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  Culture Clash: How Video Games Are Crashing the Museum Party
by Michael Thomsen [Business/Marketing]
7 comments Share on Twitter Share on Facebook RSS
 
 
May 22, 2012 Article Start Page 1 of 3 Next
 

One of the ironies of winning an argument is that it leads to an even greater number of questions. The National Endowment for the Arts sided with the righteous in agreeing to consider video game projects for funding. It's true, we've won. Games are art. Now what do we do with them?

If games are art, does it make sense to present them in a museum? And if so, how exactly?



The most basic function of a museum has been to preserve things -- be it history, culture, art, or things that combine all three. With video games, this simple task can become massively challenging in a number of unique ways.

"It can be very complicated, because the original medium or hardware are no longer accessible or in the case of more modern games there might have been numerous revisions or patches, or in the case of online games the fact that the game really existed on a server somewhere," said Henry Lowood, curator for History of Science and Technology Collections at Stanford, one of the world's biggest video game archives.

"The main problem we've had so far is because of formats -- the media on which the game exists. Almost every solution we're talking about nowadays involves extracting the content from that medium -- so it would be like the installation package that was on the disc, or cassette tapes or cartridges -- and moving it onto another medium that we can store on a long-term basis."

Lowood and his staff seek out old cartridges, floppy disks, compact discs, tape-based games and attempt to extract the data exactly as it was recorded. It's then transferred to a storage server for posterity. "To do that work of the data extraction we have a forensic workstation -- to my knowledge it's one of only three in the world that are used in research libraries," Lowood said. "There are two libraries in the US -- Emory and Stanford -- that have forensic workstations. So we do the whole business with write blocking to make sure that nothing is changed."

In cases where games are damaged or data has been corrupted, Lowood and his team will sometimes hire data recovery specialists to see if they can salvage things. In other cases, there may be a need to simply recreate data from scratch.

"The strategy of 'recreation' has been developed most strongly in the area of new media art and digital art with museums," Lowood said. "There have been installations in the past that were set up and you can't really install things in the way they were in the past. It's impossible. Let's say someone did something in 1989 that involved drawing data from a stock market feed. You're not going to be able to do the same stuff that they did. The technology is different, the stock data is different."

"So there's a group that's been working on new media art that's developed an approach to that. They use a questionnaire with the artist to learn what the artist's intentions were, what kind of equipment they used. They basically put together a package so that in the future somebody could recreate that exhibit. What you preserve is more about information about the artist's intentions, photographs of what it looked like, or video."

If the idea of preserving video games as cultural and historical artifacts is uncontroversial, the question of whether or not video games should be treated as museum-worthy works of art is less straightforward.

I asked Frank Lantz, Zynga New York creative director and Interactive Telecommunications professor at NYU's Tisch School, if Doom belongs in a museum. He compared it to heavy metal. In the same way that bands like Black Sabbath intended their works to live in the world of everyday people, to place them in a museum would be "silly," a curator co-opting the intent of the artist. In the same way, most video game developers have intended their works to be enjoyed in the living room or the arcade, and not the white cube of the museum.

But even so, there is a real history of games and digital interactions that intended to be art. In 1966 Robert Rauschenberg combined digital art, music, and physical gameplay in "Open Score." The interactive artwork was a kind of tennis game meant to be played in a dark room. The only light was to come from the racquets held by each player and the balls they'd hit back and forth. Every time a player hit a ball a musical note would be emitted over a sound system and so the traditional form of two people competing was transformed into an abstract collaboration of color and sound.

 
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Comments

William Leu
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"I asked Frank Lantz,..., if Doom belongs in a museum. He compared it to heavy metal. In the same way that bands like Black Sabbath intended their works to live in the world of everyday people, to place them in a museum would be "silly," a curator co-opting the intent of the artist. In the same way, most video game developers have intended their works to be enjoyed in the living room or the arcade, and not the white cube of the museum."

I would argue that very few historical things in a museum were "intended" to be in a museum upon creation. It seems like that's warping the question and ignoring/deferring it.

Vin St John
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I think it's just conflating "art galleries" with "museums." Paintings seem perfectly at home in both because you peruse a museum the same way you peruse an art gallery. You don't experience most video games the same way you experience a painting, so even a game explicitly created for the sake of being an "art game" wouldn't necessarily be a perfect fit for a museum.

But that doesn't mean that they shouldn't try to make it work! I can imagine having a lot of fun in a video game museum and I think the history is something worth preserving.

Kelvin Bonilla
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I agree with a mentality shift.
Games by nature are abstract things. There's no item called a game. There's a ball you can play a game with, and there's a data disk that has content which you can play a game with, but none of these things are the game itself.

The closest thing to a museum standard nowadays would be displaying hardware, which fits nicely in the current museum scheme. When it comes to video games, which is software, I think we have yet to evolve in this space...

