By Simon Carless

The Art History… Of Games? Games As Art May Be A Lost Cause

[Finishing up our Art History of Games coverage - here's Part 1 and Part 2 -- and this one has the ever-controversial Tale Of Tales guys kicking off a ruckus, as well as Celia Pearce weaving some absurdist art references into a look at art and games.]

At the Art History of Games conference, Tale of Tales, the indie studio behind The Path, argues that "games are not art," and "largely a waste of time." Meanwhile, one professor examines where art and play have collided.

Tale of Tales: Games "Not Art," Largely A "Waste Of Time"

Tales of Tales has never been shy about making bold statements. At The Art History of Games conference in Atlanta, GA last week, Michael Samyn and Auriea Harvey, who also worked on The Path, which many pigeon hole as an "art game," laid out their case for why video games are not and never will be art, and why games are never going to evolve.

"One thing need to be said first, we're not trying to not fit in on purpose," said Samyn. Instead, he maintained that they had tried to carve out a place for Tale of Tales in the game industry but room was never made for them. Samyn and Harvey listed the problems they have with games. Games, according to Tale of Tales, were not beautiful enough, or immersive enough, or welcoming enough for a large audience.

Harvey announced, "some of the members of the audience are confused," as he displayed a presentation slide that boldly said: GAMES ARE NOT ART. Samyn then argued that play was driven by a biological need, and that over time play had been turned into games. On the other hand, art was not created out of a physical need but in a search for higher purposes.

Unfortunately, according to Harvey, art is dead. After the rise of Modernism art has been co-opted by capitalism and restrictive forms of government. The speakers maintained that the real artists were no longer working in the art world, but instead were experimenting in the less explored corners of the internet.

Samyn then dug in further, intoning, "Beside a few noble attempts, video games are overwhelmingly a waste of time." Video games have stopped evolving, Samyn continued, and the reason that games could not get their act together was that they lacked guidance. Those that controlled the game industry weren't interested in changing, they were too comfortable with the way things were.

However, they said, old media that featured one-way communication was not enough. Computers offered the way forward for art, but at this point it is being held hostage by the video game industry. The speakers then switched from addressed to audience to a tone that implied that they were talking beyond the room.

Samyn announced that they, Tales of Tales, could not be stopped. They would continue to take games and rip out their "stupid rules" and goals. He promised that after eviscerating games they would breathe new life into the carcass, creating something new.

"Our time has come." Samyn said.

Harvey responded: "Make love, not games."

The two creators also announced that they were starting a project to organize all the people all over the world that were creating what they called "not games." The movement would be maintained on a series of blogs and forums, featuring conversations, screenshots of projects, as well as festivals with particular rules to guide the production of these new, 'not games'.

Tale of Tales' work to date includes The Path, the unreleased project 8, its first "anti-game" Endless Forest, Fatale, and its first iPhone project, the in-development Vanitas, commissioned by The Art History of Games conference.

When Art And Games Collide

While the subject of art and games has a lot of discussion that surrounds it, often it's without doing the hard legwork of actually compiling a list of the different instances in which the two worlds have collided. At the Art History of Games conference, professor Celia Pearce attempted to do just that, giving a long and thorough survey of participatory and game art from the beginning of the 20th century to the present day.

Appearing in several lectures beforehand, Pearce clarified the connection between the famous artist, Marcel Duchamp, and games. Famously obsessed with chess, the French artist also made art as if it was a game, often playing with constraints, such as doing on entire painting while cross-eyed. Pointing to Duchamp's readymades -- already-manufactured pieces that simply bore Duchamp's signature, including a bicycle wheel and even a urinal -- Pearce pointed out that "the procedurality of the readymades was more important than their status as objects."

Touching on the Fluxus movement, Pearce talked about the composer John Cage, who would often give himself rulesets for how to perform his different pieces, even going to the extent of physically modifying the pianos he would play. A friend and collaborator of John Cage was David Tudor, who would build musical instruments out of electronic devices that were never meant to produce music.

"This is playful art," Pearce pointed out, "not necessary games, but structured play."

Pearce touched on more modern perspective in game design, such as the New Games Movement, which created outdoor games that were not directly competitive. She connected this to the work of Frank Lantz, the co-founder of the game studio area/code, who created games such as Pac Manhattan, in which familiar video games and types of games were scaled up to the point where they became something like performance art pieces.

Parallel to the New Game Movement and Lantz's Big Games is the beginning of video game art, such as the game Alien Garden, which was designed by Bernie DeKoven and programmed by Jaron Lanier. Mods and hacks also played a huge role in early video game art. One of the first exhibitions of game art was actually an online show called "Cracking the Maze" which featured, among other pieces, the modification of different games to add female characters.

Interestingly, Pearce said, at the same time Counter-Strike, a mod of Half Life that is not considered game art, was showing the mods could actually be more popular than the games they were modifying. The two perspectives on moding collided however with the game art piece "Velvet Strike", which allowed the player's gun to fire graffiti all over the walls during a Counter-Strike match.

