http://m.understandingmachinima.com/chapter7/
7
The art of games
Machinima and the limits
of art games
Larissa Hjorth
A
s a genre drawing on games, new media, and art references and
techniques, machinima has not only become a rich source for
commentary upon these areas, but also a melting-pot for rethinking the
convergence and boundaries between the disciplines. With its non-interactive
and analog soundscapes, machinima suggests that “new media” cinema in
the twenty-first century—like the twentieth-century—is haunted by old media
(Manovich 2003; Chun 2005). Although some choose to explore machinima’s
relationship to film, this chapter is concerned with its relationships to art, new
media, and games—an association that can expose as much about these
disciplines’ limits as their potentialities.
Through the lens of machinima, we can begin to reconceptualize these
intersections that are often blurred, remixed, and remediated. While much
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machinima, such as Rooster Teeth’s Red vs Blue series (2003–present), are
very much made for and part of gaming cultures, examples of machinima
may also increasingly be found in realms “outside” of games, such as the
visual arts. But does this movement of machinima between the disciplines
represent a convergence between art, games, and new media? Or does it
actually highlight attempts at disciplinary boundary-making?
To explore this issue and the limits of machimina in relation to art and
games, this chapter examines in particular the work of one artist who has
done much to popularize machinima—Cory Arcangel. United States-based
Arcangel is indicative of a new breed of artist who is bringing machinima and
art games into the mainstream.1 Reviewed by The New Yorker (Scott 2011)
in the wake of a solo museum exhibition at the Museum of Contemporary
Art (MOCA) (North Miami), called The Sharper Image, and another at the
Whitney Museum of American Art, called Pro Tools (both in 2011), Arcangel
has taken game-art convergence to new audiences, especially through his
machinima works. In this chapter I want to use the work of Arcangel to
outline the terrain of machinima through its relationship to art games and
its reappropriation by the visual arts. By “art games,” or “arthouse games,”
I am not referring to “art” within games but, rather, to a wider notion that
plays into the tradition of avant-garde movements by seeking to challenge
audiences’ expectations (Flanagan 2009; Pearce 2010). After first outlining
art games and their relationship to machinima, I turn to examine the work
of Arcangel as arguably one of the representative artists of gaming and new
media cultures. But behind the media hype, what does Arcangel’s machinima
proffer and contribute to the study of machinima? Does Arcangel’s recent
exhibition, Pro Tools, further the intersection between art games, new media,
and machinima?
Art games: collisions between new media,
games, and contemporary art
Much has been made of the growing pervasiveness of games as a vehicle
for global popular culture. From iPhone game apps and haptic Wii consoles
to the burgeoning of social media games made by companies like Zynga,
games have arguably become one of the most dominant twenty-first-century
media forms. Whether this phenomenon is called a “ludification” (Raessens
2006) of social ties or a “casual revolution” (Juul 2009), the fact that games
have become an all-encompassing form of social media culture is undeniable.
In this transformation, we see that games provide a lens into understanding
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practices of the vernacular and local in the face of global forces (Dovey and
Kennedy 2007; Egenfeldt-Nielsen et al. 2008). Characterized by three key
features—mobile, social, and casual—games have arguably become the
symbol with which to analyze, reflect, and intervene in social, cultural, and
political issues (Kerr 2006). Given the pervasiveness of games as both cultural
practice and artifact, they have also become tools of experimentation for new
media groups such as the UK’s igloo (e.g. Swan Quake) and US artists such
as Arcangel and Brody Condon. As a culture formed and informed by hacking
(Haddon 1999), games and ancillary genres like esports are exemplary of the
rise in “vernacular creativity” (Burgess 2008) and user-created content (UCC).
This is particularly so with machinima, in which games are rendered tools for
and of expression (Arvers 2010).
Games are also connected to art in increasingly intricate ways. Art
games draw heavily from the political subversions of avant-garde strategies,
especially urban mobile games (Lantz 2006).A They take two forms—interactive and non-interactive. Some genres draw their techniques from new
media art; others deploy more conventional visual art strategies from disciplines such as sculpture, painting, and video art.
