Via Edge
 
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Passage
 
The Museum of Modern Art in New York (MoMA) last week announced that 
it is bolstering its collection of work with 14 videogames, and plans to
 acquire a further 26 over the next few years. And that’s just for 
starters. The games will join the likes of Hector Guimard’s Paris Metro 
entrances, the Rubik’s Cube, M&Ms and Apple’s first iPod in the 
museum’s Architecture & Design department.
 
The move recognises the design achievements behind each creation, of 
course, but despite MoMA’s savvy curatorial decision, the institution 
risks becoming a catalyst for yet another wave of awkward ‘are games 
art?’ blog posts. And it doesn’t exactly go out of its way to avoid that
 particular quagmire in the official announcement.
 
“Are video games art? They sure are,” it begins, worryingly, before 
switching to a more considered tack, “but they are also design, and a 
design approach is what we chose for this new foray into this universe. 
The games are selected as outstanding examples of interaction design — a
 field that MoMA has already explored and collected extensively, and one
 of the most important and oft-discussed expressions of contemporary 
design creativity.”
 
 
 
Jason Rohrer
 
MoMA worked with scholars, digital conservation and legal experts, 
historians and critics to come up with its criteria and final list of 
games, and among the yardsticks the museum looked at for inclusion are 
the visual quality and aesthetic experience of each game, the ways in 
which the game manipulates or stimulates player behaviour, and even the 
elegance of its code.
 
That initial list of 14 games makes for convincing reading, too: 
Pac-Man, Tetris, Another World, Myst, SimCity 2000, Vib-Ribbon, The 
Sims, Katamari Damacy, Eve Online, Dwarf Fortress, Portal, flOw, Passage
 and Canabalt.
 
But the wishlist also extends to Spacewar!, a selection of Magnavox 
Odyssey games, Pong, Snake, Space Invaders, Asteroids, Zork, Tempest, 
Donkey Kong, Yars’ Revenge, M.U.L.E, Core War, Marble Madness, Super 
Mario Bros, The Legend Of Zelda, NetHack, Street Fighter II, Chrono 
Trigger, Super Mario 64, Grim Fandango, Animal Crossing, and, of course,
 Minecraft.
 
Art, design or otherwise, MoMA’s focused collection is an uncommonly 
informed and well-considered list. And their inclusion within MoMA’s 
hallowed walls, and the recognition of their cultural and historical 
relevance that is implied, is certainly a boon for videogames on the 
whole. But reactions to the move have been mixed. The Guardian’s 
Jonathan Jones posted a blog
 last week titled Sorry MoMA, Videogames Are Not Art, in which he 
suggests that exhibiting Pac-Man and Tetris alongside work by Picasso 
and Van Gogh will mean “game over for any real understanding of art”.
 
 
 
Canabalt
 
“The worlds created by electronic games are more like playgrounds 
where experience is created by the interaction between a player and a 
programme,” he writes. “The player cannot claim to impose a personal 
vision of life on the game, while the creator of the game has ceded that
 responsibility. No one ‘owns’ the game, so there is no artist, and 
therefore no work of art.”
 
While he clearly misunderstands the capacity of a game to manifest 
the personal – and singular – vision of its creator, he nonetheless 
raises valid fears that the creative motivations behind many videogames’
 – predominantly commercially-driven entertainment – are incompatible 
with those of serious art and that their inclusion in established 
museums risks muddying its definition. But while many commentators have 
fallen into the same trap of invoking comparisons with cubist and 
impressionist painters, MoMA has drawn no such parallels.
 
“We have to keep in mind it’s the design collection that is 
snapping up video games,” Passage creator Jason Rorher tells us when we 
put the question to him. “This is the same collection that houses Lego, 
teapots, and barstools. I’m happy with that, because I primarily think 
of myself as a designer. But sadly, even the mightiest games in this 
acquisition look silly when stood up next to serious works of art. I 
mean what’s the artistic payload of, Passage? ‘You’re gonna die someday.’ You can’t find a sentiment that’s more artistically worn out than that.”
 
 
 
Adam Saltsman
 
But while he doesn’t see these games’ inclusion as a significant 
landmark – in fact, he even raises concerns over bandwagon-hopping – 
he’s still elated to have been included.
 
