Insert Coin For Art
Insert Coin For Art |
Insert Coin For Art…
Every week I write a new article for members of our four Facebook art communities,
The Artists Exchange, The Artists Directory, The Artists Lounge, and The Artist
Hangout. This week we take a look back in history to see how video games not
only shaped a generation of a certain age but have contributed to art history
too. Retro video games are one of my passions outside of art, so this article
is very dear to my heart and my art!
Art, Technology and Me…
For me, art has always been part of
my life. I didn’t have any idea when I was five that I wanted to become an
artist, I don’t think at that time I knew what day of the week it was let alone
what I wanted to do when I grew up. But I would draw and paint, and I was the
only kid in the class who looked forward to field trips to the art museum. I
was fascinated, I was hooked by the colours and the different styles hanging on
the walls.
I remember writing a story in
school about Van Gogh, I was about 6-years old and I remember the teacher
saying that it was too brutal to read out loud. I may have made the ear
incident into a slightly bigger thing than it really was. I had a really vivid
imagination, it also included a leg and an arm as I recall.
School days were something I didn’t
really get along with, there were only ever three lessons I would be guaranteed
to turn up to. Art, Computer Studies, and drama. I think the latter was because
I really got on well with the teacher and she would ask me to go and make her a
cup of tea and I could have one too. It was the trust she showed to me in giving me that task that made me feel very special, I was the chosen one. Not sure how that would be viewed today,
she would be either fired or be challenged because she was putting me in danger
from boiling water.
Things back then were definitely
different to how things are today, back then I had all the confidence in the
world, I just wasn’t into academia. Yet here I am today and some of my day to
day life is spent in education and spending time in a university or giving
a keynote to educators or anyone crazy enough to pay to come and hear me speak.
Sometimes about cyber stuff, sometimes about art, sometimes about education.
If you have never had the pleasure
or misfortune to come and listen to me, the conversation always turns to art. I
don’t do PowerPoint, I do masterpieces. You think I’m kidding. I can turn a
conversation about the Millennium bug into a history lesson about Rembrandt and
a hundred reasons why people should buy from independent artists. Rembrandt
doesn’t need the money. I have a unique set of skills they say. Others think I’m
maybe on a certain spectrum.
It was only once I had left school that I realised I needed to learn, the problem was that by then I had to pay to learn. There were no free passes, no internet, and throughout my adult life I have dipped in and out of learning, I have had to.
As an artist, learning never
stops. For those who don’t know me, I am an artist and have been creating art
professionally for more than 30 years, along with what some folk call a regular
career. Except for my other careers can hardly be called regular. More on that
another time though, maybe.
But my art career is my first
career love. My passion, it’s never been just a hobby or something I was simply
only interested in, not since my school days anyway. Some might say art is my
obsession just behind my daughter, my wife, and my dogs, and even way ahead of technology.
So this week you will see how my very different worlds and interests interlink,
and you might just find the subject of technology and art, and video games, a
little more interesting too, because they really do all have moments of cross
over.
My recent "Mountains" artwork recreated on a Commodore Amiga! |
Loose Change…
Shuffle around in your pocket for
loose change, finally, you find some spare quarters hiding in the stitching and
you insert them into the slot. Suddenly the world explodes in colour and a
satisfying thud sound emanates from a small door below, your senses tingle with
anticipation. I’m not talking about arcade games though, you didn’t win a prize
on a claw grabber machine, I’m talking about art.
It’s an interesting concept, can we
just insert a few coins in a machine and have it provide us with a masterpiece?
I’m sure such a machine would be a phenomenal hit with the right marketing and
if it is located in the right space. Maybe the likes of Banksy would provide
one-off miniature works for people to find. Or at least I was sure it was a
genius idea waiting for someone to develop it until I carried out some research
online. I have never seen one in the flesh, or tin or whatever they are made
of.
Such a simple concept you would
think that art vending machines would be everywhere bringing art and joy into a mostly grey world filled with political drama and war. You would think I was
talking about the days of the Cold War, but alas these modern times can feel
equally as bleak as some of those earlier days.
This simple concept has been done
already so you would have thought that these machines would be located in every
art museum. History books and science fiction told us that we would by now be
owners of flying cars and that by 1984 governments around the world would be
using cameras to spy on their citizens, and I guess they were partly right.
There are companies who already
provide refurbished cigarette vending machines to dispense art instead of smoky
sticks and sugar rushes that line up in the hallways and corridors of every
public space. I’m just not so sure that vending art is ever going to be as
popular as vending sugary snacks. Perhaps the bottom line on snacks is so
temptingly higher.
