Level 8.1: Six Layers of Art
What's the problem, then?
If games fit any reasonable definition of “art” that we can think of, you might wonder why this is even a debate. Why the claims, real or imagined, that “games cannot be art”?
Here it is useful to make a distinction between just plain old “art” and the more highbrow “fine art” or “high art” – the kind of timeless art that captures and communicates the essence of the human experience. Shakespeare. Da Vinci. Monet. That kind of thing. The argument, then, might not be that games are not “art” in the sense that they can be purposefully and deliberately crafted, but rather that games cannot reach the status of “high art” due to something inherent in the medium.
I won’t say much about this because it is largely covered in Clint Hocking’s essay On Authorship in Games, which he generously gave permission to reprint in the Challenges text.
At any rate, if you’re noticing a theme in the readings, you can see where I personally stand on the issue. We may not have the game equivalent of Mona Lisa or Citizen Kane yet, but that just means an opportunity. So, let us move past this. Let’s assume for the moment that games can be a valid medium for artistic expression, and start talking about how one might go about doing so.
Six Steps
I wanted to make two key points in reference to the reading in Understanding Comics. The first was McCloud’s definition of art, above. The second is the six layers of art:
- Idea/Purpose. What is the message to be expressed, the seed of an idea for a story that must be told? Why are you creating a work of art at all?
- Form. What artistic medium will you use to express your message? Oil paints? Sculpture? Interpretive dance? Comic books? Games?
- Idiom. What McCloud calls idiom is more commonly called genre when referring to games. First-person shooter, real-time strategy, vehicle simulation, MMORPG, and so on (or for board games: resource management games, roll-and-move track games, trivia games, dice games, tile-laying games, gambling games…).
- Structure. In stories, this is the basic plot arc, characters, and other building blocks. In games, we might call this the “core mechanics” of the game. What are the structural components that form the core of the user/viewer/player experience?
- Craft. In comic books, this includes how well a story is told. With games, it is the ability to make your rules and play experience streamlined and natural, so that the players are not struggling with the rules but rather enjoying the play.
- Surface. This is the outer-layer experience: the colors, sounds, visuals, beauty, attention to the details that are immediately sensed. The “eye candy” of the piece.
McCloud notes that a typical comic book viewer experiences a work from the surface inward. First you see the surface; then, looking deeper, you enjoy the story. Looking even further, you can see the ideas behind the story, and perhaps appreciate a groundbreaking artist even if their drawing quality isn’t as high as you’d like. With even more study, you can see divisions between different genres and styles, and even understand the reason why certain story elements or other conventions occur within a genre. Looking ever deeper, you can eventually gain an appreciation for the medium of comic books, understanding the ways that make it unique as an art form; and, you can see the ideas behind a work, the purpose behind what is essentially timeless literature.
You might notice that this all applies to games as well.
McCloud also notes that, while a work is encountered from the “outside in” it is still created from the “inside out” – the creator must first choose an idea and a form and then choose an idiom within that form, before ever putting pen to paper. These choices might be deliberate or they might be made rashly or emotionally, but they must be decided first. Then the structure must be defined; then the details fleshed out in craft; and finally the surface must be created.
Does this sound familiar? It should. It is, for the most part, a restatement of the MDA Framework.
Actually, I think of McCloud’s six steps as an extension of MDA. Mechanics are roughly equivalent to McCloud’s Structure; Dynamics are analogous to Craft; and Aesthetics are similar to Surface. It’s not a direct parallel, but it is close. In both cases, the consumer is concerned with the surface, while the true artist looks toward the inner core of the artistic process.