Galleries of Art, Rules of Play, and the Problem of Agency
Games and art share a common spot in the Calvinistic world view; they’re both largely useless entertainment that are suited for children and are not considered a suitable profession. If you’ve ever visited art galleries, you probably have heard at least some mutter that their five-year old child could do the same kind of painting. Nevertheless, the art world is as serious as it can get. Millions of dollars are at stake, depending on getting the right people to consider a painting or a sculpture as proper art. Modern electronic gaming is in a similar position, where millions are poured into developing games that aim to satisfy a very niche audience that isn’t necessarily even the paying one, but one that would appreciate the contents the game presents. Game journalists are then presented incentives to portray this game in a positive light for the masses to consume.
In traditional art galleries, having interactive installations is still somewhat uncommon. In the 1990s and after the change of the new millennium, some galleries had experience with video installations and interactive devices. While video installations offered something between inert art and a film, interactive devices were more often than not relegated to be teaching experiences for children. When art becomes interactive, it becomes less serious and commoditised. When the distinction between art and entertainment becomes vague or non-existent, art has been institutionalised as a common consumer good.
Film has been walking a razor thin line, where it is equally considered a form of high art and a consumer goods. Despite junk-food-equivalent media like the Marvel Cinematic Universe raking in millions, you see serious filmmakers making serious art. It’s not about the subject, not always, but also the way movies are made. A daring director putting everything he has on the line may revolutionise special effects and how films are made, while others are still stuck making and thus presenting their visions in an old fashioned manner. When you have film that is serious art”, its intention is not to entertain, but present a vision and a message. It’s not a commodity to consume, but something to experience and to analyse as serious art. Perhaps this is why video and computer game media want to use the term experience as in order to present games as a form of serious art. Interactivity, however, damages this view as games are by their very nature built to entertain. Numerous developers who refuse or forbid the term fun within their house reflect this; they are making serious games, not fast food for the soul, not the games equivalent of the MCU.
A rat pressed button for food, the player presses button for jpegs
If we reverse the view, and apply games’ paradigm as is to art, we end up with inter-passivity. This does not work in an art gallery context, where Pavlovian reaction to stimuli is not expected or even wanted. However, that’s what video games largely are, where players need to learn rules in order to reap rewards. Arguably, numerous games have become Skinner boxes by design. Loot boxes especially have become a reward system that publishers and developers abuse through micro-transactions. This is the furthest thing from art, which in a romanticised world would unapologetically not chase money.
The physical presence art requires from a person is something a digital thing you interact with via a controller opposes. Within a game, you must touch, that is the point. However, motion in games is merely a metaphor for the physical motion found in galleries, but the core concept of a person moving through carefully laid-out environment where art is carefully laid in sequence for consideration. The difference of course is that rarely set-pieces like rocks or trees in games get the same consideration as a sculpture or a painting in a gallery would. Gaming generally wants you to see the forest, while galleries require you to see the individual trees. In this sense, games are digital space for art, where each individual asset and texture represent an intentional formation to interact with the game. However, the gaming view of these is largely How good it looks? rather than considering whether or not it represents an intentional art selection and how it functions within the given space. Countless hi-res texture packs shows that rather than considering games as valid art in their time and place, they’re considered outdated images that were limited by technology and not part of the art that builds an electronic game.
Thus, visual fidelity, as much as some publishers and players tout as an important aspect for their game, can barely be considered as art. The increased commoditisation of these assets and how PC gaming culture is willing to “upgrade” them puts the dot on the i how easily these are swapped around. Mod culture itself can represent itself as a form of rebel-art, where replacing existing art is the point. Modders in general don’t represent themselves as this though, and the point is to increase the fidelity of the game rather than change it as art.
The modern modding is a descendant of hacker culture from the 1970s. The Homebrew Computer Club is probably the starting point for modern hacker ethics, where information was regarded as something freely shared and gained. The modern Personal Computer, and ethics of digital piracy, can trace their origins here too. The same people would code or modify existing code to develop their own programs and games, and by the 1980s, these same university kids would end up building cornerstones all modern gaming stands on, like the Wizardry series.
