This 3 Lists of 3 article was written years ago and never posted. I’m unsure why. I decided to edit it a bit before posting. There’s even a link to an old Flash game I included that I had to check and see if it still works. It does. Yay!
Younger Kyra may sound a little different than current day Kyra. Hopefully, this still holds up. If it doesn’t, new content is on its way. Take it away, younger Kyra.
The argument of video games as art has raged for a few decades now, and I’m not sure it’ll end any time soon. Many of you have your own opinion and can’t be swayed one way or another and a little writeup won’t change your mind. Others don’t care if video games are art. But it is something that’s found its way in higher courts of the United States because of video games’ status as freedom of speech, so maybe video games as art is a valid discussion.
I’m unsure. To be fair, I’m unsure of most things but let’s break down the argument against video games as art (to show a counter point) with the first list before going into the next two lists that’ll suggest video games are art. I’ll try to be as fair as I can, but I do stand with one side. Oh well, let’s get to the lists.
1) Arguments Against Video Games as Art

Roger Ebert
Bear with me, folks. This first one will be a long one. Video games as art never had a more adamant opponent than Roger Ebert. Ebert became an unlikely adversary and may never have voiced his opinions on the topic if he wasn’t asked about his thoughts on the video game Doom after he gave the film Doom one star. When asked if Doom received that low of a score because it was based on a video game, Ebert fired back.
“To my knowledge, no one in or out of the field has ever been able to cite a (video) game worthy of comparison with the dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized, and empathetic.”
The above statement by Ebert doesn’t make any specific points against video games as art. Essentially, it claims that video games aren’t art because they’re a waste of time. It’s telling that Ebert sandwiched filmmakers in the middle of his group of valid artists, so that the medium he dedicated most of his life to wouldn’t be put under the microscope again (there were plenty of people who pushed back against films as art), but Ebert did say once that “hardly any movies are art,” so his reluctance to add video games to art’s canon is consistent. Regardless, Ebert’s major point during a panel discussion a year later in 2006’s “An Epic Debate: Are Video Games an Art Form?” was salient.

Too Malleable to be Art
In a 2006 debate, Ebert claimed that video games were too malleable to be considered art. He posed the idea of a video game version of Romeo and Juliet where players could pick a happy ending. That would ruin the original artist’s vision. For art to exist, an artist’s vision must remain intact, so I’d agree with this. He made an obvious choice with Romeo and Juliet. A happy ending would be terrible. But there are a couple of issues with this point.
First, nothing prevents a movie company from making a Romeo and Juliet film with a happy ending; one may already exist. Second, changing a Shakespeare tragedy so that it has a happy ending is an extreme example and one based on a story that exists outside of video games. Video game stories provide options for players and there’s a case for any of those options as the original artist’s vision.
Like Black Mirror’s Bandersnatch, video game directors can create multiple endings, each as valid as the next (which may be debatable at times). Games have player choice, but many of the better ones have the illusion of choice like Life is Strange or Telltale’s The Walking Dead Season One. There are ways to eschew Ebert’s claim that video games can’t retain a director’s original vision. Still, it’s an interesting position and one with merit.

They’re Objective Based
Ebert’s next thought-provoking claim came in a 2010 essay. “One obvious difference between art and games is that you can win a game. It has rules, points, objectives, and an outcome.” This one is more difficult to call into question. Plenty of people in the video game industry reject the idea of video games as art because they’re objective based. The next year, Brian Moriarty (of “Wishbringer” and “Loom” fame) gave a lecture entitled “An Apology for Roger Ebert.” Moriarty agreed with Ebert and expanded Ebert’s argument with making video games an extension of traditional rule-based games and that there has been no call to declare games like Chess and Go to be art.
Phew! Again, that point is difficult to argue. There must be some objective that drive art, even if it’s subconscious. To paraphrase Ebert, art makes us more cultured, civilized, and empathetic. Perhaps one of these, specifically the one that fosters empathy or seeing the world from another’s perspective, is an objective.
There are even some video games that try and promote empathy, and not all video games have clearly defined objectives. Thatgamecompany, which will show up again, has produced a few games that fit in this category.
I’ll paraphrase Ebert once more and say that hardly any video games that I play are art; most of the games I play are just fun. But some of the following games might qualify as art.
2) Games

