<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[The Dish]]></provider_name><provider_url><![CDATA[http://dish.andrewsullivan.com]]></provider_url><author_name><![CDATA[Andrew Sullivan]]></author_name><author_url><![CDATA[https://dish.andrewsullivan.com/author/sullydish/]]></author_url><title><![CDATA[Video Games As&nbsp;Art]]></title><type><![CDATA[link]]></type><html><![CDATA[
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<p>Jonathan Blow <a href="http://www.theatlantic.com/magazine/archive/2012/05/the-most-dangerous-gamer/8928/?single_page=true" target="_self">takes</a> gaming to a whole new level:</p>
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<p>Although video games long ago blossomed into full commercial maturity (the adrenaline-soaked military shooter&#0160;<em>Call of Duty: Modern Warfare 3</em>, for example, racked up $400 million in sales during its first 24 hours in stores last fall), the form remains an artistic backwater, plagued by cartoonish murderfests and endless revenue-friendly sequels. Blow intends to shake up this juvenile hegemony with <em>The Witness</em>, a single-player exploration-puzzle game set on a mysterious abandoned island. In a medium still awaiting its quantum intellectual leap, Blow aims to make&#0160;<em>The Witness</em>&#0160;a groundbreaking piece of interactive art—a sort of&#0160;<em>Citizen Kane</em>&#0160;of video games.</p>
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<p>Previous Dish on the subject of gaming as art <a href="http://andrewsullivan.thedailybeast.com/2008/02/video-game-narr.html" target="_self">here</a>, <a href="http://andrewsullivan.thedailybeast.com/2011/03/are-games-art.html" target="_self">here</a> and <a href="http://andrewsullivan.thedailybeast.com/2010/12/turning-players-into-pawns.html" target="_self">here</a>.</p>
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