547 Posts
Retro games are everywhere, but is it a good thing people are focusing so much on the past? We talk about that and open up the show as we always do, discussing what we’ve been playing and watching and then move straight into a mini review of the ultra fun Steam Indie short Superflight! How much of your gaming diet is Retro gaming or are you simply focused on the latest and greatest? Let us know what you think in the comments!
On this episode of Cheerful Ghost Radio, we celebrate the tenth anniversary of Valve's Orange Box by talking about what the games mean to us, then we discuss how our feelings about DRM have changed over the years. Are we in a DRMPocalypse, or DoesitReallyMatter?
In this episode of Cheerful Ghost Radio we talk about the original Blade Runner, totally nerd out over the new Star Wars: The Last Jedi trailer, and then discuss the new trend of loot boxes in games. Spoiler alert: we aren’t fans of loot boxes in most single player games.
On this episode of Cheerful Ghost radio, we discuss a bunch of topics that we couldn't get into the previous episode, including the news that Nintendo is shipping more SNES Classic and NES Classic units than previously planned, JJ Abrams returning to direct Star Wars: Episode IX, Age of Empires IV, and Humble Bundle hitting $100 million in charity donations!
Also be sure to check out our friends at Game Dev's Quest, a podcast about the game development process: http://airpodcast.com/category/gamedevsquest/
Also be sure to check out our friends at Game Dev's Quest, a podcast about the game development process: http://airpodcast.com/category/gamedevsquest/
On this episode of Cheerful Ghost Radio, we talk about the Switch getting better third party support, and ponder whether the Switch is the Nintendo console of our dreams. Then, we discuss Epistle 3, the plot summary Mark Laidlaw released of what Half Life 2: Episode 3 might have been.
A couple weeks back, Super Mario Run dropped off of the App Store, leading to speculation as to why. It came back with an update for "bug fixes" a little while later. In that time, one player claimed to have received an update with a new game mode. Presumably, the update was released earlier, was taken down to prevent more people playing it, and the bug fix update was to get the few people who got it back to the pre-update state.
The big news from that rumor was a new mode. Here's what the source said at the time:
When starting up X 10 Run for the first time, players are told that Princess Daisy is in trouble, and it’s up to the player to rescue her. X 10 Run asks for Toad Rally Tickets to allow you to play, and consists of 10 quick, 10-second levels where the player collects three rainbow coins before reaching the Goal Pole. The more rainbow coins collected, the closer the player gets to a chance to hit a giant Rainbow ? Block that gives bigger items to be used in Kingdom Builder, such as Toad Houses. As far as our source could tell, there was no penalty for not collecting all three coins — you were rewarded just for completing the levels.
Up until now, this was just rumor, and I didn't want to write about it and get people's hopes up. But now, let me proceed to get your hopes up! It appears that the rumors were true. Apple dropped some news today about the new update, coming September 29.
Amongst the new features:
Since the news is only available on the App Store in iOS 11, someone was kind enough to screencap the full announcement:
https://imgur.com/a/Db6fw
And since that rumor is confirmed, here's the original report about what the one player who has played it experienced. Since this was released earlier than planned, things may be different from what this person experienced, but it should give you a good idea:
https://nintendowire.com/news/2017/09/05/rumor-new-mode-coming-super-mario-run/
Also, if you've been holding off on unlocking the full game, wait until September 29. There's a 50% off sale starting then, and lasting for two weeks!
The big news from that rumor was a new mode. Here's what the source said at the time:
When starting up X 10 Run for the first time, players are told that Princess Daisy is in trouble, and it’s up to the player to rescue her. X 10 Run asks for Toad Rally Tickets to allow you to play, and consists of 10 quick, 10-second levels where the player collects three rainbow coins before reaching the Goal Pole. The more rainbow coins collected, the closer the player gets to a chance to hit a giant Rainbow ? Block that gives bigger items to be used in Kingdom Builder, such as Toad Houses. As far as our source could tell, there was no penalty for not collecting all three coins — you were rewarded just for completing the levels.
