Posted April 19, 2020
babark: If someone made a game where you needed to press Ctrl+Alt+Tab+Shift+}+L+W+0+/+BKSPC+F12 and then click your left mouse button to fire a gun, in a high-brow attempt to show the mental difficulty involved in actually killing a person, the author might consider it art, but it would also be bad design (which I feel would trump any artistic merit beyond any two-second experimental attempt at playing).
It also would likely be unplayable on most keyboards, as most (typewriter-style, not musical) keyboards can't handle large numbers of keys pressed at once. babark: A "art" game would make use of game design paradigms (or subvert game design paradigms) to convey whatever the author wanted to convey.
I think subverting such game design paradigms can work rather well. I could mention Syobon Action again; while the game does have issues with slippery controls, the game's way of trolling the player makes it, in a way, a work of art. (Yes, the game will kill you for reasonable actions, but will do so in funny ways, and running out of lives doesn't yield a game over, so you can continue into the negatives.) (Syobon Action does feel like a parody of the original Super Mario Bros..)
I've seen games, mostly WRPGs, that add gameplay mechanics that hurt quality of life without serving a useful gameplay function just for the sake of "realism". The Ultima series is a prime example of this (feeding in Ultima 7 being a particular egregious example), though it can also be seen in the Elder Scrolls series (weapon/armor durability when it's too easy to repair them, can't do things like mix potions (IIRC) or rest while in the air).
Post edited April 19, 2020 by dtgreene