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MoMA | Video Games: 14 in the Collection, for Starters
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MoMA

VIDEO GAMES: 14 IN THE COLLECTION, FOR STARTERS

November 29, 2012  |  Collection & Exhibitions , Design
Video Games: 14 in the Collection, for Starters

We are very proud to announce that MoMA has acquired a selection of 14 video games, the seedbed for an initial wish list of about 40 to be acquired in the near future, as well as for a new category of artworks in MoMA’s collection that we hope will grow in the future. This initial group, which we will install for your delight in the Museum’s Philip Johnson Galleries in March 2013, features:

? Pac-Man (1980)
? Tetris (1984)
? Another World (1991)
? Myst (1993)
? SimCity 2000 (1994)
? vib-ribbon (1999)
? The Sims (2000)
? Katamari Damacy (2004)
? EVE Online (2003)
? Dwarf Fortress (2006)
? Portal (2007)
? flOw (2006)
? Passage (2008)
? Canabalt (2009)

Over the next few years, we would like to complete this initial selection with Spacewar! (1962), an assortment of games for the Magnavox Odyssey console (1972), Pong (1972), Snake (originally designed in the 1970s; Nokia phone version dates from 1997), Space Invaders (1978), Asteroids (1979), Zork (1979), Tempest (1981), Donkey Kong (1981), Yars’ Revenge (1982), M.U.L.E. (1983), Core War (1984), Marble Madness (1984), Super Mario Bros. (1985), The Legend of Zelda (1986), NetHack (1987), Street Fighter II (1991), Chrono Trigger (1995), Super Mario 64 (1996), Grim Fandango (1998), Animal Crossing (2001), and Minecraft (2011).

Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design?a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity. Our criteria, therefore, emphasize not only the visual quality and aesthetic experience of each game, but also the many other aspects?from the elegance of the code to the design of the player’s behavior?that pertain to interaction design. In order to develop an even stronger curatorial stance, over the past year and a half we have sought the advice of scholars, digital conservation and legal experts, historians, and critics, all of whom helped us refine not only the criteria and the wish list, but also the issues of acquisition, display, and conservation of digital artifacts that are made even more complex by the games’ interactive nature. This acquisition allows the Museum to study, preserve, and exhibit video games as part of its Architecture and Design collection.

As with all other design objects in MoMA’s collection, from posters to chairs to cars to fonts, curators seek a combination of historical and cultural relevance, aesthetic expression, functional and structural soundness, innovative approaches to technology and behavior, and a successful synthesis of materials and techniques in achieving the goal set by the initial program. This is as true for a stool or a helicopter as it is for an interface or a video game, in which the programming language takes the place of the wood or plastics, and the quality of the interaction translates in the digital world what the synthesis of form and function represent in the physical one. Because of the tight filter we apply to any category of objects in MoMA’s collection, our selection does not include some immensely popular video games that might have seemed like no-brainers to video game historians.

Tetris. 1984. Alexey Pajitnov

Tetris. 1984. Alexey Pajitnov

Among the central interaction design traits that we have privileged are:

Behavior
The scenarios, rules, stimuli, incentives, and narratives envisioned by the designers come alive in the behaviors they encourage and elicit from the players, whether individual or social. A purposefully designed video game can be used to train and educate, to induce emotions, to test new experiences, or to question the way things are and envision how they might be. Game controllers are extensions and enablers of behaviors, providing in some cases (i.e. Marble Madness ) an uncanny level of tactility.

Aesthetics
Visual intention is an important consideration, especially when it comes to the selection of design for an art museum collection. As in other forms of design, formal elegance has different manifestations that vary according to the technology available. The dry and pixilated grace of early games like M.U.L.E. and Tempest can thus be compared to the fluid seamlessness of flOw and vib-ribbon. Just like in the real world, particularly inventive and innovative designers have excelled at using technology’s limitations to enhance a game’s identity?for instance in Yars’ Revenge.

Space
The space in which the game exists and evolves?built with code rather than brick and mortar?is an architecture that is planned, designed, and constructed according to a precise program, sometimes pushing technology to its limits in order to create brand new degrees of expressive and spatial freedom. As in reality, this space can be occupied individually or in groups. Unlike physical constructs, however, video games can defy spatial logic and gravity, and provide brand new experiences like teleportation and ubiquity.

