Video Games as Art: A Look at Video Games Through Contemporary Revisionist Art History By Stefano Ballesteros Introduction Over forty years ago, a small company called Atari Incorporated marketed an arcade game named PONG. Its immediate success led to the creation of home versions of the game; this transition from the large arcade machines of the 1970s and 80s to the small home entertainment systems triggered a revolution. Today, video games constitute a multi-billion dollar industry, what Adam Thierer, Director of the Center for Digital Media Freedom, The Progress & Freedom Foundation called “part of the fabric of American society. [Video games] are a growing force in our multi-media landscape and our broader economy,” (p. 106). The evolving complexity and presence of video games in contemporary society have even caused controversy, raising a series of cases heard by state courts and the U.S. Supreme Court, which ruled that video games fall under the protection of the First Amendment like other forms of art (Brown v. Entertainment Merchants Assn.). The law classifies video games in the same category of plays, film, literature, and art. But that is just what politicians and lawyers have to say on the matter. We cannot simply let them dictate what is and what is not art. What would Ai Weiwei say? Lets take a more academic approach to this question. Video games have found themselves at the center of controversy. Their growing popularity certainly makes them an industry to be reckoned with, and they have engrained themselves as a part of global culture. From Facebook and mobile games like Candy Crush, to classic games like Mario Bros., visually aesthetic experiences like Flower, and complex narratives about political issues like Metal Gear Solid; video games are a phenomena that has engages players in interactive experiences. The debate rages on, as some people consider video games to be simply an elaborate form of entertainment, some think of them as a danger to children and society due to their violent content, but as video games evolve through the incorporation of more advanced technology, so does their acceptance as art objects. In 2012, the Smithsonian opened “The Art of Video Games,” a special exhibition featuring over eighty video game titles that celebrate forty years of history of video games. Chris Melissinos, the curator of the exhibition, compares video games to other art forms, explaining that in other mediums everything is laid out for the viewer without the opportunity to discover new things. “Video games are the only forms of artistic expression that allow the authoritative voice of the author to remain true while allowing the observer to explore and experiment.” Video games can inspire the player; make them feel guilt, remorse, sympathy, not only for the characters, but for themselves as they are taking control of the characters. The player can be transformed through this interactive experience (Tucker). In 2014, MoMA began a project to preserve, study, and exhibit video games as part of their Architecture and Design permanent collection. Paola Antonelli is the senior curator for the collection which has sparked a heated debate ever since. She believes video games are not only art, but also design. This dual approach to the medium was taken to build and arrange the MoMA exhibit. A select team of historians, critics, scholars and experts agreed on criteria to determine which games would be introduced to the collection. The verdict resulted in 40 games, of which 14 were introduced during its first year and 7 more in 2013. Antonelli takes into consideration cultural relevance, aesthetic expression, functional and structural soundness, and innovative approaches to technology and behavior, successful synthesis of materials and techniques in achieving the goal set by the initial program. This is the same criteria other pieces at MoMA are judged by. There is no surprised these video games passed the test. The collection presents the video games to visitors, allowing them to play the games and become an active participant of this installation (Antonelli). The Discourse of Video Games as Art The understanding of video games as art starts by asking the question: “what is art?” This will determine the parameters of this paper. Without a working definition of art, it will be impossible to analyze video games in the context of art and answer the question addressed by the paper. This must be made from a conceptual approach looking at video games from the lens of revisionist art history. Through a more revisionist than traditionalist approach, it will be possible to see how art forms that were previously ignored, and mediums that were shunned out of the mainstream canon of art history found their place amongst the more celebrated disciplines. Pop Art is a movement that showed similar ideas and themes as video games. They both work with popular culture and strive for a popular appeal. Both have their origins around new technologies, are inspired by movies, science fiction, and mass communication. Looking, video games are fighting today the battle pop art fought half a century years ago. Pop art was considered commercial, non-art, and an expression of lowculture. Critics even thought it lacked social and political commentary. Dempsey quotes critic Max Kozloff on Pop Art being a combination of glamourized themes of sex, crime, and violence- a critique that is no stranger to the video game community. Ultimately this gave the movement an “insurrectionary value” which won him over (Dempsey, 217-20). Video games find themselves surrounded by the same discourse of crime, sex, and violence, with critics like Jonathan Jones, who writes for the Guardian. Jones has adamantly condemned the decision of the MoMA to add a series of iconic video games to its permanent collection (Jones). Perhaps, like Kozloff, all Jones needs is time. Throughout this paper, I will explore video games as an expression of art based on three specific approaches. First, I will address video games as a collaborative art form that makes use of new technologies as a platform for traditional art and the multimedia holistic approach of artists in the medium. Second, I will take on video games as a digital interactive installation, which bridges the gap between artists (developer) and viewer (gamer). Finally, I will address the power of video games to explore present political, social, and cultural issues through their ability to immerse the player into their narrative, gameplay, and aesthetics. There is a particular challenge to address this topic in an academic context since video games as art is still a contested topic. With the MoMA’s 2012 exhibit taking the most progressive steps, and art critics openly speaking against that decision, a favorable exploration of this topic cannot be found in mainstream academic journals and publications. Therefore, as the discourse of video games as art falls into the criticism of mainstream critics like the Guardian’s Jonathan Jones, our only approach to this topic is a revisionist look through the eyes of people who are better known by their Youtube username than their actual name; journalists like Naomi Kyle and Steve Butts at ign.com and Stephen Totilo at Kotaku, video game critics like Tycho from Penny Arcade, Jon Jafari (Jontron) from Game Grumps, and game commentators such as John Bain (TotalBiscuit). These people are experts on the subject in their own right, they drive the industry as its most influential critics, and lead the discourse of video games in an appropriate forum for the medium. Video games present a challenge to the canon of art history. It is no surprise that those who lead the conversation on this art form, also exist outside the traditional expectations of art history. In order to give video games the opportunity to be considered art in the wake of new technologies and new media, it is important to address those who speak for video games in the new media. New Technology in Art New technologies have always had a strong impact on art. From developing new techniques, to making new mediums available, new inventions have opened new horizons for the exploration of art and have challenged the limits of our creative expression, and therefore of what we understand as art. Works like Warhol’s mass-produced prints, Paik’s video, or Ai Weiwei’s Moon would have been impossible, even ludicrous years before their time. The advent of computers and the digital era has brought technological advancements faster than we can make fully understand them. Even the way we approach the most basic daily rituals would have been unconceivable twenty years ago. There has not been a change as drastically as this since the industrial revolution. The digital revolution has created new realms in which we can create art. Through the use of computers we are able to work on digital canvases, sculpt virtual clay, and even build digital spaces. There is no limit to the worlds and ideas we can manifest through the use of computers. Digital art is a medium, and most design and commercial art today is made digitally. An experienced digital artist is able to create a painting in a computer that would be indistinguishable from one created with a brush on canvas. Digital canvases allow artists to work on a completely integrated multidisciplinary framework that has been essential in the production of modern video games. Modern video games incorporate multiple art disciplines. For developer Mike Mika, video games exist where mathematics, science, writing, music, and art converge. Video games are the sum of all these parts plus one key element: the player. It is the human interface that makes the game an expression of art, what bring the whole thing to life. Video games require that human element and interaction that keeps transforming the experience as the user plays the game. This symbiotic connection sets apart video games from other mediums, as they evolve with the player (Melissinos, 11). Assassin’s Creed is a game series that has pushed the limits of creating digital spaces. Over its many installments, the series has taken players to masterfully recreated historical settings such as 13th century Middle East, Renaissance Italy, Colonial America, and Paris during the French Revolution. The series is a testament to the incorporation of tradition art forms in video games on a formal approach. This alternate history game tells us the story of a millennia-long conflict between a two shadow factions: Assassins and Templars. Assassin’s Creed II (2009) takes place in Renaissance Italy, where the player takes control of Ezio Auditore, a young man that is caught in the middle of this age-long conflict. The game is inspired on historical events and places, and for this purpose recreations of Italian cities in the 15th Century were built in this digital space. The development team, which included designers, architects, painters, and sculptors, built replicas of Florence and other cities with which the player can