I read somewhere once that what makes something designed "art" is that its meaning is open to interpretation. On this premise SoTC could arguably be considered as art (I believe it is). The meaning of the story raises difficult moral questions that can lead to various interpretations. I imagine the same could be said of other games like Killer 7. I find the case for Rez to be more difficult to make on this premise, though I would argue Rez is also a work of art. In the case of Rez, you could perhaps argue it is art in that it is hard to reproduce it, just like the Mona Lisa. The skill and creativity required to craft and originate such a work are truly exceptional, despite the tools required to make a copy available to many. But the Ueda interview where he comments about "personal experience" (in shaping what we consider art) offers some interesting thoughts for a different perspective.
Game Masters: Hideo Kojima and Fumito Ueda
Meet the creative minds behind Metal Gear Solid and Shadow of the Colossus.
This interview is part of GameSpot's Game Masters: Behind the Talent feature, which explores some of the biggest names in game development. The feature coincides with a new exhibition celebrating video game culture taking place at the Australian Centre for Moving Image (ACMI) in Melbourne, Victoria.
Hideo Kojima
The mind behind Metal Gear Solid, Hideo Kojima, speaks about how his interest in movies and novels affects the way he approaches game design, and how game systems, story and personal influences work together.
Fumito Ueda
The director of ICO and Shadow of the Colossus Fumito Ueda speaks about creating games as an intensely personal player experience, and considering games as an artform.
To find out more about GameSpot's Game Masters feature, visit the home page.
Read our Game Masters interviews with Tim Schafer, Warren Spector, Peter Molyneux, and Tetsuya Mizuguchi.