Time
How long is the experience? Is it a quick five minutes, as in Passage ? Or will it entail several painstaking years of bliss, as in Dwarf Fortress ? And whose time is it anyway, the real world’s or the game’s own, as in Animal Crossing ? Interaction design is quintessentially dynamic, and the way in which the dimension of time is expressed and?incorporated?into the game?through linear or multi-level progressions, burning time crushing obstacles and seeking rewards and goals, or simply wasting it?is a crucial design choice.

 flOw. 2006. Jenova Chen and Nick Clark of thatgamecompany

flOw. 2006. Jenova Chen and Nick Clark of thatgamecompany

After which (games), came what ?what is a museum to acquire? Working with MoMA’s digital conservation team on a protocol, we have determined that the?first step is to obtain copies of the games’ original?software format?(e.g. cartridges or discs) and hardware?(e.g. consoles or computers) whenever possible. In order to be able to preserve the games, we should always try to acquire the?source code in the language in which it was written, so as to be able to translate it in the future, should the original technology become obsolete. This is not an easy feat, though many companies may already have emulations or other digital assets for both display and archival purposes, which we should also acquire. In addition, we request any corroborating technical documentation, and possibly an annotated report of the code by the original designer or programmer. Writing code is a creative and personal process. Interviewing the designers at the time of acquisition and asking for comments and notes on their work makes preservation and future emulation easier, and also helps with exhibition content and future research in this field. Last, but not least, we work out the complex?rights situation?MoMA’s General Counsel is in deep negotiations with the publishers.

SimCity 2000. 1994. Will Wright for Maxis, now part of Electronic Arts, Inc

SimCity 2000. 1994. Will Wright for Maxis, now part of Electronic Arts, Inc

Of course, what we acquire depends on each game, how it is best represented, and how it will be shown in the galleries. If the duration of the game is short enough, the game itself could be made playable in its entirety. For instance, visitors were able to play Passage in its entirety in MoMA’s Talk to Me: Design and the Communication between People and Objects  exhibition not only because it took a mere five minutes, but also because the narrative and message of the game required the player to engage with it for the full length.

For games that take longer to play, but still require interaction for full appreciation, an interactive demonstration, in which the game can be played for a limited amount of time, will be the answer. In concert with programmers and designers, we will devise a way to play a game for a limited time and enable visitors to experience the game firsthand, without frustrations.

With older games for which the original cartridges may be too fragile or hard to find, we will offer an interactive emulation?a programmer will translate the original code, which was designed for a specific platform, into new code that will create the same effect on a newer computer.

In other cases, when the game is too complex or too time consuming to be experienced as an interactive display in the galleries, we will create a video akin to a demo, in which the concept and characters of the game are laid out.

Finally, some of the games we have acquired (for instance Dwarf Fortress and EVE Online ) take years and millions of people to manifest fully. To convey their experience, we will work with players and designers to create guided tours of these alternate worlds, so the visitor can begin to appreciate the extent and possibilities of the complex gameplay.

The team behind this acquisition stars MoMA Architecture and Design insiders Kate Carmody and Paul Galloway, but in preparing this research we have sought the advice of numerous people. We could not have done it without their contributions, and thank them wholeheartedly for their generosity, enthusiasm, and time. We will distinguish between RL (you know it, Real Life) and ML (MoMA Life). RL: Jamin Warren and Ryan Kuo of Kill Screen ?magazine; design philosopher and game author extraordinaire Kevin Slavin; and Chris Romero of the graduate program in museum studies at New York University. ML: Natalia Calvocoressi, Juliet Kinchin, Aidan O’Connor, and Mia Curran in Architecture and Design; in Graphics, Samuel Sherman; in Audio Visual, Aaron Louis, Mike Gibbons, Lucas Gonzalez, Aaron Harrow and Bjorn Quenemoen; in Information Technology, Matias Pacheco, Ryan Correira, and David Garfinkel; in Digital Media, Allegra Burnette, Shannon Darrough, David Hart, John Halderman, Spencer Kiser, and Dan Phiffer; in Conservation, Glenn Wharton and Peter Oleksik; in General Counsel, Henry Lanman; in Drawings, Christian Rattemeyer; at MoMA PS1, Peter Eleey; in Film, Rajendra Roy, Laurence Kardish, and Josh Siegel; in Media and Performance Art, Barbara London; and in Education, Calder Zwicky.??

We also extend our great thanks to the game companies and designers who donated these important works to MoMA. Without their brave, forward-thinking participation, this project would not have been possible. A great thank you to Tarn Adams, CCP, Eric Chahi, Cyan Worlds, Electronic Arts, NAMCO BANDAI, NanaOn-Sha, Jason Rohrer, Adam Saltsman, Sony Computer Entertainment, The Tetris Company, thatgamecompany, Valve, and Will Wright.?

