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![]() Games People Play Are video games an art form?
Hit Play
"Quake," an online multiplayer first-person shooter (FPS) game
developed by id software in Texas, revolutionized online gameplay. It's
one of the games cited in "Game On: The History, Culture and Future of
Video Games," a new exhibit at the Museum of Science and Industry.
Originally developed by London's Barbican Gallery together with the new
National Museums of Scotland, on its way here the exhibition opened at
the Tilburg Art Foundation in the Netherlands, the Helsinki City Art
Museum in Finland and the Lille European Capital of Culture 2004 in
France. At these other stops, the exhibition included many of the
M-rated (equivalent to an "R") games that have been sanitized out of
the United States version of this show. It's a shame, especially given
how those omitted games help establish the historical parallels for the
future of the media, a future located somewhere at the nexus of video
games, art and cinema. Checkers to Chess
The advent of take-home cartridges marked a break with the cultural
gathering-places of public arcades and transformed gaming into a mostly
isolated enterprise. Video gaming has struggled ever since against the
stereotype of a lone gamer locked away in his living room for days on
end, working through the levels of a "Mario Bros." or the boxing
rounds in "Mike Tyson's Punch-Out." In this section sits a sample of
the Atari 2600, with its faux wood-grain panel and TV-type switch for
"color or black and white TVs," a system listed in a wall text as the
"best-selling console during the early 1980's." Also among those to
first cross over from the silver screen to home-console gaming systems
is "Raiders of the Lost Ark" (not included in this exhibition), a game
that required players to use both joysticks--one to move his Indiana
Jones character across the screen and a second to manipulate a dropdown
menu of portable items, including a shovel, parachute and artifacts.
This type of gaming helped open the door to programs whose central
purpose was the representation of real-life situations.
Arguably, the very first "simulation" game was invented by J.H.
Conway, a British mathematician at Gonville and Caius College in
England, who developed the "Game of Life" in an effort to experiment
with cellular automaton as a generalization of the generative processes
of cellular life. A high point in the "simulation" game genre was
"The Hitchhiker's Guide to the Galaxy" from 1984, a totally
text-driven life-simulation game made by Infocom for the PC. Based on
the popular science-fiction novel by Douglas Adams, the objective of the
game was to help the main character, Arthur Dent, prevent bulldozers
from demolishing his house. "The Hitchhiker's Guide" was modeled on
games that a generation of kids had grown up playing, a series of
totally text-based, tabletop "paper-and-pencil" or "PnP"
"role-playing games," also known as "RPGs." These included the
popular "Dungeons and Dragons" series of story adventures known as
"modules." These "PnP" games hit a peak in popularity among gamers
with the release in 1977 of the "Advanced Dungeons and Dragons" game
system of books played using a twenty-sided die, a system which came to
be known as the d20 system. In these, a group of players are sent on a
quest in which they encounter obstacles along the way such as dragons,
orcs and an entire host of otherworldly, often gruesome creatures
(fastidiously documented in the AD&D "Monster Manual") that in combat
deplete a total number of "hit points" each player has--until they
arrive at zero hit points, when the player is treated as dead.
Inspired by D&D games, two students at Essex University, Roy Trubshaw
and Richard Bartle, created the first "Multi-User Dungeon" or MUD, in
1978. These interactive online gaming environments functioned on the
same principles as "PnP" gaming modules, themselves based on the
"Choose Your Own Adventure" paperback storybooks in which readers,
following a hero through a genre-appropriate adventure, were given the
option of turning to different pages in a book; the choice of storylines
affected the ultimate outcome of the novel. MUD software technologies
rapidly evolved into "multi-user dimensions" used for various types of
text-based gaming, skyrocketing in popularity at a time when home
computers were becoming more affordable and the baud rate on modems was
reaching 300 and then 1200, allowing for faster rates of data transfer
and thus faster game play. Games such as "Hitchhiker's Guide," even
though fully text-based, mark the first moves toward a foundation for a
workable graphics-based virtual "environment." Decades earlier,
similar reinterpretations of lived space had actively revolutionized
art. Kurt Schwitter's "Merzbau," subtitled the "Cathedral of Erotic
Misery," serves as a prime case-in-point. Built between 1919 and 1937
in most every room of his Hanover, Germany home, "Merzbau" serves as
an earliest example of "enchantment" or "filled-space installation,"
composed of wood and plaster forms often rectilinear or biomorphic in
shape, found objects and stuff given the artist by friends. Schwitters
hoped his installation would give viewers a way to free themselves from
"life, from all things that disturb mankind." It was also a way for
visitors to "inhabit" the creative space of the artist's own mind, a
way of viewing reality through engagement with an imagined perceptual
space. "Merzbau," however, will not be seen again: it was bombed along
with the artist's home during the air raids of World War II. Enter the Dragon
Though the success of "Dragon's Lair" and the Laserdisc game market
was short-lived, it most significantly established a future crossover
potential in its treatment as animated cinema. It was a potential that
remained dormant until the release of "Wolfenstein 3D" in 1992. The
first title designed by the fledgling id Software, "Wolfenstein 3D"
was published by Apogee Software, a then-leading company known for its
shareware, or free, releases. "Wolfenstein," among one of the most
remarkable developments in the history of video games, while referenced
in wall texts and ancillary documentation on the exhibit, is not
available to the general public for play.
