Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Monday, June 9, 2014

Blips: Girly Games


Source: Girly video games: rewriting a history of pink
Author: Leigh Alexander
Site: The Guardian

Back when the NES was a current-gen console, my whole family shared it, though my older brother and I played it way more then anyone else. We had dozens of games, including two "girly games" that were supposed to be mainly for my little sister to play (she was pretty little at the time too). However, I still think my brother and I spent more time playing Barbie and The Little Mermaid than she ever did, even though she felt particularly betrayed when we eventually traded them in at Funcoland for newer titles. The Little Mermaid is a solid sidescrolling action game, and Barbie is a super weird, surprisingly tricky action-adventure title, and had I not had a sister, I doubt I'd have ever played them. That'd be kind of shame, seeing as "girl's games" are routinely dismissed as trite, poorly made, and unworthy of serious consideration. Yet ironically, Barbie and The Little Mermaid are actually pretty interesting.

In 2012, Rachel Simone Weil founded the Femicom Museum, an archive of games containing feminine design elements. Some of this archive was shown in a recent exhibition at The Visual Arts Center in Austin, Texas, where Weil constructed a kids bedroom TV setup as an image of an imaginary past, serving as a shrine to girl games and pop culture of the 90s. In a recent profile in The Guardian covering the show, Weil states that "works by or for women are so often deemed marginal or embarrassing or inadequate or inappropriate, and therefore omitted from history. And then decades later, we're wondering, ‘Where were the female writers, politicians, artists? Where were the girly games?" Weil's exhibition and the Femicom Museum come out of a desire to preserve a facet of gaming history that, even in the 90s, wasn't really given the time of day in the Western press or larger cultural recognition of the medium. Girly games are still around to some degree, and they have a genealogy. It's great that Weil is intent on providing resources for better understanding that lineage.

Monday, May 20, 2013

Blips: Hardware Fetish



Source: Sony's not showing its new Playstation 4 just yet, but here's a taste (video)
Author: Ben Gilbert
Site: Engadget

In a preemptive response to Microsoft's imminent Xbox unveiling, Sony has released a teaser video for the actual Playstation 4 box, notably absent from their own reveal event in February. The video shows extreme close-ups of console and controller details and a blurry black square, hiding the final device's true form. While it's all pretty silly in the context of a hype video (guess what, the PS4 will be a black box!) the detail shots, taken on their own are pretty interesting.


Now, since I can't really tell what's going on in these pictures, I can't evaluate the functionality of design components or anything like that, but still, there are some intriguing photographic images here. In fact, they remind me of abstract urban architecture photography. You're not really looking at the building or structure as a whole in these pictures, only the photographic composition. As such, you don't really get any information about what the PS4 looks like or does from the teaser, but maybe there is something the photographer is trying to say with these images besides "watch this space for further corporate announcements."

From the collage above, I'm most drawn to the center left and bottom right images. The bottom right picture is not quite divided in half by what could be a seam, ridge, or corner. Perhaps if it was to go directly through the middle, the line might appear to be crossing out the out-of-focus box transposed in the middle, a bad marketing move I'd guess. The center left image is a bit more complex, but retains the clean, monochrome gradients of the bottom right. If there is a PS4 in the middle of this composition it's engulfed by the cavernous void on display. It's difficult to tell where positive space ends and negative begins.Where does this dark alley, outlined by an illuminated doorframe lead?

While these are fun questions to consider at the moment, it may be hard to come back to these images after Sony shows off the units to press, who will in turn whip out their smartphones and all-too-easily obliterate the mystery. I'm just trying to have a bit of fun with the hype machine before the gadget connoisseurs dominate the discussion with hands-on purchasing advice and profitability projections (sigh). It all happens so fast.