interact and do everything from running through a crowded street, jump off the Ponte Veccio, or climb over the dome of the Florence Cathedral (Totilo). This game gives the player the opportunity to visit historical locations and be part of historical events. A player is able to walk in and around- and even climb- historical sites such as Notre Dame cathedral in Paris (fig.2). But what adds an extra layer to the experience is that since these games are period pieces, the designers recreated these locations as they would have existed during the time period. The player is able to take an interactive trip to the past and immerse him or herself in places that have been lost or ravaged by modernity. Nicolas Guerin, game world design director for Assassin’s Creed: Unity (2014), was charged with the task of recreating Paris during the late 18th century. His team travelled to France to study and reference the city, which would be later recreated in full detail for the game. However, Guerin and his team were not only focused on building landmarks, but also to replicate the essence of a city which built up to one of the most violent and influential moments in history. However, Guerin and his team faced challenges when it came to recreating Paris and had to work from historical records to recreate buildings that no longer exist such as la Bastille, the Tuileries Palace, and the Bièvre River. This by itself is a remarkable feat which provides us with a virtual model of a city and locations that have been lost to time, but what is most exhilarating is the opportunity the players have at exploring these locations as they existed more than 200 years ago. The Assassin’s Creed games allow the player to roam to their full contempt every inch, every nook and carney, every street, and every rooftop of these historical locations (Stark). Video Games as Virtual Installation Art Installations are able to place the viewer within the work, and make them experience artwork in a uniquely personal way. Dempsey describes installations as being catalysts for new ideas. Installation connects artist and viewer to build a unique exchange of ideas and experiences. Installation pieces incorporated video art as the technology became available to artists. Today the new technology is the digital canvas, and video games serve as virtual installations, in which the viewer becomes the player. The interaction of artist and viewer now is carried out between the developer and the player. Players are able to experience the game through interacting with the game on different levels such as completing challenges, navigating scenarios, or engaging with an interactive narrative. That is the core mechanic of modern video games: the player is placed in an interactive environment where they form an active part of the game. The role of the artist is the same in both settings: they construct a space or situation with which the visitor interacts. This is the same kind of interaction a visitor has with an installation, except it happens in a virtual environment (Dempsey, 247). Enrico Nadelli explores the dialogue between computing and art. He elaborates on digital art, explaining that digital video and music are not conventionally considered in this category because they lack the interactive component. However, when user interaction is incorporated into video animation, music, and other digital mediums, these become interactive digital art. This is the exact nature of video games, and the unique quality they have at not making the player only a participant on the virtual installation, but they turn the player into artist as they interact with the game and create a unique experience (Nadelli, 43). One of the games which provides an immense level of player interaction is Markus “Notch” Persson’s Minecraft (2009). Persson is more commonly known as Notch and is the co-founder of the game studio Mojang. Minecraft has achieved international renown due to its innovative and versatile gameplay. It is an example of games not relying on super-realism visuals or complex narrative to be a successful engaging experience. The premise is simple: the player is set loose in a randomly generated environment where he or she can collect different resources to build structures (fig. 3). Each resource is ruled by different sets of mechanics, which allow for variety in construction. The world is divided in a threedimensional grid, breaking down every aspect of it into cubes. So whenever the player collects a resource or builds something, he or she is doing it on a magnitude of one cubic unit. These mechanics are so simple that the player is able to create extremely complex structures. This game gives complete control of the experience to the player. It is what is known as a sandbox building game; the player is set free in an open environment to interact with the different elements as he or she pleases. Here, the developers present the player with a medium to work with, in doing so, they turn the player into the artist. Anthony Gallegos, editor of ign.com, explains how the character and the entire world evolve into whatever the player wants it to be. Through this game the player is able to tell his or her own stories, write his or her own destiny, and create his or her own fantasy. The game echoes the evolution of civilization as the player first must build a shelter out of the most rudimentary materials and craft items for his or her survival. Eventually when all those needs are met, the player can take the time to