According to Celia Pearce, art games may be viewed as “a collision
between the worlds of art and video games” (2010). At the 2010 Art History
of Games conference in Atlanta, Pearce noted that art games drew from
process-based avant-garde movements like Fluxus (i.e. Nam June Paik) and
evoked the spirit of artists like Marcel Duchamp, father of the readymade.B In
her examples, Pearce discussed hybrid mixed reality projects such as Frank
Lantz’s PacManhattan, whereby the game of PacMan (1980) was placed onto
the grid of Manhattan. Here the limits of the game blur across online and
offline spaces through the sandbox performance of the game. Rather than
being goal-driven, the game brings notions of the social and the political to
the forefront.
As a genre once evolving from gaming cultures, machinima has grown
to become its own “art-form.” Fusing art, cinema, new media, and games,
machinima’s genealogy echoes that of other misunderstood genres like net.
art (Arvers 2010). According to French games critic Isabelle Arvers (2010, 236),
Machinima can be seen as following in the footsteps of Dadaism and
Surrealism, which saw play and entertainment as the most subversive
and also as the ultimate forms of art. Even outside of an art context, it is
important to remember that as soon as the first personal computer was
created, MIT computer scientists hacked the computer code to conceive
the first digital creation: Spacewar! And Spacewar! was a computer game.
So, if computer game history is related to the roots of digital creation
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and to digital code hacking, machinima can be understood to follow this
tradition.
Not only does machinima highlight the fact of games history as an evolution
driven by hacking (Haddon 1999; Arvers 2010), it also illustrates its role as
part of a critical play genealogy that has its origins in avant-garde movements.
According to Arvers (2010) and US-based game designer and historian Mary
Flanagan (2009), machinima may be paralleled with critical play techniques
evoked by avant-garde movements such as the Situationist International (SI).
Machinima demonstrates that play can be a way to explore and innovate,
signposting much of the play literature that has discussed it as a form of
social and cultural practice (Sutton-Smith 1997). For Flanagan (2009), cartographies of twentieth-century avant-garde media practice may be mapped
through the notion of “critical play.” In Critical Play, Flanagan highlights the
important role artists/activists have played in shaping game culture. Through
alternative games, Flanagan provides new ways of thinking about game
design and play, specifically from an avant-garde context. Drawing on an art
history canon, Critical Play “outlines how play has influenced the history of
creative exploration of the social and the political” (Flanagan 2009, 2).
Contrary to Lev Manovich’s claim that games need to be contextualized
in terms of computer science (2003, 48), Flanagan argues that we need to
understand games’ “creative and aesthetic origins rather than a primarily
technological context” (2009, 2) through correlations between games and
art. Flanagan’s focus upon “artists using games as a medium of expression”
(2009, 3; emphasis in original) has been central in “activist approaches
to media” that highlight “media’s inherent imbalances” (2009, 13). From
Surrealism and Dadaism to Fluxus, games have played a pivotal role in artistic
and political expression. As Flanagan observes:
In the early part of the twentieth century, World War I, scientific developments, and the increasing influences of the writings of Sigmund Freud
brought new interest in the unconscious and new experiments with play.…
Artists have used games as a medium of exploration and expression for
over one hundred years. Like art, games tend to reinforce larger cultural
influences. Artists, especially those who followed the Surrealist and Fluxus
movements, also tend to be especially critical of the ways games are tied
to social structures, economies, and ideas of their times.
FLANAGAN 2009, 88
Much of game art tends to question a key premise of games—interaction.
This questioning can also take the form of non-interaction such as machinima.
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The work of ArcangelC is exemplary of deploying both the interactive and
non-interactive elements in his installations to consider the relationship
between game art, new media, and contemporary art. Examples of Arcangel’s
game art include the hacked (non-interactive) console mods of Mario Brothers
(1983) called Super Mario Clouds (2002),D along with an interactive modding
of Hogan’s Alley (1984) in which the aim of the game becomes to shoot Andy
Warhol, called I Shot Andy Warhol (2002).E Within the realm of interactive art
games, we can find various forms of machinima that traverse between the
analog and the digital, between online and offline worlds.
The art of machinima: migrations from analog to
digital, online and offline, political and beyond
Machinima is just a medium, neutral as any other medium. Yet, as any other
“remix” practice, it has an enormous potential that emerges when the
existing material is used to convey a meaning that conflicts with its own
source. The video becomes a kind of prosthetic narrative, which extends
the game’s narrative in an unpredictable direction. And that, sometimes,
rejects the body it was designed for. From cut-up theory to culture jamming
to Nicholas Bourriaud’s “postproduction” model, many great theorists have
discussed this potential: what is interesting to me is that, when it comes to
games, your appropriation is not only dealing with “existing cultural material”,
or with a medium, but with your own life, the life you lived inside the game.