The one company that offers a
vending machine to do just this here in the UK doesn’t look like its website
has been updated since 2017. I worry that this great idea has been tried and
has already failed. But thankfully hope is not lost. There does seem to be a
niche scene in other parts of the world where companies and individuals are
making them available, and in one case which I found at this link here, the proceeds support the local art scene. The concept for this scheme was based
on art vending machines in big cities across Germany. So why aren’t there more
of these machines?
They are a little like lost
Renoir’s, you know they are hiding somewhere but finding them is hard. With so
many talented artists creating miniature works these days, the two just seem to
have a fit. What if we inserted some money into a machine and we were
guaranteed a one of a kind piece of art in miniature form. I can’t believe
there’s not a huge market for these, after all, there is a huge market for the
machines to vend snacks and plastic toys.
Surely more people must want to be
part of collecting art in this way? I would be feeding coins in by the bucket,
my walls would be fuller than they already are and we would see money heading
towards local arts groups.
Art-O-Mat is another organisation
which has more than a few of these machines out in the field and you can find
them right here. From what I could see on their website it looks like these machines are based
in the USA.
Whatever older vending machines
dispensed, the machines themselves were often a work of art and many had
eye-catching designs. I remember going to a local pub when I turned 18 (that’s
when you can legally drink in the UK, and I might have been 18… depends who’s
asking) and I remember thinking wow, look at that thing. It sold cigarettes but
the graphics were really cool. I wanted to start smoking. Also of note… I finally
gave up more than 6-months ago. If I can do it, you really can too!
It was like an adult amusement
arcade machine but instead of 8-bit graphics, the machine pumped out cigarettes
to anyone it could. They have since been banned from vending cigarettes in many
places and regions but there was just no way for a busy pub owner or their
staff to police who made a purchase. That’s also why so many kids I grew up
with were intent on going to the pub, they could buy cigarettes without being
challenged about their age. I like to think I went for the art displayed on the
machine but it might have had more to do with beer and whiskey.
What struck me about the vending machines and the designs were the likenesses to machines I was more familiar with. Arcade games which required you to feed money into the slot to get gobbled up, or shot by an alien. Repeatedly, over and over again.
The reason I was familiar with
those machines wasn’t that I was addicted to the games, I was, but because I
was also addicted to the art that appeared on the side of the cabinets and on
the posters that announced new arrivals. On screen, the graphics weren’t quite
so great. You had to imagine that the eight by eight-pixel monoblock was a
tank or a spaceship, but the art on the side of the cabinets was impressive.
For a ten or eleven-year-old it was phenomenally impressive. It was really like a
young person’s equivalent of walking around an art museum. Today I often visit
a museum where these machines are the exhibits, I kid you not and yes, it makes
me feel old.
Back then, amusement or video game
arcades were springing up everywhere, even in the local fish and chip shop
where I would spend lunchtimes and the money to buy lunch, playing Pac Man and
Galaga. It was a joyous era of beeps and pings and artwork on the cabinets
which could never be replicated in the video game which played through a CRT
(Cathode Ray Tube) monitor. We just didn’t know what high definition was.
It was a cacophony of computer
chips attempting to push out a recognisable tune, and it was a showcase of the
weird and the wonderful. Blocks of colour jumping about on screen. Just how
designers came up with the game plots, I have no idea because most of them
looked exactly the same. I must have played 30-versions of Pong before I
realised they weren’t even from the same manufacturer. Those were the things
that would really burst your bubble of dreams as a kid, as did losing a life on
Space Invaders and not having another coin.
I have been into video games ever
since I first played Computer Space in the ’70s, and I owned pretty much every
home computer model between the early eighties and even into the late nineties.
At one time I had even made a sort of semi-decent living writing games, but my
passion has always been in computer art. I may have at one time even been
referred to as an original geek.
My first job in a retail
environment to cover my tuition fees and to get beer tokens for the weekend was
given to me on the back of showing them what I was capable of when I used a
really low powered computer to create art. The work was the Mona Lisa, only it
was created with letters and characters. I have no idea why they gave me a job,
that piece wasn’t even my best work at the time. I recreated it again last year on my decades-old Commodore Amiga!
Mona Lisa - Recreated on the Commodore Amiga! |
For years I would sit in my bedroom
and create graphics, more often for businesses my father was involved with but
occasionally for video games. Then I got a real job as my parents called it,
settled into a normal career and went to college in the evenings.
It was at college I studied
business and later on I took art, before many years later studying orthopaedic
science. It was in the little time I got in between selling high-end audio and
video and learning in a classroom when I would continue to create video game
graphics and art. I was officially working on digital art even before Warhol.
The passion though had gripped me, but it had started way before even then. My
art career started literally with a tiny white dot that went for a walk and
became a line.