There are many first steps we can take, all of which are nowhere near what we're looking for, but I think we need to take that first step even if the next one is completely arbitrarily related to the former.

My idea of the first step would just be to display gameplay footage along with the hardware display being the container of said game. Not where we want to be, but again... The first step.

Greg Lastowka
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Was just thinking about this over at Terra Nova. Lots to ponder.

http://terranova.blogs.com/terra_nova/2012/05/smithsonian-art-of-video-games.htm
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Andy Lundell
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This article is interesting, but I wonder if it doesn't contain a basic misconception of what people get out of museums.

While I'm sure it's worthwhile for a Museum's closed archives to have every bit of content related to a historic game like WoW or Everquest, there's really no need for them to recreate the entire experience for museum-goers.

No one is going to sit at a museum, (in real space, or virtually from home) and play WoW for the days or weeks it takes to get a true understanding of the social space you're worried about losing.

What a museum-goer would want to do is log in, and have a five minute experience that best encapsulates the overall experience. This could be accomplished by using the real historic client-software, but using a modified server that let's people jump into already-established characters and play, perhaps, a single raid. In such a limited scope the social aspect could be emulated with a combination of interacting with other museum-goers, clever AIs, and a couple of museum interns playing the parts of the other players.

This is pretty consistent with how interactive museum experiences operate now. If I go to historic Plymouth Plantation, I can go talk to the blacksmith and watch him work. I don't get to see every last thing the blacksmith does for the community. I watch him make ONE of whatever he's doing today, and then I move on to the next exhibit.

Helen Stuckey
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Videogames create lots of challenges for museums and galleries which have traditionally been object focused and based on a singular sense of authority. Videogames are also profoundly changing our understanding of what art is - creating a new paradigm shift such as those that occurred with the arrival of photography and film. They are the seminal native digital art form of the networked era. The museum and the galleries need to understand videogames is also in part about their need to understand their own future and remain culturally relevant in the digital age.

Roger Klado
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Curated films that I have experienced as a success have simply presented films in the proper context with a minimal discussion before and after so as not to ruin the experience of a film carried with the added excitement of a theatre audience's hysteria.
I am not sure but I can't remember any museum that does not have an auditorium that could not handle a cinematic exhibition?
except maybe the Gugenheim. I am willing to be that the original shape now has an adjoining supporting structure?

If anything...
u would think digital projection and preservation has reached maturity just in time to save alot of cinema and videogame source?
( every curated film I have been to in the 80's and 90's suffered horribly! )
with all the ROM projects out there I find it hard to believe that the video game experience represents the same tragic loss like that portrayed in "HUGO".

I do not think a strict coin-op Arcade experience is needed for preservation sake the same way celluloid should be traded-in for Digital Projection.
As long as the fidelity of those lost Melies films still had the original fidelity ( or better! ) than the curator has served their purpose.

Hopefully, videogames are not actually the final and only development that evolves out of the immersive realtime digital experience. In which case, I imagine the majority worth saving will be in the future. And therefore safe?

( unless 300 years from now a curator tries to open a rare copy of Diablo III only to discover it is truly lost forever cause it needs some esoteric online connection that no longer exists to run )

I assume that virtual will not seem as tacky as the first immature steps and the language of a new art is still in it "Edison/Muybridge" stage of development. It would be a shame if other experience's are not explored in addition to gameplay ( although that is not a popular opinion )The same way representing illustration as a "graphic novel" will always be handicapped with the assumption of a "comic" book. And "animation" is still sometimes considered reduced... as a "cartoon". Already, there have been narrative beautiful advances past the original sin of the quicktime event whose interactivity carries the experience of "story" in realtime without any stereotypical gameplay mechanics needed as an replacement crutch for interaction. Even without classic narratives a game like Esther is beginning to proove that added fidelity
( that the current trendyness of li fi seems to be rallying against as production costs rise ) that narrative is simply experienced by freely going through a sensitively rendered environment where immersion actually paints the final story better than multiplayer diversions and button mashing masturbation.

If we are actually just starting, the best thing curators could probably do is document the present.
I am surprised how little is known by the upcoming crop of artists for instance who are extremly talented with the benefit of mature practices and at the same time very insecure and whimpy at their blind acceptance of current methods and rules. Where most of the battles, theories, and practices were far from written in stone as they evolved and depending how badly you suffered in your CG field represented hard fought battles against miserable practices.

In the search for old videogame digital preservation I sure would appreciate another chance behind a Magnavox Odessey 2
( fancy! it actually had a keyboard )
And I have a horrible fear that all the Gotlieb Reactor coin-ops have been scraped! :(
sure wish I had a flac/mp3 of the Reactor guitar riff audio theme
( not to mention High Score in 3 states )

As far as bringing in exhibition dollars...I am willing to bet a prestigious institution like MOMA, the National Gallery or the Louvre could handle pretty awesome LAN parties.


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