[-empyre-] Games versus Play and other thoughts



Hi all,

I think this issues of games versus play that Jim and a few others mentioned is an essential area and one that's my particular axe to grind I suppose. For me it is really interesting to see gaming being more accepted as a valid cultural form. In the early days of Antirom (early 90s) we really struggled to get playful interactive content seen taken seriously. That's not to say that they were carrying serious messages, but that understanding the nature of interactivity itself was important.

We had always taken great pains to separate interactive "toys" from games. Toys tend to be things you play with for the intrinsic pleasure of the activity and, when bored with it, you move onto the next one. Games are usually goal-based and competitive in some way when gives them a different form and mode of interaction. As Caillois and Huizinga have both written, games tend to have a specific space (playing field, arena, etc.), a set of conventions (the rules) and some kind of competition. One of my frequent complaints about a great deal of interactive art installations (or net/CD projects) is that, in an effort to be "serious" they don't engage with either the play or game aspects of the form. In short, they're dull and if they don't engage on an interactive level in the first place there is little point in the rest. It is akin to badly lit, shot and edited time-based art (of which there is plenty masquerading as a rejection of conventions).

I always found it irritating that if I was to spend the day playing games (or getting my students to) that this would be frowned upon, but if I spent the afternoon watching Goddard films that would be okay. So, ten years on, it is great to see that games (or rather, game modalities) are carrying some powerful messages (as in the 9/11 piece for example). I would argue that possibly the most sociologically interesting aspect of gaming is the multiplayer experience, something that has risen to amazing proportions with massively multiplayer games. Does anyone know if there are any examples of art events/pieces happening inside these semi-public environments? Has anyone ever done a performance inside Everquest for example? I am specifically referring to environments that have a game as the rationale for the space (so, not Alphaworld, etc.).

The other question I would like to raise here is one of generations. I'm 32 and have played videogames since the mid to late 70s, but the developments in them are still exciting to me and seem new. I'm wondering whether we are all still doing the classic "new media" thing of being impressed by the newness of it all. The generation beneath me will always have known complex videogames and children under 10 will always have known the Internet. It is just like TV to me. To answer the question that was raised earlier about whether games are set on a trajectory that will not change much, my feeling is that they have only just started to become interesting and there is a long way to go. What will an under-ten of the 2000s make in twenty-five years time? It's not just the technology that will have changed.

Lastly (sorry, this has turned into an essay), I was speaking to Mark Pesce (author of The Playful World) the other day who made the point that consoles are both the most potent (widespread, fixed target to develop for, powerful, dedicated, etc.) yet the most closed. Things like the Eye-Toy camera and Sing Start microphone are showing a real shift in the kinds of things these consoles are being used for. A shift to more playful games/toys that have, essentially, no physical interface.

Cheers,

Andy

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Andy Polaine
Senior Lecturer

School of Media Arts
College of Fine Arts (COFA)
The University of New South Wales
Cnr Oxford Street and Greens Road
Paddington
Sydney, NSW 2010
Australia
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T   +61 2 9385 0781
M  +61 413 121 934
F   +61 2 9385 0719
http://www.cofa.unsw.edu.au
http://www.polaine.com
http://www.antirom.com
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