In the beginning…
Many of the younger generations will
be forgiven for thinking that the first video games console was the PC or the
PlayStation, or even the Nintendo Entertainment System, in fact, to find the
seeds and not just the roots of video games, one needs to travel back to the Massachusetts Institute of Technology and
a student named Steve Russell, the year,
1962.
In computer labs full of white-coat
wearing bearded computer scientists, the first video game was born, Computer Space. In a world where any
computers needed a room the size of a large house, the technology relied on
valves and vacuum tubes, and some advanced programming needed to be done and so
it was. Two-line drawn spacecraft went head to head and took the available technology
to its most upper limits and our imaginations into the deepest depths of space
and intergalactic battles between good and evil. Okay, they were just white
lines, but we all had very good imaginations back then, we had to have.
Space
War made an impact and became the defacto extracurricular activity for
students and academics. Among those students was a young Nolan Bushnell who, shortly after graduating from the University of Utah, (big shout out there
to my Utah friends) decided to build his own version of Space War which he would call Computer
Space. You can find out more the “The
International Computer Museum” at this link right here.
Unlike the original version, this
version wouldn’t require a mainframe computer. Using the electronics skills he
had learned whilst in university, Bushnell assembled just the absolute minimum
of hardware and hooked it up to a 19-inch black-and-white TV. Bushnell was one
of the pioneers of modern day genius.
With this new portability, Bushnell
realised that the machines could be mass produced and could also be operated
with the insertion of a coin. He set them up in bars and amusement arcades and
tried to convince an as yet undeveloped industry to produce 1500 of them.
No one was interested beyond the
first 1500 machines which Bushnell had convinced a single manufacturer to
create because they just didn’t know what they were. They saw no obvious sales market outside of the computer lab geeks and some thought that the machines
would be stolen for the 19-inch TV set each contained.
When players inserted their coins they would be met with reams of instructions and options screens so the market was indeed limited to those who would stay the course and learn how to play it. You had to be totally committed. Computer Space eventually went away, but that didn’t put Nolan off.
A simpler game would be more likely
to attract customers who at the time were not players. The simpler game would
be based on a sport called tennis which two-players would bounce a ball off two
bats on either side of the screen. Once your opponent missed the return, you
would score a point. Beep, boop. I know you remember playing this too right?
Well, if you are viewing on a desktop based browser you can replay it on the
dedicated Pong website right here.
In 1972, Bushnell named his company
Atari, and produced its first ever video game which was called Pong which was located in Andy Capp’s Tavern,
Sunnyvale, California. The rest, as they say, is history. The dawn of the modern
day video game was finally here. I was three years old and hadn’t got a clue
about any of this until I was about five or six. Imagine a 3-year-old who
didn’t own a tablet PC.
As Atari expanded, more staff who
had the required skills were needed and amongst them a seventeen-year-old
dropout by the name of Steve Jobs who
was then hired in 1974.
Jobs would often call on his friend
Steve Wozniak whenever he hit technical problems that couldn’t be sorted out and eventually after a period of
being smuggled into Atari by Jobs, Wozniak was formally hired and became an official employee of the Atari business.
Wozniak and Jobs worked in Jobs’
garage each weekend on another project which was a small computer which would
be called the Apple I, not
particularly powerful but the people who saw it thought it was something quite
special.
It was Steve Jobs who thought that
their new venture would make money, so Wozniak worked on the technical side of
the operation, it was Jobs’ task to come up with a way to make the Apple-Computer even more appealing to a much wider audience.
More people joined his and
Wozniak’s growing business and more robust power supply was created, as was a
stylish new case for what would become known as the Apple II Computer. The Apple brand was officially born and with it,
the personal computer industry too.
If Apple were to grow though they
would need investment. Jobs asked his old friend Bushnell if he wanted to
become involved in his new venture but Bushnell declined the offer. He had his
own plans for his company Atari, which included releasing a home version of
Pong.
Magnavox
a US-based Electronics Company who had been working quietly in the
background on their Magnavox Odyssey prototype and who also along with many
others released a version of Pong in 1972, were joining the game. But it would
be 1974 when Bushnell released the official version of Pong to the world for
home use.
Technically superior to the
Magnavox, Bushnell’s machine didn’t take off until 1975, and suddenly every
electronics manufacturer wanted in on this new TV games revolution. By the end
of 1976, more than 20-manufacturers were trying to outdo each other with technically
advanced machines but a company by the name of Fairchild went a step further and produced one so technically
advanced the user could swap out games using interchangeable cartridges. It was
literally a game changer. I know that was a really bad pun, but it is 3:22am as
I write this.
Not to be outdone, Bushnell had one
of those hold my beer moments and went another step further. Welcome to the
Atari 2600 VCS, with colour graphics and sound, and a promise of a wealth of
games cartridges from the actual manufacturers of all those great arcade games
becoming so popular in arcades and bars.