Up until now, this was just rumor, and I didn't want to write about it and get people's hopes up. But now, let me proceed to get your hopes up! It appears that the rumors were true. Apple dropped some news today about the new update, coming September 29.
Amongst the new features:
- A new game mode (Remix 10) in which you go through quick mini-levels in order to save Daisy.
- Daisy as a playable character, once you save her in the aforementioned mode.
- A new world with nine more levels to explore.
- New items to build in your world.
- Other neat stuff.
Since the news is only available on the App Store in iOS 11, someone was kind enough to screencap the full announcement:
https://imgur.com/a/Db6fw
And since that rumor is confirmed, here's the original report about what the one player who has played it experienced. Since this was released earlier than planned, things may be different from what this person experienced, but it should give you a good idea:
https://nintendowire.com/news/2017/09/05/rumor-new-mode-coming-super-mario-run/
Also, if you've been holding off on unlocking the full game, wait until September 29. There's a 50% off sale starting then, and lasting for two weeks!
After the upcoming Fall Update, there will be no new content for Battleborn, Gearbox's somewhat ill-fated team shooter.
The game had lukewarm reviews at launch, and the timing was all wrong. Competing with Blizzard is almost always a bad idea. After an attempt to bring in new players with a free-to-play option failed to generate new interest, Gearbox has decided to cease active development and enter maintenance mode.
The game isn't shutting down, but it's entering it's last days, with a skeleton crew remaining to keep things working properly.
As a thank you to the players, Gearbox is giving out the skin pictured above with this SHiFT code:
ZKK33-FT59R-KCK3S-XCR33-B56HB
Full announcement: https://forums.gearboxsoftware.com/t/a-message-from-randy-varnell/1637649
The game had lukewarm reviews at launch, and the timing was all wrong. Competing with Blizzard is almost always a bad idea. After an attempt to bring in new players with a free-to-play option failed to generate new interest, Gearbox has decided to cease active development and enter maintenance mode.
The game isn't shutting down, but it's entering it's last days, with a skeleton crew remaining to keep things working properly.
As a thank you to the players, Gearbox is giving out the skin pictured above with this SHiFT code:
ZKK33-FT59R-KCK3S-XCR33-B56HB
Full announcement: https://forums.gearboxsoftware.com/t/a-message-from-randy-varnell/1637649
Humble Bundle (or as I like to call it, "the reason my Steam library has more games than I'll ever play") launched in 2010 with a simple mission: supporting charities by giving gamers the opportunity to pay what they want for awesome games. Since then, there have been countless bundles, including new categories of bundles like books, music, movies, mobile games, and a monthly subscription bundle. Plus, they've expanded to a full game store where you can get DRM-free and Steam games while still supporting charities.
And they've reached a major milestone: over $100,000,000 in charity donations. They've helped provide water to those who need it, protected people's civil liberties, fought cancer, helped gamers with disabilities, and much more.
This is a huge accomplishment. I bet back with the first Humble Bundle these folks never imagined where they'd end up.
And they've reached a major milestone: over $100,000,000 in charity donations. They've helped provide water to those who need it, protected people's civil liberties, fought cancer, helped gamers with disabilities, and much more.
This is a huge accomplishment. I bet back with the first Humble Bundle these folks never imagined where they'd end up.
Game Informer has posted some demo footage of Cuphead, the upcoming indie platformer styled after 1930s cartoons. The art style is amazing-- as someone who grew up watching all the Looney Tunes and older cartoons I could get my hands on, this looks like tight, difficult, and satisfying gameplay wrapped up in charming bit of nostalgia.
The game is coming in a few weeks on September 29 to Xbox One and PC.
The game is coming in a few weeks on September 29 to Xbox One and PC.
Travis gives this a solid "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
Travis gives this a "Rad" on the Ghost Scale
This is fun, with very few issues, and is well worth your time.
(This review does not contain spoilers past what the release announcement discusses. If you want to go in totally blind about new features, please consider skipping this one.)
