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Games
22-10-2018
At this point in time, video games are almost not a ‘new’ medium anymore. Nevertheless,
their practice is still a young one, and as such is still the subject of much scrutiny. A common
consensus amongst critics, such as Roger Ebert in his piece ‘Video Games can never be art’
(2010) is the idea that video games are not art. ‘It can be claimed that video games have not
yet produced a compelling case of an artistic masterpiece,’ writes Grant Tavinor for the
Routledge Companion to Video Game Studies (2014). He argues that one of the reasons this
is the case is because video games ‘involve, first, competition, and second, audience choice,
as neither of these things is seen in genuine art forms such as literature or cinema’ (Tavinor,
61).
Tavinor targets the idea of video games being an interactive experience as a reason for their
status as ‘not quite art’. According to Tavinor, the ruling idea is that art must be seen and
experienced, and an influence by the player creates a situation in which the player is in
Using the cases of game developer Playdead’s critically lauded pieces of interactive fiction,
video games Limbo (2010) and Inside (2016), this essay wishes to assert two things: that
interactivity does not separate games from other professed art forms, such as films and
literature, by showing that in these more ‘passive’ mediums this interactivity is also present,
and that interactivity in games is represented not by that which makes a game a ‘game’ in the
eyes of most viewers – its gameplay, the fact that progression requires manual input from an
external source – but rather by the form of interpretation that comes from digesting the
To make the case for this connection, this essay wishes to focus on a specific part of the
videogames chosen: their lack of narration. Debunking another of Tavinor’s arguments from
his text, that script wise a lot of games are evidently ‘B grade’ (a term Tavinor uses to imply
video games read like a cheesy B-movie), a video game that eschews narration (in both
games, the only text ever on screen are the titles, which exist to elucidate only what location
the player is in) that is nonetheless considered a masterpiece should lend credence to the fact
that scripts are not necessarily a part of artistic merit. Therefore, a video game without
dialogue is not necessarily B-grade and contains other forms of narrative that apparently
make it culturally significant. These other forms of narrative can be seen in films without
dialogue as well, making the case that across these media there is a certain audience
engagement at play, a Brechtian interactivity that requires participation from the spectator.
We must therefore turn to silent films, part of a medium that according to scholars like
Tavinor produces more artistic works. Dialogue free by necessity, there is nevertheless a lot
of text in the form of intertitles that elucidates the goings on and attempts to describe the
situation. When we look at a filmmaker like Dziga Vertov, however, who was employed as a
Communist propagandist, and who used his work to experiment with the basis of film, we see
“The goal for Vertov was to produce through cinema […] a “counter public-
Devin Fore posited this in his article “The Metabiotic State: Dziga Vertov’s The Eleventh
Year”, and his point is in interesting one when we want to look at the way information is
brought over to an audience which necessarily must derive the same conclusions as their
fellow audience members for the film to have a solidifying effect. Vertov’s avant-garde style
of editing also noticeable in his other works becomes interesting when, for example, a hydro-
electric dam being built is represented as a valley being flooded (a necessary step in hydro-
electric dam building), which to modern audiences, or those unaware of the intended goal,
We see, then, that a form of interactivity becomes necessitated as soon as certain edifying
elements (like text and dialogue) are not as available as can reasonably be expected. We
therefore interpret things through the lens of our knowledge and societal situation, and,
according to Vertov at least, seem in this way able to connect through wordless
communication. In the same way, Limbo and Inside, while only playable a certain way,
makes sure that the interpretation of events is a symbolic one that is up to the imagination of
the player. In this way considered to be an indie-game, developer Playdead, like Vertov,
experiments with its chosen medium to comment on the nature of this medium. The titles of
their games, being our only guidance, seem to present an overarching theme which makes
some conclusions more likely than others, but there is not necessarily a good answer.
In summary, this essay wishes to compare Vertov’s modes of editing with Playdead’s choice
to have their games be exempt of dialogue or text. The idea is to show that lack of dialogue
forces a certain engagement with the audience and underscores Vertov’s idea of a ‘world of
naked truth’ that can be discovered through a form of engaged interpretation. The end goal of
this essay is therefore to discredit Grant Tavinor’s notion of interactivity being exclusively
Sources
Adorno, Theodor. “The Culture Industry Reconsidered.” The Culture Industry. London:
Ross, Steven J. Working-class Hollywood: Silent film and the shaping of class in America.
Benjamin, Walter. “The Work of Art in the Age of Its Technological Reproducibility”
[1936]. Walter Benjamin: Selected Writings. Vol. 3. Cambridge: Mass. Harvard University
Tavinor, Grant. The art of videogames. John Wiley & Sons, 2009.
Fore, Devin. “The Metabiotic State: Dziga Vertov’s The Eleventh Year.” October145
Wolf, Mark JP, and Bernard Perron, eds. The Routledge companion to video game studies.
Routledge, 2014.