ThE MESSENGER - Franco-American School of New York

ThE MESSENGER - Franco-American School of New York ThE MESSENGER - Franco-American School of New York

30.11.2012 Views

4 Art: what is it? That’s a pretty good philosophical question, and, depending on what and whom you study, you’re going to get a lot of different answers. For me, art is a representation of abstract concepts through means of symbolism and creativity. Art is about the human mind and its varying, faceted interpretations of life and all of its succeeding events. Art isn’t limited by tradition, and the means by which it is conveyed are not subject to arbitrary restrictions. Art manifests itself in book form just as it does in dirt because it transcends the material through which it was made by appealing to the ideal and the symbolic in us, by appealing to our reason. Today, art is taking on many different forms. Books are becoming less tangible and more and more digital. Movies are disappearing from the big screen and transferring over to the small and the mobile. The big things in music aren’t albums anymore; they’re actually live concerts. But here’s one more change that may not just be recognizing reality, but a matter of opinion: video games can now be art. Consider a couple of the video games that have come out over the past few years. Consider Grand Theft Auto IV, which tells the tale of a thirty year old Eastern European immigrant, Niko Bellic, who comes to America in search of the American Dream. He arrives in Liberty City (NYC) to be greeted by a cousin who, many years prior, had done as he did. Soon, however, Bellic finds that America’s streets aren’t really paved with gold, that his cousin doesn’t own the mansions he claimed he had, and that life in Liberty City can be just as painful and violent as life in his home country. As he attempts to restart his life, he gets bogged down with organized crime as the debt and the shadows that had haunted him in Eastern Europe come to bite him even when he’s a quarter of the way across the world, in the land of the free and the home of the brave. As the stoic main character goes through the storyline, he meets more and more people, each with their own problems, their own outlooks on life, and their own meanings. Although Grand Theft Auto IV may be crass, violent, and pornographic at times, this only adds on to artistic conception and vision of the lonely, biting, greediness that can be New York City. It’s a game that has more layers than possibly imaginable, a game that is deep in meaning and rich in ideas, giving it a unique ability to attract people from each end of the intellectual spectrum. Or how about Fallout: New Vegas, a game centered on civilization’s post-nuclear apocalypse? The world ended with a loud bang on October 23rd, 2077, as China and the United States engage in The Great War, in which the two countries launch their respective atomic bombs at each other following a Second Cold War. Your character is a courier working for the Mojave Express in the vast expanse of the Mojave Desert in 2281, and the world is still heavily Opinion Ju n e 2012 The Evolution of Video Games: Is It Art Now? YES! NOT REALLY! By Olivier Weiss scarred from the nuclear Armageddon two centuries ago. There is a power struggle over the control of the Hoover Dam between a U.S.based government called the New California Republic (NCR) and Caesar’s Legion, an authoritarian, slave-holding regime with a cult of personality centered around Caesar, and Robert House, an enigmatic billionaire genius who protected Las Vegas from nuclear destruction in 2077 and is still alive, through his own genius, in 2281, forwarding his vision of a free New Vegas with an atmosphere of decadence without elitism. Your character is in the middle of it all, and must decide whether to help one of these three sides, or help himself control New Vegas. Through amazing dialogue, thousands of sub-quests that are indirectly linked to the main storyline, and a Rat Pack-Sinatra-cool-‘50s atmosphere, Fallout: New Vegas truly captivates, not just because of its dark, caustic, dripping humor or violence, but also because it confronts the player with different philosophies of life, hard moral choices, and an overwhelming sense of building fun and achievement as the game goes on and on. In short, Fallout: New Vegas is art. Assassin’s Creed, Portal, the Halo series, the Elder Scrolls series, Heavy Rain, Red Dead Redemption, the list of amazing, artistic video games goes on and on. Video games can aspire to great things. They can be insightful, profound, and revelatory just as they can be insipid, stupid, and total trash. Just because Call of Duty is a waste of $60 doesn’t mean that the Fallout series is as well, just like how Twilight is a waste of paper, but Crime Illustration by Louis Le Jamtel and Punishment is worth being assigned by a school for summer reading. Whether you buy my argument or not, video games are no longer limited to Pac-Man. As technology improves, so video games will become less and less restricted, and so they will become a part of the mainstream, just as movies had a century ago. If you are an adult and you pride yourself in intellectual curiosity and open-mindedness, please do yourself a favor and try one of the games I’ve listed. I promise you, you won’t regret it. By Emanuel Wickenburg Every single video game requires creativity, skill, intellect and painstaking hours of work to produce. What, then, differentiates it from a painting, a novel, a poem, a song, or any other result of similar skill and effort that is considered an ‘art’? Some would say that nothing does, that Call of Duty is just as much an art form as the “Mona Lisa.” I believe there is a difference. I believe that art is defined not just by what is put into the making of it, but also by the emotional effect it has on people. Art should convey something valuable to the beholder; a sculpture or a painting may offer a different view, the artist’s unique way of looking at things and finding aesthetic beauty in elements of real life, a book or film can transmit the author’s or the filmmaker’s ideas, and a song can inspire, can provoke emotion. Video games may have potential to do this, but they haven’t sufficiently explored that possibility yet. A video game doesn’t teach anything, doesn’t enlighten, and doesn’t give a fresh perspective on life, because while play- ing, the gamer is in charge and simply “acts” as in real life. The video game offers an imitation of everyday life. Not only do video games fail to expand people’s minds in the way art should, they also have a negative impact on people’s lives. Art is supposed to help people in some way, and if something has the opposite effect it shouldn’t qualify as art. After all, who would want to succeed in real life when there is a much simpler virtual world where you don’t have to worry about consequences for actions and your only objective is not to get killed? Real life seems complicated and overwhelming in comparison, and all your energy is transferred to succeeding in an electronically generated, escapist world. This is not my conception of a work of art. Finally, video games may have a negative effect on public health. Scientists continue to investigate the correlation between exploding child obesity rates in the US and the growth of the video game industry among many factors. It is logical that many kids and teens would not want to run around outdoors and sweat when they could spend the day comfortably glued to their sofa, maneuvering a virtual world and exerting only the muscles in their thumbs. The obesity epidemic and lack of exercise drastically shorten life span and reduce quality of life. Taken a bit further they have been projected to cause a tremendous tax burden on the country due to the extra medical support needed. For these reasons, video games are an industry, rather than an art, which is supposed to benefit Mankind. That being said, video games may have the potential to become an art if executed differently; and, after all, maybe it’s the fact that they are not an art form that makes them so fun.