Myst. 1993. Rand Miller and Robyn Miller of Cyan Worlds

Myst. 1993. Rand Miller and Robyn Miller of Cyan Worlds

Comments

I just ‘played’ that Passage ‘game’ and it was the most boring 5 minutes of mawkish sentimentality I’ve experienced in my entire life -and I’ve heard at least 2 Coldplay songs!

This is not a game.

Homeworld

Perhaps Wolfenstein 3D, or a variant of Doom or Quake should be on this list? id Software released some of the most influential and original games in the history of media. Half-Life was also incredibly influential and popular as well. And there were certainly strong elements of creativity (3d level design, texture design, monster creation and behavior) throughout the games in this genre.

Most definitely some early 3D First Person Shooter as the previous poster argued. Either Half-Life, Quake, Doom. Also, in the age of internet and on the subject of communication between people-object-people, some form of a Massively Multiplayer Online Role Playing Game is lacking; EverQuest, Ultima Online or World of Warcraft.

Shadow of the Colossus belongs. The game that screams “art” while playing like none other. Great idea, love the initiative.

Design, Technical Innovation, Music, Pop Art, Underground Culture, Visual Beauty and game mechanics… Jet Grind Radio… Come On! This selection has rights and very wrongs!

Dark Souls belongs. If only to demonstrate the difference between narrative in film/literature (presented) and game (discovered).

Immediately the problem will be “what games seem the most artistic” vs. “what games are the most important/influential”. The problem with “influential” is it includes games like Wolfenstein 3D, which at first glance would be hard to take seriously now, but the impact is huge (also from an economic approach, I believe it was the biggest shareware game ever).

For now, they should focus on where artistic and influential converge – so less Myst, more Tetris. Less Passage and more Portal.

OBSIDIAN!

It is almost a cult game dealing with interesting philosophical concepts – life in the machine, does the end justify the means?, and how a machine acquires a conscience.

I’m glad Zelda made it. But where is Okami?

Suck on that Roger Ebert!

@Nick : EVE Online is a MMO, and definitely more “Massively Multiplayer” than WoW or Everquest.

Nick, they do have a MMO up there. It’s EvE Online. Look into it, it’s a lot of fun as soon as you figure it out.

Art gallery tries to do a cool thing by display videogames as art. Bunch of games whine in the comments section about the selection.

Dwarf Fortress, f*** yeah!!

I could not imagine such a list without the inclusion of World of Warcraft.

I would second the call for Homeworld a beautific rts.
One of the other seminal RTS games such as Dune 2 or Command & Conquer and certainly a FPS such as Doom or Wolfenstein 3d should make it in if they can swing it.
I’m not a huge fan of MMORPGs but you can’t really ignore Everquest, Ultima Online or Warcraft as highly influential gaming experiences.

Okami must be there!
Its a real work of art!

I understand that this list is as much about design and artistic merit as about historical signifigance….but this already seems quite haphazard and arbitrary. I would love to know a little more about the curatorial process that assembled THIS list from the infinite possibilities. A few of these games had me downright scratching my head. Individually I can see why each game is worth a look (except for a few) but as a collection I think the current assemblage lacks a continuous thread.

Fallout, that game of post apocalytic survival should be in this gallery, it is one of the most influencial games out there.

+1 for adding Okami to the list. A blend of Japanese ukiyo-e (block print), sumi-e (ink brush) and kiri-e (cut paper) styles of art. Along with the sound design, the whole effect is hypnotic, and just beautiful!

Most of these comments are missing the point of this exhibition, I think. It’s not about which games are “influential” or exemplary of what video games are, or a collection of the different genres of game or whatever. It’s likely better to look at these as examples of games as a medium, as examples of the ways in which games are set apart from other media. Hence the focus on interaction design. A FPS or an RTS or an MMORPG are not exactly going to be interesting examples of the artistic potential of interaction, although they might be great examples of games.

Excellent initiative. Game design is art, gaming is an artform. I love it. Although it seems a bit self serving as I’ve played Eve-Online for nearly 7 years.

Three games should be added to your list, all downloadable games from this year.
1) Journey – by the same company that made Flow. You are a hooded figure on a journey to a distant mountain in the desert. Beautiful, devoid of any text, all the meaning comes from symbolism.
2) The Unfinished Swan – A game that is remarkable in it’s design, as well as an unexpected story that unfolds. You are a child who goes into one of his deceased mother’s paintings. The world starts as a blank white until you throwpaint balls to find walls and the way to some resolve.
3) Walking Dead – The most traditional game of the three, and the only cross-platform (The other two being PS3 explosive), You find yourself in a zombie apocalypse, caring for an 8 year old girl, and making constant life and death decisions in a world where the monsters aren’t always zombies.