The Atari VCS 2600 was expensive to produce
and Atari didn’t have the finances to produce and market on the scale that
would be needed. Bushnell scouted around for investors and Warner
Communications offered to buy up the project and the operation, although a
takeover wasn’t in Bushnell’s original plan. Arguments between Bushnell and
Warner frequently occurred.
With Apple making personal
computers and doing particularly well, Bushnell now wanted in on the home
computer market too after passing up the opportunity to be at the forefront
with Jobs and Apple. Bushnell wanted his Atari
800 to be everything that the Apple II was not. So with this in mind, he
designed it with enhanced graphics and sound capabilities which made it not
only suitable for business, but for the games market too. Indeed it was more
successful in the games market than it was for business.
Apple was encouraging the market
of coders to write software for their machine but Bushnell’s 800 would be
closed to that market and software would be produced only by Atari which was
probably the start of its downfall. Apple’s software catalogue had grown
considerably and included several business programs which were seen as must-haves. The Atari 800 was left on the fringes and out in the cold. You can see
the Atari 800 at this website right here.
The closed development policy
hadn’t been the idea of Bushnell though and one of the many arguments with
Warner Communications at the time was about just this, Bushnell needed them to
change their policy, and he wanted them to also reduce the cost of the Atari
2600 VCS. Warner didn’t agree with Bushnell and so Bushnell stepped away from
Atari.
Retro Computers and the birth of digital art! |
In the UK
In the UK the video games scene was
initially seen as a fad, with many of the pong TV games available and parents
never could quite seem to justify the best part of a hundred or so pounds on a dedicated
games machine which would take over the main and often only TV set in the house.
On top of that, the cartridge-based games were expensive. Remember that this was
back in the day where anything involving electronics was still relatively new.
By 1979 children across the UK and
me included were dreaming of the day we would own an Atari 2600 VCS. Since the company called Taito had released Space Invaders in 1978, having the arcade at
home was not just a fun idea, but would give many children an insight into how
presenting a good business case would secure them a shiny new home computer.
I tried to convince my parents to
buy me one by explaining that it would be cheaper for them to have a machine at
home rather than put coins into a machine in an arcade. That fell flat and they
weren’t convinced. A few months later I told them that I didn’t want to get
left behind in my education. I did it, I pulled the "ace" card out of the hat.
They mistakenly thought I would become a cash-rich programmer of computers. I
did eventually, but I was never rich.
Having a games machine such as the
VCS was one thing, but already those bigger, better, shiny, new personal
computers were being imported into the UK. The Apple II and Atari 800, and the
Commodore PET all in one computer was becoming popular. But as far as parents
knew, those computers were strictly off-limits and deemed only suitable for
high-end businesses and universities, they weren’t for kids and were at the
time, considered purchases even for large corporations.
For the cost of a brand new fitted
kitchen, one could purchase the Atari 800, the alternative was to buy a
computer in kit form for around £200 (UK). One year after the VCS appeared under
the family Christmas tree, I found a kit in the same space on the 25th
December 1980. The kit was the Sinclair ZX80, a small white plastic case with a
touch-sensitive keyboard, it was hardly a games machine, but this is where my
art career would really begin.
It would be another two-years
before I would own a ZX81, which was released in 1981, and the Sinclair ZX-Spectrum which was released in 1982, wouldn’t get near me until a little while
after its initial release. You can find an entire Wikipedia article on the ZX81
right here, which was also marketed as the Timex Sinclair 1000, and 1500 in the USA.
The Commodore 64 Personal Computer. EPIC! Copyright Commodore |
Mainstream Gaming for the Masses and the real introduction of video game art...
If there was a specific point at the time that gaming was introduced to the masses it would have been at the time of
the Atari VCS. As time moved on and the home computer market grew, users wanted
more and more, no longer were single 8x8 blocks of single colour enough.
Consoles had for the past few years taken a back-seat as the personal computer
was easier to prepare a business case for to the parents, many personal
computers were handed over under the guise of helping them with their homework,
and of course they never really did.
In 1985 things would change again
when a company who once produced playing cards and hand-held electronic games,
produced the Nintendo Entertainment
System in the USA. With titles like Super Mario World and Legend of Zelda, the NES was released to a new and eager audience.
Mario, of course, had been around
before in a game released back in 1981, called Donkey Kong. Legend has it that the original game was to be called
Monkey Kong but a misprint on a memo resulted in a last-minute name change.
The alternative version of the myth was that there was no such memo, the games creator saw the lead character
of Kong as being stubborn rather than evil, and browsing through a translation
dictionary the only word which described such stubbornness was Donkey.