QUARANTA 2009, NPF
The word machinima mixes the idea of cinema, machine, and animation.
It is the encounter between a film and a game, in which gamers become
film directors. As a technique to produce films, machinima is a new
cinematographic genre.
ARVERS 2010, 260
Machinima expands and rehearses twentieth-century media practices at
the same time as it provides a space in which to reflect upon contemporary
interactive media. By infusing digital visual cultures with analog voice-overs,
machinima is a perfect blend of digital and analog (Arvers 2010). Echoing the
marriage of old and new, of analogue and digital so pivotal to intersections
between new media and game art, machinima epitomizes the specters of the
old in new media. As Lev Manovich (2003) observes, contemporary new media
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and digital practice are all consumed by fetishizing the real through the lens of
the reel—that is, the texture and skin of the analog. He identifies the haunting
of the analog through a variety of software—such as Adobe Photoshop (1990)
and Pro Tools (1991)—that all operate to maintain the presence and aura of
the analog through the digital process. This is furthered by the rise of UCC
from mobile phone apps like the Hipstamatic for the iPhone, which not only
appears on one’s screen like an analog camera but also takes pictures that
have a filmic, analog look to them (think 1970s film stills), thus borrowing
from the aesthetics, texture, and memory of the analog while exploiting the
digital quality to afford easy uploading and sharing through social media. While
this haunting is omnipresent to the discourse of new media and its “what
is so new?” genealogy (Chun 2005; Gitelman 2006), its specters underlying
art games are emphasized in the case of machinima. As Arvers identifies,
“voices are the human side of machinima”, (2010, 230), bringing an “‘as if’
analogue feeling to the machinima—a counterpoint to the digital” (2010, 231).
Arvers further notes that the voice in machinima may be seen as a technique
of the Situationist, most notably the détournement. She writes:
By using virtual spaces and changing the perspective as an artistic strategy,
machinima allow a distanced critique of a simulated world…. They reactualize the Situationist conception of cinema, in which images, voices in
dialogs or interviews or voice over, act as different layers of content.
2010, 231
Drawing from Joseph Beuys’s discussion in 1977 of the voice as the sculpture
of thought, Arvers continues that voice is
the information sculpted by the air through the organs. It transforms the
immateriality of thinking into materiality by bringing the body inside the
sound…. Voice reflects the idea of alterity and the relationship to another
person. Voice is the simultaneous presence and absence of human corporeality. Voice is the content and the meaning in language but also the
sound of a persona and their body through time and space.
2010, 234
The role of sound to overlay the analog onto the digital in machinima
highlights this remediation as part of broader new media practices (Gitelman
2006). Voice is an important part of machinima and its extension of the
analog. Sometimes this extension of the analog can operate through the
negation of voice by way of subtitling, reminding us of early twentieth-century
media such as silent films. For Alex Chan’s The French Democracy (2005),
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the choice of no voice-over, along with the English title, was important in its
distribution to a broader audience. Deploying the game engine of The Movies
(2005) to make one of the first political forms of machinima (Arvers 2010),
Chan directed, subtitled, and uploaded his work in a week in response to the
2005 Paris riots. With over one million downloads, Chan’s choice to subtitle
in English was important to the message having global appeal and currency.
Moreover, it signaled that machinima had come of age—it had become a
tool for political expression, illustrating that games can become vehicles for
expression not just symbolically but also literally.
Machinima not only provides a medium to explore the transitions between
the analog and the digital through playing with voice and image combinations;
they also provide a critical space to consider politics, often implicitly rather
than explicitly. The deployment of intertextual references across different
genres and media can be a way for machinima to reflect upon games.
One key example of early machinima made for and by gamers is the Red
vs Blue series (2003–present) adapted from the Halo (2001) game engine.
Its creators deconstruct the genre of FPS (first-person shooter) games by
deploying postmodern techniques such as irony, intertextuality, pastiche, and
parody. Rather than performing the typical FPS features of Halo, Red vs Blue
consists of some characters trying to be sensitive, reflexive, almost new-age
types—the antithesis to the avatars in Halo’s typical shoot-’em-up roles. This
intertextual deconstruction of FPS is most prevalent in the 2006 series of
Red vs Blue,G in which the characters not only unpack stereotypes around
violence and videogames but also use it as a platform for exposing fictions
around identity politics in the US. In playing up this antithesis, Red vs Blue
utilizes, again, the classic machinima tension between analog and digital with
the human voice and humorous dialogue evoking the “analog” that works
against “cold digital spaces” (Arvers 2010). In this way, machinima proffers a
space to critique and challenge notions such as violence in games.
