Cindy Gabriela Flores on Tue, 31 Jul 2001 22:46:31 +0200 (CEST) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
[nettime-lat] ¿el arte de los videojuegos? |
Saludos =.) Cindy Gabriela Flores Moderadora de Ciberfeminista http://groups.yahoo.com/group/ciberfeminista -------------------------------------------- ---------- Forwarded message ---------- Date: Sun, 29 Jul 2001 15:18:13 +1000 From: komninos zervos <k.zervos@mailbox.gu.edu.au> Reply-To: webartery@yahoogroups.com To: webartery@yahoogroups.com Subject: Re: [webartery] net.art, webarteroids, and arcade games. Date: 7.22.2001 From: Jason Spingarn-Koff (jskoff@EARTHLINK.NET) Subject: Man, Woman, Want to Game Keywords: game, event, compression, art world "Man, Woman, Want to Game." With these prophetic words, Nolan Bushnell, father of Pong and Atari, launched a lively panel discussion on video games last Thursday at the San Francisco Museum of Modern Art. The event, titled "ArtCade," attracted a sold-out crowd of nearly 300 gamers and art enthusiasts to explore the newly hip relationship between video games and contemporary art. Bushnell was joined on the panel with gaming legend Will Wright (creator of top selling The Sims and SimCity), new media theorist Lev Manovich, artist Margaret Crane, and former Wired Magazine editor Linda Jacobson. "Can games be fun with bad art? Yes they can," said Bushnell, age 58. Citing Pong (1972), an arcade hit that preceded the microprocessor, Bushnell said the game's graphics were not a conscious minimalist aesthetic; it was all the technology would allow. "The square ball was all we could do!" he said. But what makes for good gaming art? This was a question the event couldn't quite answer, yet there was broad consensus that video games have grown into a major cultural and economic force--surpassing Hollywood in total revenue--and contemporary artists have finally taken notice. According to Manovich, there have recently been about two dozen art exhibitions involving video games, including several currently on view: the Lyon Biennale, MassMoCA ("Game Show"), the New Museum of Contemporary Art in New York (Kristin Lucas & Joe McKay's "Electronic Donut"), and Miltos Manetas' online show "After Video Games." "There is no question that video games have recently saturated our culture to the extent of art, film and music," said curator Kathleen Forde, who organized the event with SMAC (a media arts group loosely affiliated with SFMOMA). "But what's most interesting to me is how (artists) have influenced those genres too." To warm up the audience before the panel, organizers set up a temporary arcade (dubbed the "ArtCade") in a museum function room. One half of the room was filled with a dozen flashy arcade and console games--everything from vintage Pong and Super Breakout coin-ops to some of the latest Play Station 2 titles from Electronic Arts and Ubi Soft (who jointly sponsored the event). The other half of the room featured a cluster of PCs, loaded with a small collection of contemporary digital artworks "influenced" by games--such as Minetas' "Flames" (1996/1997), Thomson and Craighead's "Trigger Happy" (1998), and Mongrel's "Blacklash" (1998). Needless to say, the crowd seemed to largely ignore the "art games" and headed straight for the real thing. Some of the artworks didn't seem to work; others were probably too cryptic to engage the crowd, who seemed happier to simply steal a glance on the way between the cash bar and Donkey Kong. "Art makes barely a ripple effect on society compared to gaming," said panelist Margaret Crane. She said 35% of gamers are over 35, and 26% are women. She then launched into a disgruntled lecture about the popularity of Tomb Raider (repeatedly mispronouncing the game's protagonist Lara Croft as "Laura" as audience members cringed.) The art world may envy gaming's success, but artist and scholar Lev Manovich dug his knives into the industry's aesthetics. He said today's games largely ignore the innovations of modern and contemporary art. Most have the same look, and a very unfashionable one at that (a rather gaudy take on realism). Why aren't there different visual styles? Why aren't there different representations of subjectivity? Why not borrow from cutting-edge typography and architecture? "Let's get Frank Gehry to design a game," he said with a smirk in his thick Russian accent. The hero of the evening proved to be Will Wright, the mastermind behind Sim City and The Sims. As game manufacturer Electronic Arts explains: "In SimCity Will Wright gave you the power to build and control cities... with The Sims you'll create and control people!" (As Jules Beesley, 26, explained to me earlier in the ArtCade, in the middle of a game: "My job is to keep the guy happy... I called up these two girls to come over and have a dance party, but he was too tired and fell asleep. He slept in the next day, the girls left, and he didn't show up for work and got fired. Now he's cleaning up the toilet.") After being praised by Bushnell and Manovich, the lanky game designer delivered a highly entertaining lecture on the phenomenon of "compression": how two minutes of an intense game can seem like hours, and how our brains can see patterns and detail where none exist. For example, characters in The Sims don't have faces or speak coherently, but some players swear they see expressions or hear language--they're "filling in the blanks," said Wright. This was all very interesting, but what about the goals of the evening? Is there much common ground or cross-pollination between contemporary art and gaming? For the most part, the panelists and audience struggled, even stumbled, when they approached the topic of art, which was ironic given the museum setting. Everyone seemed to get bogged down in semantics, trying to define "art" (at one point Margaret Crane even suggested that we invent several new words to replace "art"). Are games "art"? Who qualifies as an "artist"? Etc. There was surprisingly little discussion of the contributions contemporary artists have made toward a new genre, call it "art games" or what you will. [See Alex Galloway and Mark Tribe's recent "Net Games Now" (http://rhizome.org/object.rhiz?2632) article for a good introduction] What should we make of the artworks in the ArtCade? Will artist-made game patches (like Jodi's raucous "SOD") be the next big thing? What can game developers learn from software artists like Mark Napier and John F. Simon, Jr.? The event provided little insight. But there was strong consensus on other topics. The gaming industry still has much to learn from 20th Century art. "Game play" and easy-of- use are highly undervalued. Games are headed toward customization. (Wright stunned the audience when he said that 95% of The Sims' content is created by fan sites.) And both Bushnell and Wright said they were fascinated by a new breed of games which break beyond the screen and invade daily life (such as the forthcoming Majestic, which will send players email and faxes as part of the game). With so much to learn and so many unanswered questions, let's hope ArtCade returns for another, more challenging level. http://www.sfmoma.org http://thesims.ea.com/ http://www.manovich.net http://www.aftervideogames.com http://sod.jodi.org http://massmoca.org http://www.newmuseum.org http://www.ubisoft.com http://www.tombraider.com http://rhizome.org/object.rhiz?2632 _______________________________________________ nettime-lat mailing list nettime-lat@nettime.org http://www.nettime.org/cgi-bin/mailman/listinfo/nettime-lat