Whichever is the truest record
determined that Donkey Kong would go on to be one of the most popular video
games in history and it also introduced the world to Mario some four years
before Mario would get his own title when he appeared in Super Mario World.
Donkey Kong is where graphics
started to become more engaging, and the historical use of cut-scenes was
introduced to the game playing world between levels. These are something that
will be familiar to players of today and where much of the finest video game
artwork can now be seen. Some cut scenes take hundreds of hours and hundreds of
people, techies, and actors to create, and a budget of millions of dollars.
The art of Donkey Kong became as
iconic as the game itself with images of Donkey
Kong and Mario appearing
everywhere from cereal boxes to school lunch boxes and the images even inspired
street art to appear in Paris in 2015
by an artist named Jace. There’s a great
article about that right here.
In 1989 it seemed as if Nintendo were unstoppable and they
released an 8-bit hand-held which would be known as the Game Boy. Its sales didn’t initially come from Nintendo’s earlier
Mario games though, it was from Alexey Pajitnov’s Russian game called Tetris.
What made Tetris so unique wasn’t necessarily its unique gameplay, but it
was the first entertainment software to be exported from the USSR to the USA.
The real beauty of Tetris though was its use of tetrominoes, a four-element special case of polyominoes which had been used in popular puzzles
since at least 1907, however, even the enumeration of pentominoes is dated back
to antiquity.
Tetris is a game where you have to
complete solid horizontal lines from falling blocks of various shapes and has
been a staple of any video games collection since 1984. It is a type of game
which transcends culture and language, anyone can pick up Tetris and
immediately start playing. More recently a visual treat and update appeared for
the PlayStation 4 and offered players the opportunity to play Tetris in Virtual
Reality. The game itself is a work of visual and audible art.
Blocks appear from nowhere and can
be rotated in different directions and it is those blocks which have inspired
artwork from installation art projects such as LummoBlocks which really made
art installations interactive. You can read more about that project right here.
Sergej Hein an animator and motion
designer incorporated the blocks in Berlin Block Tetris, creating an impressive
piece using Adobes After Effects. The piece served as a commentary on the
design of former socialist building designs in architecture. You can read more
and see the video right here.
Tetris has even spawned modular
seating concepts which can be easily stacked and reconfigured, a nod to
creating order out of versatile shapes. Aimed at children, the goal was to help
children work together and develop critical thinking skills.
The art of video games…
Whilst there are more than a few
games which have inspired new forms of artwork, there are many more artworks
inspired by games. Anyone who has spent time and consumed hours of playing Final
Fantasy will tell you that the visuals in the modern iterations of this epic role-playing game, RPG for short, are perhaps some of the finest examples of
artwork dominating the current crop of video games. Personally, I think there
are even better demonstrations of art in video games such as the ones shown on
this website right here.
Back in 2012, the Smithsonian
exhibited the Art of Video Games at the Smithsonian’s American Art Museum.
Whilst the exhibits offered playable experiences of the medium, the fact that
this event happened at all was seen at the time as being an institutional
endorsement of the medium as an art form.
You can see the exhibition trailer right here.
What was more obvious to those
visiting the exhibit at the time was its lack of overly formal curatorial
intervention, preferring instead a crowd-sourced approach to the exhibits. Also
obvious was the fact that many who visited were taken in by the exhibitions a title which may have suggested that an exhibition of the mediums advances in
graphics would be the focal point.
It was precisely the interactivity
of the exhibits which provided a potential for storytelling but the key message
from this exhibition at the time was to put video games on an art map and
start a debate. It did.
The Guardian newspapers art critic Jonathan Jones said back in 2015 “that if games are art, they remain aligned with old-fashioned Renaissance ideals of realism and linear perspective”.
Games definitely offer the viewer
with a unique fusion of interactivity and visual art design, and again in 2015,
even The Tate joined the debate with collaboration through the ever-popular video game, Minecraft.
Another interesting story in the
defence of art within games can be found in an older Guardian piece right here.
This is where you will find the observation that “video game art returns us to that first Impressionist exhibition”,
where the critic Louis Leroy, cruelly lampooned the works on display as “uncultured blobs of paint on dirty canvases.”
The debate was back at the time heated
and continues to be even to this very day. There’s another interesting article
right here.
But there is a world of art within
modern video games and increasingly, video games are becoming the theme for particular
pieces of art and art installations. Today, enough of high culture's gatekeepers have grown up around video games, so art and installations no
longer have to always sneak past them in the same way that they once did.
Gaming and art in 2019 are
experiencing a moment of convergence. New games are released in similar ways to
artworks and at similar events, to those, we see in the broader art world. A
pre-release party for a triple ‘A’ title is just as likely to be filled with
people sipping fine wines and discussing the aesthetics of any particular work
as they would when attending any gallery showing a retrospective.