After the third major update, Atlas Rises, No Man's Sky is what it was meant to be.
A common criticism of the game was that it's as wide as the ocean and as deep as a puddle. I never thought it was that dire, but the depth has improved dramatically. A game with "Mostly Negative" reviews on Steam has achieved "Very Positive" recent reviews for the first time.
So what makes things different now?
First, there's a new main story, separate from the Atlas Path (which has also been tweaked). The fourth race is revealed, and you learn more about the mystery of the simulation you're in. Interestingly, there's a story reason for why multiplayer is appearing now (more on that later), and why it's only "glitches" of other players. The ends of the Atlas Path and actually traveling to the center of the galaxy still do the same things they did before, but you now have another option for how to proceed.
Second, there's just more variety in everything. There are more plant and animal types (including those giant animals from the E3 trailer), and more planet biomes. Many more blueprints to have focused and varied builds for your ship and multitool. Each ship type (including the new, rare exotic ship type) handles differently now, and comes with a set of bonuses for different types of gameplay. Different star systems have a conflict rating and economy rating to determine the danger and trade in that system.
Portals now allow you to easily share coordinates to anywhere in the galaxy and go check out other people's amazing creations or interesting planets.
Mission boards in space stations let you build up faction standing and get rewards for doing things you'd probably already be doing anyway.
Crashed freighters on planets add to the landscape and offer a way to get some loot. Mostly, for me, they make the galaxy feel more alive.
And yes, multiplayer has been added, in a limited fashion. You can see other players as a glowing orb, and you can hear voice chat within a certain radius. There's no other interaction possible, with the exception of making a lasting monument that you and this other player met. Imagine Journey with voice. The plot reason for this (as explained in the release announcement) is that the simulation is experiencing issues, so other subjects in the same area are starting to bleed through. I took a trip to the former Galactic Hub, a project started by players even before the portals were activated, on the day the hub was moving to a new location (the new update significantly changed some planets, leaving the Galactic Hub capital a bit on the cold side). There was a party in the old capital to celebrate the move, and there were tons of orbs in a cacophony at first. But after a few minutes I saw what this limited multiplayer could offer: emergent gameplay. Someone set up an exocraft race, and I watched what may have been the first real-time exocraft race.
Yes, there are other new features. Redesigned UI, tech and cargo inventory slots, lower flight capability, crafting improvements, and so on. Those are nice quality of life improvements, but for me, it's all about depth. The game now has deeper gameplay, deeper story, deeper mystery. No Man's Sky, even at launch, scratched an itch I never knew I had. But the magic did eventually wear off. Even with base building and freighters and exocraft, there was only so much you could do before it got a little boring. Those beautiful planets that were pieced together procedurally used the same set of components, and once you'd seen them all, the newness wore off a bit. Now it's so much better in every imaginable way, and the replay value has skyrocketed.
If you were interested in this game before, but were holding off to see if there were any massive improvements, this is what you were waiting for.
Image credit: Noderpsy on reddit
After the third major update, Atlas Rises, No Man's Sky is what it was meant to be.
A common criticism of the game was that it's as wide as the ocean and as deep as a puddle. I never thought it was that dire, but the depth has improved dramatically. A game with "Mostly Negative" reviews on Steam has achieved "Very Positive" recent reviews for the first time.
So what makes things different now?
First, there's a new main story, separate from the Atlas Path (which has also been tweaked). The fourth race is revealed, and you learn more about the mystery of the simulation you're in. Interestingly, there's a story reason for why multiplayer is appearing now (more on that later), and why it's only "glitches" of other players. The ends of the Atlas Path and actually traveling to the center of the galaxy still do the same things they did before, but you now have another option for how to proceed.
Second, there's just more variety in everything. There are more plant and animal types (including those giant animals from the E3 trailer), and more planet biomes. Many more blueprints to have focused and varied builds for your ship and multitool. Each ship type (including the new, rare exotic ship type) handles differently now, and comes with a set of bonuses for different types of gameplay. Different star systems have a conflict rating and economy rating to determine the danger and trade in that system.