It's not clear why. In it, the player takes the first-person
perspective of a soldier who has infiltrated and must shoot his way out
of an eponymous Nazi facility. Its "3D" environment was created using
a new variety of graphic rendering called "ray tracing" that creates
perspectival depths against which player and opponents are buffered or
limited in movement. It also included very realistic violence: the bark
of SS commanders was often jarring, and blood splattered freely as the
soldier mowed down his Nazi enemies using pistols, rocket-launchers and
high-powered chain guns. "Wolfenstein" was credited with starting the
first-person-shooter craze among gamers that continues to this day. In
1993, id released a next-generation game called "Doom" using similar
ray-tracing software, in which the player takes on the character of a
space marine transported to Mars after assaulting a superior officer who
has commanded him to kill innocent civilians. A company on Mars
accidentally opens a dimensional portal and hordes of demons start
pouring through the teleporters and turning workers into zombies.
Among the major innovations represented by the release of "Doom"
was its user-expansion technology, known as WADs (which may mean
"Where's All the Data?" though nobody knows for sure). These allow
users to customize even the most mundane and detailed elements of game
play. A version of the game called "Marine Doom," designed by Lt.
Scott Barnett, was even used by the United States Marine Corps to train
its soldiers the value of "teamwork, decision-making and coordination"
(check out www.dodgamecommunity.com for other games used by the
Department of Defense in its personnel training).
The popularity of "Doom" was surpassed only by the 1996 release of
its successor, also an id Software title, called "Quake." Picking up
on the space-marine storyline of its predecessor, the character in
"Quake" has been sent on a mission into a portal to prevent the most
powerful demons from coming through and transforming our reality into a
version of their home in Hell. Much of the altered dimension in which
the player fights is based on the stories of H.P. Lovecraft and the
final enemy which must be slain is the infamous "Shub-Niggurath," also
known as "The Black Goat of the Woods with a Thousand Young," a
character stolen from Lovecraft's "Cthulhu Mythos." "Quake" also
took the WAD technology introduced in "Doom" a step further, allowing
players to create "mods," capable of a higher degree of
customizability. Added to this was the ability of users to play over
local area networks or LANs (computers connected using an Ethernet cable
in an office, for instance) or the Internet. Internet-connected players
used a "server-client" architecture: by loading the main gaming
software onto a public server, other players known as "clients" could
log in using a telephone connection. And, of course, another feature
that made "Quake" popular among gamers was the fact that the
soundtrack had been written and recorded by Trent Reznor of then-peaking
band Nine Inch Nails.
In 2000, a version of "Quake" dedicated to multiplayer first-person
shooter "deathmatches" was released called "Quake III Arena," with
music composed by Sonic Mayhem and Front Line Assembly. In it,
individual or teams of players engage in a "tag" tournament using an
array of weapons from the original game until all opposing players have
either been eliminated or until the time of play hits an arbitrary
limit. "Quake III Arena" presaged the coming of "massively
multiplayer online games" (or MMOGs), which would come to define huge
swathes of popular American culture and lead to the development of a
multibillion dollar video-game industry capable of rivaling the
financial and cultural dominance of that dream machine known as
Hollywood. People-Powered
Also unique about the "GTA" series is its use of a long list of
name-brand voice actors such as, in "GTA: Vice City," Ray Liotta,
Dennis Hopper, Gary Busey, Burt Reynolds and Debbie Harry; in the
recently released "GTA: San Andreas," the list includes Samuel L.
Jackson, Peter Fonda, James Woods and Ice T. The "GTA" series has also
licensed a wide array of American Top-40 and hit music for its
soundtrack, including a huge playlist that includes nostalgic titles by
such bands as Guns N' Roses and Mr. Mister.
Video games, having far surpassed the level of mainstream acceptance
of installation art, are at the cusp of a cultural breakthrough.
Installation art failed when it fizzled in its original utopian ideal of
closing the gap between art and life, and is now mitigated by museum
admission costs and security guards. Incorporating a virtual framework
with a fully cinematic perspective similar to that of the "GTA" series
into a workable massively multiplayer online "environment" may well
hold the key to its eventual cultural legitimization as an art form. But
what "Game On" makes clear is that video games are restricted by a
cultural stigma that's a persistent barrier to what many fans hope and
dream video games will someday become: films that we can walk into, a
virtual reality interchangeable with our own. A chance to control the
ever-present camera that transforms ours into a humiliating, gratuitous
ideological clockwork of reality-based obsession with clothing choices,
body weight and the endless trivia of a society that has lost the
ability to step outside itself.
It's a possible future that may be difficult for viewers to
distinguish in "Game On," useful as a survey of various entertainment
technologies. But as a reduction of the history, culture and future of
video games, it may well prove a missed opportunity. Not willing to
taint our gaze with the images of violence and depravity present in so
many other art forms--from rap music to the paintings of Goya, for
instance, or the films of Kubrick to the Armageddons of our Scriptures,
we may well miss our chance to grasp that which elevates our culture
overall and us as individuals to something better and finer than the sum
of our many parts.
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