How to curate video games and interactive media?

Mediatheque as ball turretA recent trip to Boston’s Institute of Contemporary Art made me wonder how museums might curate video games and other digital media. The challenge is fitting an interactive and often social medium into the traditionally hands-off and reserved context of most art museums. As might be expected, the ICA resolves this tension by shunting most digital media off into a separate, youth-oriented space. (American museums seem to assume that adults like to stand aloof from art, which baffles me).

Hanging underneath the cantilevered body of the museum is the “Mediatheque,” a digital cockpit reminiscent of a WWII bomber ball turret. It currently houses some 16 Macs through which patrons can access digital exhibits and a refreshingly current social-tagging and discussion feature. But as the picture below of a girl multi-tasking on her mobile phone illustrates, culture is racing ahead faster than installations.

Digital native goes digitally native

In some ways a gallery of video games would face similar challenges as a museum of film – truly appreciating a game may take hours. Aggressively curating the selection to highlight particular aspects of the game – art, sound, and most of all gameplay – can help solve this, but the curator then runs into serious software issues. Taking an “excerpt” out of a game is nothing at all like doing the same for film – how might the exhibit highlight only one of the later levels in Super Mario Bros., for example? Then there are the hardware challenges, especially for more recent games that cannot be played or emulated on the PC.

Inside the MediathequeAssuming that the technical issues can be resolved, how might a good curator assemble the collection? Some of the easier organizing logics would be historical, perhaps starting as early as the “Cathode Ray Tube Amusement Device.” One important segment might attempt to define “video game,” perhaps highlighting board games, sport, and film for comparison. Another angle might focus on video game assets such as art or audio; yet another would be to highlight major genres.

But most important of all, a proper video game exhibit must get to the heart of a game’s interactivity. The full art of video games surfaces when the act of engaging them reveals something about the human condition – whether it’s about yourself or your relationship to the world. Many of these might have to be small indie games, with an emphasis on “small.” Putting Super Mario Bros. next to Braid might demonstrate some of the conventions that the latter challenged, but won’t really help the player experience obsession (one of the major themes of Braid), at least not within an acceptable time frame. So a significant amount of “telling” will, I’m afraid, have to be done.

The picture of the girl on her mobile reminds us that any exhibit would do well to think beyond the four corners of the screen. As with the ICA’s innovative tagging system, it might even be possible to create an interactive exhibit that integrates the rest of the museum. (Museum as ARG, anyone?)

I would love to hear other ideas for how one might go about exhibiting video games qua video games. Thoughts?

(btw, Rochester’s Strong Museum of Play will soon be opening one of the largest video game exhibits in the world. I’m curious how they’re tackling the challenge.)

Games need new genre puzzles

A lot of popular “genre” fiction is laid out as a puzzle, each with different rules to resolve the puzzle. Mysteries are the most obvious example, but so too are romance, science fiction, and even nonfiction (Malcolm Gladwell is particularly fond of setting up his books and book chapters as puzzles).

Video games, too, are often puzzles, each also falling into particular genres — the platformer, the RTS, the tycoon game. The game engine reinforces the genre by defining what puzzles are possible; the genius of Portal was to discover that the physics engine of the FPS could be used to create new puzzles. But while we’ve seen increasing sophistication and complexity in physics-based puzzles, we’re not seeing quite the same diversity in what I call “social physics engine.”

Not that games are totally lacking in social physics. Fable 2 simply refines the kind of interaction found in Harvest Moon and other “village” games. (Let’s not get into dating games here!). And everyone knows about the best-selling franchise of all time, The Sims. But while making friends and influencing people can be challenging in this genre, there’s nothing all that puzzling about it. Your average pulp romance novel has more suspense built around its “social physics” than these game titles.

I would like to imagine one day having a game built around social dynamics (whether with AI or real people) with the same engaged immersion as Portal succeeded with physics.

Where’s the Wii Fit DLC?

Nowadays downloadable content (DLC) is the new hot thing, with even the New York Times deigning to review Grand Theft Auto IV: The Lost and the Damned. So when, oh when, is Nintendo going to catch on to the gold mine it is sitting on, a/k/a Wii Fit? My partner and I would pay cash money (or whatever passes for money on these consoles) for voice packs, never mind new Yoga poses. How many times can you hear the same “Great job!” before you stop believing it? (Answer: about 10).