“I’m shocked to see my little game standing there next to landmarks 
like Pac-Man, Tetris, Another World, and… all of them really, all the 
way up to Canabalt,” he says. “The most pleasing aspect of it, for me, 
is that something I have made will be preserved and maintained into the 
future, after I croak. The ephemeral nature of digital-download video 
games has always worried me. Heck, the Mac version of Passage has 
already been broken by Apple’s updates, and it’s only been five years!”
 
Talking of Canabalt, creator Adam Saltsman echoes Rohrer’s sentiment:
 “Obviously it is a pretty huge honour, but I think it’s also important 
to note that these selections are part of the design wing of the museum,
 so Tetris won’t exactly be right next to Dali or Picasso! That doesn’t 
really diminish the excitement for me though. The MoMA is an incredible 
institution, and to have my work selected for archival alongside obvious
 masterpieces like Tetris is pretty overwhelming. “
 
MoMA’s not the only art institution with an interest in videogames, 
of course. The Smithsonian American Art Museum ran an exhibition titled 
The Art of Video Games earlier this year, while the Barbican has put its
 weight behind all manner of events, including 2002?s The History, 
Culture and Future of Computer Games, Ear Candy: Video Game Music, and 
the touring Game On exhibition.
 
 
 
Eve Online
 
Chris Melissinos, who was one of the guest curators who put the 
Smithsonian exhibition together and subsequently acted as an adviser to 
MoMA as it selected its list, doesn’t think such interest is damaging to
 art, or indeed a sign of out-of-step institutions jumping on the 
bandwagon. It’s simply, he believes, a reaction to today’s culture.
 
“This decision indicates that videogames have become an important cultural, artistic form of expression in society,” he told the Independent.
 “It could become one of the most important forms of artistic 
expression. People who apply themselves to the craft view themselves as 
[artists], because they absolutely are. This is an amalgam of many 
traditional forms of art.”
 
Of the initial selection, Eve is arguably the most ambitious, and 
potentially divisive, selection, but perhaps also the best placed to 
challenge Jones’ predispositions on experiential ownership and creative 
limitation. It is, after all, renowned for its vociferous, 
self-governing player community.
 
“Eve’s been around for close to a decade, is still growing, and 
through its lifetime has won several awards and achievements, but being 
acquired into the permanent collection of a world leading contemporary 
art and design museum is a tremendous honour for us,” Eve Online 
creative director Torfi Frans Ólafsson tells us. “Eve is born out of a 
strong ideology of player empowerment and sandbox openness, which 
especially in our earlier days was often at the cost of accessibility 
and mainstream appeal.
 
 
 
Torfi Frans Ólafsson
 
“Sitting up there along with industrial design like the original 
iPod, and fancy, unergonomic lemon presses tells us that we were right 
to stand by our convictions, so in that sense, it’s somewhat of a 
vindication of our efforts.”
 
But how do you present an entire universe to an audience that is 
likely to spend a few short minutes looking at each exhibit? Developer 
CCP is turning to its many players for help.
 
“We’ve decided to capture a single day of Eve: Sunday the 9th of 
December,” explains Ólafsson. “Through a variety of player made videos, 
CCP videos, massive data analysis and info graphics.”
 
In presenting Eve in this way, CCP and the games players are 
collaborating on a strong, coherent vision of the alternative reality 
they’ve collectively helped to build, and more importantly, reinforcing 
and redefining the notion of authorship. It doesn’t matter whether 
you’re an apologist for videogames’ entitlement to the status of art, or
 someone who appreciates the aesthetics of their design, the important 
thing here is that their cultural importance is recognised. Sure, the 
notion of a game exhibit that doesn’t include gameplay might stick in 
the craw of some, but MoMA’s interest is clearly broader. Ólafsson isn’t
 too worried, either.
 
“Even if we don’t fully succeed in making the 3.5 million people that
 visit the MoMA every year visually grok the entire universe in those 
few minutes they might spend checking Eve out, I can promise you it sure
 will look pretty there on the wall.”
 
Personal Comments:
 
 Passage is still available here, a game developed during Gamma256.
 
Canabalt is available here, while mobile versions are available for few bucks (android, iOS).