The Museum of Contemporary Art has
previously held pop-up exhibits showcasing video games and mixing those
exhibits with a broader collection of artworks and the events have been very
similar to any other art event. Whilst some would morally condemn
the video game medium as showcasing violence and gore or just being simplistic
distractions, others suggest that games are the convenient bipartisan scapegoat
which causes the moral decay of children. But don’t we sometimes see some of
that in artworks too?
Perhaps with artworks being more
static they appear less violent and it also comes down to how we interpret art,
but some other differences between violence and gore in games and art can be
implied. However, we have to be mindful that video games do have age ratings in
most countries whereas artworks don’t. Ultimately, it’s difficult to police and
even harder to prove that someone under the age rating has played a game rated
for someone older, there’s also a question around appropriate supervision or
lack of it in some cases, though not an excuse for all.
There are others who will defend the right of games to be classified as art to the highest level, as the Chicago Sun-Times
film critic Roger Ebert found out when he wrote an article and declared that
video games would never be art. Just a few short months later and with more
than 5,000 comments on his post suggesting otherwise, Ebert was forced to make
a ‘U’ turn and later wrote what was at least a half-hearted attempt at an
apology.
Whether or not you personally
believe games are good for society or not, there is no denying that video games
require ever-growing numbers of artists to create them. At one time sat in a
bedroom on a cold winter’s evening I would tap away at a keyboard producing
code and creating graphics from 8x8 blocks. Today hundreds of artists are
involved in the making of the biggest titles, and not just artists, but
animators, actors and actresses, and those who pen the narrative for any games
story. All of those artists, authors, designers and creatives, rely on the
industry to keep them employed.
The industry for video games is
significant and contributes to the economic growth of communities and entire
nations. In 2017, the industry made $116 billion which was a 10.9% growth over
the previous year. Before that growth was at around 10% year on year and is
expected to reach $180.1 billion by 2021. Impressive numbers, and plenty of
opportunities for creatives to become involved.
Celebrities usually more familiar to us through their film roles have taken acting and voice-over work in the games industry and it’s not unusual to see ‘A’ list celebrities in the credits of each game.
Kiefer Sutherland voiced the
character ‘Snake’ in Metal Gear Solid V: The Phantom Pain,
George Takei formerly of Star Trek fame was chosen for the game Red Alert 3, and Liam Neeson who was
attracted to the compelling story behind Fallout
3.
Many performing artists took more
obvious roles in games, Andy Warhol made an appearance in The Sims along with Avril
Lavigne and Phil Collins appeared as himself in Grand Theft Auto: Vice City Stories.
The classic Atari Paddle Controller I recreated using an old Atari 400 computer! |
But is it really art?
Whilst the games themselves can
arguably take their place in the art world, the playing of them has never been
a candidate to receive any kind of serious status within the arts. Video games though
are performative in themselves, perhaps because the players are the viewers
just as one would see looking at art within a gallery, only they are also
interacting with the characters and scenes.
It comes back to the question that always gets asked, “Is it art?” which is usually
asked in response to a single artwork whose artistic status is in dispute. Perhaps one way to view this is to
assess whether or not a story can be told through visual representation
and/or it provokes an emotional response not present before the art was seen.
There will always be something that some call art and others call out. Digital
art is art, yet so many still say that digital has no place in the arts. I hear
this and have heard this for years as primarily being a digital artist, it is
only recently where there has been slightly more acceptance and much of that is
down to the works of Warhol and the exhibitions in major galleries.
We take the view that animators are
artists if they work for Disney, so why do we then ask the question oppositely,
when an artist who has animated or produced some static background images for a
video game if it is not made by Disney? PR, prestige, and perception may be.
Some of those games developers
themselves do not see their games as an art form. Others suggest that games
should be seen if they are to be seen as anything art related, as being more
akin to a play or a film. Some games are less game-like and more experience
like today. When it comes to describing video games as an art form in whatever
way, one would expect some controversial rebuttal of the notion.
Some modern games take the theme and plot of a film and expand on it. A 90-minute film might translate into 20-hours
of gameplay, often even more. So this provides an opportunity when it is done
well, for the producer to expand on the film and fill in the missing backstories. Some films are based on the worlds within games, it’s just that not
many games inspired films or shows do this very well and when they get it wrong,
it just adds more weight to the critic's voice.
Whichever way you view video games
there is no doubt that there are at least some elements that anyone would have
to agree have characteristics of the arts within them.
Regular readers will be aware that I
am an 8-bit purist who prefers to recreate retro computer graphics using the
same technology as I did in 1981 and onwards in my retro computer inspired
artworks. I have a niche market for those works which do not generally go on
public display as many have been created for private commissions, or
historically have been. I do plan on getting some of these works shown though
soon. We should be celebrating the era that started a new art form which some
people will have never have known a world without.
