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Videogames and art, a thin boundary
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Videogames and art, a thin boundary

by Simon LaroccaJanuary 9, 2025

Se mi seguite da un po’ su queste pages, you will know that one of the key points I like to press on often is the nobilitation of the Video Game medium, a slow but fundamental process that began more or less at the end of the Nineties. Paradoxically, it was precisely with the advent of the total dominance of home entertainment and the sad demise of arcade cabinets that videogames began to become something more than mere little men on the screen who jump and shoot.
Spesso il cinema, la televisione e la narrativa su carta vengono accostati allo status dell’Arte: audiovisual works that convey messages and through the dialogue between images and words convey emotions and generate reactions in the viewer’s eye: if the concept of “art” referred essentially only to this, then the Video Game understood as a conveyor of input for the audience would also have every right to have its place of honor alongside them.
But let’s take a step back. What does making art mean today? I even call on Treccani and report what it tells us: by art is meant «any ability to act or produce, based on a particular set of rules and of cognitive and technical experience, therefore also the set of rules and procedures for carrying out a human activity in view of specific results.»
Ability to act and human activity that leads to results. These, in my opinion, are two indispensable pillars of the state of the art, because they reflect how decisive the human intellect is, and consequently its imaginative capacity, that wonderful thing called creativity, and choice, or rather the planning behind it, the solid foundation for success, the consecration of an Idea.
Pensiamo a The Last of Us, for example, or Max Payne to go a little further back in time, or even the Life is Strange series: video games with a strongly narrative focus, similar to films in themes and pacing, shots and plot twists, with adult and profound storylines, disturbing, synonymous with a punch to the gut for the gamer. And here comes the first provocation: what do the raw and at the same time redemptive arc of someone like Ellie, or Max’s descent into the abyss of self-destruction with her guns dispensing revenge, have less of than an epic poem or an Oscar-winning film, if they too were born from the creative spark of one or more human beings, who through a set of rules (reality and its definable parameters) and cognitive experiences (the personal baggage that hones the human soul) and technical skills (knowledge of programming language and sharing of expertise with screenwriters) materialize something that did not exist before and impact us with emotional stimuli?
There is a very thin boundary, as the title suggests, that separates the concept of art from that of the video game, if we even want to talk about a boundary: I see it as a red thread that is still rather faded, but less and less so as the years go by, which links the two things instead of separating them. No more than a few decades have passed, yet much has changed for the better in the world of video games and in its spread across the world, also and above all among those who have never picked up a gamepad: the awareness of the Video Game no longer understood as an instrument of the devil is now widespread, fortunately, and inclusivity, a term overused in other contexts, is a splendid reality when it comes to gaming and sharing a passion for stories on screen, whether small or large it matters not.
Because, as I see it, art is made at the very moment you give shape to a magma of sensations and stimuli that change you, for a minute, a year or for a lifetime: it is our human capacity to imagine and create, whether through a pen, a camera, a movie camera, a brush or a keyboard, that makes artistic the thought that becomes a book, a film, a painting.
And also a video game. The moment we play, we ourselves become part of something infinite and tangible at the same time. This is truly art, believe me.
author

Simon Larocca

Mi chiamo Simon Larocca, e sono un videogiocatore, collezionista e amante della cultura pop in tutte le sue forme. Vado al cinema ogni volta che posso, leggo da quando porto gli occhiali, quindi da sempre, e ho la passione per lo storytelling in tutte le sue forme, così dirompente da farla diventare una professione. Ma come direbbe Doc di Ritorno al Futuro, non ci sarebbe presente se non si guardasse al passato con rispetto e ammirazione, ed è il Simon bambino di più di trent’anni fa, anno più anno meno.

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