Re: [-empyre-] Game Art as an art subculture?

2011-01-01 Thread Gabriel Menotti
Dear all,

In the final moments of the year, the debate was rekindled in such a
way that foregrounded the heterogeneity of perspectives over the game/
art distinction. This heterogeneity was expected, given the different
backgrounds of the participants, and it should be welcome, in as much
as it shifts the focus of the whole debate - or rather, return it to
the matter of subcultural engagements.

By now, we should not be worried whether the game/art distinction
holds true, but on what basis we are dealing with this issue or
dismissing it altogether. The criteria of gamers, artists and
academics to judge the separations between playing and other cultural
dynamics (art included) seem to be inevitably distinct. Is there a
problem with that?  Does anyone have to hold control over the
definitions? Who gets to ask questions and give examples?

The interdisciplinary confrontation should make us aware that our own
theoretical frameworks are, themselves, mere operational platforms and
not transcendental underpinnings, applicable to every field of
society. In that sense, I'd echo Julian's interest in the mere
/possibilities/ of things - and consequently, not in coming up with
new paradigms, but in continuously provoking anomalies.

So as to give some directions to this, I could end with one practical
question: how is it possible to break disciplinary boundaries while
maintaining critical effectivity? Would the performance (or interplay)
of disciplinarity be a good strategy for that?

Again, thanks very much for everyone's participation

and a happy 2011! =)

Menotti
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Re: [-empyre-] Game Art as an art subculture?

2010-12-30 Thread Rafael Trindade
Hello, folks,


Not a few times I've prepared myself to post something and got to stop just
because your messages did my job better :) I just regret missing this latest
topic, for I was afraid that kind of contention would happen. I find it a
pity, and I'll try to show you why:

The Picasso instance is not - OK, is not to *me* - as silly as might seem to
some of you. I didn't reply it before for the reason cited above, and - I
believe the main motive amongst us all - vacations!

Back to Picasso-gate, what Daniel meant to me is the most pretty obvious
thing: the same thing Duchamp and the conceptual artists and lots of people
didactically showed us - that there is no such thing as an essentially,
trouble-free, object of art. This is not only a contemporary feat; more
rigid systems of yore demanded - as today - lots of training, education,
sensibility and adequation to norms, institutions, *artes poeticae*, and
dialogue with past canons and coetaneous artistic circles. What is to say,
even believing so, there was not a pure, isolated, intrinsic aesthetic value
in any object in any era. The example can make you cringe, but carries lots
of elementary truth. The de-corporification of art, the stress on its
relational, institutional, ecological nature does not imply art is valueless
or an ethereal fiction. This is a sense a whole century have striven to
build; not only about art, but about [social] reality itself.

So Gabriel Menotti's response is not in conflict with Danc's sayings. We can
find in videogames dependence on circuits, on a whole material ecology, on
some modes of reception (recognition of genres), and a will of tradition
(like I said weeks ago). Most human experiences are bound to some sort of
will-to-canonise (gaming, being part of a gang, any nostalgia), not only the
highbrow stuff. So you can relate games and art. BUT they are realities
crested on very different social and technological complexes.

One cannot fail to notice the enormously difference of weight canons have in
arts. As someone - I forgot, sorry! - have told us here, art is, generally,
about to associate, to enrich, to open more and more possibilities
(according to old prescriptions, as synthetically as possible). This depends
on the intrinsic properties of the object, *triggered* by a set of
apparatuses linking it to synchronic circuits and diachronical traditions.
There's nothing alike in videogames, even the most complex and beatiful;
even the most distant from the childishly-irrational,
fascinatingly-creative, absolutely freak and impatient mobs that makes,
among other reasons, artists interested in 4chan-ness and gaming cultures.

Everybody who happen to be into so-called literary fiction is familiar to
the formula (which I believe only in some degree): books have to do with
books, not with real stuff to which their tales could point at.
Heretofore, people had learnt that Romeo and Juliet are not about some
Italian couple more than they are about, say, Pyramus and Thisbe; that you
cannot (would say some rigid and enthusiastic Victorian teacher) understand
Molière without reading Bocaccio (and Scachetti, and Terence, and
Menander...). The same has gone to arts. One can say that contemporary
painting is not the same activity the pre-Raphaelites have practised, and
one is right. But the pre-Raphaelites did not understood art the same way
Raphael did, and his Greco-Roman models even happened to know they were real
artists themselves. Every tradition is a will of tradition; every
transmission is really, really impure. But this constitutes art; those
baggages are the very elements which compose Culture with capital letters.
By the way, I don't see why refrain from call Deleuze - or any other
philosopher - baggage; it sounds very the-great-conversation-ish, and
strikingly sounds a bit deleuzian, too (creation of concepts, instead of
search for truth etc).

I could say it simpler and faster:

Art doesn't come with baggage. The history of art, as I understand it, is
 a very long theoretical exchange. Saying a painting comes with baggage is
 like saying philosophy comes with baggage. Art has to be in dialog with
 pervious art that has come before it, just as contemporary theory has to
 respond to earlier thinkers. What you're saying is like saying that
 Deleuze's writing about Spinoza is baggage.


What's the big deal? Isn't it just what Danc said? Can you say that the
history of videogames, as art's, is a long theoretical exchange? So why
shallow and ridiculous?