Braid
It’s difficult to cover any of these games without getting into major spoilers, so consider this your first of many spoiler warnings.
Braid has been out for some time, so a few of you may already know what’s in the offing. Braid begins like a typical Super Mario Bros. game. The princess is captured by a monster, and you must rescue her, but Braid uses this trope to throw off gamers. Once you rescue the princess, you realize that she’s been running away from you the entire game and that you were the monster. Braid does a great job of showing that perspective is everything. A villain never believes they’re in the wrong. Everyone is the hero of their own story, but others may not view you as heroic.
Shadow of the Colossus could’ve taken this spot for similar reasons, but so many people include Shadow of the Colossus on lists like this, and I wanted to be different. How long do you think it took me to realize that I just included it on this list anyway? Drat. Everyone thinks they’re the hero of their own writeup.

Brothers: A Tale of Two Sons
Shock: more spoilers. Huge spoilers!
Brothers: A Tale of Two Sons centers on two brothers. Players control the younger brother with the left analog stick and the older brother with the right analog stick. That distinction comes in handy when at some point the older brother dies. Players have spent plenty of time using both analog sticks and suddenly the right one does nothing. It’s gone.
Just like the younger brother losing his sibling, the physical reminder that the right analog stick doesn’t work haunts gamers. There are plenty of moments when gamers want to use the right stick but can’t. It’s a visceral feeling of loss, but that changes when the younger brother encounters a flooding river. The younger brother can’t swim and then he hears the voice of his older brother urging him to try. At this point, the right stick becomes active again and the younger brother can continue. It’s a beautiful moment, and I’m sorry if I ruined it for you by spoiling it, but I said spoilers twice. I’ll take partial blame.

Loneliness
This next one, Loneliness, is short—really short, like five minutes to play the entire thing short—and you can play it right now because it’s a web game.
https://www.necessarygames.com/my-games/loneliness/flash
I’ll wait for you to play it, because I know some of you just skipped right over the link. Here’s the link again. It’s well worth the less than five minutes to play. Trust me.
https://www.necessarygames.com/my-games/loneliness/flash
Alright. That’s long enough. Loneliness does an excellent job of portraying its namesake. It reveals as much about the player as it does the subject matter. Some players will move their square toward the other ones entering the screen. Others like me will move their square away from the other ones, thinking they’ll harm them. At some point, I began moving my square toward the others just to see what might happen if the squares touch. It doesn’t take long to see that the other squares will move away and disappear from the player’s square, leaving them alone. Isolated.
Older Kyra here. This is the Flash game I mentioned at the beginning of this write-up. Years ago (circa 2017 or so), the designer left players who finished the game with the following statement:
“Children and adolescents in Korea are the least satisfied with their lives among 26 member countries of the OECD (Organization for Economic Cooperation and Development). Many report loneliness as a major factor. I taught those kids for a year. This notgame was made for them. And for anyone who has ever felt lonely.”
The squares are inanimate objects and the game simple, but few who play this game will leave it without a sense of loneliness. Loneliness is one of many empathy games, and the empathy video game subgenre is a great argument for video games as art.
3) Game Companies

Thatgamecompany
Kellee Santiago challenged Roger Ebert’s 2010 essay on multiple occasions and for good reason. Her company, Thatgamecompany, has several games that could be viewed as art. Each one grows on the ideas set by the previous one. Gameplay and creative vision leap from Flow to Flower to Journey. We’re headed for major spoilers for all three games, especially Journey. You’ve been warned.

Flow has players guide a small, multi-segmented worm through an aquatic environment. The game doesn’t have menus. As soon as you load the game, it goes straight to a top-down world where multiple planes are stacked atop each other. The player may choose to have their worm-like creature eat other organisms to go down a plane, but it isn’t necessary. Most creatures one’s worm encounters are non-confrontational, so like Loneliness, the way a player chooses to play Flow reveals something about them.

Flower does something similar with flower petals. Each of Flower’s six main levels focuses on one of the flower’s dream. The player controls the wind as it sends the petals off a city apartment windowsill and across the countryside. There are no enemies, hit points, or time limits. Flower plays like a video game version of Fantasia, where the music and visuals tell a story with speaking no words. It does what designer Jenova Chen intended: create a game that’s intended to arouse positive emotions.

