Video games that garner respect internationally cause the viewer/participant to experience beauty, thought, action, and consequence of actions; not just hand eye coordination skills. A great example of this kind of art is The Legend of Zelda series. This franchise is considered the greatest of all time. The Legend of Zelda series embodies the journey being the point of experience. Completely novel for the 1986 composed of Dig-Dug's and Pac-Mans. Zelda gives you no direction. There is an objective and you must gain knowledge through involvement within that world. Through social interactions with other characters in this world you can achieve the objective presented, save the girl.
Nick Montfort 2 in an Arthouse Games interview explains, "There is a difference between art that exists mainly to pass the time or to amuse and that which is transformative, which helps us to understand new things about the ways we see, or about the language we use to communicate, or about the nature of the world and our relationship to it. But there's no simple test for telling one from another. By itself, being a blockbuster doesn't make a movie just entertainment, and being in an art gallery doesn't make something profound or beautiful. You can't even find out whether something is art (in the transformative sense) by interrogating the artist. You have to see if it transforms you." Zelda is called one of the greatest video games ever made because of the transformation it has caused people who have experienced it. The Legend of Zelda’s downfall as with all other videogames of this period is that it was sold as a commodity and you must purchase it to play it. You do not have to purchase art to experience it. Big difference. Thanks to artists inventing video games and opening their source of media to the world for free, we can now call video games art with no heavy burden on our consciences.
As a young medium, (not even the age of 50 yet) artists have only recently begun to stretch outwards and explore the capabilities within the videogame medium to make art. By hacking into the microchips of 8-bit Nintendo games Cory Arcangel in Mario Clouds has removed all characters and landscapes in the game Mario Brothers. He allows only clouds with smiley faces slowly drift by, as if you were in a park bench looking up at a digital sky. This work has altered the perception of how the medium can be pushed and in using the “obsolete game systems, the raw materials of many of his works, as a historical approach to human game culture and particularly video game culture.” 4 The Blip Festival events that are yearly at Eyebeam Gallery are another example of this circuit bending getting the full attention of Chelsea.
This being the surface, as one dives deeper into the Arthouse Video Game subculture, it get's better. There is an opus of work that has depth, empathy, and that can give incite into the human existence. A man named Jason Rohrer has done just that with a game he calls Passages. The games characters purpose is to merely exist. To walk around, get older, and potentially find another person to walk with. When the player finds their mate “you must travel together, and you are not as agile as you were when you were single” 5 The two are adjoined and the passages to walk through become limited. “Passages “ also having a double meaning for the passages of time. The game serves to remind people of their own mortality. When your mate dies “your grief will slow you down considerably” 5 huddled over awaiting the grave.
Further down the rabbit hole of video gaming one finds Stars Over Half Moon Bay as an introspective new work by Rod Humble that can be summed up as the journey inward to ask questions about how the human mind can make connections, as the ancients had laying patterns in the sky. This game touches upon simply the awe of looking up and gazing at the vast night. In it’s review by Arthouse games as, “In the case of Stars, neither the title nor the sub-title ("the gentle bite of ouroboros") helps us drill down past the surface interpretation. We (Arthouse games) must look to the artist's background statement to learn that this is a work concerning as Humble states "the relationship between observation, symbolism, exactitude and the creative process… The game is effectively drawing a meta-constellation of it's own. It's saying, Draw a line between the creative processes and star pattern hunting on a night when briskly-moving clouds threaten your view. Now think about that." Is this game a good metaphor for the creative process? That question is part of the point, I think.” 6
Movement and change in the world continue. New systems and modes of creating art will rise out of cultural revolutions, and heightened times of technology. These new systems may resemble Cory Arcangels 8-bit circuit bending ways. We may see more art that takes from the past, while reaching into the future. We may see work similar to what Jason Rohrer has left us with, to reflect on the choices and passages that we take and whom we take with us. The shackles that limit creativity are only put on and taken off by ourselves. Only we have the keys. Only we are the Masters of the Universe. Simple exercises of the mind dotting stars together that Rod Humble creates for us can be the keys to those ankle weights. Once freed, while looking up at the sky we can feel more grounded in who we are as humans.
Perhaps the same constellations exploding in the sky weaving together the night reflect the same movements and tremors going on inside of ourselves.
2. http://northcountrynotes.org/jason-rohrer/arthouseGames/seedBlogs.php?action=display_post&post_id=jcr13_1180438849_0&show_author=1&show_date=1
3 Hicky, Dave. Air Guitar. Pg.108
4 Gygax, Raphael. Minimalize Mario – Essay from The Work of Cory Arcangel.
Pg. 12
5 Rohrer, Jason. What was I Trying to do with Passages.
http://hcsoftware.sourceforge.net/passage/statement.html
6 http://northcountrynotes.org/jason- rohrer/arthouseGames/seedBlogs.php?action=display_post&post_id=jcr13_1206025812_0&show_author=1&show_date=1
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