I believe games and art are very different realities, which can be compared
if we formulate the right questions, and then we can find lots of common
traits. This would be desirable depending more on our interests and projects
than the inner truth lying within these realities. What really inspires me
in discussions like this one in -empyre- is the confluence of these
projects, and the possible exchange between them. There's no need to a
subversive, inter- trans- or 

Re: [-empyre-] Game Art as an art subculture?

2010-12-30 Thread davin heckman
In some ways, I think the question of games as art can be enriched by
looking back to poiesis and techne.

On the one hand, we are trying to describe formal questions of how
someone creates a representation of something (a sculpture,  a text, a
game, a painting, an utterance) which is expressed via technique.  On
the other hand, we are talking about what those representations
accomplish with regards to the being that engages with this
representation.

If we step back from the modern conception of art and consider that
there are a whole number of crafts that people engage in, and that
these crafts have to do with being  then we can consider the level
of skill with which the craft is accomplished AND we can consider the
way that this craft engages with questions of being.

What I tend to consider art are those works which engage the user,
reader, viewer in reflection upon being.  But this is a limited
definition, and, really, it is an evaluation of quality: I think good
works allow people to see the context in which individual and
collective consciousness is thought.  The best works enable people to
direct their attention differently, productively (and I don't mean
productive from a purely economic perspective, though it does
intervene in the general ecology of human interaction.  It's funny if
you think about the relationship between economy and ecology
oikos for dwelling with a distinction between nomos and logos, perhaps
as the distinction between the law as imposed order versus the word as
emergent order or even an immanent order, particular to the logical
relationships among those which it contains).  In this sense, I owe a
bit to Badiou's discussion of art as one of the means for truth:

The more important issue today is the main contradiction between
capitalistic universality on one hand, universality of the market if
you want, of money and power and so on, and singularities,
particularities, the self of the community. It’s the principal
contradiction between two kinds of universalities. On one side the
abstract universality of money and power, and on the other the
concrete universality of truth and creation. My position is that
artistic creation today should suggest a new universality, not to
express only the self or the community, but that it’s a necessity for
the artistic creation to propose to us, to humanity in general, a new
sort of universality, and my name for that is truth. Truth is only the
philosophical name for a new universality against the forced
universality of globalization, the forced universality of money and
power, and in that sort of proposition, the question of art is a very
important question because art is always a proposition about a new
universality, and art is a signification of the second thesis.
(Fifteen Theses on Contemporary Art in Lacanian Ink 23).

I suppose what I like most about Badiou's discussion is not that it is
a unique point  but it resonates with points that I have struggled
to understand through my own research  and that I have heard
repeated by many people in this community (and elsewhere).  Many want
something from art.  Many seek to identify that aspect of creativity
which suggests not simply improved efficiencies, but helps us chase
down different efficacies (as in exploring new modes of creation and
making that empower people to make the world).   Certainly, this sense
of agency was running through previous discussions of Creativity as
Social Ontology.

To return to videogames it's probably a lot like anything people
make or do.  There is a whole lot of worthless and even harmful
(either in its mode of production or its content) shit that industry
creates.  Then there are games which, as Daniel Cook describes, are
well-designed and with an internal mode of consistency.  I think about
how great a deck of playing cards works as a utilitarian object
they become a framework for all sorts of human encounters...
theology (gambling and divination), work (gambling and hustling),
socialization (friendly games peppered with conversation or learning
how to deal with disappointment/success without making everyone think
you are an asshole), learning (math and memory games), even seduction
(strip poker).And then there are games which aren't really games
at all  but art.  They might have formal game-like qualities, but
have a different function within social life.  In the same way that
sometimes TV is art and sometimes some cut up trash glued to something
is art.  Not all trash is art, but some art is made from trash.  I
live in an economically depressed community, and even trash day is a
spectacle of utopian desire.  The comfortable tend to buy lots of shit
and throw lots of it away every week.  The least comfortable (the
evicted) have all their belongings thrown out on the curb at the end
of the month.  And then, in between, everyone else picks through the
weekly trash to find objects that can be resused, refurbished, sold,
kept, etc.  

Re: [-empyre-] Game Art as an art subculture?

2010-12-30 Thread Julian Oliver
..on Thu, Dec 30, 2010 at 01:14:11PM -0500, davin heckman wrote:
 In some ways, I think the question of games as art can be enriched by
 looking back to poiesis and techne.

I must admit to finding this entire thread largely redundant. Surely the very
attempt at discerning whether or not videogame and art can find peace is
indication that they already do.

When friends and I established the game-art collective Select Parks back in
1998, in the interests of documenting and 'archiving' game-based artistic
experiments, we certainly did not need the canonical annointment of the fine
arts to steer our judgement. Rather, we were interested in work that was merely
interested in the /possibility/ that they might be considered as such. This is
an important distinction, one that falls wide of the need for authenticity as
such.

My own early mods have themselves been exhibited in museums since 1999/2000 and
at no point was the question as to whether they were or not artistically valid
itself /intrincally/ important. Once they're there -once the question has
opened- it's already too late for qualifying discourse. 

Many of my peers share the same disinterest in this debate; 'Art' is merely the
name we give to discourse after cultural transformation, a muffled echo at best.