Journey is the perfect name for Thatgamecompany’s third outing. It’s a journey of sound (with its brilliant score). It’s a journey of discovery. It’s a journey of emotions. Players begin the game by flying with their magical scarves until they land abruptly. The gamer may believe they’ve done something wrong. The game doesn’t take you by the hand and tell you what to do, but that’s the way the designer intended the story to go. The world turns dark, then cold, until your magic scarf shrivels. You’re alone, but you’re not alone. Others are there if you need them and that uplifting message—again, without saying much of anything—leads Journey toward the empathy game subgenre and on several critic’s lists for greatest video games of all time.
Giant Sparrow
Giant Sparrow hasn’t been around as long as Thatgamecompany, but their two major releases are just as worthy for inclusion on this list: The Unfinished Swan and What Remains of Edith Finch. Again, there will be spoilers.

The Unfinished Swan centers on a young boy Monroe whose mother has recently died. Monroe’s mother was a painter who was known for never finishing a painting and having over 300 incomplete works. Monroe’s orphanage tells him he can only keep one of his mother’s paintings; he chooses her favorite, a painting of a swan missing its neck. One night, the swan escapes its painting, and Monroe chases it across a mysterious painted world. The Unfinished Swan deals with acceptance. Monroe chases the memory of his mother until he sees his mother in himself and knows that she carries on through him. Eventually, Monroe earns his mother’s magical silver paintbrush and he finishes his mother’s painting and adds a pair of baby swans.

What Remains of Edith Finch also deals with loss and acceptance of that loss, but it tackles the subject in a very different manner. In the present, the player-character, which (spoilers) turns out to be Christopher Finch who is Edith Finch’s son, takes a ferry to Orcas Island off the coast of Washington state with the journal of Edith Finch in tow. The journal reveals that the Finch family is under a curse going back at least five generations with all but one child of each generation dying from unusual causes, leaving a sole child to continue the family. The Finch homestead never repurposes any one room. When a family member dies, their bedroom becomes a shrine. Each room builds or plays off the other in an anthology of remembered catastrophes, resulting in a tale that’s equal parts Twilight Zone and One Hundred Years of Solitude and neither at the same time. What Remains of Edith Finch, like many other games on these lists, isn’t long, but the images and story last much longer than its playtime.
Dontnod
Dontnod—or Don’t Nod or even DONTИOD—owes its inclusion on this list for its Life is Strange series of games. It’s yet to be seen if they’ll build more franchises off the success of this title, but Life is Strange is a great character-driven game that does multiple endings well.

Life is Strange is set in the fictional town of Arcadia Bay, Oregon and follows Maxine “Max” Caulfield as she navigates the twelfth grade at Blackwell Academy (an art-centric high school). The town of Arcadia Bay is doomed to experience a tornado in the future, which Max catches a glimpse of in photography class, but Max can use her newly developed ability of rewinding time to change the future. Life is Strange delves into bullying, abuse, memory, and identity. Unlike many other triple A video games, the bulk of Life is Strange’s budget went toward writing and voice actors, and it shows.
There are only two possible endings and the best way to describe them is choosing the least objectionable option of the two, but like most things in life, that choice is subjective and whichever one the player chooses reveals something about the player. Both end-game choices are valid and stay true to the designer’s vision.
Conclusion?
Older Kyra is here again. While revisiting this article, I may have unearthed the three reasons why I never posted this 3 Lists of 3 several years ago. One, it’s a long post. Two, young Kyra even said that this article wouldn’t change people’s perspectives; you’re in one camp or the other. Three, some could say that it paints Roger Ebert in a bad light. Perhaps. I have a lot of respect for Ebert. Was he perfect? No. No one is. I’m sure many of you spotted plenty of flaws in my arguments and the occasional typo or three or nine thousand. They’re over nine thousand!
Ultimately, art is subjective. Art changes over time. Some of these games weren’t available during Ebert’s lifetime. Others were ones Ebert wouldn’t have known. I’m still tickled that he placed “filmmakers” in the middle of his “real artists” list. I see what you did there, Ebert. Tee hee!
I’m sure I missed more than a few things, or you’ll see things differently. Let me know your thoughts in the comments.

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