Monday, January 14, 2013

Interaction Design: The Fine Print of MoMA's Video Game Acquisition


There was a lot of fuss a couple weeks ago when the Museum of Modern Art (MoMA) in New York City announced they would add games to their collection. The video game community was pumped to see another instance of cultural recognition for their beloved medium. The announcement, penned by Senior Architecture and Design Curator Paola Antonelli, was also viewed as another step forward for the acceptance of video games as a proper art form, with visions of Tetris seated next to Les Demoiselles d'Avignon. Amidst this excitement, a crucial detail of the announcement was largely being overlooked. Video games are not being added to MoMA's permanent collection as artworks, but as design objects, specifically for their "interaction design." Mario and Picasso might not be roommates after all.

From a typical gamer's perspective, the inclusion of video games in MoMA says enough to satisfy on its own, but from an art world perspective, the distinction between art and design is a contentious rift, and labeling a new category of works as one or the other matters a great deal. Reading into the politics of a precedent-setting institution making such a decision about video games, one wonders how the balance of traditionalist push-back and compromise played out to ultimately label games as "design," or if that was the idea all along. Language used for these categorical purposes is always carefully curated, aiming to please as many demographics as possible. With these video game acquisitions, MoMA is looking for the common ground where gamers and art patrons overlap.

The Smithsonian walked the same line last year with The Art of Video Games at the American Art Museum. The main feature of that exhibition was a showcase of console hardware and software, representing 4 distinct game genres across time. The Art of Video Games acted as a display of historical artifacts with explanatory statements justifying each game's inclusion in the exhibition. The blunt title of the show alluded to art, but without directly stating that games are art. In fact, usually when the phrase "the art of" is employed, it's to discuss craftsmanship, a quality that could be attributed to proficiency in most labor requiring a degree of delicacy. The MoMA announcement presented the same mixed message brought forth in The Art of Video Games –a prestigious art institution is willing to use "art" and "video games" in the same breath to draw attention from the game community, but stops short of an actual art exhibition of video games.

It's true that MoMA begins their announcement with the blunt statement that video games are art, but the rest of the blog post runs counter, leaning heavily on explanation of the design criteria and technicalities of acquisition. For an art museum like MoMA to simply state that games are art seeks a kinship with the gaming public. It's saying "we all know games are art so let's just move on now." Yet, the issue of whether video games are art is as heated as ever, turning up just about everywhere that a forum for discussing games exists. The avoidance of the debate about whether games can be considered art is reinforced by breaking them down into architectural design elements. These components could be used as the basis for artistic interpretation, but here they are presented as bullet points for the means to a solution, solutions being a core tenant of great design.

The argument for games as art comes down to interactivity being the distinctive factor that both separates it from other expressive media while also showing the conceptual depth and artistry present in great painting and sculpture. MoMA understands this, but chooses to frame video game interactivity as design, not art, categorizing it in the same realm as furniture, tools, and advertisements. This framing actually suits games quite easily, seeing as game development teams, if job titles are to be believed, are led by designers, not artists. "Game Design" is a field in which one can earn a college degree, and the Lead Artist on a game development team is primarily concerned with aesthetics, not interactivity, though the two are inextricably related. MoMA is merely using the predominant language that already exists for discussing games –one of design.

In many ways, design is the great unifier of video games where even the word "game" itself has become a misnomer at times. A lot of interactive things are termed "games" that behave in wildly different ways than one would typically understand a game to function. If chess and baseball are used as barometers for what constitutes a game, then the episodic exploration and choice-driven conversations of Kentucky Route Zero seem to put it in another category, closer to visual novels, but still uniquely interactive. The term "game" has evolved beyond chess and baseball to include the likes of text adventures and World of Warcraft, but conversely rendering it less useful as a classification. All successful video games display outstanding design though, and that's both a much easier pill to swallow and a convenient safeguard in the event that a great taxonomical dispersion in the future that renders "video game" obsolete.

MoMA's decision to acquire specific video games as examples of superb "interaction design" is less a bold statement claiming video games to be works of art and more a logical next step for a cultural institution looking to expand patronage and continue relevance. That said, final judgements about whether MoMA's initial video game venture shifts the balance in the "games as art" dialogue should be withheld until Applied Design, the exhibition featuring their initial 14 acquired games, opens in March.