Videogames As Art, Ctd

Maria Bustillos interviews author and gaming aficionado Tom Bissell about the literary potential of the medium. Bissell was encouraged by a game version of The Walking Dead:

Obviously it’s got zombies, and so it’s both incredibly violent and upsetting, but, unlike most zombie games, you’re not just constantly pulling the trigger. It’s not a shooter. It’s not a shooter. In fact, it’s using the devices of one of the purer, more literary game genres out there: the old-school, point-and-click adventure game. You walk around static environments, looking at stuff, picking stuff up, and talking to people. That’s really what the game is about: talking to people, forming relationships. The relationship between the two main characters (a disgraced black academic and a little girl) is genuinely affecting. I wouldn’t put it on the same level of affecting-ness that you’d find in a really good literary novel, but there are times when it comes tantalizingly close to that. So it’s a writer’s game, in that sense. It’s a game that manages to create high drama out of deciding whether or not to cut a little girl’s hair, believe it or not, because if he keeps her hair long, a zombie will be able to grab it. And you have to have this conversation with her, and sort of allow her to see why she needs to get her hair cut without really telling her why, because you don’t want to alarm her. It must sound like pulpy nonsense described in this way, but the way the game humanizes these people really pays emotional dividends.

More and more, I’m seeing that games are mining good, old-fashioned human anxieties for their drama, and that’s really promising. Games, more and more, are not just about shooting and fighting, and for that reason I’m optimistic and heartened about where the medium is heading, because I think game designers are getting more interested in making games that explore what it means to be alive.

Relatedly, Liel Leibovitz reviews  “Applied Design,” a new MoMA exhibition of 14 video games:

While art is bound only by its creator’s imagination, code is bound by the limitations, more numerous than you’d imagine, of computer comprehension.

Code can’t, like Joyce’s Finnegan’s Wake, abandon logic and decide to imitate the sounds of nature instead. It can never be poetry, just a series of if/then statements. Code has more in common with the hinges that connect the museum’s doors to their frames than it does with Nude Descending a Staircase.

This divide between code and image, between the algorithms responsible for the experience of play and the pixels representing its visual manifestation, is what makes games so complicated and compelling. MoMA, however, has chosen to largely ignore this question: A number of the games displayed in its exhibition are merely loops of video footage, allowing visitors to watch, as the museum put it, “guided tours of these alternate worlds,” but not to play the games themselves.

The question, then, is not whether video games are art, but whether whatever is currently gracing MoMA’s walls could even be called video games. Anyone who has ever been truly transformed by a game—that is, anyone who realizes that games, unlike paintings or movies or books, are made not to be observed but to be actively played, repeatedly and over long stretches of time—knows that the answer is no.

Previous Dish on artistic videogames here.