create more superfluous pieces. Slowly, the player begins to build not for a need of survival, but for the pleasure of completing personal projects and see how far they can shape the world around them. With more and more complex crafting materials and components, Minecraft takes the player from the Stone Age to the 20th Century (Gallegos). Minecraft was part of the video game collection featured in the Smithsonian American Art Museum’s “The Art of Video Games” exhibition in 2012 and was included in the MoMA’s permanent Architecture and Design Collection in 2013. Minecraft revolutionized video games because it gave the player the ability to shape the world around him or her. It is a great example of video games as an interactive form of installation art in a digital environment as it forces the player to become the artist by setting him or her lose on a randomly generated world that can be completely reshaped in any way he or she desires (fig. 4). Video Games Addressing Current Issues Technological improvements in the past fifteen years have allowed for more complex gameplay and narratives in video games. Artists are able to communicate issues of social, cultural, and political importance through games as a form of artistic expression. In the beginning years of the industry, video games featured simple contests of skill between players or between a player and the system. A game that would involve dialogue to engage the player was a rare and revolutionary concept. But with time- not too much time- video games began to engage players through videos and dialogue. As the methods of narrative became more complex, so did the characters and stories that were presented. The players began to be confronted with experiences that addressed themes of deep moral, intellectual, and spiritual reflection. Hideo Kojima’s Metal Gear Solid series is a complex and in-depth analysis of war and those involved in it. In contrast to many other games out there, this title does not glorify or promote war, but instead confronts the player with moral questions that make us rethink contemporary war. Metal Gear Solid 4: Guns of the Patriots (2008) is the epic finale of this twenty-year-long complex narrative, dealing with a great number of themes and metaphors. It thickly interweaves themes such as the economy of war, ongoing conflict, the role of science in war, and the toll that time takes on the body and mind. The game tells the story of Solid Snake, a soldier who is a product of the Cold War, and after years of fighting is struggling to find his place in a world in which war has been commoditized and computerized. This character serves as a lens through which the player is forced to ask difficult questions about the nature and necessity of war and the social, moral, and political implications of modern warfare through its implementation of new technologies. The saga is an exploration of the evolution of our understanding of war from the Cold War, evolving through the contemporary War on Terror, and exploring a near-future where war is waged through corporate private military contractors (Michael McWhertot). Hideo Kojima explains how he tries to bring real life issues to the forefront through video games, purposefully dealing with delicate issues and taboo. He creates an experience that combines narrative with real world events and media such as his use of the Cold War as the setting in Metal Gear Solid 3: Snake Eater (2004) and his use of historical footage from the Cuban Missile Crisis and the incorporation of recreated conversations between Lyndon B. Johnson and Nikita Khrushchev. Metal Gear Solid (1998) and Metal Gear Solid 2: Sons of Liberty (2001) was included in the Smithsonian American Art Museum’s “The Art of Video Games” exhibition in 2012 (Thomsen). Conclusion Video games stand at the fringe of entertainment and art form. This is party a consequence of the responsibility placed in the viewer or player. Video games offer the most interactive artistic experience in any contemporary medium, with the liberty to experience the full work independently. At the same time video games present a great distance from creator and player. Vast teams of artists build these experiences to leave them in the hands of the players. However, this is the greatest artistic aspect of video games: they require a player to complete the experience. Without the player, the game is unable to tell a story, to complete a challenge, or to make a statement. It is the player who completes the work by interacting with it. Chris Melissinos, video game designer, curator of the Smithsonian “The Art of Video Games” exhibition, and author, defines art as an action that is achieved when the viewer understands the artist’s intent and finds something in the work that resonates with him or her on a personal level. This emotion has been achieved through video games since their inception in both a personal and globally connected manner. Although some games are only meant to entertain, distract, or produce an adrenaline rush on the player, there is a great number of games that force players to face difficult moral questions, make statements about relevant issues, and affect players through the use of music, visuals, and narrative, and interaction. These games are capable of evoking great emotion in the players, as they invest themselves thoroughly in the complex interactive experience of the game. The player becomes more engaged by this art form than any other due to the immersive nature of the work. This