Portals now allow you to easily share coordinates to anywhere in the galaxy and go check out other people's amazing creations or interesting planets.
Mission boards in space stations let you build up faction standing and get rewards for doing things you'd probably already be doing anyway.
Crashed freighters on planets add to the landscape and offer a way to get some loot. Mostly, for me, they make the galaxy feel more alive.
And yes, multiplayer has been added, in a limited fashion. You can see other players as a glowing orb, and you can hear voice chat within a certain radius. There's no other interaction possible, with the exception of making a lasting monument that you and this other player met. Imagine Journey with voice. The plot reason for this (as explained in the release announcement) is that the simulation is experiencing issues, so other subjects in the same area are starting to bleed through. I took a trip to the former Galactic Hub, a project started by players even before the portals were activated, on the day the hub was moving to a new location (the new update significantly changed some planets, leaving the Galactic Hub capital a bit on the cold side). There was a party in the old capital to celebrate the move, and there were tons of orbs in a cacophony at first. But after a few minutes I saw what this limited multiplayer could offer: emergent gameplay. Someone set up an exocraft race, and I watched what may have been the first real-time exocraft race.
Yes, there are other new features. Redesigned UI, tech and cargo inventory slots, lower flight capability, crafting improvements, and so on. Those are nice quality of life improvements, but for me, it's all about depth. The game now has deeper gameplay, deeper story, deeper mystery. No Man's Sky, even at launch, scratched an itch I never knew I had. But the magic did eventually wear off. Even with base building and freighters and exocraft, there was only so much you could do before it got a little boring. Those beautiful planets that were pieced together procedurally used the same set of components, and once you'd seen them all, the newness wore off a bit. Now it's so much better in every imaginable way, and the replay value has skyrocketed.
If you were interested in this game before, but were holding off to see if there were any massive improvements, this is what you were waiting for.
Image credit: Noderpsy on reddit
Any Star Wars talk?
No and that was intentional because after the Last Jedi hits we will be doing quite a lot of Star Wars talk. So we figured on giving people a break
I think we may reference it at some point in the bonus shows coming soon, but not a lot.
There was Star Wars talk! Travis was right. :)
In regards to retro games, I would ask, do you consider video games art?
I knew there was something somewhere! :D
I'd consider games as a whole as art. Some are just straight up cash-ins, but then so is the art hanging above your bed at the cheap motel.
But take Ninja Gaiden for instance. A decent plot that someone had to write, a score that really pushed the NES's capabilities, those very cinematic cutscenes between levels, the stunning level design... that game makes the artistic value of games very clear.
You could argue, well that's just one game from the era, but look at Space Invaders even. Someone had to design something that could feasibly represent ships and aliens, within the confines of what the hardware could accomplish. In that way you might think of it like a haiku, even though it feels pretentious to say that. It's art with imposed limitations.
> I'd consider games as a whole as art. Some are just straight up cash-ins, but then so is the art hanging above your bed at the cheap motel.
Michelangelo (yes kids, the Ninja Turtle) painted the Sistine Chapel as a commission work by the Pope and that's considered one of the high points of art itself. So i'd say that because art has a commercial nature doesn't make it less art. That said the Ninja Turtle in question wasn't creating consumer art BUT art that would be viewed by many and indeed i've seen it and it holds up and is still in HD.
https://en.wikipedia.org/wiki/Sistine_Chapel_ceiling
Sorry I haven't written a review in a while and decided to go super retro.
I definitely consider video games art.
With regard to commissioned art, and on a less amazing and grand scale than Michaelangelo, whoever designed the UPS logo is still making art.
But I loved that retro review :D
I think if you consider video games art, you can’t ignore retro games. It would be like ignoring cave drawings because we have better tools to do drawings. You would be ignoring history and limiting your exposure to art. That said, you shouldn’t look just in the past but focus on the present and future too.
Another example is: just because we have color movies with sound doesn’t mean I don’t enjoy a black and white silent movie from time to time.
