This post was like reading some text that someone transcribed out of a daydream of mine. Not the one with the pillowfights, but a more game focussed daydream. Anyways, it's about how the mechanics of gameplay are divorced from the meaning of games. Excellent stuff by Jean-Paul LeBreton, Bioshock designer.
"The problem is that the better versed you are in game conventions, the easier it is to separate the core mechanics of a game from its fiction and theme, and thus say that a game like BioShock is a meditation on free will, the dangers of ideological extremes, and whatever else… despite the fact that you spend about 90% of it shooting people in the face."
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"One problem is that, deep down, many designers view game mechanics more as structure (or “form”, if you prefer) than as content, when in fact they are both. If you treat them exclusively as structure when designing, you get all manner of unintended message and context… in a nutshell, ludonarrative dissonance. Which in 2009 means mashing the circle button to overcome an emotional inner conflict. Another designer’s analysis accepts this completely at face value, which if anything demonstrates that this issue transcends our usual valuations of craft and art. It’s almost invisible to us, but quite apparent to outsiders.
So as developers, we need to deal more honestly with the disparity between our reach and our grasp - which is to say, what we tell ourselves our games are about, versus what they are actually about."
The technical aspects of film all usually support the artistic goals. The choice of film stock, colour filters, camera lenses and lighting design all help to re-inforce meaning (or subvert it!). Our medium of games has the interactive element that sets it apart, and this feature is what most outsiders look to first for meaning. So far we have not given them much to find. The games we want to place on a pedestal as Art, or at least possessing some qualities that separate them from the pack of 'just' entertainment are still about running and jumping and shooting before they are about relationships or the value of 1 life vs 1,000 or the human condition.