Tilman Baumg=E4rtel on Mon, 27 Oct 2003 19:34:31 +0100 (CET) |
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<nettime> Games-Modifications by artists |
Hi! The following was written for the catalogue of the exhibition "Games: Computerspiele von KünstlerInnen" (Games: Computergames by artists), that is currently on display in Dortmund, Germany (URL: http://www.hartware-projekte.de/programm/inhalt/games.htm). The piece is an attempt to asses the significance of art works that take computer games as a subject, and looks for historic precedessors. Yours, Tilman Games-Modifications by artists Tilman Baumgärtel The spare parts store of the disused "Phoenix West" blast furnace plant in Dortmund stands on the abandoned works premises like an impressive monument to the industrial revolution. hARTware medien kunst verein will be holding exhibitions on this site in the years to come. Hardly any other place could present a more interesting contrast to the subject of our "Games" exhibition. For while the vast warehouse is reminiscent of times when gainful employment took place in factories on gigantic machinery for which the spare parts were stored here, today's workplace is more often than not just a computer with an Internet connection. Unlike the mechanical devices of the industrial age, the computer allows its users to directly access, modify and rework its inner functions. The works on show at our exhibition all take advantage of the possibility of direct, cultural intervention into the digital technologies that characterise our present day. Another contrast to the work-centred location is the object chosen by the artists for this intervention: computer games. The "games" that give the exhibition its title may be regarded as prototypes of the post-industrial period. They were testing out the new possibilities of "digital capitalism" long before artists (just like companies, politicians and the rest of society) discovered these possibilities for their own purposes. Computer game developers can also lay claim to a pioneering role as regards interface design and digital design. The "Games" exhibition provides a synopsis of artistic works from the last five years that focused on the complex subject of computer games, viewing them both in terms of formal aesthetics and media but also as a social phenomenon. The artists who made computer games the object or indeed part of their work have thus entered a subject area whose significance is still underestimated. The turnover achieved with computer games has long surpassed that of the music and film industry, and computer gaming has long ceased to be a teenage domain. In Germany, however, the computer game debate is still restricted almost exclusively to the question as to whether computer games make children and young people violent. Our exhibition cannot counter such prejudices. What it attempts to show is that computer games are more complex, multi-layered media than a knee-jerk condemnation as "shooters" would care to admit. Anyone who takes an open-minded look at computer games will quickly discover a number of artistic and social aspects worthy of closer scrutiny. For many people, games are the first contact with computers; many of those who grew up with computer games later made computers and programming their profession or at least became accustomed to the computer as a medium through games. Computer games are still one of the most important motors for the ongoing development of computers, with processors becoming ever faster and more powerful. Computer games have also been the centre of gravity for vast subcultures playing against each other through the Internet or at LAN parties, internal network gatherings at which hundreds of players log in to the same game. This is no meet-up of lethargic, isolated couch potatoes, as common prejudice would have it, but rather of enthusiasts putting together high-tech events on a voluntary basis and with great team spirit. Because many games allow users to invent new levels i.e. self-made digital environments including characters a fascinating scene of hobby producers and designers has also evolved around computer games. But computer games are equally interesting from the artistic viewpoint. Not only do they following the technical evolution of the computer illustrate various degrees of abstraction, from the almost non-representational early classics such as "Breakout" or "Tempest", to the virtual photorealism of today's arcade games. The notorious "shoot-em-up games", above all "first-person shooters", also and particularly have to do with representing perspective and three-dimensionality questions that already preoccupied the inventors of Renaissance perspective. Today, architects also use the game engines of games such as "Unreal" or "Doom" as powerful CAD programs to add the illusion of three-dimensional reality to their designs. The software of these games has even been used to "shoot" short animation films. And if you look open-mindedly at a game like the computer car race "Gran Turismo" (which involves driving such tracks as the Monaco Ring or Downtown Manhattan), it may occur to you to view this game as a form of activated landscape. With their combination of performance and moving images, sound and music with interaction, they are also a contemporary form of the "dream of the total art work" that unites images and music, architecture and narrative, acting and choreography. Not for nothing are groups of specialists involved in the production of many of today's games, groups that can even assume the size of whole film crews. By dint of their interactive operation, computer games also meet a number of demands that have often been made on contemporary art ever since happenings, and which have become particularly topical in connection with current media art: they involve the viewer in the creation of the work and allow him to examine the work in a very direct way that may even go as far as independent further development. In terms of the way in which they are marketed, they resemble multiples from the nineteen-sixties. Similar to these serial objects, computer games allow you to take part relatively inexpensively in advanced (pop) culture production. Hence, it is no coincidence that some (media) artists have begun working with computer games in recent years. The possibility of making modifications to computer games ("mods" for short) has inspired them to create their own versions of games that, in some cases, take the premises of the games further and think them through to their logical conclusion and, in others, explicitly contradict them. As such they differ from mods created by fans, as these generally make do with redecorating the existing game structures. But there have also been totally independent art games that would not have been possible on the basis of existing games. A similar approach can be observed behind direct manipulations of gaming hardware that turn game consoles into autonomous image-generating machines. While these works were born of an exploration of the computer as a medium for making culture in the tradition of net art and software works from the latter half of the nineteen-nineties, artists hailing from more traditional fields of art such as painting or installation have also focused on computer games. It was particularly important for us to incorporate such works into the exhibition as well as they very often emphasise aspects of computer games that are not perceived by works that are games themselves. In a way, artist-made computer games follow on from works of twentieth-century visual art that were also concerned with games. Remember Öyvind Fahlström's "The Little General" pinball machine or Niki de Saint Phalle's shooting pictures. But to the extent documented in the "Games" exhibition, modernist artists have not been concerned with this key aspect of our life in the past. At the same time, in his famous essay "Homo Ludens" the Dutch historian Johan Huizinga convincingly expounded that playing was the origin of all human culture, and hence of visual art. Ironically, games had to achieve the high level of technology of current-day computer games in order for artists to wish to explore this so intimately related sphere. # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net