Intercours A Column That Strives Not To Include Mature Subjects The Good and the Bad By Michael Anderson and Armand Latreille Intercours is back from a one-issue hiatus! If you hadn’t noticed that gaping awkward hole in the last Messenger issue, it’s because our last column was deemed a little too controversial by higher powers. As a result, we’ve come up with something not controversial at all: our unbiased opinions on random things! Actually, we’ve worked hard on this installment, to make up for the last one. We took some precious time away from Bac revisions and finals studying to collect our thoughts for a moment, and reflect on the year that was. Without further ado, this is Intercours’s season finale. Linsanity ES Workload Giants Super Bowl Jiminy Peak End of tyrant regimes Justice @ terminal 5 The rentrée that wasn’t (flood) End of the world in 7000 years KONY 2012 YEAAAAH (just kidding, why is nobody paying attention to Syria?) NBA on Christmas Senior Prank End of the war in Iraq 7th Billion baby born Spirit Week Spirit Halloween Parade Rugby Injuries Shark Mascot Space Shuttles retired Die down of Occupy movements Death of Steve Jobs S Workload Pakistan Flooding Knicks First Round Exit Greek Crisis The Entire Month of February: SAT, TPE, and Bac Blanc School on Saturday Rock Bottom Meh Awesome Opinion 5 Ju n e 2012 By Armand Latreille Exactly a year ago, this newspaper published an article explaining why Nicolas Sarkozy would live to serve another term as the President of France. I thought it was a brilliant article that perfectly Illustration by Louis Le Jamtel outlined Sarkozy’s assets in contrasts to Francois Hollande’s weaknesses. Needless to say, my prediction turned out wrong, and Hollande replaced Sarkozy as the incumbent of the Elysee Palace a month ago. Why did it come to this? Sarkozy’s presidency started with a misstep that would symbolize his governing style: instead of celebrating his victory with the thousands that were waiting in la Place de la Concorde, him and 60 select few barricaded themselves at Fouquet’s, one of the more “upscale” restaurants in Paris. Attendees included French billionaires, finance moguls, CEOs of important French corporations, and Johnny Hallyday. In other words, the entire who’s who of powerful French personalities was present. Needless to say, nobody in France except the 60 people invited thought this was the best way to start off a presidency. Imagine if Obama had suddenly decided to ditch his election party at Grant Park and instead head to a posh New York City restaurant to eat lobster with Trump, CEOs of Goldman Sachs and JP Morgan, Rupert Murdoch, and Bruce Springteen. During his campaign, Mr Hollande frequently talked about the dignity of the French presidency, radically more so than in previous campaigns. Indeed, he saw the important hatred; disgust, and distrust France as a whole felt for Sarkozy, and wisely ran a campaign whose semi-official main slogan was “5 years of Sarkozy is enough”. Mr Sarkozy was never a president of the people, rather, he was viewed as a “bling, bling” personality, meaning attracted to all that shines and makes noises. It was easy to point out his dérapages, because they were frequent and gave fodder to tabloids. Sarkozy wasn’t educated through the traditional grandes écoles, the very prestigious and elitist French universities, unlike Francois Hollande. He liked to say what was on his mind, and he was anything but soft-spoken. Furthermore, he championed wildly unpopular austerity reforms that gave the impression he was disconnected from the hardships of the French. That, and his very publicized and self-proclaimed 140% pay raise didn’t help. Despite being a powerful speaker, his public behavior was detestable to many voters, whom saw in him a mean, arrogant, and incapable little man. Simply put, he was an anthipathetic president. French voters historically favor “close to the people” presidents. They need a president that they can relate to, and in many elections, the electorate favored the