There is another reason I have been
reluctant to publicly display my 8-bit works, and that is because of the stigma
associated with art which is built with 0’s and 1’s. Some people can’t fall in
love with a pixel-based image in the way that they can with say a Matisse. There
are still many people who believe that art only equates to a brush and canvas,
but the reality is that to be a digital artist really does need the same skills
as we would use when creating traditional art. Digital art is not done because
it’s a cheap medium or because it is quick or easy. Some of my works have cost
me significantly more to produce than some of my traditional canvases, and it’s
not always quick unless two to three hundred hours spent on a piece that uses
hundreds of layers is quick. Is it easy? No. There is often a steep learning
curve that becomes even steeper the more in-depth you go. Any professional digital artist will tell you the same thing as will any traditional artist who has transitioned across or tried the medium out.
Maybe games are nothing more than entertainment to some people, but even the Supreme Court afforded legal protection of video games as being creative works. Maybe they are too disruptive, maybe they do not fall into a particular box as easily as modernism or cubism, or any of the other art movements but that doesn’t mean they’re not art.
Emerging art forms depend upon existing communities for recognition and
legitimation, even as they compete with those incumbents for ideological and
material support. Games have faced suspicion from critics of established media,
just as film, television, and comics were once doubted. We are though finally
seeing a sway in thinking and I have helped a number of traditional artist
friend’s move into the digital art space over the last few years and I don’t
think any of them would suggest that this has been an easy transition.
So maybe one day we will see the re-emergence of amusement arcades and we
will see those vending machines lined up, each serving different miniature art
forms. Perhaps we won’t, but there is absolutely no doubt that technology will
start to play an even bigger role in the arts in the next few years even in
just making the arts more accessible. Video games aren’t just art, they are an entire culture.
Traditional Amusement Arcade. Oh, the memories! |
Want to learn more about the art behind video games?
Here are some of the best places to
build up knowledge and learn more about the art of video games and the art
that sits within them.
Art on display at the Royal Academy…
Eric Ravilious (1903 – 1942)
created a work entitled Amusement Arcade
as part of his 1938 High Street series
of works. You can view the work on display at the Royal Academy or click on
this link right here.
You can also view the photographic
work “KISS” Young Lady in Amusement Arcade, Williamson, West Virginia, 1979,
by Bill Burke, at the Smithsonian American Art Museum or by
clicking the link right here.
Both of these pieces are either
before and from the dawn of video games, but both use the amusement arcade as
an element within the subject matter. There are many works that have
surprisingly featured the era of gaming and arcades as the subject matter which
demonstrates even further that the link between art and the amusement business
isn’t something that is entirely new, and there are some significant works of
art from the early days of Coney Island too, the birthplace of the amusement
park.
Twin Galaxies…
Twin Galaxies is perhaps the mecca
for video games enthusiasts and has an in-depth article on the subject of
whether or not video games are classed as art. You can read the article right
here.
Arcade Blogger…
There is an entire industry that
preserves the games and the cabinets along with the associated artwork and one
of the best sites I have ever come across for knowledgeable insight is Arcade
Blogger. There are also plenty of videos with arcade raids, where fans and
collectors treasure hunt for the rarest machines. You can lose yourself for a
few hours at least going through this site by Tony Temple, it’s a regular read
for me. You can find the site right here.
Arcade Attack…
There is more information and
knowledge sharing of the subject over at Arcade Attack and there are some great
podcasts to listen to too right here.
For Amusement Only…
For Amusement Only: the life and
death of the American Arcade is another interesting read that distinguishes the
differences between the original arcades and the likes of Dave and Busters.
Authenticity is a hard nut to crack, but this is a good summary of the issues
that saw an era almost end to make way for businesses that offered nostalgia
instead. The article is right here.
The Arcade Club…
If you are in the UK, the Yorkshire
city of Leeds is one of my occasional haunts where a healthy three floors of
old, vintage, and modern-day arcade machines are set on free play. My advice if
you do go is to make a day of it and take up the special offer on the full
access pass. There is a significant difference between The Arcade Club and many
others who offer arcade experiences, in that Arcade Club is much more
reminiscent of the arcades that many 40-50-year-olds would have visited in
their younger days. You can view their website right here.
Side Art and Marquees…
There is a healthy business for the
supply of authentic side art to adorn the cabinets of self-build projects and
indeed this is where I still continue to make some sales to those who like me,
are crazy enough to build their own arcade machine. Search for side art on the
internet and you will see a range of vinyl decals for arcade machines, some of
which can be eye-wateringly expensive, especially when it is for a bespoke
cabinet. Good quality custom reproduction side art is always professionally
screen printed often using the exact same processes as the original arcade
manufacturers would have used. In the USA, there are companies such as Quarter
Arcade which you can find here, and whose work always impresses me whenever I see it, as do the images
produced by This Old Game which you can find here.