Within gaming cultures, modding has also provided a space for play, critique,
and reflection. Given this phenomenon, it is no accident that early examples of
modding as political in-game intervention often took a political angle. In-game
interventions involve, as the title suggests, interference in online game spaces
in order to upset game norms. One key example of this online intervention
genre is Velvet-Strike (2002) by Anne-Marie Schleiner, Brody Condon, and
Joan Leandre (an intervention within the game Counter-Strike (2003).H Another
example is Eddo Stern’s RUNNERS: EverQuest (1999–2000), an online intervention where three players run around endlessly in the world of EverQuest
(1999). Stern’s political commentary is strongly voiced in his real-time performances, including Tekken Torture Tournament (2001)I which “immerses” the
players by giving them electronic shocks every time onscreen damage occurs.
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In his collaborative work with C-Level (particularly with Peter Brinson, Condon,
Michael Wilson, Mark Allen, and Jessica Hutchins),J Stern commented on the
1993 Waco massacre in his work Waco Resurrection (2004),K by rendering the
tragedy into a game. In this game space, every player becomes David Koresh
(the cult leader), sitting in his shoes. With the aim of the game being to die
and become a martyr like Koresh, Waco Resurrection players are forced to
experience the inescapable tragedy.
With his background serving in the Israeli army giving him firsthand
experience of violence and bloodshed, Stern’s works are highly critical of
the relationship between media depictions (in game spaces and in the
general media) and the real world itself. This is highlighted in Stern’s first
machinima in 1999, Sheik AttackL—a palpable depiction of Israel’s bloody
history. Like Waco Resurrection, audiences are given few options to deviate
from history and must experience the unavoidable tragedies and collateral
damage. By deploying game engines, game art machinima elude a sense of
interactivity by positioning viewers as quasi-players. This quasi-player agency
creates a different sense of embodiment and affect from conventional film.
Stern’s work thus highlights the way in which his machinima films may, like
Chan’s The French Democracy, be used as a political tool to comment on
media, such as games, as a lens for broader social issues. Rewriting the
relationship between machinima and new media art, Stern’s work illustrates
how art games can provide some of the most explicit examples of political
commentary. More than that, as Domenico Quaranta points out, Stern’s
work is best understood not by the portmanteau of “machinima,” but rather
as “machine animations.” By emphasizing the mechanical nature of the
animation process, Quaranta highlights the way in which Stern inverts the
compulsion to hide the artificial elements, thus covering the mechanical
behind the seamless scenes. Rather than allowing us to just watch a scene
of violence, by exposing the methods Stern also highlights the realities
behind the illusion. While much of twenty-first century cinema may have
been about creating illusions, Stern’s “machine animations” are about the
inverse. As Quaranta (2009, np) observes:
If videogames, through photorealism and immersion, employ considerable
effort to make the player forget the machine, Stern returns the machine to
the forefront. This could be unpleasant for both gamers and non-gamers,
but it’s the only way to escape the magic of so-called virtual worlds and
start making works that are critical of self.
The need to expose the artifice behind the images we consume is also
important to Beijing-based Cao Fei, another artist who marries politics with
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games and art through machinima. As an artist who explores popular culture
through a variety of methods, including video and machinima, Cao Fei’s work
transforms cultural stereotypes in her ongoing Second Life project, RMB
City (2010).M Drawing on popular stereotypes from China such as panda
bears, Cao Fei’s avatar, China Tracy, explores the possibilities and limitations
of the “virtual” on various levels by creating different formats of RMB City
from machinima to “live theater” performances in Second Life. In the sci-fi
scape of RMB City, the virtual and the offline are reflected upon through the
project’s various mutations. At the same time as deploying stereotypes, Cao
Fei playfully blurs commodities as part of a global imaginary. In RMB City, we
are met with utopian skyscrapers accompanied by sinking Mao statues—a
collision of Chinese popular culture references. For Cao Fei, RMB City represents a laboratory for past, present, and future interdisciplinary collaborations
across design, art, politics, and cinema. Cao Fei highlights that the tapestry of
Second Life is much more than just corporate, educational, or experimental in
flavor. By rendering her Second Life works into machinima, she uses its space
to comment on the virtual space and its reflections upon the offline.