All the best for the new year,

-- 
Julian Oliver
home: New Zealand
based: Berlin, Germany 
currently: Berlin, Germany 
about: http://julianoliver.com
follow: http://twitter.com/julian0liver

 
 
 On Thu, Dec 30, 2010 at 5:05 AM, Rafael Trindade trirraf...@gmail.com wrote:
  Hello, folks,
 
 
  Not a few times I've prepared myself to post something and got to stop just
  because your messages did my job better :) I just regret missing this latest
  topic, for I was afraid that kind of contention would happen. I find it a
  pity, and I'll try to show you why:
 
  The Picasso instance is not - OK, is not to me - as silly as might seem to
  some of you. I didn't reply it before for the reason cited above, and - I
  believe the main motive amongst us all - vacations!
 
  Back to Picasso-gate, what Daniel meant to me is the most pretty obvious
  thing: the same thing Duchamp and the conceptual artists and lots of people
  didactically showed us - that there is no such thing as an essentially,
  trouble-free, object of art. This is not only a contemporary feat; more
  rigid systems of yore demanded - as today - lots of training, education,
  sensibility and adequation to norms, institutions, artes poeticae, and
  dialogue with past canons and coetaneous artistic circles. What is to say,
  even believing so, there was not a pure, isolated, intrinsic aesthetic value
  in any object in any era. The example can make you cringe, but carries lots
  of elementary truth. The de-corporification of art, the stress on its
  relational, institutional, ecological nature does not imply art is valueless
  or an ethereal fiction. This is a sense a whole century have striven to
  build; not only about art, but about [social] reality itself.
 
  So Gabriel Menotti's response is not in conflict with Danc's sayings. We can
  find in videogames dependence on circuits, on a whole material ecology, on
  some modes of reception (recognition of genres), and a will of tradition
  (like I said weeks ago). Most human experiences are bound to some sort of
  will-to-canonise (gaming, being part of a gang, any nostalgia), not only the
  highbrow stuff. So you can relate games and art. BUT they are realities
  crested on very different social and technological complexes.
 
  One cannot fail to notice the enormously difference of weight canons have in
  arts. As someone - I forgot, sorry! - have told us here, art is, generally,
  about to associate, to enrich, to open more and more possibilities
  (according to old prescriptions, as synthetically as possible). This depends
  on the intrinsic properties of the object, triggered by a set of apparatuses
  linking it to synchronic circuits and diachronical traditions. There's
  nothing alike in videogames, even the most complex and beatiful; even the
  most distant from the childishly-irrational, fascinatingly-creative,
  absolutely freak and impatient mobs that makes, among other reasons, artists
  interested in 4chan-ness and gaming cultures.
 
  Everybody who happen to be into so-called literary fiction is familiar to
  the formula (which I believe only in some degree): books have to do with
  books, not with real stuff to which their tales could point at.
  Heretofore, people had learnt that Romeo and Juliet are not about some
  Italian couple more than they are about, say, Pyramus and Thisbe; that you
  cannot (would say some rigid and enthusiastic Victorian teacher) understand
  Molière without reading Bocaccio (and Scachetti, and Terence, and
  Menander...). The same has gone to arts. One can say that contemporary
  painting is not the same activity the pre-Raphaelites have practised, and
  one is right. But the pre-Raphaelites did 

Re: [-empyre-] Game Art as an art subculture?

2010-12-24 Thread Gabriel Menotti
Hey!

“Games have repeatedly shied away from tying their dominant value to
external systems.” [Daniel Cook]

Value is a dubious measure for us to use. On the one hand, it is way
too relative and personal; on the other, it seems to me that the art
system is more and more aiming towards pure value as its essential
specificity  (perhaps the only way to subsist as an enterprise).

So, why not compare artworks and games according to another parameter?
Indeed, artworks may be created by reputation alone. Conversely, in
terms of functionality alone, they seem much less dependent of
external systems than videogames.  To a large extent, a Picasso
picture has an intrinsic existence: it is there, it can be hung on a
wall. Wherever the viewer is aware of History of Art or not, she can
still grasp a Picasso’s general characteristics, since the painting
resorts to innate psychophysical mechanisms perception and the shared
cultural legacy of western societies. So, it works in a very bare
level.

It is not the same with a videogame. In order to work on this bare
level, it must comply with a lot of things – from genre conventions to
technical specifications – the “representation information,” as summed
up by Jerome McDonough. Even thought it doesn’t need any validation
from a critic or curator, it needs a platform to run – which entail
other forms of authorization.

(One might say that my comparison here is dishonest; that, to be more
rigorous, I should be putting a Picasso side-by-side with a
non-electronic game such as Scrabble. I concede. However, I rest my
case: a Scrabble board and pieces aren’t self-explanatory – they don’t
work *as Scrabble* if you don’t know the rules of the game, an
algorithm that circulates printed in the game manual or through the
player community - i.e. subject to other authorities.)

Is mere consumption truly the driving force of the market? Let’s say
there is this amazing game, beautifully crafted, incredibly fun.
People would certainly love it to addiction. However, if it is meant
for the iPhone and it doesn’t conform to Apple’s specifications, it
simply cannot be – and it doesn’t seem to matter how much pressure the
consumers put on the company (I cannot remember an example of a game
in this situation, but that has recently occurred to Grooveshark, a
music streaming platform).

