ET3D: Some of the obstacles in the way of that which I already mentioned are that we don't yet have to tools to analyse games, and that the field is too young to help define "classics". But I want to continue in a constructive direction, so I'll try to do what I did in my previous post and come up with a subset, some guidelines by which we might judge. Of course not everyone would agree,
but it's better to come up with some reasonable argument than go in the "we each have our own definition" direction. That's the spirit! If there's anything I'm not a big fan of lukewarm stuff like "meh I guess we'll agree to disagree" or the even more useless notion that "all opinions are equal", that doesn't get anyone anywhere. Props for putting your arguments forward in depth, this is something one can work with.
I can't use my own definition of art (art = craft taken to expert level and
beyond) because I've been unable to define the beyond part to a degree where it's a quantifiable property. Even after decades of giving thought to it, my definition can't be used for debate in that form so I'd propose that we try to leave art out of the equation and come up with a measure to decide on the classics of gaming, more reasonable because the term "classics" is a bit better defined than art - as long as said definition doesn't include the word "art". Soon as we include art we're back to square one :)
Stuff like this sounds reasonable enough:
classic = "judged over a period of time to be of the highest quality and outstanding of its kind."
ET3D: It's important to note that I'm not trying to define what's art, I'm trying to define what can be considered a classic piece of art.
How about just "classic piece" because that way you can cut the uncomfortably unknown variable (art) out of the equation.
ET3D: I'll start with point 7 (although in the article it's more 10, really), which I think is a worthwhile distinction between "piece of art" and "classic piece of art". A classic needs to be good entertainment. It needs to be something that a significant number of people would enjoy even a long time after its creation.
The purpose of virtually all games is to entertain so that's a good criteria. Probably the most important one. I just don't know how to quantify that?
There are 5 star games that didn't entertain me at all and there are games that entertained me very much and other people give them two stars or even less. It seems that entertainment value is a very subjective property, even if it is the most important thing we seek in games. So I'm not sure if we can use it for ranking.
ET3D: The other thing which I think is worth talking away from this is that a classic needs to have gotten many things right. If you look at a piece of art and you can't find several things about it which make it better than average or make it distinctive, then it won't be a classic. It's probably also possible to say that if it has major flaws it's not a classic.
A classic definitely needs to positively stand out from the average, yes, but I think this is achieved by the overall sum of points a game gets and not so much by the absence of flaws. I've played some games that had no apparent flaws but were rather unmemorable and on the other hand a game like UFO: Enemy Unknown had quite a number of flaws (e.g. unintuitive UI, wacky glitches and bugs) and yet it manages to win enough points overall that it's safe to say it belongs on any remotely legit canon of gaming classics. Same for Dungeon Keeper, a game with notable flaws and glitches and lousy AI but overall a definite contender for a canonical classic. Some of the most legendary games are chock full of flaws, making this a pressing criteria would weed out too many genre defining and widely acclaimed titles.
So to summarize I think we should be forgiving in the flaws department and put more emphasis on the overall outstanding side of things.
ET3D: (As a side note, point 9 is interesting. The article talks about the great restoration and colouring the film got. That would be equivalent to a remastered edition of a game.)
A very good point, after all classic is another word for timeless so it's a super bonus if a game has as we call it "aged well". Personally, I define "aged well/looks great for its age" more in terms of gameplay, meaning that I still consider Civilization 1 entirely playable and enjoyable. I might not find it as exciting as when I played it for the first time and that applies to every game but my opinion of Civ 1 is still the same when it comes to its value and how high I rate the game because good gameplay never gets old.
A majority of people seem to define "aged well" in terms of presentation though and that's problematic because those people would in many cases pick later iterations of a series rather than earlier ones,even if the earlier one is a more accomplished game in aspects other than presentation and even if the older game looks just as good (or better) for its age.
To bring up the example of Dune 2 vs C&C Tiberian Dawn again: C&C looks much better than Dune 2 but for its age, Dune 2 has better graphics, it's a whopping 3 years older than C&C after all. In terms of gameplay, I think most would agree that C&C has aged better even if they are fans of Dune 2 and still enjoy it.
But despite the danger of people interpreting "looks great for its age" according to different criteria, I still think it's a criteria one can use - with caution.
ET3D: I won't try to get more out of this at this moment. I'll quote some definitions of the adjective 'classic':
a. Belonging to the highest rank or class.
b. Serving as the established model or standard: a classic example of colonial architecture.
c. Having lasting significance or worth; enduring.
All these make a lot of sense.
a. here we can use game ratings which can usually be translated to 0-100% and therefor allow for ranking, so the all time highest rated games (preferably by users not press) would qualify.
b. at first glance seems to be congruent with a. but b. doesn't require a game to have the highest rating, just that other games have tried to emulate it and that it is seen by a majority as a standard. Super Mario is a good example, I don't think anyone would check for percentage ratings before adding that game to the classic canon, it's an established standard to which some games try to live up to, even nowadays. I never liked it much because I suck at platformers but I consider Super Mario a classic nonetheless.
c. that's a good one, because it (hopefully) weeds out games that are temporarily popular but will sink into oblivion. I0m hoping Halo to be one of those. A great example of an enduring game would be Starcraft 1, even its sequel didn't render it irrelevant, even today people are still playing Brood War competitively.
On the other hand, there are games that get forgotten due to being hidden gems that never reached significance in terms of defining where the genre went. Not talking about games like Herzog Zwei which made an impact on the genre before sinking into obscurity, I'm referring to games like
Albion and
The Neverhood