While Cao Fei uses popular culture and new media as a site for experimentation that have both real-time (in terms of Second Life performances)
and machinima outcomes, other artists use a fusion between machinima and
in-game intervention to experiment on more abstract levels. For instance,
artists like Julian Oliver make generative and hardware mods with the
real-time capacities of games to produce works that continuously evolve.
Oliver’s ioq3aPaint (2003–2010),N a generative painting system modded from
the game Quake III (1999), is an excellent example of this genre. But of all
the artists deploying machinima, Arcangel is the most well known outside of
the world of gaming and art. This makes him perfect to discuss the reappropriation of game-art, specifically machinima, and its relationship to and
between games and visual art.
Traversing game and art: a short case study of
Arcangel’s Pro Tools exhibition
Cory Arcangel is indicative of a contemporary milieu of visual artists exploiting
the currency of games as a growing part of collective global memory and
cultural practice. This makes him a perfect example of an artist deploying
“game-art” and “art games” techniques like machinima, and branding them
for the art world. Within the art world, one often finds a decontextualization
of art-games’ dimensions for art world consumption. Specifically, Arcangel’s
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work addresses the memories and sentiments of the growing demography
of curators and buyers, now deemed to be Generation X, or the post-babyboomer generation. This mnemonic capacity of game-art to unhinge the
affective aspects of games is overtly co-opted by Arcangel. Curator Ruba
Katrib, associate curator at MOCA (North Miami), notes in her catalog essay
of his work that Arcangel is one of the first generations to grow up on
videogames:
Most people growing up in the United States in the 1980s distinctly
remember the way these games looked, their soundtracks, and the hours
spent fighting over whose turn it was to play—familiarities that Arcangel
employs in his works.… However, Arcangel focuses more on the iconic
quality of the games he uses in his work for both their novelty at the time
of their creation and their dated graphics as time progresses, rather than
on cutting-edge technological innovations.
KATRIB 2011, 9
As Katrib observes with regard to Arcangel’s earlier works such as Super
Mario Clouds (2002), in which he hacked the game cartridge to remove
everything apart from the blue sky and clouds, Arcangel has a “Fluxus
tendency towards art-making, with roots in a John Cage lineage” (2011, 11).
Having studied composition and electronic music at the Oberlin College
Conservatory of Music, Arcangel’s passion in everyday popular media and
sound cultures as reflecting epochs is clear. In Super Mario Clouds as well
as Various Self Playing Bowling Games (2011; discussed below), the avatar
(i.e. Mario) is absent from the visual narrative, which is, in turn, accompanied
by a soundtrack without voiceover (i.e. without the “analog” and human
elements).
For Katrib, Arcangel’s work references avant-garde practices which have
often sought to problematize technology. Specifically, Arcangel’s Structural
Film (2007) draws heavily from Nam June Paik’s Zen for Film (1962–4); other
works are inspired by John Cage. But beyond the explicit attempts to locate
his art within an avant-garde tradition of critical play, the “revolutionary”
aspects of Arcangel’s practice are questionable, especially when taken out of
the rarified context of the visual arts and placed into the realm of machinima.
My point in discussing his work is not to undermine its currency, as many of
his works are funny and playful. Rather, it is to examine the way in which he is
packaged in the context of the art world, devoid of art-game contextualization,
and which I argue is deeply problematic.
From Super Mario Clouds to his Self Playing series (including Self Playing
Sony Play Station 1 Bowling (2008) and Various Self Playing Bowling Games
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(2011)), Arcangel transforms iconic game moments into the mundane signs
that comment on the meditative, abstract, and prosaic elements of games.
While some art curators like Katrib celebrate Arcangel for his exploration of
technological “failure” and obsolescence, they do so without contextualizing
him in terms of the growing body of machinima that traverse the political,
the social, and the creative. For example, Chan’s The French Democracy, as
discussed above, is a great example of a political machinima commenting
on contemporary malaise. Are Katrib’s observations therefore indicative
of the visual art world’s myopia, claiming innovation and criticality, when,
in actuality, the “critical play” (Flanagan 2009) elements of avantgarde art
practice is more likely found these days in game subcultures like machinima?