The term mod wasn’t as common as it is now. The term patch predates it, and only a few certain games had their own terms for their hacks. Doom’s WADs are probably the first many people think of, with mod coming from Quake’s different patches. Hacking games with patches and modifying them is as old as digital gaming and was seen as part of the gaming culture as a whole. With the emergence of arcade and console gaming, it solidified its position as a major part of PC gaming. While patching and modding games wasn’t in conflict with publishers’ or developers’ interests, nowadays there are cases were a publisher like Be aims to monetise community mods for themselves. In Bethesda’s case, it could be even said that they expect the community to fix their games and modify them to cater to wide interest. Their more popular games work more like a groundwork and tools modders then go to work with, changing the game’s world and characters, even the rules, for whatever interest or fetish they might fancy.
Mods and patches used to be very important for the publishers and developers, as it offered an incredibly cheap way to start R&D on current trends among consumers and what certain engines could do. The faster the Internet allowed people to exchange mods, the more data the people selling games had.
Hacker art, at its most basic, aims to replace something that they see as disagreeable with something of their own. Simcopter raised some eyebrows when it came out, as one of its coders, Jacques Servin, included scantily clad gay men kissing each other when he was asked to include scantily clad women kissing each other. Due to a bug, rather than only a few appearing in the game, hundreds of them would spawn. This was fixed in revision B, but Servin was fired for it. An anti-consumerist activity group RTMark claims they paid Servin $5000 for the prank. It should be noted that Servin was a founding member of the group. This hacker art “prank” stemmed from RTMark’s views and Servin’s own homosexuality to undermine the demand for eyecandy for the men playing Simcopter.
Total conversion mods change everything about the game while retaining the underlying rules. Doom is the most recognised example of this, making the game live for the rest of time with all the mods and patches it gets on a monthly basis, with some being more political than others. Rather than looking at a Doom wad, I’d like to introduce you to Los Disneys, a mod for Marathon Infinite, where Disney has bought Florida from the US government. As the mod’s site puts it;
You have been hired by a special interest group to infiltrate it’s capital located in the Magic Kingdom. Shoot your way through tourists, brats and yes, Michael Eisner clones to find and destroy the cryonically-suspended head and torso of Walt Disney, located right beneath Cinderella’s Castle. But the fun doesn’t stop there. Terminating Disney initiates the Doomsday Device which will wipe out all mankind- unless you can stop it.
The mod’s very over the top, as subtlety is for cowards. While the tone is tongue-in-cheek, the game now puts the player in a morally questionable role in shooting kids and visitors in order to stop the Doomsday Device.
The best point of comparison for patches, wads, mods and whatnot snots would be to sound sampling and reggae dubbing in music. Mixers manipulate and change the existing assets and cores for their own ends. Hackivists and hacker artists tend to have a message, something to say when they’re doing this. Game mods and hacks have a symbiotic relationship with their hosts, as they could not exist otherwise. Through these methods, people have found a way to bring out cultural criticism and commentary outside the closed gallery doors.
Hacking and modding is intervening with existing systems, usually by outsiders. It’d be outsider art at best. Artists who embrace modern technology often find themselves balancing between interaction and passivity.
Virtual Reality at one point met the gallery and the virtual space halfway through. Art, however, has traditionally aimed to avoid commercial terms wherever possible. Rather than talking about virtual reality, art has opted for terms like immersive virtual space, as Char Davies did with Osmose.
Modern VR is just as much about the interaction with the software as any game. Paper Beast Enhanced Edition offers an interactive art installation, where the player explores a surreal ecosystem. Museum of Other Realities forces the player to walk through artworks that supposedly can only exist in VR. REZ Infinite is the latest version of the game, probably delivering the best synesthetic experience VR can offer. All these, however, still break the watch-but-don’t-touch rule traditional galleries have and necessitate personal interaction due to the nature of them being games first, art second.
Another major difference that separates modern games and art is the space. Galleries, by their nature, are public spaces. You share art with others and automatically have to interact with fellow people to some extent. As for gaming, it is personal. It is up to each person if they want to share their game with another, be it via couch co-op or just someone watching on the side. Streaming and online multiplayer games have changed this significantly, but not to the extent of taking that freedom of choice away. Some consider online gaming and streaming depersonalised as there is no physical closeness. Parasocial interactions with streamers and unknown players have become a common thing, but these are still done through a screen in a largely solitary environment at home. Arcades used to offer a public space where players could meet and interact face to face, yet even in these spaces there are rules to follow, and people could play their coin alone if they so choose. Only games where contest was a major factor, like in Street Fighter II, would it be allowable to injure solo play.
