
Video games are the ultimate art form of infinite potential!
"Regardless of how you look at video games, the factual state is that they unify elements of all other art forms and even surpass them with one key and unique characteristic—interactivity. "
I don't know if it's just a subjective feeling or if it truly is the case, but I believe that in recent years, the gaming industry has been discussed only through the prism of money—whether we are talking about corporate earnings, game prices, or investments, etc. For this reason, I decided to deviate slightly from that narrative and analyze the potential this industry holds, which is truly immense.
Games as a synthesis of art
If we were to somehow return to the first half of the 20th century, we would almost certainly be discussing a gallery exhibition, a book, some music, or perhaps early versions of film. What all these art forms have in common, to a certain extent, is the aspiration for personal expression, the depiction of events, or something similar. The development of technology has ensured greater accessibility, prevalence, and quality of all the aforementioned arts, but in the second half of the century, it also enabled the birth of the youngest of all children, yet simultaneously the most promising—the video game industry.

Regardless of how you look at video games, the factual state is that they unify elements of all other art forms and even surpass them with one key and unique characteristic—interactivity. A video game can simultaneously be a film, a novel, a composition, and a moving picture. In the most modern games, we can easily recognize elements of contemporary directing, atmospheric music, unique visual aesthetics, etc. Take The Last of Us Part 2 as an example, where narration, acting, and directing reach the level of film, but unlike film, it presents the player with the opportunity to experience it in their own unique way, with the added personal responsibility of making key decisions.
Interactivity as a path to infinite possibilities
The conclusion of the previous paragraph is that the player is not just an observer, but is also a protagonist, creator, accomplice, and much more. The decisions they make change the world, influence the story, and shape events. Because of this, we can say that games have the power to evoke a deeper emotional reaction than all other media. In Disco Elysium, every choice can trigger a great deal of self-questioning, reflection, and emotional reactions, thus creating a new depth in the overall experience.

Furthermore, we can speak of them through the prism of education. Just imagine how much more fun, rewarding, and interesting it will be to learn, for example, various history lessons when we can live through them in some way; or imagine how much easier it will be to move mathematics from the realm of the abstract and boring into the realm of the practically applicable through solving various puzzles which, with all the possibilities of today's technology, can be brought to a completely new and adaptable level.
Conclusion
No matter how much I mention in this text, it will still be like a single drop of water compared to—not just a sea, but an ocean of possibilities that grow larger day by day with the development of technology. We haven't dealt with all types of technology here, such as VR, but I think there is no need for that, as the conclusion imposes itself. Video games are the media of the present and the future because they offer everything other art forms do, with interactivity as the key characteristic that raises them to a new and hitherto unexplored level.
Over time, the boundary will not exist, even in technology; instead, the boundary will only be our imagination. Because of this, and everything mentioned, the next time someone tells you "it's just a game," perhaps we should mention that we are facing the most complex and comprehensive art form that humanity has ever created.
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About Nenad Divljaković
A hyper-critical columnist with a deep-seated love for philosophy and obscure games, perpetually seeking meaning in both narrative and mechanics. He values experiences that pose more questions than they provide answers—especially when delivered through sharp dialogue and innovative design.
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