Pearce finished by pointing the audience towards latest wave of game art, such as Mary Flanagan's piece Giant Joystick. A recreation of an Atari joystick scaled up to 8 ft. 9-11 Survivor is a game that lets the player explore the terrible choices of a person trapped in one of the damaged Twin Towers.

Finally, Pearce pointed to the recent and strong overlap between the art games and indie games. Works like Unfinished Swan, Gravitation, Moon Stories, and The Path, are all the inheritors of a long tradition of both art and games. This meeting of the art game movement and the indie game movement is important in bringing art games to more eyes and finding more possibilities to explore in indie games.

[Charles J Pratt is a freelance game designer and a researcher at NYU's new Game Center.]

By Simon Carless

2010 IGF Nuovo Jury Releases Finalists Statement

Alongside the announcement of 2010 Independent Games Festival finalists, the IGF Nuovo Award jury has revealed its finalists for the $2,500 award, which is intended to "honor abstract, shortform, and unconventional game development which advances the medium and the way we think about games."

The Award, which was won (when called the Innovation/Nuovo Award) by Jason Rohrer's acclaimed abstract multiplayer title Between in 2009, allows more esoteric 'art games' to compete on their own terms alongside longer-form indie titles. For the 2010 Independent Games Festival, the IGF Main Competition judges, numbering over 160 in total, recommended games entered into the IGF Main Competition this year to be considered for this award.

But a separate panel of notable game and art world figures -- spanning previous IGF winner Rohrer, Area/Code's Frank Lantz, N+ co-creator Mare Sheppard, EA division head and art-game creator Rod Humble, and more, have decided the finalists (and will decide the winner) for the Nuovo Award in discussion-based, juried form -- mirroring similar, artistically important awards in other industries. All five Nuovo finalists will exhibit their games at GDC 2010 in San Francisco in the IGF Pavilion, and a Nuovo Award winner will be revealed at the IGF Awards Ceremony on the evening of March 11th, 2010.

The Nuovo Jury's finalist statement discussing and justifying their picks - also adding a number of 'honorable mentions' for games that were just outside the finalist selection, but had fascinating characteristics - reads as follows:

"To start, we wanted to thank everyone who submitted their games to the Independent Games Festival this year. All of you were in consideration for this award, and there were over one hundred games recommended to the Nuovo Jury by the Main Competition judges as being potentially worthy to be a Nuovo finalist. This shows the breadth of talent out there in independent games right now, and especially those looking to push the boundaries and produce new ideas and new concepts.

The Nuovo Jury has selected games that deliver two kinds of 'newness': Firstly, does the game have a new game design mechanic, element, or idea that makes they jury think: 'Wow, I really haven't seen that done before in this way'. Secondly, does the game make the jury feel something new -- something that a game rarely or never has, emotionally or otherwise?

With this in mind, we discussed the games that were most-recommended by Main Competition judges, as well as putting forward our own picks from IGF entrants. We have decided (via jury voting) on the following finalists for the 2010 IGF Nuovo Award, each of which will receive all-access GDC 2010 tickets and the opportunity to exhibit their game in the IGF Pavilion there:

Finalists

- Today I Die (Daniel Benmergui)
The jury was struck by the evocative game mechanics of of discovery and exploration in Daniel's experimental Flash game Today I Die. The game uses words and poetry as a gameplay mechanic in striking, emotion-inducing ways, and while short in length, leaves a lasting impression.

- A Slow Year (Ian Bogost)
This newly coded set of mini-game experiences -- made for the distinctly retro Atari 2600 console -- consists of "slow-moving meditations on time and attention". And A Slow Year made it to its Nuovo finalist position due to its charmingly retro art and thoughtful, deliberate, determined gameplay, which a number of jurors found relaxing and genuinely evocative.

- Tuning (Cactus)
The jury found praise for Cactus' platform game thanks to its bold style and its "uncompromising exploration" of almost psychedelic abstraction. Although the title can be frustrating as times, one juror noted that "you have to see the visual distortions and transformations as gameplay", and under that lens, the game seems even more charming.

- Closure (Closure Team)
Tremendously evocative in its audio and visuals, and with some genuinely new gameplay concepts that come with the complete absence (or presence) of light, Closure was praised by the Nuovo jury for twinning robust gameplay with rarefied atmosphere and a fully realized game world.

- Enviro-Bear 2000 (Justin Smith)
Enviro-Bear 2000 blossomed from its 'constrained competition' origins to a Nuovo finalist, thanks to two things that struck the jury. Of course, the first is the joyfully off the wall, grin-inducing concept and art direction. But the second is the genuinely novel gameplay idea of having a 'time management' approach to limited player controls (steer or eat fish or attack badger?).