Of course, the consumers can always hack their devices and look for
alternative platforms. As Rafael Trindade has put it, retrogame
emulation has been going around before videogame companies created
official virtual console services. For iPhone, there is a very well
structure platform for the distribution of applications in Cydia.[1]

At the same time, the videogame developers can always learn a
different programming language and look for a different platform and
userbase. In what is that different from what the artworld has been
doing, at least since the modernist avant-gardes?


“I don't like the expression framed as art. I know it's difficult to
say what art is, but I'm sure it doesn't depend on a frame. I don't
think that the batman piece will become art if we frame it as art.”
[Domenico Quaranta]

When I said that No Fun exists framed “as art,” I do so in opposition
to its framing “as reality,” in the original situation within
chatroulette. Did the chatroulette people know they were in front of a
performance? Did the piece communicate it? Would it operate
differently if it did?

(Answer: depends. On what? On the context – i.e. a frame. I think the
Mattes kind of address this point directly in the “Freedom” piece).[2]

I will again compare it to a machinima, which only exists “as movie”
because before it existed “as game.” The presumed “mode of production”
of a piece such as Red vs Blue [3], mentioned by Adam, contributes
substantially to the meaning and value we attribute to it (its
all-togetherness). The repetitive, bland animation of the series is
below the conventional standards of 3D movies nowadays. If there were
a universal parameter of criticism for animation technique as the one
Daniel is asking for, the series would be doomed.

However, RvB particular animation is not only excused because of its
“tools of production” – it is also praised because of the way it
engages with the videogame system and appropriates it for something it
wasn’t originally meant to. In that sense, what would be a crappy
animation becomes formally relevant, revealing the blandness of the
game Halo itself.

It seems to me that No Fun uses a strategy not dissimilar. In that
case, it is no more an online performance than the making of Red vs
Blue is a proper Halo Match. It is all staged, recorded and edited –
even the supposed authentic, outraged reactions.

Of course, one might argue that the piece is a network of different
relations that include all these assumptions as well. In that case, I
believe that it is even more important that we take into account the
different framings (both technological and cultural) the it might go

Re: [-empyre-] Game Art as an art subculture?

2010-12-23 Thread micha cárdenas
2010/12/22 Daniel Cook d...@spryfox.com:
 strongly driven by economic processes.  What is the economic function of art
 institutes in the creation of games and do we need them?  Historically, it
 seems that the modern art world acts as a certification process to ensure
 quality combined with a marketing / distribution network for promoting and
 selling certified works.  In emerging markets like social and mobile games,
 where I primarily focus, these functions appear to be extraneous.   The
 distribution is weak compared to the digitally facilitated word of mouth
 that drives social networks.  The certification is not meaningful to the
 target audience.

Hi Daniel,

I think this is an astute observation about the commercialization of
art, but I think there's a more complex process involved here. Would
you agree that both art institutions and artists and game makers all
rely on reputation building? Some of the strength of art institutions
is just in the sheer capital they have to reach people through
conventional advertising. It's just a myth, IMHO, that anyone can post
a video on youtube and get it seen by millions of people without some
minstream media coverage, except for in a few very rare cases which I
would guess are about the odds of winning the lottery. So, even if you
made a really great game, how many people are going to see it and how?


  micha





-- 
micha cárdenas
Associate Director of Art and Technology
Culture, Art and Technology Program, Sixth College, UCSD

Co-Author, Trans Desire / Affective Cyborgs, Atropos Press, http://is.gd/daO00
Artist/Researcher, UCSD School of Medicine
Artist/Theorist, bang.lab, http://bang.calit2.net

blog: http://transreal.org

gpg: http://is.gd/ebWx9
___
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre


Re: [-empyre-] Game Art as an art subculture?

2010-12-23 Thread Domenico Quaranta

Hi dears,

thank you very much for your feedback. It took some time to go through  
all the emails, but I did it.


I know that any discussion on what's art and what's not usually enters  
a dead end. I also know that the contemporary art world often works in  
a way that makes many people get away from there. One example that I  
know quite well comes from the video game collective Tale of Tales.  
Tale of Tales (http://tale-of-tales.com/) was founded some years ago  
by Auriea Harvey and Michaël Samyn as an indie game studio, and also  
as a way to escape the art world and confront themselves with a  
different audience. Both Michael and Auriea worked as artists and  
designers along the Nineties, playing different identites and rules.  
It would be easy to say that they stopped making art because they  
started making videogames, or because they started selling their works  
on Steam instead of on the art market. But it won't be true.


Gabriel wrote:

 Or its particular meaning and value arises from the fact that it is  
framed as art – and therefore deserves a critical consideration that  
these other  performances don’t (it is reviewed in certain websites,  
etc)?