There are probably a few retro games that could be considered art, but as a whole, and for games in general, I think it's slim pickings. Applying the term "art" to something should, I feel, be handled as carefully as using the words "I love you." The more you use it, the more situations to which you apply the term, the less meaning it has. If anything created with an implemented design is art, then my toothbrush is art (my toothbrush looks fancy, but it's not art). If everything is art, nothing is art.
There are a lot of other nuances within the conversation. Games vs. video games, art vs. entertainment, etc. What are we defining as art, for that matter? Maybe it's easier to define by exclusions? Artists can be involved in making games, but that doesn't make games art. Games can tell a story, but that wouldn't make them art, either, though good art often does tell a story. Design doesn't equal art, even though there is often design in art (The UPS logo is not art (sorry, Travis!). At best, I think you could call it an art asset or design asset, which may be part of a lot of the confusion around this whole debate). Something can be artistic (aesthetically pleasing), or even handled in an artful way (with creative skill), but not be art. Regarding the Sistine Chapel ceiling, I would agree that commissioned art isn't a disqualification, but I think you meant to defend it against commercial art (I don't know what consumer art is, but technically, a commission is exclusively made for a consumer. Michelangelo wasn't otherwise interested in painting the ceiling to begin with, according to that article).
The analogy to cave drawings is interesting, because I wonder if that was the intent of those creations. More likely, they were working with what they had as first forms of communication through symbolism (i.e. storytelling). Symbolism in art is an important study, but spending any significant time on analyzing cave drawings, merely as art studies (outside of, maybe, gesture, of which some are pretty brilliant, all things considered), would be a misplaced emphasis. Kinda maybe more how I feel about retro games as a whole, or as Jeff Buckley put it in the first 50 seconds of this clip (it's provocative, but poignantly relevant): https://youtu.be/2v22uEsmD4s. I'm not saying that playing retro games is a waste of time, just that I think there are more interesting things happening now.
(cont.) Really, though, while I think it's fun to talk about from time to time (kind of like the "What is Indie?" topic), ultimately it doesn't seem to matter. An appreciation for games, retro or otherwise, doesn't require them to be art. The most significant standard that I'm aware of for any game, typically speaking, is whether or not it's fun. Some retro games are fun, still to this day. I prefer playing video games that I haven't played, over ones that I have (unless it's a competitive thing), and there are some really cool experiences in games right now. When does a game stop being relevant? Usually, when it stops being fun. There are outliers, but most games are designed to be fun, not to be art. And if it is intended to be art, the first question I'd ask is "Is it a game?" (another rabbit hole ).
> Applying the term "art" to something should, I feel, be handled as carefully as using the words "I love you."
I say I love you all the time to my wife and kid. Time to drive over that relationship cliff
I agree the what is art discussion is interesting. The video games as art discussion heated up a few years ago and mostly I realized that some people thing everything is art and some people are more exclusive. I get why you think art should be a word used for certain things but after thinking more about it I realize that it doesn't matter to me too much. Things can be meaningful to a person and don't need to be as meaningful to others or seen in the same way. I'm not sure what games i'd point to as art but i'd point to games I think are meaningful or games that do particular well in certain areas.
> Regarding the Sistine Chapel ceiling, I would agree that commissioned art isn't a disqualification, but I think you meant to defend it against commercial art (I don't know what consumer art is, but technically, a commission is exclusively made for a consumer. Michelangelo wasn't otherwise interested in painting the ceiling to begin with, according to that article).
I think I mean't consumer art to be things that are created specifically to be purchased by others. Like a wall hang or this or that video game. But i'm not really strongly held to that concept and other words can do to describe it.
> Really, though, while I think it's fun to talk about from time to time (kind of like the "What is Indie?" topic), ultimately it doesn't seem to matter. An appreciation for games, retro or otherwise, doesn't require them to be art.
Yep.
I am on the fence on if video games are art or not, but I think you have to include it in the conversation.
What would it mean, though, if they were not art?
