continuing argument about whether or not games are art, OKAMI should be entered in the Pros column as Exhibit A.[Its] unique look goes a step beyond [reality-based graphics], bringing legendlike tales to life through art and story in such a seamless fashion that I feel it's truly one of the most beautiful and complete games that I've ever played." (Dana Jongewaard, Issue 108 pg 72.) I mention this because it's one of the only (if not THE only) games I've ever encountered in which its relationship to "art" and "artwork" becomes a major point of departure (also, I hear it's coming to the Wii to take advantage of the controller for the brushstroke feature). However, I think even this example falls shy of what Rohrer was talking about, because his game design seems to fit better within the artistic medium of "exhibition" than it does within the traditional realm of video games. Some might even call into question whether his work can be called "game design." I personally have no problem with the notion; I like the idea of an independent short game being akin to independent short films, both of which hearken to the classic short story.
"Passage," for example, might compare with creative nonfiction, a personal
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