I don't like the expression framed as art. I know it's difficult to  
say what art is, but I'm sure it doesn't depend on a frame. I don't  
think that the batman piece will become art if we frame it as art. The  
batman piece talks just one language: the language of online  
interaction and entertainment. No fun adds a new layer to that - it  
appropriates an online genre, but it mixes the online jargon with  
another jargon - the language of contemporary art. It doesn't want to  
entertain an audience, it wants to provide a veritable portrait of a  
community. It turns the double screen interface of chatroulette into a  
powerful image. It makes us think about us, about death, about fun and  
online relationships. This meta-level is something absent in the other  
pieces. It's, of course, full of references to art history (yes,  
velasquez!) and to video art and performance art history (Bruce  
Nauman, Chris Burden). And of course, it's made by people who consider  
themselves artists and it is framed as an art piece.
These things (ALL TOGETHER) made me think about this piece of online  
video as art. These things (ALL TOGETHER) made me consider Paul Davis'  
nintendo hacking as art, and other game hackings as something  
different. Only on this basis we can say that Tale of Tales' games are  
art in the sense a work of art is art, or that they are art in the  
sense a videogame is art.
The following step is social agreement: other people  talking the  
language of art have to accept it as an art work. And the last step is  
certification and attribution of economic value. Daniel wrote:


 And this strikes me as a major difference between games and much of  
what goes as art.  Games work.  They are utilitarian tools.  You can  
have a functioning game or a broken game and it is not merely a matter  
of taste or education or external validation.  Games either create the  
internal value structure in the player or they do not.  They are  
exactingly engineered to drive a particular emotion and we can sample  
a large enough population to determine if they are success or not in  
their stated functional purpose.  A functioning game has inherent  
value.  It does not need to be certified or discovered or framed.


I don't agree with this. Art works as well, and has an inherent value  
as well. It does not need to be certified or discovered or framed. But  
it does need it in order to survive in time, because this process,  
like it or not, is a premise to the process of preservation of a work  
of art. It is the way the contemporary art world keeps the meme alive  
in time. To buy an art piece is like to buy a videogame: the  
difference is that a videogame can rely on a stable industry and be  
distributed in thousands of copies, while a work of art relies on a  
little niche and is sold at an high price to one or a limited number  
of persons.


A last thought about something Paolo wrote (talking about alex  
galloway):


 He critiques the lack of interactivity in game art, and argues that  
interactivity is the essential quality that makes video games  
different from any other experience.


I'd just like to add to Paolo's criticism that game art might not be  
interactive, but it is the result of the best form of interaction at  
our disposal: the one that doesn't follow the rules for interaction of  
a given system, but invents new rules to interact with it.


Bests,
d

---

Domenico Quaranta

web. http://domenicoquaranta.com/
email. i...@domenicoquaranta.com
mob. +39 340 2392478
skype. dom_40







Il giorno 23/dic/10, alle ore 03:34, micha cárdenas ha scritto:


2010/12/22 Daniel Cook d...@spryfox.com:
strongly driven by economic processes.  What is the economic  
function of art
institutes in the creation of games and do we need 

Re: [-empyre-] Game Art as an art subculture?

2010-12-23 Thread Daniel Cook

 Hi Daniel,

 I think this is an astute observation about the commercialization of
 art, but I think there's a more complex process involved here. Would
 you agree that both art institutions and artists and game makers all
 rely on reputation building? Some of the strength of art institutions
 is just in the sheer capital they have to reach people through
 conventional advertising. It's just a myth, IMHO, that anyone can post
 a video on youtube and get it seen by millions of people without some
 minstream media coverage, except for in a few very rare cases which I
 would guess are about the odds of winning the lottery. So, even if you
 made a really great game, how many people are going to see it and how?


  micha


Mainstream press coverage seems to help, but it is surprisingly less
effective than one might imagine.  Even when they deliver the numbers, those
numbers don't always translate into engaged players.   If there is one term
that defines the modern media market it is 'fragmented'. :-)  There are many
different groups of people, all of whom have unique interests and
characteristics.  A good part of my day is figuring out how to create a game
that reaches into as many of these fragmented groups as possible.

It is certainly quite possible to reach millions of people without
mainstream press coverage.  A recent game of ours (Steambirds: Survival) was
played by 1.8 million people within a week of launch.  Publicity and press
related websites drove less than 1% of that traffic with the majority coming
from a rather vast array of portal sites.  In generally, I expect to reach a
few million people with each project (the biggest has reached 10 million,
but I think we can top that).  Average playtime ranges from about 25-45
minutes depending on the game.

What I find fascinating about this type of distribution is that reputation
in particular is not necessary.  Reputation is a quality signal.  Most sites
have built in quality signals in the form of user rating systems or owner
curation that are wash out early reputation.  Zynga, for all its current
reputation, went from zero to a population larger than most countries
without relying on reputation.  I work with smaller developers, many of whom
have never worked on a AAA title.  No one knows them...yet here they are
reaching millions.

At least in new markets, there is no ladder to climb.  You don't need to be
a tester and then a assistant producer and then a designer, sell a few
million copies and then 10 years later have your games written about by a
nostalgic critic who has a friend who is a CEO who at the last minute saves
your next project by greenlighting it.  Just go out and make a great game
that is cognizant of what is necessary to spread virally and train new users
up to the level of play required.

Now, it is certainly nice to have people outside the creative process give
kudos and say pleasant things.  But it is by no means necessary.

take care
Danc.
___
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre

Re: [-empyre-] Game Art as an art subculture?

2010-12-23 Thread Daniel Cook


 The following step is social agreement: other people  talking the language
 of art have to accept it as an art work. And the last step is certification
 and attribution of economic value. Daniel wrote:

  And this strikes me as a major difference between games and much of what
 goes as art.  Games work.  They are utilitarian tools.  You can have a
 functioning game or a broken game and it is not merely a matter of taste or
 education or external validation.  Games either create the internal value
 structure in the player or they do not.  They are exactingly engineered to
 drive a particular emotion and we can sample a large enough population to
 determine if they are success or not in their stated functional purpose.  A
 functioning game has inherent value.  It does not need to be certified or
 discovered or framed.