Just a form of entertainment. I don't view all entertainment as art, but more of escapism.
So if not at art is art then are all artists artists? Because if an artist can’t make art then are they a fraud? I think if most art isn’t art then most artists aren’t artists.
Was wondering that last night for fun.
I think “art,” in the way that we’re wanting to use it, has to be implied with a more nuanced definition than “something an artist made” .
“Something an ***ist made.”
Does the ability to play a game break the "fourth wall", so to speak, of the subject and make it harder to classify as art? I wonder if that is where it starts to break down or come into question? But on the flip side, there have been interactive subjects that are not of the video game realm that have been classified as art (for the Portland peeps, I am thinking of that act structure across from Powell's that you can interact with and move).
To me video game's cousin are movies/tv shows, without the interactive element. Maybe we should step back and question if those are art? If we figure that out, we may pinpoint the area where video games start to cause debate over art/not art.
Thought this was interesting:
https://mobile.twitter.com/alienmelon/status/934675878025367552
Interesting tweet Jon.
See, I'd argue what that person made (Everything is going to be okay) is not a game. The creator calls it an "interactive zine," which sounds much more appropriate. This part of their thread is (mostly) spot on, but maybe not in the way they intended:
Traditional game design is an established ruleset to accomplish certain things.(I don't know what this vague sentence is supposed to mean, but it doesn't seem to ring true. What is "traditional game design"? What established ruleset are they referring to?) It's not an end-all. I'm aware of these rules, but I like rejecting them. They exist to create a specific thing (Game design is the process of making thing, and those specific things are games, by definition) and that's not for everyone. There are lots of other things to create too. (Sure. You can use tools, or even the process, that game makers use to make interactive experiences that are not games.)
I think what we have is an incongruous conflation of creative works. Some creatives make computer-based interactive experiences and insist on calling them games. Why? Some gamers want the games they play to be considered art. Why?
> Some creatives make computer-based interactive experiences and insist on calling them games. Why?
I don't know, you'd have to ask them. It does seem to me that some games stories might have been better served as movies but since people operate in that medium they made a game instead. I think because people can do something doesn't mean that's the best medium to do it in it's just the one they picked.
> Some gamers want the games they play to be considered art. Why?
I think because, generally speaking, most people consider things people create like music, poetry, paintings, etc to be art regardless of it's timeless or special nature. This sort of everyday opinion exists outside of the larger art communities definition. So since most people consider whatever to be art and gamers take their hobby seriously they want some attention down on the topic. Plus it makes sense right because games are visual elements(art) mixed with music(art) mixed with an electronic medium and interactivity.
> I don't know, you'd have to ask them.
But don't you think it's weird that the term "game" is applied (or insisted on being applied) to those types of projects? If there is a book and a magazine sitting on a table, and someone asks you to hand them the magazine, you're not going to hand them the book thinking that's what they meant. Magazines and books are made out of almost the exact same materials, but it's the content and design that largely gives them unique identities. Don't you think it's odd that there are so many projects out there that aren't games, but get called games?
> I think because, generally speaking, most people consider things people create like music, poetry, paintings, etc to be art regardless of it's timeless or special nature.
That's unfortunate. I suppose that would put Sargent's El Jaleo right up next to concept art for Super Meat Boy or the recent commercial for Colgate toothpaste.
> That's unfortunate. I suppose that would put Sargent's El Jaleo right up next to concept art for Super Meat Boy or the recent commercial for Colgate toothpaste.
I think art is more personal. While El Jaleo might be more widely accepted as art, concept art from Super Meat Boy or the Colgate commercial might be viewed as just as significant art to an individual or group of individuals. That is what is great about labeling something as art, it opens it up to a broader discussion.
> Don't you think it's odd that there are so many projects out there that aren't games, but get called games?
Not really. In some ways it's also marketing too. Games are popular and saying something is a game makes it easier to sell. Happy we have lots of reviews, rating systems and the like so people can understand what it actually is they are buying. Genres help too so labeling a game as "interactive fiction" on Steam helps that some.