Self and custom build cabinets…
I took the plunge a few years ago
to build my own arcade machine which is a bar top as I don’t currently have space in my studio for anything bigger. There are many websites online that
will provide you with the plans to create an arcade machine yourself, and they
aren’t that difficult to build, there is also plenty of online help in forums
and groups.
You can buy the controls, marquees,
kits, and original CRT monitors, from the many suppliers around the world. My
only advice is to make sure that what you are buying is upgradeable in the
future because once the bug has bitten, it refuses to let go and it can become
an expensive passion. If you think art supplies can be expensive, get into
arcade machines and then reconsider the cost of art supplies.
Price wise, a good pre-built arcade
machine with a selection of legal games (licensed original ROMS from the
original games) will set you back in the region of anywhere between $1000 -
$2000, roughly the same prices in UK pounds, and even the bar top machines run
at around the same price.
You can get cheaper machines but you do get what you
pay for and there are many that have illegal ROMS installed. You can also pick
them up on eBay, and there are some original machines still in working order out there, but some of the rarer ones will cost you upwards of many thousands of
pounds/dollars. My advice if you want one of the originals is to look at Tony
Temple’s site, join a community and go on an arcade raid.
My own build started out costing
towards the lower end at just under £1,000, it took me around 4-weeks to build in
my spare time, but since then it has had multiple upgrades and a new PC which
runs multiple emulators, surround sound, and has more than a thousand licensed
ROMs from the original arcade games. I still haven’t fully completed the bezel
around the screen but that is on the to-do list. Ultimately my goal will be to
make some space and go with a full upright custom build with a fully restored
original cabinet, I just need to convince the wife that these really are time
machines.
More art…
If you want to see some more arcade
art on different products, Classic Arcade Art can be found here, and
there is some gorgeous 3D arcade art at 8Bit Boutique which you can find right
here. There are some absolutely stunning diorama box art examples which would
certainly take up less space than a machine.
If you want to find out more about retro gaming, Wikipedia has a useful entry full of useful links to retro games sites, and for some of the other exhibitions that have taken place all over the world. You can find the entry right here. There is also an entry within Wikipedia that goes into some detail about video games as an art form and you can find the article right here.
You may remember a while back that I also wrote an article about the use of artificial intelligence in creating art and if you missed it, you can read the article right here.
YouTube...
YouTube is synonymous with gaming and there are many channels that showcase older games as well as the latest hits, and I just wanted to give a shout out to a fellow Brit by the name of Daniel Watterson who has recently started his own gaming channel on the platform. Daniel, I wish you all the very best with this new venture and look forward to seeing some of the older games and the art within gaming soon! You can check out Daniel's Facebook page right here and his YouTube channel right here.
Have Fun…
Video games, amusement arcades, whether
you would describe them as works of art or not have indeed inspired a huge
market for those seeking nostalgia and they have also inspired many, many artworks. Today I have given
you only a small taste of video game art history, every game has its own unique history
and some of them have some rather interesting and chequered backstories too.
If you are interested in video game
art, there is no end of inspiration to be found online even if you want to have
a go at creating it. It’s a niche market that continues to grow with a
generation for fortysomethings right now but also a new generation of
millennials who want to know more about where video games began. I feel lucky
to have been born at a time that allowed me to experience its birth. Game on
folks!
Did you have a favourite game that
you played by feeding it coins? Are you surprised to find that an entire art history
has emerged from the subject? Do you still have a sneaky game of Pac Man? If so
I would love to hear what you still play! And also, would you like to see another article looking a little more closely at the art and artists involved in creating some of the silk-screen images used on the game cabinets? As always, let me know!
And finally, let me know too if you would like to see some of my pixel art and video games inspired artworks! It's about time some of them saw the light of day, and if you have any, let's see those too!
About Mark…
I am an artist and blogger and live in
Staffordshire, England. You can purchase my art through my Fine Art America
store or my Pixels site here: https://10-mark-taylor.pixels.com
Any art sold through Fine Art America and
Pixels contribute to the ongoing costs of running and developing this
website. You can also view my portfolio website at https://beechhousemedia.com
You can also follow me on Facebook at https://facebook.com/beechhousemedia where you will
also find regular free reference photos of interesting subjects and places I
visit. You can also follow me on Twitter @beechhouseart and on Pinterest at https://pinterest.com/beechhousemedia
If you would like to support the upkeep of
this site or maybe just buy me a coffee, you can do so right here.
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