unique depth is achieved through the multidisciplinary nature of video games, which create a new and unique medium through a combination of art disciplines whose sum is greater than the individual parts that conform it (Melissinos, 8). Video games have the potential to be the most comprehensive storytelling medium and one of the most powerful art forms because of their unmatched interactive nature and unique ability to engage the player not only as a viewer, but as part of the art itself. This is a bold statement, however video games are works of art that are able to make the player be a part of the experience by interacting with the game and in some occasions other players as well. In this way video games function as a multimedia interdisciplinary digital installation. But they do something physical installations are unable to do: they absorb the player and transform him or her into a piece of itself. When an installation is able to engage the viewer as an active part of the message or experience, a video game transforms the player into the central element of the work: the character. Installations engage viewers to interact with the work, highlighting the message the artist is trying to convey through participation in the piece. Video games not only engage the player, but rather transform him or her as they interact with the work. Here lies the true power of this art form. A player not only sees a series of events unravel, but rather exists at the center. When a viewer sees Picasso’s Guernica (fig. 9), he or she might be faced with the horrors of the Spanish Civil War, when someone walks through the porcelain soldiers of Bouke de Vries’s installation War and Pieces (fig. 8), they may feel the strange dichotomy of the beautiful figures locked in terrible combat, but these pale in comparison to the emotional, moral, and intellectual response that can be achieved after a player puts him or herself in the role of Solid Snake in Kojima’s Metal Gear Solid series and takes an interactive role in a story that spans forty years of war (fig. 7). The player is not merely seeing these events unfold before his or her eyes, but is a part of them, not only does the player sees them through the eyes of the character, but becomes the character; his story becomes the player’s story. The message reaches the viewer at a much more personal level than in any other art form. Please note that his statement is not meant to discredit or disrespect the great artists that have impacted the world with their art, but merely to contrast the limitations of their medium. It is also important to note that as with any other art form, not everybody that engages with it will be affected on the same level. As any other art form, the viewer must be educated and exposed to the art itself and engage it with an objective intellectual curiosity. Video games have the power to evoke the most powerful emotions, reflections, and experiences simply because of their holistic approach to creating an experience and the unique ability to immerse the player in an unmatched interactive experience. Through this experience, a skillful artist is capable of conveying a compelling message. We live in a time in which the physical and the digital intertwine to shape our everyday reality. Video games are the representative art form of that reality, bringing together the digital environment and the physical player in order to convey powerful messages in the voice of a new generation of artists and viewers. Bibliography Antonelli, Paola. Video Games: Seven More Building Blocks in MoMA’s Collection. The Museum of Modern Art. 29 November 2012. Web. 24 February 2015. http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-thecollection-for-starters/ Dempsey, Amy. Styles, Schools & Movements. London: Thames & Hudson, 2010. Print. 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Patrice Désilets, Assassin’s Creed 2 (2009)- http://blog.gaming.stackexchange.com/2011/06/assassins-creed-2/ Fig. 2. Notre Dame Cathedral in the recreated Paris in Assassin’s Creed Unity. Alexandre Amanico, Assassin’s Creed Unity (2014)- http://mashable.com/2014/11/11/history-paris-assassins-creed/ Fig. 3. A player is set free in a randomly generated world full of natural resources in Markus “Notch” Persson’s Minecraft (2009)- http://kotaku.com/5655720/surviving-your-first-day-and-night-in-minecraft Fig. 4. A player’s creation using the variety of resources offered in the game. Markus “Notch” Persson. Minecraft (2009)- http://www.businessinsider.com.au/amazing-things-people-made-in-minecraft-20149#the-golden-city-isnt-based-on-anything-in-reality-but-it-does-show-just-how-creative-people-can-get-inthe-game-note-the-flying-airship-3 Hideo Kojima, Metal Gear Solid (1998)- http://www.primagames.com/games/metal-gear-solid-groundzeroes/feature/10-greatest-bosses-metal-gear-solid-history-and-how-beat-them Hideo Kojima, Metal Gear Solid 3: Snake Eater (2004)- http://www.metalgearinformer.com/?p=16631 Fig. 7. Solid Snake visits his mentor’s tomb as he struggles to understand a soldier’s place in a world of peace in the final scene of Metal Gear Solid 4: Guns of the Patriots. Hideo Kojima, Metal Gear Solid 4: Guns of the Patriots (2008)- https://www.youtube.com/watch?v=MMk0eoySP9E Fig. 8. Bouke de Vries, War and Pieces (2014)http://www.alnwickcastle.com/events/80/war-and-pieces-art-installation Fig. 9. Pablo Picasso, Guernica (1937)- http://www.pablopicasso.org/guernica.jsp#prettyPhoto
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