> That's unfortunate. I suppose that would put Sargent's El Jaleo right up next to concept art for Super Meat Boy or the recent commercial for Colgate toothpaste.
Only if what someone misunderstands really has to bother you that much. It used to bother me people say literally when they mean figuratively but it doesn't anymore.
Plus words can have multiple meanings and context can change within the same culture in different communities. I looked up the definition of art and Google told me there are four different meanings to the word. It also hit me up with another word called "fine art" which I think might be more of what you are meaning.
And continuing to carry the torch of "fine art" I don't think anyone would say Colgate or Super Meat boy is "fine art" at the same level as Sargent's El Jaleo.
PS I just googled that and WOW is that great, thanks for sharing it.
> That's unfortunate. I suppose that would put Sargent's El Jaleo right up next to concept art for Super Meat Boy or the recent commercial for Colgate toothpaste.
I've just been spectating on this one for a while, but it really doesn't mean that at all, any more than saying canned hamburgers (an actual thing) are right up there with a perfect filet because we call them both food. I don't think art has to be meaningful or important, or even interesting to be art. It's just meaningless, unimportant, uninteresting art.
I'm with Jon about the "fine art" distinction.
And continuing the analogy, I don't enjoy that filet any less because canned hamburgers exist. I don't feel like cuisine is being diluted by the presence of terrible food.
I think my 3 year old nephew's drawings are art.
Okay, those are good points. I suppose I've always thought of art as a sub-category, not a prime category ("Food," in the analogy Travis presented, I would coincide with "creativity," rather than "art," and a canned hamburger is most certainly creative!). Maybe I've been thinking about it the wrong way, or at least, obviously, not in the popular way. When I'm considering a work of art, I'm considering how it makes me think, rather than just how it makes me feel. I do value feelings, but I value thought more. I don't know that I've ever considered a polarity of "good art" and "bad art." To my understanding, it's either art, or not art, and I don't mean that to be disparaging. If some painting, or piece of music, or whatever, was "meaningless, unimportant, and uninteresting," then I would be hesitant to call it art, in the same way that if a piece of software didn't have a set of rules, the capacity for making meaningful decisions (within the construct of the software's presented environment), and a final objective, then I would have a hard time calling it a game.
I would never begrudge someone that liked something simply because of the way it made them feel, but I would want to know why they would go so far as to call it art. If we're using emotional impact as the qualifier, then the category quickly loses meaning (literally everything in existence can provoke feelings). An emphasis that shifts from elevating thought to elevating feelings would leave little room for the transformative nature of art. Not that feelings can't, or ought not, be tangent to the experience (it would be an oddity, I think, if they weren't). In analogy to our recent discussion of Animal Crossing: Pocket Camp, this would be tantamount to a game full of satisfying payoffs, without the substance that made the original games so significant.
Another consideration, and then I'll step aside , is that I'm coming from this as someone trying to become an artist, with digital tools as my medium (Photoshop, Blender, etc.). Artist's work, the perception of what it takes to make artwork for a project, for example, is largely undervalued, both monetarily and in a general sense of respect for the craft. The more I learn, the more I'm introduced to the tremendous knowledge and anguish that goes into mastering the skills to produce an art-piece of lasting quality. Care in line weight, value, reactions of light, composition design, temperature of color... so many factors that can come into play, all of which require years and years to hone, and many more to master. What this process produces would be closer to what I would consider "fine art."
Maybe I need to think about it more, this generalization of art in modern society. I'd like to add this video from Nerdwriter, talking about the difference between Moments and Scenes in movies, as a kind of insight into why I think this is important, not just in our discussion here, but for our creative endeavors as a whole: https://youtu.be/38Cy_Qlh7VM
Our issue is that art is so hard to actually define. Language fails us. It’s a concept in the “I know it when I see it” category, but not everyone sees it in the same things. We don’t have a functional definition to start from.
If we could agree upon a standard definition for art, the debate would be very different. But that’s not likely!