Here’s what I believe to be the problem for the Wii and DLC: a good chunk of their new market segments can’t do WiiWare. I don’t think my mother-in-law has ever explored any other channel other than the main game. She doesn’t browse the game aisle at Target nor set foot in Gamestop. So while a lot of the complaining around the Wii’s relatively low tie ratio seems to blame uninterested consumers, I would argue that publishers — even Nintendo itself — hasn’t thought carefully on how to reach them. First, make new DLC worth DL’ing. I want a Wii Fit expansion pack, not Jillian Whats-her-name’s Total Body Ripoff. Second, make it easier to download than a Rock Band song. And test the interface on your most difficult demographic. If the non-gaming housewife can do it, so can the pimply teenager. Hop to it Nintendo, you’re leaving my money on the table!

New Honda Insight gamier than ever

According to the New York Times, the redesigned Honda Insight offers a built-in ecology game:

Honda has loaded it with an array of gauges and displays intended to coach drivers to be more economical. For instance, the speedometer’s background color changes from blue to green as one’s driving becomes “more environmentally responsible.” Readouts reward the frugal driver with an “eco score”; if you excel, you win a digital trophy surrounded by a wreath.

The author and his colleagues all found that they beat the EPA measures, probably because of the electronic coaching. How’s that for a “game for change” that might actually really change the world? Just keep your eyes on the road and watch out for cyclists, Insight drivers!

Newsweek on morality in video games

I missed this article from a month ago: Videogames with a Social Conscience. It paints with the broad strokes you’d expect from a national general-interest publication, but it does zoom in on one title, Far Cry 2:

But just as soon as the game begins, the protagonist contracts malaria. The player must then choose whether to work with one faction or the other, or with the local church, to get the medication he needs. Conditions in the country continue to deteriorate over the course of the game. The sniper rifle is still the most fun part of playing, and the moral questions of right and wrong are not exactly central, but they’re there.

The piece then skips on to the marquis Game for Change, Peacemaker, which is a shame because there’s a lot more that could have been said about the diversification of first-person shooters into areas of moral complexity.

What do video games leave out?

Randy Smith’s talk last night, Games are Art (and what to do about it), at Postmortem triggered a few thoughts I wanted to throw out there briefly. Here’s the first one:

In exploring the nature of art and different art forms, Randy looked to McCloud’s Understanding Comics to identify “closure” (the interstitial space between frames) as a unique feature of the comic medium. He then posed the question of what made video games unique. It struck me that what each medium can be defined by what each one leaves out; for example, comic books’ closures leave out what is between the frames – that is for the reader to fill in. Performance media cannot convey inner lives the way literature can (Wonder Years style voiceovers notwithstanding); it’s for the actors to interpret that inner life and for the audience to infer it from their performances. Literature, for its part, leaves to the imagination how its characters look or sound, which generates that little bit of shock when a book is translated to film. (Harry Potter provides a great example: the movies’ cast probably overrides the books’ illustrations probably overrides Rowling’s text).

So my question is: what do video games leave out for the player to fill in? Or better: what is best for video games to leave out?

The virtual and the real Washington, DC

Having so recently finished Fallout 3 (review coming soon!), I found myself contrasting images from today’s concert at the Lincoln Memorial with that same location in the virtual, post-apocalyptic Washington DC portrayed in Fallout. The game had generated some minor controversy when its marketers plastered the real Metro Center subway station with ads that included an image of a bombed-out Capitol Building. (Metro Center appears in the game as well).

Update: Here are contrasting images related to yesterday’s Inauguration:
The Mall in Fallout and in real life

The Fallout series satirizes the Cold War and in particular the aesthetics and politics of the 1950s, as seen through the lens of the Regan era (it was inspired by the 1988 title, Wasteland). And it’s cynical in a late Cold War, 99 Luftbalons kind of way, depicting both government and society as dysfunctional, greedy, and selfishly tribal. This was politics à la mode, but the hundreds of thousands gathered today around the Reflecting Pool attest to a new zeitgeist, one that makes the old cynicism seem out of place.