 I don't agree with this. Art works as well, and has an inherent value as
 well. It does not need to be certified or discovered or framed. But it does
 need it in order to survive in time, because this process, like it or not,
 is a premise to the process of preservation of a work of art. It is the way
 the contemporary art world keeps the meme alive in time. To buy an art piece
 is like to buy a videogame: the difference is that a videogame can rely on a
 stable industry and be distributed in thousands of copies, while a work of
 art relies on a little niche and is sold at an high price to one or a
 limited number of persons.


To continue a thought from the previous email and show a bit more of the
perspective I'm coming from here, let's imagine an experiment:

   - We place a painting on a thousand websites that target various
   communities.  Let's assume our population is a statistically balanced spread
   of humanity in the US.
   - Pick a work that isn't broadly known.  In general we want people to be
   ignorant of the baggage behind the image.   After all, we are testing
   inherent value, not the value of the organization and context placed around
   that image.  We want it to be naked.
   - People can look at the picture for as long as they desire.
   - Then they are asked to rate it.  Pick your own scale of meaning:  Joy,
   Delight, Life Changingness, etc.
   - After you get about 10,000 or so ratings, see how you did.

Now we'll do the same experiment with a game with the same scale and compare
the ratings.

The game, if it is made well, can cheat. It can be built for this very
scenario.  It prods the viewer to interact in a basic manner.  Just click
the button, it states.  And then that click evolves step by step into a
game.   You won't get everyone.  40% won't make it past the first action.
But the rest will. Games explain themselves.  They have inherent value
because every game is a tutorial about value structures within a system.  A
video game has the potential to be a meme that spreads itself.  If a
painting is a virus that requires the cellular structures to reproduce, a
video game is at the very least a bacteria that has all the pieces it needs
to go forth and prosper.

The painting, in order to cheat, devolves quite rapidly into the base world
of advertising and pornography.  Context is everything for the
painting...the best it can ever be on its own is a shallow trigger for
evoking existing value structures in the viewer.  A painting that awards the
user +10 points for viewing it is an ironic reference, not a system building
an internal value structure.  As you state, it requires the contemporary art
world to keep it alive.  More often than not, it requires the contemporary
art world to give it meaning.  If there is a game present at all, it is the
artifice of the museum with its tutorials, PvE events, Exhibit/Level flow
and memberships. :-)

I of course realize that not all works in modern art are paintings. :-)
 There are some delightful examples out there of art that prompts the viewer
on how they should interact with it, Yoko Ono's instruction paintings come
to mind.  In the best of these, you have the start of a game.  There is a
hint of a coherent system of working rules that resulted in a predicted
action occurring.  In short, it a functional system...which once again leads
us back to games, not art as it is typically imagined.

As a side note, I see game designers fundamentally as engineers.  Except the
technology we work with is that of human psychology.  Instead of
sporadically evoking 'universal truths' in a haphazard process of inspired
creation, we engineer emotional reactions into a reproducible system of
rules that operate on the underlying psychology of the human brain.  This is
a vast undertaking that will likely have a meaningful impact on how humanity
lives.  I often wonder if perhaps a more productive partnership would be not
the arts community but instead those who study economics, religion or
government.  Media is a tool of games, but I don't think you can call what
games are evolving into media any more than you can call Boy Scouts media.


Re: [-empyre-] Game Art as an art subculture?

2010-12-22 Thread Domenico Quaranta

Dear Adam,

thank you very much for your reply!


I do not know whether the Mattes were aware that they created a
collection of fictitious enactments of the media-created dangerous
video games fiction.


Actually, I didn't know about the angry german kid meme, but I'm  
pretty sure the Mattes did. Talking about their work, this just adds  
an extra layer to their work and makes it more interesting - at least  
to me. Talking about my post, this changes little as well. The fact  
that most of these videos are probably staged (and of course they are:  
even if they portray actual anger, turning on the camera lacks the  
spontaneity that anger usually implies) doesn't mean that we don't  
occasionally get angry with our computers, and that we didn't started  
considering it as part of our own body



Increasingly, we see the art world attempt to colonize the Internet
and gaming, imposing aesthetics and structure from the outside,
looking for potential stars. I would compare my own (with Jessica
Westbrook) curation of Youtube videos in 2007 for Famous on the
Internet at Chicago's Hyde Park Art Center
[http://www.atrowbri.com/swf/FamousInternet.swf] to the Guggenheim
Museum's recent YouTube Play: A Biennial of Creative Video
[http://www.youtube.com/play]. While we were attempting to take
samples from an emerging culture to share in another context,
highlighting the new phenomena of becoming famous on the Internet, the
Guggenheim offered Youtube video producers the opportunity to submit
to art world judges (Laurie Anderson, the band Animal Collective,
filmmaker Darren Aronofsky, graphic designer Stefan Sagmeister, and
artists Douglas Gordon and Takashi Murakami) so that they could pick
the winners. Predictably, the jury's selection became a set of
animations and experimental films that would be acceptable in any
city cinema festival. The genius of Youtube -- strange amateur
creations, joyful meme one-upmanship and bizarre real life documents
-- failed to make the art world's art list.