president whom they could picture themselves sit down and have a beer with. Sarkozy was literally the antithesis of the model president. Never in five years did France feel represented in him, and he never really acted to change that. He was vulgar and his early mistakes (like the Fouquet’s dinner) had a lasting impression. What’s more, voters recognized his efforts towards fixing the economy, and other overall policies: polls suggest that Sarkozy has a better record (against Hollande) in having “the authority of a head of state” and for being “capable of taking the right decisions faced with the current economic and financial crisis.” France’s Changing Political Scene Hollande entered the presidential race as a profound outsider. Indeed, many speculate that, had Dominique Strauss-Kahn not been implicated in the murky rape scandal in New York last summer, he would have never secured the nomination. Hollande was rocked by ultra-left challenger Mélanchon, and was an easy target for criticism: he had, after all, never held an important government position; and his policies in home department Correze left the budget riddled with debts. However, he was soft-spoken, humble, calm, and appealing to voters who simply wanted to get rid of Sarkozy. In trying times, the French needed to be re-assured, and Mr. Hollande did just that. While recognizing the width of the financial crisis, Hollande made a choice in opting to criticize the difficult steps Sarkozy had taken to end the crisis (pension age at 60, diminishing of public sector employees); and comfort the electorate with popular policies (attack on the richest, augmentation of teachers by 60, 000 posts). His proposal of a 75% tax on millionaires is an example of a gratuitous promise, aimed at striking voter’s heart- not their brains. It’s easy to blame the banks, the rich, and the markets for the financial hardships France has to face. It’s harder to advocate unpopular reforms (read: austerity) needed to steer clear of trouble. Instead of pushing for a balanced budget, or a roll-back of state spending, both Sarkozy and Hollande stuck to calmer seas; promised to expand the role of the state and supervision of markets. Now, both of them are smart men, which have many other intelligent aides. They know that this is not the recipe for better economic times. However, it seemed like any method was acceptable for gaining voters. Sarkozy, for example, toughened up his stance and advocated a borderline xenophobic agenda concerning immigration to woo extreme-right votes. As a result, no one was quite sure what would each candidate do once in office. For example, not many voters actually thought that Hollande’s tax proposal was credible. Many critics, however, observed that Sarkozy had the personality and potential to pass the hard reforms; while Hollande would likely be more influenced by the electorate. And, the vote reflected that belief. France was scared of Sarkozy, and it became Hollande’s election to loose. After Sarkozy failed to muster his eloquence during the single debate, it was clear that he had lost the vote. Was the election a total rebuttal of Sarkozy’s policies? Not really. While some of his reforms were unpopular, many saw the good in them. Furthermore, he wasn’t as radical as some people had hoped he would be, but the tendency showed promise. He fostered an important relationship with foreign leaders, particularly Germany’s Angela Merkel and USA’s Barack Obama. He did put France back on the map, and strengthened its relationship with its allies. On the home front, he wasn’t afraid to advocate a tough—but somewhat popular—stance on immigration and racial problems (see the ban on veils), and he set the country on the right path towards economic recovery. If anything, this election is the proof that personality does have an impact on the voters. France showed up en masse against Sarkozy the man, not the president. And, as I re-read last year’s article, I realize that I, too, vouched for Sarkozy- the president, not the man. I was wrong.