I will focus now on Arcangel’s Pro Tools exhibition, which I visited in
2011, to explore this question. In June 2011, Arcangel became one of the
youngest artists (along with Bruce Nauman) to hold solo museum exhibitions in the United States (The Sharper Image at MOCA and Pro Tools at the
Whitney). In Pro Tools, Arcangel examines the relationship between older and
newer videogames, “fake” interaction, and remixed YouTube clips. The title
evokes the aforementioned “haunting” of the analog in new media, where
the software program, Pro Tools, emulates the texture of the analog. This
relationship between analog and digital runs throughout Pro Tools as Arcangel
takes “interactive” media like games and renders them noninteractive (i.e.
machinima). For example, many of Arcangel’s works, such as Various Self
Playing Bowling Games and Masters (2011), both of which I will detail later,
give the illusion of being interactive games when they are actually machinima.
Here Arcangel toys with audiences’ memories, expectations, and disappointments as they move from what they are led to believe is interactive, but
actually isn’t.
By re-contextualizing games and game art in museum spaces like the
Whitney, Arcangel’s work provides another inroad to reflect upon art and
game convergences and divergences. However, Arcangel’s work also almost
self-consciously tries to emphasize the “art” rather than the game elements.
In Various Self Playing Bowling Games, the audience is greeted by a large
video projection (approximately 4 meters high by 15 meters long) depicting
various types of bowling games from the 1970s to the present. What we
see are not only the advances in technological and graphic abilities but also
the ways in which the ways of playing have not changed all that much. In
the process, the audience is also able to compare and contrast the different
aesthetic playabilities while being provided with a short history in the types
of bowling videogames. Nostalgia is overlaid with gradations of technological
obsolescence as seen in, for example, a table of old and new consoles
which sit inert while games are played. Here there is an inertia between the
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games played and the missing player, as if to highlight the limits to interaction. Moreover, by deploying bowling games, Arcangel is referencing one
of America’s most scathing attacks on contemporary social capital by Robert
Putnam in his book Bowling Alone (2000). For Putnam, the decline in social
welfare and community awareness has led to a weakening of “social capital,”
a situation he depicts through the analogy of bowling alone. One doesn’t have
to be a bowler to know that the sport is a highly social one; to be bowling
alone thus defeats one of the game’s central premises.
Not only does one feel in watching Self Playing a degree of inertia with
respect to the non-interactivity of the piece but also a sense of general failure,
given that the player fails every time to score a strike. Looping perpetually, the
failure is repeated until it becomes part of the pattern. Arcangel highlights the
fact that much of gameplay time involves failure. Here one can reflect upon
the rise of sandbox games and their lack of purpose in terms of conventional
winning in goaldriven games. Rather than just “bowling alone,” Arcangel’s
work makes us feel as if we are bowling in a sandbox (game) both literally
and metaphorically. For Christiane Paul, curator of new media art at the
Whitney Museum, Arcangel’s videogame modifications “[undermine] the
experience of play” (Paul 2011, 3): “viewers do not get to interact with the
bowling games but instead watch the games seemingly play themselves”
(2011, 3). Here the lack of interactivity, so central to the rendering of games
into machinima, seems to place the work in a paradoxical place. Viewers in
art galleries are long accustomed to not touching art. However, when the
piece in question is a game or has game-like aesthetics or texture, audiences
suddenly feel torn between their instinct to play and engage with a game and
the actuality of being a lurker.
This situation of lurking, so pivotal to Arcangel’s machinima and game
modifications, highlights the anxieties around interaction and engagement in
a period marked by “participatory” and “co-creative” (Banks and Humphreys
2008) media. With the internet becoming ubiquitous with the rise of media
devices such as smartphones, one always feels compelled to interact. As Kate
Crawford observes, so much of the discussion about new media participation
denigrates activities like listening as “lurking” (2009). However, it should be
noted that such judgment varies, depending on the cultural context. In China,
for example, “lurking” is seen as a positive form of participation (Goggin and
Hjorth 2009). These anxieties around the need to always participate and multitask have caused theorists to re-examine debates around co-presence and
embodiment. In this sense, machinima as an example of twenty-first century
cinema also clearly links to twentieth century media paradigms, where the
participation of the audience does not take place as players but as interpreters, or reader-as-producer (Barthes 1967). It is important to acknowledge
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that these paradigms existed before the so-called transformation of the digital
age as forwarding the agency of users as “prod-users” (Bruns 2005).O In
the case of Arcangel’s work, in which so much of it performs “interactivity”
(i.e. looking like a game to be played when it actually isn’t), we witness
an inversion of the Barthesian notion of the “death of the author.” Given
the emphasis of contemporary media upon interactivity and the rhetoric
around user agency and co-creativity, Arcangel challenges audiences and
their so-called co-creative agency with works that promise interaction but
deliver anything but. In this way, Arcangel invokes much thought about our
relationship with the text.