I completely agree with you. Actually, I just published a short  
article (unfortunately, Italian only) on Youtube Play, saying  
basically the same things: that the show completely missed the chance  
to portray online culture and its impact on art. I didn't know about  
your show, but I made a reference to IOCOSE's project Notube  
Contest (http://notubecontest.com/) as a far better take on the  
subject. Maybe Paolo can add some interesting thoughts here.


In a similar way, I question the concept of an art game culture that
does not begin by recognizing that video games were art before the
traditional art world began to sample various elements of video games.
I question why the modifier art is necessary in the phrase art
games, art mods, art machinima. The most popular and well known
machinama, Red vs. Blue [http://redvsblue.com/] does not require any
art modifier, it exists as biting parody as well as a
gaming-focused, populist Waiting for Godot.


I don't agree with you on this point. I know that words such as art  
games, art mods etc. may seem ambiguous, but they aren't if we  
digested the never ending debate about what is art and what's not.  
Photography is art. Cinema is art. Cooking is art. And videogames are  
art of course. But they are art according to their inner rules, that  
don't necessarily make them works of art for the so called  
contemporary art world.
On the other side, contemporary art is inherently multidisciplinar,  
and can be done with every medium, including cinema, photography,  
cooking and videogames. It has its own rules, however, and if you want  
your work to be accepted as contemporary art you have to follow  
these rules. That's why Henry Cartier-Bresson is a photographer (an  
artist according to the inner rules of his own medium) and Thomas  
Demand is an artist (a photographer who uses photography according  
to the rules of the contemporary art world). It's not a question of  
level (hi vs low), but of frameworks.
Red vs. Blue may be an interesting cultural artifact; it's art  
according to the system of values shared in its very specific art  
world (machinima, online video or whatever you'd like to call it); and  
it might even be recognized as art in other art worlds (ie, in the  
world of tv series); but it's not art in the sense shared in the  
contemporary art world, and, as you say below, it doesn't even want to  
be art in that sense.


You mentioned before the case of internet semiotics becoming a meme.  
This is very interesting: the video actually became a meme because it  
worked as a good representation of the hipster culture online  
communities are fighting against. 4channers completely identified  
contemporary art and hipster culture. I don't, but I got their  
point. Personally, I think that the memefication of internet semiotics  
is much more interesting than the actual work, a bad incarnation of  
the idea of art shared in the contemporary art world. But this 

Re: [-empyre-] Game Art as an art subculture?

2010-12-22 Thread Paolo Ruffino
Hi everyone,
sorry for the late reply -Xmas is a really slow time :)
there are quite a lot of things to say and comment, and is very
difficult to decide where to start from...

On 22 December 2010 11:14, Domenico Quaranta qrn...@yahoo.it wrote:
 Maybe Paolo can add some interesting thoughts here.


I'll start from this point where I was personally mentioned and then
try to go back 'in topic'.

The NoTube Contest is a contest for the most valueless video on
YouTube. The participants are asked to find and submit a video that
has no value. With 'no value' we mean that there should be no reasons
to produce, publish or watch this video. It is a contest about
searching, not producing. The point is to look at the YouTube database
and find out a video with no narrative, no keywords, no views, no
links. What is not supposed to be found, or be viewed, but is still
there. We, the artist group IOCOSE, select a shortlist of applicants,
and then ask to a jury of 'experts' to choose the final winner. In
2010 we had Bifo, Patrick Lichty and Konrad Becker.
http://www.iocose.org/projects/notube_contest_2010

I'm not going any further as it gets very close to self promotion and
seriously off topic! But there is a point of connection, I believe,
between this discussion about art projects based on YouTube and the
general discussion we are having on this list about video game
(sub)cultures.

The NoTube Contest and the YouTube Play at Guggenheim, and also
'Famous on the Internet' (great project, by the way!), are all
representing and looking at YouTube from a particular perspective.
They contribute to generate narratives for describing a website
(YouTube) and its users. In a similar way, the artistic projects we
discussed earlier are all generating and based on narratives
surrounding video games and video game culture. 'My Generation' by Eva
and Franco Mattes or the very similar 'Angry Gamers' by Nia Burks
(http://www.niaburks.com/video/11.html?iframe=truewidth=730height=500)
are based on the celebration and glorification of 'internet
celebrities'. In these cases we see an artistic presentation of a
series of videos which became famous for showing a private, intimate
fit of anger from video game players. We know that game players can
get very passionate about their games and their own performances, and
video games can be very frustrating. The videos, their popularity and
the art works in fact reinforce this belief about video games and
their players.

Also, many game hacks are based on the pleasure of showing the
breaking of a supposedly closed system. Paul B. Davis, for example,
has been working on hacking Nintendo cartridges. The image of a broken
Super Mario cartridge represents his work pretty well (the story is
that he couldn't fix the plastic box after his modification and part
of it had to be broken).
http://www.vbs.tv/en-it/watch/the-creators-project--2/meet-paul-b-davis/comments

In this picture there is a perfect synthesis of a dominant narrative
in the relation between players and video game software. A supposedly
closed system is physically opened and modified. The release of open
source engines has often been presented as a concession from a
hierarchically superior developer to the players, and also as a sort
of revolution in the relation between consumers and producers in the
video game industry. But it is also true that video games became a
commodity only after some time in their history, as the case of
Spacewar shows quite well. Spacewar, conceived at MIT in the '60s, was
never 'closed' and finished. It was an always open project, constantly
under development. It is only when the video game market officially
starts, with Magnavox's Odyssey, that the narrative of a closed system
is introduced (Odyssey was codenamed 'the brown box' by his inventor
Ralph Baer, and his personal documents highlight his very project: to
close video game software in a box in order to make it possible to
monetize it).