4<br />

Art: what is it? That’s a pretty good philosophical<br />

question, and, depending on what and<br />

whom you study, you’re going to get a lot <strong>of</strong> different<br />

answers. For me, art is a representation <strong>of</strong> abstract<br />

concepts through means <strong>of</strong> symbolism and creativity.<br />

Art is about the human mind and its varying,<br />

faceted interpretations <strong>of</strong> life and all <strong>of</strong> its succeeding<br />

events. Art isn’t limited by tradition, and the<br />

means by which it is conveyed<br />

are not subject to arbitrary restrictions.<br />

Art manifests itself<br />

in book form just as it does in<br />

dirt because it transcends the<br />

material through which it was<br />

made by appealing to the ideal<br />

and the symbolic in us, by appealing<br />

to our reason.<br />

Today, art is taking on<br />

many different forms. Books<br />

are becoming less tangible and<br />

more and more digital. Movies<br />

are disappearing from the big<br />

screen and transferring over<br />

to the small and the mobile.<br />

The big things in music aren’t<br />

albums anymore; they’re actually<br />

live concerts.<br />

But here’s one more change that may not just<br />

be recognizing reality, but a matter <strong>of</strong> opinion: video<br />

games can now be art.<br />

Consider a couple <strong>of</strong> the video games that<br />

have come out over the past few years. Consider<br />

Grand Theft Auto IV, which tells the tale <strong>of</strong> a thirty<br />

year old Eastern European immigrant, Niko Bellic,<br />

who comes to America in search <strong>of</strong> the <strong>American</strong><br />

Dream. He arrives in Liberty City (NYC) to be greeted<br />

by a cousin who, many years prior, had done as he<br />

did. Soon, however, Bellic finds that America’s streets<br />

aren’t really paved with gold, that his cousin doesn’t<br />

own the mansions he claimed he had, and that life<br />

in Liberty City can be just as painful and violent as<br />

life in his home country. As he attempts to restart<br />

his life, he gets bogged down with organized crime<br />

as the debt and the shadows that had haunted him<br />

in Eastern Europe come to bite him even when he’s<br />

a quarter <strong>of</strong> the way across the world, in the land <strong>of</strong><br />

the free and the home <strong>of</strong> the brave. As the stoic main<br />

character goes through the storyline, he meets more<br />

and more people, each with their own problems,<br />

their own outlooks on life, and their own meanings.<br />

Although Grand Theft Auto IV may be crass, violent,<br />

and pornographic at times, this only adds on to artistic<br />

conception and vision <strong>of</strong> the lonely, biting, greediness<br />

that can be <strong>New</strong> <strong>York</strong> City. It’s a game that has<br />

more layers than possibly imaginable, a game that is<br />

deep in meaning and rich in ideas, giving it a unique<br />

ability to attract people from each end <strong>of</strong> the intellectual<br />

