Edge: The Big Question

On one extreme you've got 'art': Van Gogh's Starry Night, Michelangelo's David, slabs of rusted metal elegantly posed outside an office building, a buck-naked performer howling and urinating while attempting to play a xylophone with her feet. You know, art.

On the other extreme you've got 'product': individually packaged microwavable pancakes, Pokemon plush dolls, sunglasses for pets. Useless stuff that adds a breathtakingly small amount of value to our lives. The space between the extremes is densely inhabited.

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0verdrive3682d ago

interesting question posed by the source.

i like the ideas in this article. i personally feel that art should take a slightly larger portion of the pie than product, and great games usually have art>product. not always the case, however.

i feel gears exemplifies a game that is heavily product; its made to appeal to as many people as possible, but doesnt really have any expression or innovation. but despite its obvious appeals to gamers' primitive natures, its very successful and popular.

mirrors edge seem to be a very artsy game. it has a much narrower audience, but is groundbreaking in innovation and art direction. however, it will never become as popular as gears.

fallout3 seems to be a decent compromise between the two. on one had its fairly artsy, has good art direction and theme, yet less so than its predecessors(fallout 1&2), yet its gameplay is simplified compared to the previous fallouts to appeal to a larger market.

anyways, just some thoughts while i was reading the article.

coolfool3682d ago (Edited 3682d ago )

mainly because you actually give examples of what the writer was talking about.

I like the premise of the article but I think he skips about too many points and tries to dive into the metaphysical (if you could call it that) before he explores any them fully. But contrarily I think the article is too long-winded.

Anyway, back to the subject. Your example for gears is spot-on. That is definitely a product designed for the masses. This doesn't mean it's bad but it leaves out a lot of *personal* expression to make it impersonal. Obviously the less personal something is made the broader range of people it can appeal to.

How many copies did Okami sell? 150,000 on the PS2? This is a prime example of an artistic game which didn't appeal to the masses.

"capture an indescribable nuance of my inner self, or introduced me to an idea that I now hold sacred, or motivated me to be the best person I can be"

This is just a convoluted way of saying "something I can relate to".