This historical reconstruction shows that video game culture is
organized around a series of narratives that describe the relation
between games and their players. Game Art, as well, comments on these
narratives and contributes to generate new ones. I kind of disagree
with Alex Galloway, in this regard, when he critiques 'countergaming'
(in 'Gaming. Essays on Algorithmic Culture. Minneapolis: University of
Minnesota, 2006'). He critiques the lack of interactivity in game art,
and argues that interactivity is the essential quality that makes
video games different from any other experience. A part from the
assumption that there is 'an essential quality' in video games (which
I don't like, for reasons I will maybe argue in a different email) but
he also kind of miss the point that game art is mostly a comment on
the video game culture as a whole, and not essentially on games. As
such the projects he describes, as well as the examples mentioned in
this debate, all provide an insight, they 'say something' about video
games, 

[-empyre-] Game Art as an art subculture?

2010-12-21 Thread Domenico Quaranta

Dear Empyrers,

I've been a lurker on this list for a long time, always reading  
interesting discussions. And I'm really happy to have been invited to  
contribute to one of them.
As an art critic, I've always been interested in the impact of new  
technologies on artistic production and dissemination. My interest in  
games comes from this broader approach. I've never been an hardcore  
gamer myself, and my interest in media studies and game studies is  
instrumental to my work as an art critic.


That said, I found the conversation up to now really useful, and I'd  
like to push it further submitting you some thoughts on so called  
Game Art. Let's start from an example.


My Generation (2010, available here: http://www.0100101110101101.org/home/mygeneration/index.html) 
 is one of the last works of the artists' duo Eva and Franco Mattes.  
The work is a crashed yet still working computer displayed on the  
floor, and featuring a video. The video is made of found footage of  
young people playing video-games – at least until they get so angry  
with the machine that they start crashing it. They do it in the same  
way in which we sometimes start hitting ourselves, or any part of our  
body (our head, our hand, our legs), when they don't seem to work  
properly. Looking at this video, a statement made by artist Miltos  
Manetas in 2004 comes to my mind. In the attempt to show that “copying  
from video-games is the art of our times”, Manetas starts claiming  
that a video-game character is a truly animated character, because it  
“is a combined creature: the cartoon plus the player. It’s the  
player’s energy what “powers” the puppet: if you don’t play with him,  
he falls asleep:” Mario”, is nobody else but you.” [Miltos Manetas,  
“Copying from Videogames is the art of our time”, 2004, online at http://www.manetas.com/txt/videogamesis.html 
.] Thus, the rage against the machine displayed in My Generation is,  
more properly, a rage against ourselves, and against our way to live  
into the game.


Both the Mattes and Manetas belong to a generation of artists who grew  
up playing videogames. They may or may not be hardcore gamers, but the  
fact is that their first encounter with a computer was probably due to  
a game. For the current generation of digital natives, the situation  
is different: their media experience is much more complex from the  
beginning, including mobile phones, tablets, home computers along with  
consoles; furthermore, for them gaming is embedded in almost any media  
experience. On the contrary, for the generation that grew up along the  
seventies, the computer was, first of all, a gaming platform: the  
arcade they played in public spaces, the C64 they played at their  
friend's home, the Gameboy they played on the bus. For most of them,  
the computer as a working environment or as a source of information  
came later.


The impact of this common background on the art field has never been  
studied in deep. If we look back at the first generation that grew up  
with television – first introduced in the US along Thirties and  
Forties – we may see this impact working on a double level. At a first  
level, artists rewrote the relationship between avantgarde and kitsch,  
and between art and mass culture, putting into question the way this  
relationship was previously discussed by critics such as Clement  
Greenberg [Clement Greenberg, “Avantgarde and Kitsch”, Partisan  
Review, 1939. Available online at http://www.sharecom.ca/greenberg/kitsch.html 
.]. Pop Art was born. At a second level, the experience of television  
had an even deeper and broader impact, ferrying art, as Rosalind  
Krauss noticed, to the post-medium condition: “In the age of  
television, we live in a post-medium condition”. [Rosalind Krauss, A  
Voyage on the North Sea: Art in the Age of the Post-Medium Condition,  
London, Tames  Hudson 2000, p. 31.]


My question is: can we claim a similar, double-layered impact when we  
speak of the relationship between video-games and art?


This question may seem quite out of topic in this debate. So, it may  
be useful if I explain shortly why I'm asking it in this context. The  
fact is that, since artists started – at the beginning of the Nineties  
– to show some kind of interest to this relationship, their work has  
always been described in terms of “subculture”. Let's take, for  
instance, the broader term “Game Art”. When artists and theorists  
started using it, in the Mid-Nineties, they did it to bring attention  
to an interesting phenomenon: that video-games where something you  
should know when talking about contemporary art. That was happening  
not only because many artists were starting introducing references to  
video-games in their work, for example painting, as Manetas did, video- 
game characters or appropriating game footage in their video works;  
but also because some artists were starting using it as an art medium,  
for example