Arcangel’s interest in game-art doesn’t just involve game engine textures;
it also involves the way in which games are packaged. Interlaced between
videos that deploy machinima and YouTube techniques, one can find various
“tributes” to games and older media such as cassette tapes. Here we
see that the growing acceleration of technological obsolescence driving
much of today’s lifestyle cultures leaves in its wake a history of cultural
artifacts (Wilson and Jacobs 2009).P We are reminded of Sherry Turkle’s call
for “intimate ethnographies” of objects as reflections upon their owner’s
identity, social and cultural capital (2008). We are also reminded of Igor
Kopytoff’s idea of material objects as having lives and biographies (1986, 66).
Places and objects become a collection of stories that are rendered by people
into narratives of self in order to make sense of the world. In the case of game
art’s continuous and accelerated need for updates, we are left with nostalgia.
Sitting next to aesthetized obsolete objects (in the form of consoles) rendered
“cool” by their very retro quality (think DJ culture and its deployment of
vinyl to distinguish itself from mainstream DVD culture), we find yet another
work, Masters (2011), this time incorporating a game resembling a game of
Wii golf. In Masters, the audience are not only allowed to touch the game,
they can also “participate.” It is only after a few attempts at hitting that one
realizes one isn’t the player and that the game is continuing on its own path
regardless. As Paul (2011, 6–7) describes:
In Arcangel’s Masters (2011) … viewers can play an interactive golf game
in its regular setup by putting a golf ball but their actions will not lead to
a corresponding result in the virtual world. No matter how players hit the
ball, it will never end up in the hole. As in Various Self Playing Bowling
Games, Arcangel humorously employs the failure of game play to highlight
a subtle point about the technology of the game. In this case, Arcangel’s
intervention questions the relationship between the actions of a human
body in sports and their extension into a virtual environment, playfully
commenting on the nature of “simulating” a physical activity in the virtual
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world of a game. Golf itself is a simulation of a simulation, a highly stylized
reproduction in which people engage in the imitation of a chase (after a
ball) in an artificial landscape. For Arcangel, simulation is a key element of
our world and our obsession with highly manufactured renditions of reality.
Masters may thus be viewed as an analogy for Arcangel’s practice and what
it contributes to art games. It takes interactivity as part of a fake performance—an infinite regress of simulation. Masters also fuses machinima
with game genres, confusing and infusing the limits of where games end
and machinima begins. What looks like an interactive golf game is actually
machinima. The magic circle of the game becomes an audience watching
other people as they attempt to interact, only to find that they can’t. Here we
see an example of machinima as live performance, in which the work is less
about “watching” the screen but, rather, about engaging with the game in
the physical space and seeing how that relates to the screen. In other words,
the machinima is one component in an installation that seeks to fuse and
confuse what is interactive and what isn’t. Masters looks like a game, but is
actually a machinima feigning interactivity through attendant props like a golf
ball that audiences can hit. While audiences may at first think that the golf
ball and screen have a relationship (as in a Wii game), in Masters the screen
and installation have no connection—they are a simulation of interactivity.
In an age of haptic and mobile gaming media, this moment of, and for, the
contemplation of disembodiment is important, whether it takes place in an
art gallery or otherwise. While Arcangel’s work popularizes machinima for the
art world and provides a commentary on the expectations of games and new
media more generally, his work does not revolutionalize machinima. Rather,
it highlights machinima’s established track record of toying with analog
and digital interdependencies and the fallacies around interactivity through
borrowed avant-garde techniques. Although the art world may believe
Arcangel’s position to be prominent, within the context of machinima he is
just another good artist among many.
Traversing game and art worlds, Arcangel’s work highlights the types
of boundary-making exercises taking place in an age of so-called convergence. Rather than merging the areas of art and games, we see how tactics
in deploying the miminalist mantra—context as content—operates today.