Galleries as public places don’t have such rules. Whatever rules there are come from the establishment and interaction with each individual person there. The time of the “activity” at a gallery is murky at best compared to the structured play and length a game has. The people you used to see in galleries were more varied, but nowadays the Internet and online interaction have changed that drastically. However, the people you meet at galleries are more reserved, as online offers people no reason to hold back on their words and virtual actions.
Gaming and gallery spaces can be described as having similarities with each other in general, but cultural contexts alone make them very different. In fact, modern game spaces have more in common with other game spaces, like hockey halls or football stadiums. This holds especially in streaming, where a population of viewers watch one or more people playing a game, cheering on or mocking all the while interacting with fellow benchies. eSports has made this similarity apparent, as video and computer games get designed more around sports concepts rather than solitary games to share with a friend or two.
Trying to marry game and art together as a gallery space means that one has to give room to the other. Either the art suffers from the game’s need to allow interaction with its elements, or the game has to suffer from the art’s need to be viewed and appreciated. In addition, no matter how structured a game is, player actions will always take the agenda away from the developer. Developer versus player agenda is another balancing act developers have to deal with, as taking away agenda and consequence of action turns any game into a linear movie-like product. These tensions have become clearer with time, especially with contemporary games.
Mixtape is art. It represents itself as a coming-of-age story, mixing high framerate backgrounds with limited framerate for characters. The latter has been rather popular in animation features since that animated Spider-Man flick. The game’s main point is its presentation and music, which probably cost close to a million as the licenses are perpetual. The player has no agenda, however, he cannot affect the end result in the game. There is no Game Over, there are no game rules to break. Mixtape presents itself as an interactive video, where you can have the controlled character (but not avatar) do kickflips or jump over cars.
That’s not the point of Mixtape, the music is. The game says as much in the first ten minutes, explaining the main character’s yearning to become a Music Supervisor. Everything else is secondary to this masturbatory approach to music and songs presented in Mixtape, as the player is expected to sit down and accept their lack of control. Whenever the player has limited control and “fails,” the result is a rewind. This instant gratification is something that games are still being criticised for. In art, you can’t fail as you aren’t “in control” of it. The point is for the main author to tell you his views on music and who has right to sound and loudness.
It can’t be called hacker art either, as Mixtape is an establishment product, banked by one of the richest in the world. It’s not taking an existing base and building on top of it. What Mixtape does is taking a romanticised view on place and films from another continent, chasing something fleeting that never was as viewed by people who never lived in that time or place. It tries to say something deep, but ends up being shallow. It’s like watching a skinwalker prancing about.
To make a comparison to a game that was considered art space as well, Myst succeeds in balancing itself better. It became a game that everyone and their mothers played. Mixtape builds itself like a movie and uses film techniques married with limited interactivity as its backbone. Myst’s approach was the opposite as its backbone is in mystery and player freedom to interact with the world. While Mixtape is closer to the gallery mindset, Myst was/is highly regarded because it presents itself as a gallery of interaction, where the player is challenged to think and wonder. Its failure state is perpetual stagnation, slow movement forward and inspection of clues and writing, and literal worlds they lead to. Modern interactive digital art requires its makers to consider how they intend to have the person influenced by what they see and recognise it must be a result of action, however limited, rather than inter-passivity.
Mixtape could be a movie or a miniseries and not lose anything that makes it what it is. Myst can’t, and neither can be any game. Art is the same, it can’t be transformed into another form and not lose an integral aspect of it.
Mixtape is one of the end points where art has been common good. There’s no real point of it being a playable software, there’s nothing that warrants it. It has nothing special to say, and whatever it says is not noteworthy. It’s not even something players experience as much as they watch virtual caricatures have fun because of lack of theplayer agenda.
Games don’t need art galleries and their patrons’ approval to be art in their own right. Neither does art have any reason to bend away from its long roots to become something that caters to consumer whims. Nevertheless, games should not need acceptance as art. No other form of play has. What players value as art in games is very different from what is valued in classical art. The ground zero where art and play meet in video and computer games will continue to create tension, but as long as there are developers willing to push the medium forward on its own terms, rather than by applying the rules and techniques of film or literature, games will continue to be appreciated on their own merits.
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