Honorable Mentions

There were a number of titles that were recommended or advocated for by judges and received multiple votes in our final tally, but did not make the Finalist list due to insufficient votes. Nonetheless, we're happy to mention and recommend these titles as Nuovo 'honorable mentions', that those interested in alternative independent games should certainly check out:

- Hazard: The Journey Of Life - a genuinely interesting philosophy-based abstract first-person action game mod.
- Trauma - an atmospheric photo-based evolution of the adventure game with gestural elements.
- Fig. 8 - in which you ride a bike through technical diagrams, with clever wheel-based gameplay elements.
- Lose/Lose - as you destroy aliens, you destroy files on your hard drive. Controversial, but still thought-provoking?
- Flywrench - extremely tricky, rewarding vector-ish art game with a cunning central gameplay mechanic.
- Art Of Crime - a semi-procedural detection game with an interesting, alternative illustrative style.

Thanks,
Clint Hocking, Eric Zimmerman, Eddo Stern, Frank Lantz, Rod Humble, Jason Rohrer, Carl Goodman, Marcin Ramocki, Mare Sheppard, Jesper Juul, Simon Carless.
[IGF 2010 Nuovo jury]."

By IndieGames.com - The Weblog

2010 IGF Nuovo Jury Releases Finalists Statement

Alongside the announcement of 2010 Independent Games Festival finalists, the IGF Nuovo Award jury has revealed its finalists for the $2,500 award, which is intended to "honor abstract, shortform, and unconventional game development which advances the medium and the way we think about games."

The Award, which was won (when called the Innovation/Nuovo Award) by Jason Rohrer's acclaimed abstract multiplayer title Between in 2009, allows more esoteric 'art games' to compete on their own terms alongside longer-form indie titles. For the 2010 Independent Games Festival, the IGF Main Competition judges, numbering over 160 in total, recommended games entered into the IGF Main Competition this year to be considered for this award.

But a separate panel of notable game and art world figures -- spanning previous IGF winner Rohrer, Area/Code's Frank Lantz, N+ co-creator Mare Sheppard, EA division head and art-game creator Rod Humble, and more, have decided the finalists (and will decide the winner) for the Nuovo Award in discussion-based, juried form -- mirroring similar, artistically important awards in other industries. All five Nuovo finalists will exhibit their games at GDC 2010 in San Francisco in the IGF Pavilion, and a Nuovo Award winner will be revealed at the IGF Awards Ceremony on the evening of March 11th, 2010.

The Nuovo Jury's finalist statement discussing and justifying their picks - also adding a number of 'honorable mentions' for games that were just outside the finalist selection, but had fascinating characteristics - reads as follows: Continue reading

By IndieGames.com - The Weblog

2010 IGF Announces Jury For Nuovo Award

[We're trying to do something different with the Nuovo Award at the Independent Games Festival this year, and here's info on the jury which is even now discussing what's new and different among IGF entrants.]

Organizers of the 2010 Independent Games Festival have revealed jurors for the $2,500 Nuovo Award, which is intended to honor abstract, shortform, and unconventional game development which "advances the medium and the way we think about games."

The IGF's Nuovo Award, which was won (when called the Innovation/Nuovo Award) by Jason Rohrer's acclaimed abstract multiplayer title Between in 2009, allows more esoteric 'art games' to compete on their own terms alongside longer-form indie titles.

For the 2010 Independent Games Festival, the IGF Main Competition judges, numbering over 160 in total, will recommend games entered into the IGF Main Competition this year to be considered for this award.

But a separate panel of notable game and art world figures will decide the finalists and winner for the Nuovo Award in juried form, mirroring similar, artistically important awards in other industries.

Organizers have now announced the full jury for the award, which will be given out during the Independent Games Festival Awards on the evening of Thursday, March 11th, 2010 during Game Developers Conference 2010.

It consists of the following notable individuals: Continue reading

By Simon Carless

Auto Paint And Glitter: Amano’s Deva Loka Exhibit

Last month, renown artist Yoshitaka Amano (Final Fantasy series, Vampire Hunter D) made his only appearance in the U.S. this year at New People's Superfrog Gallery in San Francisco for a panel discussion and autograph session.

He was there to promote the opening of a new exhibit featuring his latest art, pieces coated with auto paint and metallic glitter. Titled Deva Loka, the collection is presented as "an ode to [Amano's] childhood love for American comics and automobiles". Many of the paintings and sculptures recall the artist's years working at Japanese animation house Tatsunoko Productions.

"Between the late 60s and 70s, during my early years in the art world, I was greatly influenced by American comic books and pop culture," says Amano. "If you have seen my series of Gatcha-man, Time Bokan, and Yatter-man, you would be able to recognize this immediately. Also from Japan, starting with the traditional animal caricatures, original Japanese culture has uniquely influenced today’s Anime and manga. I feel that my current work is nurtured by both of these key elements."

He adds, "This exhibition at Superfrog Gallery brings me back to the U.S. after a long period of being away. I would like to show my gratitude for the inspiration America has given me through each of my work. With the theme of Deva Loka, the ancient Indian land of God, all of my concepts and influences have come together, centered within one place. I hope everyone enjoys my show."

You can see many of his pieces from the Deva Loka show, which runs through October 18th, below:

[Photos via New People, Patrick Macias, Eric Johnson]

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