tag:blogger.com,1999:blog-8183243896334044166.post2122248720132708954..comments2023-05-05T03:39:18.349-07:00Comments on 3 Spirits Studio: MOMA or MOMP?3 Spirits Studiohttp://www.blogger.com/profile/16115374349132990758noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8183243896334044166.post-23595005672995623822013-04-25T09:21:02.675-07:002013-04-25T09:21:02.675-07:00Thanks Ron for the thoughtful comment. You bring u...Thanks Ron for the thoughtful comment. You bring up a good point and there's been some interesting writing about this topic (much more poignant and of the day, then my humble blog opinion). Sometimes I feel like a leopard that has no spots in terms of technology... But I've always found a clear distinction between fine artists and designers (both valid and valuable), but coming from a completely different place. The aesthetic exists for designers and artists alike, but it is the intent behind the work that separates the two. Technology has blurred the lines between commercial art and fine art. <br />I'm glad you commented...has us tossing the concerns around again. We might write something more after coffee...3 Spirits Studiohttps://www.blogger.com/profile/16115374349132990758noreply@blogger.comtag:blogger.com,1999:blog-8183243896334044166.post-32295773934688409882013-04-25T08:57:13.516-07:002013-04-25T08:57:13.516-07:00What about freeware? Do we exempt video games hand...What about freeware? Do we exempt video games handcrafted by individuals and released for free on the internet from the "product" label? What if that freeware becomes so popular that the designer begins a larger, more complex project that requires marketing and production to see fruition? Even though that project comes from the same inspirational place as the freeware, is it now a "product" simply because the designer requires new sources of funding to see his vision through? <br /><br />Ironically, most (although NOT all) freeware is so rudimentary and simple that it probably wouldn't really qualify as art simply on an aesthetic level. Truly gorgeous video game design typically requires resources that are beyond the reach of a lone designer, no matter how talented.<br /><br />There are exceptions to this, however. Some designers use the limitations of the form to their advantage, by creating sparse, intriguing landscapes and backgrounds, or by using unusual storytelling techniques to make up for the lack of visual flair. These projects, these video games, deserve to be considered as art just as much as a short story or simple pencil drawing would.R.D. Rileyhttps://www.blogger.com/profile/07577346757823812470noreply@blogger.com