Some interesting responses already.
Rui: That's a good point about a bias towards the visual arts in my post. I think the visual arts translate more directly into games then other mediums, but it's always worth it to consider other types of art. Of course, I couldn't make heads or tails of your musical example, but then, I can't even read music or play an instrument, so undoubtedly we all bring our own strengths and weaknesses with us when trying to think about games. Also, thanks for all the examples! I haven't played any of those games yet, but I'm sure they'll be a great inspiration.
Akatosh: Me Go Store is definitely art. I would consider it an excellent example of minimalism or Art Brut, but most importantly, I consider it fun!
Onedollar: Of course comics count as art, and Freedom Force is a great example of an arty game done right. I also would consider Myst to be an example of Surreal art: the player finds themselves transported to a dream-like world where bizarre machines function according to their own unique rules and logic.
Rui and Onedollar also brought up two related and important points: Onedollar never played The Last Express, though he has heard good things about it (same here) and he never finished the demo for Blue Ice. Rui played several 'artsy' games, most of which he didn't enjoy. The fact is, games that specifically try to be 'art' are interesting, but not interesting enough to hunt down or hold one's attention (in Onedollar's example) or they are just plain not fun (in Rui's case).
So the answer of how I would attempt to meld art movements with gamplay, is that I would still make gameplay king. Frankly, I'm interested in making fun games, not games-as-art. So I guess it would mostly be a regular adventure game, with the 'flavor' of a particular movement.
For an example, I'lltry to explain my idea for my Surrealism game. In the magazine the Surrealists published early in the movement, they would print 'dream accounts' as evidence of the importance of the subconscious blah blah technical blah. A dream account was exactly what it sounded like: someone writes down whatever happened in a dream they had the night before. My game would basically be an interactive dream account- except it would be in third person, with a featureless main character to represent the player. The character would wander from place to place (as often happens in dreams), with each room of the game tenuously connected to the last. The character would transform during the game, from black to white, male to female, etc. Things would chase you and then lose interest, and I would constantly try to introduce new elements: changing the perspective from 3rd to 1st person, for instance. I would attempt to add a basic plot, but it would be very loose and unimportant: maybe the character loses a balloon, and follows it through a series of bizarre adventures. (If you ever read Harold and the Purple Crayon as a kid, you know what I'm trying for)
The puzzles would also attempt to follow dream logic, AKA "It made sense at the time" logic. An example: The character finds himself at the shore of a lake, and he can't swim. However, he notices a cloud overhead that is shaped exactly like a boat. When the player clicks on the cloud, though, the main character suddenly grows tall enough to reach the cloud. He is now so tall that he simply walks across the lake, without needing the cloud-boat at all.
The more I describe it, the more think that it's pretty much useless to try to explain it in words. But the main point is, I wouldn't be merely copying the visual characteristics of an art movement. I'm thinking of including a clock that melts as an homage to Dali, but otherwise, there would be almost no connection to the iconography of the Surrealists. I'm just using their design philosophies and ideas as a springboard to come up with my own unique 'atmosphere' and 'attitude' for a game.
Rui: That's a good point about a bias towards the visual arts in my post. I think the visual arts translate more directly into games then other mediums, but it's always worth it to consider other types of art. Of course, I couldn't make heads or tails of your musical example, but then, I can't even read music or play an instrument, so undoubtedly we all bring our own strengths and weaknesses with us when trying to think about games. Also, thanks for all the examples! I haven't played any of those games yet, but I'm sure they'll be a great inspiration.
Akatosh: Me Go Store is definitely art. I would consider it an excellent example of minimalism or Art Brut, but most importantly, I consider it fun!
Onedollar: Of course comics count as art, and Freedom Force is a great example of an arty game done right. I also would consider Myst to be an example of Surreal art: the player finds themselves transported to a dream-like world where bizarre machines function according to their own unique rules and logic.
Rui and Onedollar also brought up two related and important points: Onedollar never played The Last Express, though he has heard good things about it (same here) and he never finished the demo for Blue Ice. Rui played several 'artsy' games, most of which he didn't enjoy. The fact is, games that specifically try to be 'art' are interesting, but not interesting enough to hunt down or hold one's attention (in Onedollar's example) or they are just plain not fun (in Rui's case).
So the answer of how I would attempt to meld art movements with gamplay, is that I would still make gameplay king. Frankly, I'm interested in making fun games, not games-as-art. So I guess it would mostly be a regular adventure game, with the 'flavor' of a particular movement.
For an example, I'll
The puzzles would also attempt to follow dream logic, AKA "It made sense at the time" logic. An example: The character finds himself at the shore of a lake, and he can't swim. However, he notices a cloud overhead that is shaped exactly like a boat. When the player clicks on the cloud, though, the main character suddenly grows tall enough to reach the cloud. He is now so tall that he simply walks across the lake, without needing the cloud-boat at all.
The more I describe it, the more think that it's pretty much useless to try to explain it in words. But the main point is, I wouldn't be merely copying the visual characteristics of an art movement. I'm thinking of including a clock that melts as an homage to Dali, but otherwise, there would be almost no connection to the iconography of the Surrealists. I'm just using their design philosophies and ideas as a springboard to come up with my own unique 'atmosphere' and 'attitude' for a game.