While games may be burgeoning across various platforms and realms that
encompass its mobile, social, and serious features, “art” and “games”
nonetheless still appear to have clear divisions. While the portmanteau of
art games seems to suggest a hybrid space between the two, it actually
highlights their divergences and differences. This has partly to do with art
world contexts like museums providing a different space for commentary and
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contemplation away from the multi-tasking worlds of online media. However,
due to the all-pervasive rise of smartphones and the resulting inability to
escape the “internet,” the art world can no longer claim such rarefication.
Specifically, the relationship between games and art inside and outside the
art world occupies a curious position in need of analysis. Through the example
of Arcangel as one of today’s most celebrated artists deploying game-art
techniques, we can see some of the distances and differences that are still
in need of connecting. Machinima, as both screen media and part of broader
art performances, thus provide new avenues for exploring art and game
convergence.
The art of gaming: conclusions on machinima
and art games
This chapter has provided a rudimentary outline of some of the ways in which
art games and machinima can be considered inside and outside art world
contexts. It has argued, in tune with Flanagan (2009), that there needs to
be more of a discourse between art avant-garde history, games, and new
media. As the games industry moves increasingly into the mainstream and
thus becomes a more integral part of global popular culture, so, too, are we
seeing a rise in indie and art games as well as their growing importance as
an aesthetic and technique in the art world. I return to my initial provocation:
is this just the myopia of the visual art world wanting to claim innovation
and criticality when, in actuality, the “critical play” (Flanagan 2009) elements
of avant-garde art practice are more likely to be found these days in game
subcultures such as machinima? In that respect, I have discussed some
examples of art games that oscillate around the area of machinima. This
area, I argue, is growing and converging as it takes on new types of content
and techniques. With artists like Chan making political machinima, the realm
for the medium as a space for commentary, reflection, and contemplation
of games as well as of games as a lens for socio-cultural practices dramatically expands. The art world, with all its references to avant-garde practice,
can no longer safely occupy such an arena. Through works such as those
by Arcangel, I have attempted to extrapolate some of the ways art games
techniques in the art world can provide possibilities and limits for both art and
games, enabling us to learn more about the limits of the art world than that
of art games. Indeed, the growing world of machinima demonstrates that, as
the art world shrinks, game-art expands.
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Note
1 Other artists comprising this “new breed” include Beijing-based artist Cao
Fei. These artists embody the playfulness of avant-garde artists like Marcel
Duchamp. See Mary Flanagan (2009) for further elaboration on the role of
play in historical and current avant-garde practices in art games.
References
Publications
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Barthes, Roland. 1967. Image-Music-Text. London: Hill and Wang.
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Juul, Jesper. 2009. A Casual Revolution: Reinventing Video Games and Their
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Machinima
French Democracy, The. 2005. Alex “Koulamata” Chan.
Red vs Blue (series). 2003–present. Rooster Teeth.
Films
Structural Film. 2007. Dir. Cory Arcangel. USA.
Zen for Film. 1962–4. Dir. Nam June Paik. USA.
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Art and performances
I Shot Andy Warhol. 2002. Game modification. Cory Arcangel.
RMB City. 2010. Second Life environment. Cao Fei (“China Tracy”).
RUNNERS: EverQuest. 1999–2000. Game intervention. Eddo Stern.
Self Playing Sony Play Station 1 Bowling. 2008. Game modification. Cory
Arcangel.
Sheik Attack. 1999. Digital video. Eddo Stern.
Super Mario Clouds. 2002. Game modification. Cory Arcangel.
SwanQuake. 2008. 3D computer graphic environment. igloo.
Tekken Torture Tournament. 2001. Performance. Eddo Stern.
Various Self Playing Bowling Games. 2011. Video installation. Cory Arcangel.
Velvet-Strike. 2002. Game intervention. Anne-Marie Schleiner, Brody Condon,
and Joan Leandre.
Waco Resurrection. 2004. Computer Game/Installation/hardware/mixed media.
Eddo Stern with C-Level (Peter Brinson, Brody Condon, Michael Wilson, Mark
Allen, Jessica Hutchins).
Software
Adobe Photoshop. 1990. Adobe Systems.
Counter-Strike. 2003. Valve Productions.
EverQuest. 1999. Sony 989 Productions.
Halo. 2001. Bungie Studios, Microsoft.
Hogan’s Alley. 1984. Nintendo.
Movies, The. 2005. Lionhead Studios.
PacMan (샽샯샛섊섟 Pakkuman). 1980. Namco.
PacManhattan. 2000. http://pacmanhattan.com/.
Pro Tools. 1991. Avid.
Quake III. 1999. id Software.
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