Is The Ascent a cliché?

ascent_v2-2009-05-30-23-46-15-99Here's a question that I'd like comments/answers on: What are the stereotypes of "art games"? If possible, post your answers before you continue reading the following paragraphs...

Many games came out of TOJam 2009, every one of them a feat unto themselves considering they were made in three days or less. The first one I've given a spin (having missed the TOJam Indie-cade) is Benjamin Rivers' The Ascent. He also did Snow, spoken of in an earlier post on Aboot Play, and seeing as I thoroughly enjoyed that experience I am now willing to trust Rivers with my life. Or lives, as the case may be. I'm sure he has a stash of 1ups he's willing to toss my way.

The Ascent is a short, vertical platformer that might take five or ten minutes to complete, depending on how unforgiving you find the murder flowers.

Yes, there are murder flowers. They murder you, and they are flowers.

ascent_v2-2009-05-30-23-47-12-57Considering its pedigree, you might get a totally different take-away from The Ascent than I or anyone else does. There's very little story, or why, to the game, and the only way for you to go is up. Because of the ambiguity, a little spark of hissy-to-the-fit showed itself on the TIGSource.com forums where user Anthony Flack states that The Ascent has "got all the trappings of a stereotypical 'art game' ... we are fast approaching the point where these elements become cliche." Rivers responded, saying "... while you may think a lot of the game's elements are decidedly and almost comically 'art game' in nature, I have made no statement as to any metaphor or intent. That, so far, has been entirely the construct of the player."

Everything ended nicely in the forums, but it still begs the question: What is a f*ckin' "art game"? Would The Ascent cease to be one if it used only saturated primary colours and was fully 3-D with a soundtrack by Korn? If The Ascent is the epitome of an art game then is Shadow of the Colossus one too? The Path? What about Rez?  Must a game purposely withhold story elements, have a funky art style, strange controls, or perhaps no controls at all? If you want to make an "art game", are you allowed to leave nothing to question, beating the player over the head with everything you can? 'Cause I never really knew why I had to save the princess in Super Mario Bros. and I still managed to enjoy the game without feeling the need to analyze it (though, I imagine the ingestion of large amounts of mushrooms that sprout out of the bricks you just smashed your skull into would explain away most of the game).

The Ascent is art. It's also a game. Not necessarily in that order either. Whatever, play the damn thing, then you can decide why "We're sorry" is carved out of the bottom of the tree. The game is freeware, has already received one substantial update, has controller support, and I guarantee you'll have an opinion on the "art game" argument after you've cursed those damn murder flowers five times over.