As an EVE Online player, the unique nature of CCPs Single-Shard UNIVERSE is extremely noteworthy. With the upcoming addition to that standing universe, DUST 514 will be adding an entirely new level of game-play(potentially) by having not only angry nerds in space blasting people into oblivion, but infantry on the ground shooting each other in the face until it stops being funny. All while being online with each other, Capsuleers in EVE being able to contact Mercenaries in DUST in real time(Orbital strike anyone?) bridging two very different genres into the same persistent universe. The merits of the CCP and its Sandbox-Experience that is EVE Online are well justified in being included in my opinion.

Well, now I can say that I have a better video game collection than MOMA. Great!

Alex, you’re missing the point. They’re talking about games as DESIGN PIECES, not as art. Canabalt isn’t exactly an “interesting [example] of the artistic potential of interaction.” Doom or Quake should definitely be on the list, purely on how well it fits the criteria for Behavior, Aesthetics (arguable), and Space.

Really, it’s rather odd how there are no PC games on the list.

Tetris? 1984? Will it be running on a russian Electronika computer?

I know Super Mario Bros. & Super Mario 64 are the obvious choices to include. But please consider Super Mario Bros. 3, as well. Defninitely one of the best side-scrolling action games of all time, design-wise.

Animal Crossing? Good choice. I’d also go with Wind Waker for the Nintendo Gamecube.

May I suggest the Laser Disc games Space Ace and Dragon\\\’s Lair? I believe those games were an important breakthrough in terms of concept, art, animation, technology, aesthetics and influence for many current games we have today.

@John B, they did include at least two PC games, EVE Online, by CCP, and Dwarf Fortress, by Bay 12. (I also believe that SimCity might have been a PC game, but do not recall with clarity)

You can google for either game/producer and find their websites. I have spent 6 years on EVE Online, and killed many hours on Dwarf Fortress. They are opposite ends of the spectrum as far as play style, graphics, and design, but are both extremely enjoyable games with a challenge, and minimal to non-existent scripted plot lines, leaving much to the player to sculpt and enjoy.

No Sonic, No Silent Hill (PS1)?

this is a great list. I’m happy to see Vib Ribbon on there (WHY was it never sold in the US!?!?!) and Katamari Damacy, the most addictive game I’ve played since Tetris. I think they should consider Pitfall, Defender, possibly Wizard Of Wor (1st game with a voice chip), Cosmic Space would be appropriate just for the cabinet alone, Ms. Pacman was equally important as Pacman, Dragon’s Lair and Space Invaders…

Eve Online is indeed a significant work of art – but who’s the artist?

Some great suggestions in this thread.

May I suggest the 2001 shooter, REZ? Beautiful aesthetics and a perfect marriage of music to a shooter (something that sounds bizarre, but the game makes seem natural). Beautifully designed.

@Matti, “who’s the artist?”

Are you asking about the graphic designers? Or the complexity that is the living, breathing, space-drama that is the driven by player interaction?

As far as I am aware, that image displayed here(9/15) is a screenshot of one of the new destroyer class ships and a few existing frigates and destroyers.

CCP is fairly good about using ONLY the in-game graphics for most of their trailers. Look up the video “EVE Online: Inferno Trailer” (or CCP Games channel) on YouTube sometime for the most recent trailer currently, and watch the shiny new missile effects, which are actually how they look in game. The scripted ship maneuvers and camera angles are the only things that are difficult to get while actually playing. But the graphics are very impressive if you take the time to look closely at all the fine detail.

No pinball games? Big mistake.

“Or will it entail several painstaking years of bliss, as in Dwarf Fortress?”

Bliss?

Playing Dwarf Fortress; you’re doing it wrong.

No Bioshock, Braid, Civilization?

At least they’ve discovered Dwarf Fortress.

The Elder Scrolls V: Skyrim certainly deserves a place on the list, its a master in gameplay mechanics [graphics are great too] such as being able to ignore the main quest entirely means that it can literally go on forever plus the hundreds of mods in the PC version, means that is always subject to change. Plus the view of a mountainous backdrop, in its splendor never gets old.

Best game for the past year imo and many agree.

Descent needs to be on this list.

Not being a dedicated gamer there are many games that I’ve enjoyed sufficiently as a spectator, either as self-operating demos or as played by someone highly skilled, for the visual/ narrative quality and ingenuity of animation. They were primarily on the Amiga, such as Cinemaware titles like It came from the Desert and the Three Stooges. Mindwalker, also Amiga, was one that I also enjoyed playing, and may have been one of the most original games that have been designed.

