Introduction
This essay is about the abstraction in video game and how abstraction relates to the experimental art game FlOw.
An Artistic Form of Expression
Artists are using the medium of video games to produce art games (Silfer, 2007). In recent years, video games have become raw material for art (Silfer, 2007). Some artists have taken cartridges and modified them to create art, an example of this is Cory Arcangel’s Super Mario Clouds (Silfer, 2007). His cartridge hack removed all elements of the original game of Super Mario Brothers and left only the scrolling clouds. Many other artists have followed with this technique and have created art.
FlOw
(Chen,2006)
(Chen, 2006)
I have chosen to discuss the art game FlOw in relation to Mark Wolf’s article about abstraction in games. That Game Company produced the game called FlOw and describes the games it creates as emotionally rich and powerful interactive experiences (Chen,2006).
FlOw has a simple aquatic creature that eats other organisms and evolves into a more complex creature the more it eats (Chen, 2006). The controls of this game involve using the mouse cursor to guide the creature and the left mouse button to accelerate (Chen, 2006). These controls are very simple and players can adjust their difficulty levels to enjoy the game at their own pace (Chen, 2006). The theory behind the game, explained by Chen is about challenge and abilities (Waugh, 2006). Many games test the player but this game give the player freedom to ‘tinker about’(Waugh, 2006). “Challenge” and “abilities” are put on the two axis of a graph and instead of a linear path which most games take, FlOw followed a web-like path moving back and forth between the axis.
Video games are different from other games as they use an audio-visual medium and take place on an image (Wolf, 2003:49). For video games, the player’s interaction has an end goal, for interactive art the experience is the goal (Wolf, 2003:49). FlOw is similar to the game Snake because both player-surrogates grow longer when they eat food; the main difference is in Snake the player dies when it touches the wall (Neave, 2007). For FlOw, the experience is the goal because there are no threats or loss of life or different levels.
Abstraction
In art the word ‘Abstraction’ means to portray the essence of something rather than realistically represent it (H.T Dance, 2006). From Wolf, to abstract something means to simplify it and reduce it to its essentials (Wolf, 2006:48). The most representational games available will always have some degree of abstraction of the things or situations they are representing or simulating (Wolf, 2003:64). FlOw is abstracted because of the simplicity of the environment and therefore the game. The aquatic organisms are similar to real-life microorganisms, but they do not look or work exactly like them, they are just graphics on a screen. The body of liquid that the organisms are in is also very simplified, not every atom or all the micro organisms are drawn, just what is relevant to what is happening in the game.
Abstraction allows the player to imagine game details to engage them and involve them more in the game (Wolf, 2003). All the details of a game are unnecessary, games do not have to be completely realistic because it complicates the game-play and the design of the game when too much details are packed into a game. It is difficult to create a completely realistic game and unfeasible. Therefore, it is a necessity for the video game-playing experience to have some level of abstraction and all video games have abstraction (Wolf, 2003:64).
Conclusion
Video games have been used to produce art by many artists. Artists have created their own games or deconstructed existing games to express meaning. This is how art games were born. Art games do not require interaction, however many do allow the players to interact.
In order to create a game, be it a videogame or just a game in general, abstraction is needed. Abstraction occurs in video games. Abstraction can expand and explore greater potential that the video game medium has to offer and it has become a key design element which many artists take into account (Wolf, 2003:64).
References
Chen, J. “FlOw”. That Game Company. 2006. Available: http://intihuatani.usc.edu/cloud/FlOwing/ . Accessed: 27 April 2008.
(author unknown)H.T Dance Company. “Glossary”. 2006. Available: http://www.htchendance.org/glossary.html . Accessed: 28 April 2008.
Neave, P .”Snake”. 2007. available: http://www.neave.com/games/snake/. Accessed: 27 April 2008.
Silfer, K. “Aplied Ludology: Art games and Game art” 2007. Available: http://www.alibi.com/index.php?scn=feature&story=19721. Accessed: 27 April 2008
Wolf, M. Abstraction in video games. 2003. The Video Game Theory Reader. Routledge.
Waugh, E. “
http://www.gamasutra.com/features/20060330/waugh_02.shtml. Accessed: 28 April 2008.













