If you won the Booker Prize, would you decide to give novels a rest and focus
instead on writing scenarios for Massive Multiplayer Online games? This is just
what award winning Korean writer Yi In-hwa, whose writing has won several
prestigious prizes, including the Yi Sang Literature Award, has chosen to do. His
defection from print was based on a belief in the emerging cultural importance
of videogames and an enthusiasm for MMOs' capacity to offer rich, engaging
experiences.
Yi In-hwa's choice reflects videogames' growing maturity as an art form. He
embraces videogames not for their similarity to the traditional art of which he is
a master, but for their potential to support a different kind of engagement and
new forms of expression. Theorist Henry Jenkins elegantly explores the notion of
games as an art form in his essay, “Games, the New Lively Art.”1 Like other arts,
games entertain and engage audiences on a variety of levels. But as a new art
form, videogames need to be understood and appreciated as distinctive, with
distinguishing structures and unique strengths.
Videogames offer a dynamic language for cultural expression that involves
interactivity, repetition, process and performance. It might appear ironic that
some of the most sustained explorations of the intrinsic nature of videogames and
their relationship to society are being conducted by artists, but these artists have
grown up as gamers. They not only see the creative potential of game engines,
but also seek to explore the intrinsic language of videogames, including the rich
iconography of game worlds, their emerging social networks, and their rules of
play. These artists embrace videogames as significant cultural artefacts. They
use tools provided by the game community – such as modding, patching and
performance – to celebrate this community's dedication to shareware (which is
software that is free to share), and to the use of the Internet as a site for discourse,
distribution and exhibition.
All videogames are artificial environments build around carefully crafted rules
and conditions. The constructed nature of each element makes games more
available to critical deconstruction, as well as the exploration of alternative
ontologies and aesthetics. Many artists apply formal interventions to pre-existing
game code in order to expose the code within. In his Nintendo Entertainment
System cartridge hacks, Cory Arcangel reprograms original Nintendo games.
His deconstruction of the sound and images is driven by a formalism informed
by 8bit aesthetics, as seen in “Super Mario Movie's” (2005) fragmenting world
punctuated by screens of blinking abstraction.
In their work “SOD” (1999) the art collective JODI stripped “Wolfenstein 3D” of its
representational elements, leaving an austere and un-navigable diagrammatic world
of black and white lines. Their intervention makes us aware of how our cognitive
processes are engaged and affected by the game's representational codes.
This idea is further examined in Julian Oliver's “2nd Person Shooter.” Oliver's
work is not a game hack or mod. Rather, it is a custom game demo dedicated
to investigating the cognitive affect of the displacement of agency. Its camera
and controls enable you to control one “bot” while seeing through the eyes of
your virtual opponent. This presents a schism between the biological sense of
embodiment in space and the logic of the game world. The game space becomes
a laboratory for a formal inquiry of player point of view.
While Oliver's work offers cognitive challenges, Eddo Stern's “Darkgame”
explores perceptual challenges that undermine the primacy of the visual in its
game play. Players manoeuvre around a two dimensional plane, but one player
is completely “blind” and must rely on non-visual cues to locate the other player.
Stern describes “Darkgame” as a form of empirical role-play, one dependent on
real-life skills, in which the blind could play the sighted and blindness would be
an advantage.
Other artists explore the emotive effect of interactivity in relation to the social
anxiety surrounding media images of violence. Brody Condon's mod “Adam Killer”
provocatively tackles the meaning of agency when reduced to a single act of
violence. The “game” consists of an endlessly repeated avatar that passively invites
infinite slaughter. Created after the Columbine massacre, it was conceived as a
visceral meditation on the gulf between the experience of media representations
and the trauma of the actual events the media covers. Its abstracted violence
elegantly interrogates the alienating effect of the aestheticizing of trauma. This
subject is also addressed by John Haddock in his “Screenshots.” This series of
isometric drawings illustrates major media moments of the late twentieth century,
most real but some fictional, portrayed as if set within a videogame.
For his performance art work “Dead In Iraq,” Joseph DeLappe logs onto the
networked game “America's Army” and types into game's chat the names of
American soldiers who died during the occupation. It is both a protest work and
a memorial that makes a direct link between the game-cum-recruitment tool
“America's Army” and the reality of warfare. DeLappe's work draws attention to
the way that online games can be public, politicized spaces.
The discourse of game art is situated outside traditional publications, conducted
instead on sites like “Selectparks,” “GrandTextAuto,” “Collision Detection” and
“we-make-money-not-art.” These sites do not necessarily distinguish between
art, experimental games and commercial product, blurring boundaries in a way
that can seem rather arbitrary to those used to the strict lines patrolled by the
authoritative “gatekeepers” of art and media criticism.
Self-identifying as “experimental games,” “flOw” and “Braid” could easily be
mistaken for “Fine Art.” In “flOw,” Jenova Chen offers a poetic embodiment of
“flow” - the energised feeling of pleasure that occurs when the level of challenge
is dynamically balanced with ability – a fundamental principle of game play.
Jonathan Blow's “Braid” uses time manipulation to deconstruct the conventions
of the platformer, reaching its twisted conclusion in which time runs backward,
deconstructing the hero's journey and its conventional goal of “saving the
princess.”
But, ironically, it is a Playstation2 game, “The Shadow of the Colossus,” which
offers the most poignant deconstruction of the hero's journey. In its beautiful
atmospheric world, the player takes a powerful emotional journey. But this is a
journey that needs a different kind of engagement, and many days to complete,
so it can never be fully experienced in an art gallery.