I am glad that your collection guidelines address the preservation issues concerned with the games, especially original v. emulation. I hope that more publishers will work with you to expand the collection.

I sincerely believe that Bioshock should be on this list. Not only was it a huge success, it was a beautiful and deeply philosophical work of art.

@John B: “Really, it’s rather odd how there are no PC games on the list.”

Um, there are no fewer than *six* PC games: Myst, SimCity, The Sims, EVE, Dwarf Fortress, and Portal.

Every modern day creature comfort has an analog electro-mechanical ancestor, and in terms of the video game, pinball is that, the grandfather clock of the arcade, the first machine that ever kept score for you! A pretty major milestone in gaming, definitely a sea change from which a tide of evolution in art, science, and supporting technologies have subsequently flourished.

Automated scorekeeping all started off with silk screened glass lightboxes that were backlit in accordance with points awarded in game. Then the advent of the score reel… then the digital numeric display, which begets the alphanumeric display… all which predate even the now antiquated dot matrix.

Before pixels were being pumped in and fired through our eyeballs directly on into our brains by tvs and pc monitors, swinging flippers at a silver ball trapped in world a behind a sheet of glass was as good as gaming got. And that pinball world was conceived with just as beautifully brilliant a set of notions as the modern video gaming era has been.

I totally dig what MoMA is doing, fully respect it even, but definitely think there needs to be a nod given to the era of analog gaming that came before the video games presented here by just one generation.

The art of game design is a fantastic study, and thank you for taking the time to showcase the work you have. Really excited to see the MoMA collection grow not only in number of titles presented, but in breadth of study as well.

Bring back the arcade!

Peace.

First of all, thanks to MoMA for making this happen. It would be impossible to please everyone with the choices. This is an enterprise thick with nostalgia and subjectivity. That said, I agree with some of the comments in this thread that some omissions seem odd: nothing from the Civ series? No WoW? Among old arcade games, Dragon’s Lair and Defender beg for representation. But hey, the fact that we are arguing about this here is a sign of the success of MoMA in this venture.

where are the apple IIe games? lode runner, montezuma’s revenge, balderdash, wavy navy, moon patrol, to name a few. then old dos games like captain comic… maybe I’m biased because i played all of these. just as long as king’s quest never makes it to the list :/ oh and for atari, I would’ve chosen missile command or pitfall over yar’s revenge. maybe I should read the requirements of how something gets submitted again.

and “Prince of Persia” (1987)?

I have seen a number of calls for the inclusion of Warcraft(I am assuming WoW, and not the original RTS version), and to me, it does not stand out in any grand fashion as far as far as any of the criteria go. Behavior, Aesthetics, Space, or Time, the only criteria I might note is that the cinematics are pretty, but the rest of the game play it seems fairly mid ranged. If anything I would rather see Everquest or some of the other MMO predecessors to WoW up there, that pioneered the MMO genre, for their player interactions.

The next thought that comes to my mind is what sort of hoops is the MoMA going through for acquiring rights to these titles? Not to bash Blizzard, but I would not imagine the rights to their game comes easy.

And the next thought being, perhaps they are still in progress, this is just the initial 14 games in the collection “for Starters”. It might be on the list at some point down the road.

Starcraft, Crawl Stone Soup, Doom and/or Quake , and TIE Fighter should be added for sure, particularly the last.

For the love of god, people, can we stop the endless whining about “my favorite game didn’t make the list” already and recognize how awesome this collection’s very existence is?

@Silverionmox Why Bioshock? System Shock is not only a much better game but much more important to gaming.

I’m surprised there isn’t anything from Ultima at all especially Ultima IV. There should also be Baldur’s Gate, Wasteland, Fallout, Civilization, Darklands and Masters of Orion. There are many more but these are some from the top of my head that almost feel sacreligous to not be in the exibit.

+1 for including EVE online, and suggesting Street Fighter II. These are both games which have gone far beyond the rest of their counterparts in both persisting and remaining relevant in a medium of rapidly-evolving products that are mainly produced as consumable products.
The “Art” in both of these games, are the players who compete with each other, innovate their own play styles in a rich, well designed virtual environment, and react, respond and collaborate with the game designers to iterate the game years beyond their expected shelf-lives.

Video games aren’t art. Stop doing this. Video games involve art, but they are NOT art. They are in the same vein of graphic design… which is NOT art. Get your shit together, you guys are supposed to know about this stuff. This is embarassing.

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