spectrum.<br />

Or how about Fallout: <strong>New</strong> Vegas, a game<br />

centered on civilization’s post-nuclear apocalypse?<br />

The world ended with a loud bang on October 23rd,<br />

2077, as China and the United States engage in The<br />

Great War, in which the two countries launch their<br />

respective atomic bombs at each other following a<br />

Second Cold War. Your character is a courier working<br />

for the Mojave Express in the vast expanse <strong>of</strong> the<br />

Mojave Desert in 2281, and the world is still heavily<br />

Opinion<br />

Ju n e 2012<br />

The Evolution <strong>of</strong> Video Games: Is It Art Now?<br />

YES! NOT REALLY!<br />

By Olivier Weiss<br />

scarred from the nuclear Armageddon<br />

two centuries ago. There is a<br />

power struggle over the control <strong>of</strong><br />

the Hoover Dam between a U.S.based<br />

government called the <strong>New</strong><br />

California Republic (NCR) and<br />

Caesar’s Legion, an authoritarian,<br />

slave-holding regime with a cult <strong>of</strong><br />

personality centered<br />

around<br />

Caesar, and Robert<br />

House, an<br />

enigmatic billionaire<br />

genius<br />

who protected Las Vegas from<br />

nuclear destruction in 2077 and is<br />

still alive, through his own genius,<br />

in 2281, forwarding his vision <strong>of</strong><br />

a free <strong>New</strong> Vegas with an atmosphere<br />

<strong>of</strong> decadence without<br />

elitism. Your character is in the<br />

middle <strong>of</strong> it all, and must decide<br />

whether to help one <strong>of</strong> these three<br />

sides, or help himself control <strong>New</strong><br />

Vegas.<br />

Through amazing dialogue,<br />

thousands <strong>of</strong> sub-quests that are indirectly linked to<br />

the main storyline, and a Rat Pack-Sinatra-cool-‘50s<br />

atmosphere, Fallout: <strong>New</strong> Vegas truly captivates, not<br />

just because <strong>of</strong> its dark, caustic, dripping humor or<br />

violence, but also because it confronts the player with<br />

different philosophies <strong>of</strong> life, hard moral choices, and<br />

an overwhelming sense <strong>of</strong> building fun and achievement<br />

as the game goes on and on. In short, Fallout:<br />

<strong>New</strong> Vegas is art.<br />

Assassin’s Creed, Portal, the Halo series, the Elder<br />

Scrolls series, Heavy Rain, Red Dead Redemption,<br />

the list <strong>of</strong> amazing, artistic video games goes on and<br />

on. Video games can aspire to great things.<br />

They can be insightful, pr<strong>of</strong>ound, and revelatory<br />

just as they can be insipid, stupid, and total<br />

trash. Just because Call <strong>of</strong> Duty is a waste <strong>of</strong> $60<br />

doesn’t mean that the Fallout series is as well, just like<br />

how Twilight is a waste <strong>of</strong> paper, but Crime<br />

Illustration by Louis Le Jamtel<br />

and Punishment is worth being assigned by<br />

a school for summer reading.<br />

Whether you buy my argument or not, video<br />

games are no longer limited to Pac-Man. As technology<br />

improves, so video games will become less and<br />

less restricted, and so they will become a part <strong>of</strong> the<br />

mainstream, just as movies had a century ago. If you<br />

are an adult and you pride yourself in intellectual<br />

curiosity and open-mindedness, please do yourself a<br />

favor and try one <strong>of</strong> the games I’ve listed. I promise<br />

you, you won’t regret it.<br />

By Emanuel Wickenburg<br />

Every single video game requires creativity,<br />

skill, intellect and painstaking hours <strong>of</strong><br />

work to produce. What, then, differentiates<br />

it from a painting, a novel, a poem, a song,<br />

or any other result <strong>of</strong> similar skill and effort<br />

that is considered an ‘art’? Some would say<br />

that nothing does, that Call <strong>of</strong> Duty is just<br />

as much an art form as the “Mona Lisa.”<br />

I believe there is a difference.<br />

I believe that art is defined not just by<br />

what is put into the making <strong>of</strong> it, but also<br />

by the emotional effect it has on people. Art<br />

should convey something valuable to the<br />

beholder; a sculpture or a painting may <strong>of</strong>fer<br />

a different view, the artist’s unique way <strong>of</strong> looking at<br />

things and finding aesthetic beauty in elements <strong>of</strong> real<br />

life, a book or film can transmit the author’s or the filmmaker’s<br />

ideas, and a song can inspire, can provoke emotion.<br />

Video games may have potential to do this, but<br />

they haven’t sufficiently explored that possibility yet. A<br />

video game doesn’t teach anything, doesn’t enlighten, and<br />

doesn’t give a fresh perspective on life, because while play-<br />

ing, the gamer is in charge and simply “acts” as in real life.<br />

The video game <strong>of</strong>fers an imitation <strong>of</strong> everyday life.<br />

Not only do video games fail to expand people’s<br />

minds in the way art should, they also have a negative<br />

impact on people’s lives. Art is supposed to help people<br />

in some way, and if something has the opposite effect it<br />

shouldn’t qualify as art.<br />

After all, who would want to succeed in real life<br />

when there is a much simpler virtual world where you<br />

don’t have to worry about consequences for actions and<br />

your only objective is not to get killed? Real life seems<br />

complicated and overwhelming in comparison, and all<br />

your energy is transferred to succeeding in an electronically<br />

generated, escapist world. This is not my conception<br />

<strong>of</strong> a work <strong>of</strong> art.<br />

Finally, video games may have a negative effect<br />

on public health. Scientists continue to investigate the<br />

correlation between exploding child obesity rates in the<br />

US and the growth <strong>of</strong> the video game industry among<br />

many factors. It is logical that many kids and teens would<br />

not want to run around outdoors and sweat when they<br />

could spend the day comfortably glued to their s<strong>of</strong>a, maneuvering<br />

a virtual world and exerting only the muscles<br />

in their thumbs. The obesity epidemic and lack <strong>of</strong> exercise<br />

drastically shorten life span and reduce quality <strong>of</strong> life.<br />

Taken a bit further they have been projected to cause a<br />

tremendous tax burden on the country due to the extra<br />

medical support needed.<br />

For these reasons, video games are an industry,<br />

rather than an art, which is supposed to benefit Mankind.<br />

That being said, video games may have the potential<br />

to become an art if executed differently; and, after<br />

all, maybe it’s the fact that they are not an art form that<br />

makes them so fun.

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