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ArtFutura tries to anticipate the future of art associated
to the new technologies. From January 1990, the annual shows
of ART FUTURA in Barcelona, Madrid, and Seville, have counted
with the participation of artists and thinkers like William
Gibson, Chris Cunningham, Laurie Anderson, Moebius, Digital
Domain, David Byrne, Chico MacMurtrie, Brian Eno, Javier Mariscal,
Karl Sims, La Fura dels Baus, Yoichiro Kawaguchi, Orlan, Laura
Kikauka, IL&M, Stelarc, SRL, Arthur Kroker, Timothy Leary,
Max More, and many others. Through virtual reality and artificial
life, from robotics to virtual communities, a new shape of
art is emerging. (http://www.artfutura.org/)
"Distributed Intelligence and Games Online" was
the title of ArtFutura 2001 (October 25-28). Recent shows
have been "The Internet Cyborg" (2000), "Virtual
Leisure" (1999), "Second Skin" (1998), and
the ambitiously titled "Future of the Future" in
1997. ArtFutura 2001 had all the elements of an important
and timely reflection on video gaming; it was even sponsored
by PlayStation. We are now nearly 30 years since Ralph Baer's
famous "Pong" and nearly 25 years since Taito's
classic "Space Invaders." Now with the ZX81s, Ataris,
and Spectrums firmly in the bottom drawer of the '80s techies,
we are faced with the online, interactive, real-time, all-singing,
all-dancing, virtual reality games of "Tomb Raider,"
"Half-Life," "Final Fantasy" and so on.
But let us not forget the hard-core gamers who continue to
pioneer human creativity through their text-only MUD virtual
worlds, subtly casting a disapproving eye upon the primitive
game-players who need graphics to make things real. Their
presence in exhibitions of future art is noticeable by its
absence, in part because it is not visual, though herein lies
the terrible limitation of visual art.
Undoubtedly, ArtFutura had some key supporters and some innovative
artists contributing to its collections. However, sitting
through its 12-year retrospective, I could not help feeling
that I was not seeing anything new. The technologies have
evolved, but the concepts have not. It is claimed on the ArtFutura
site that its retrospective "pretends to pay tribute
to the work of creators that, despite not being very known
by the non-specialised audience, have influenced heavily on
the development of aesthetics in the last decade."
Yet, there is no greater engagement than this with the realisation
and understanding of video gaming's social significance, nor
a contextualising of these lesser known artists with a broader
outline of digital art. It is alluded to in some of their
publicity literature, where they claim that, "Video games
have not only become the most powerful entertainment industry.
Their undeniable impact on the contemporary culture and their
capacity to generate paradigms that later on are reproduced
and recycled by other digital creation areas have consolidated
this form of expression with a thirty-year history as a legitimate
artistic medium in the commercial space."
Indeed, the video game section curator and ArtFutura veteran
Javier Candeira aspired to reflect the state of the art. But
whose version of art, except for his own, is shown in ArtFutura's
video game section? Isn't the indelible consequence of digital
art that it has no origin, no location, no essential and unique
incarnation? We didn't need to go to the exhibition to see
this art. Most of it is online in some form, allowing those
who have missed it to create their own collection and be their
own creator. Alternatively, for anyone who is interested in
video games, they will have played most of those exhibited
in ArtFutura, which posed more as a nostalgic video game arcade
than a gallery collection.
Something more has to be said from the way in which a digital
art collection is structured than is the case for a conventional
art exhibition. Curator must become Creator. This final irony
of the awkwardly situated machines is personified by the arrival
of Stelarc-like Catalan performance artist Marcel-lí
Antúnez, who promptly arrived for his presentation
with a weighty desktop CPU tower under his arm. All he needed
to have done was to tell us the address of his Web site or
simply know his name so I could find it myself.
The only engagement with some of the significant cyber-theorists
was found in the ArtFutura 12-year retrospective show, which
touched on the ideas with interviews from the likes of Arthur
and Marilouise Kroker, Kevin Kelly, Laurie Anderson, Eduardo
Kac, and William Gibson. If only one of them had been present
in the ArtFutura 2001 exhibition, then one might have found
a little sympathy for their aspirations.
Was there nobody here who realised the social and philosophical
significance of computer games? Nobody who wanted to take
on attempting to engage with the cultural meanings of these
technologies? Or was the collection a consequence of this
realisation? Did Jamie Doombos, lead programmer of The Sims,
not want to comment about how important Sim City and its derivatives
had been in making video game history for video game players?
The sales statistics alone, despite being impressive, do not
give us any basis for knowing what made these games so special.
Did he not see the final irony of people dislocating themselves
from the monotony of real life to go spend it in some virtual,
equally monotonous life? Perhaps film innovator 'Tomato' was
being thoroughly insightful to use selections from Wittgenstein's
Tractatus as one of its successful promotions. "7.0
Whereof one cannot speak, thereof one must be silent"
and "4.1212 What can be shown, cannot be said" might
have been the themes of an ArtFutura exhibition that intends
to not burden its viewers with an interpreted discourse on
its art. Though this is so very disappointing. As much as
one dearly loves Wittgenstein's adherence to logic, there
is more that can be discussed about video gaming.
One of the more interesting sections exhibited an integration
of classic games from past years with marginally engaging
discourses. For example, the 1978 Taito game Space Invaders
was augmented by British artists www.thomson-craighead.net
into a work titled "Trigger Happy." This adapted
shoot-em-up entailed the player gunning down philosophical
prose rather than little aliens and paragraphs such as, "the
coming into being of the notion of 'author' constitutes the
privileged moment of individuation with the hint of ideas,
knowledge, literature, philosophy, and the sciences. Even
today when we reconstruct the history of a concept, such categories
seem relatively weak."
This was one of the stronger possibilities that might have
gotten the art critic a little excited, but it did not really
hit the mark. The prose was carefully chosen, though its allusion
to Roland Barthes' death of the author theme seemed
lost among other bland video games, most of which are too
uninteresting to mention. The art was lost in a backdrop of
games. It was only possible to gain an in-depth insight into
"Trigger Happy" by closing down the game and exploring
the unprotected files on the PC, which happened to include
detailed explanations that had only been summarised in brief
in its explanation on the wall. This information was not supposed
to be found.
The exhibition did well to assert that game-players do have
depth, history, tradition, nostalgic experiences and events,
and that they have a strong community. As well, it put out
messages on the incompleteness of the term 'gaming,' which
is so unfortunately juxtaposed by the non-gamer with an alleged
serious life. As its curator wrote, Laura Croft, the Tomb
Raider heroine is, "a polygonal heroine who poses
with different costumes in a fashion magazine, has her own
chocolate bar, joins U2 in a world tour, stars in the book
of a famed cult author (Douglas Coupland) and ends up being
portrayed in the big scene by the Oscar-winning erotic myth
Angelina Jolie."
Video games are increasingly creeping into real life, whereupon
the distinction between them is rendered unintelligible. However,
for a convention about the future of art, the art was far
too sparse and the future was all too past or present. This
new age is persuasive because it is confrontational, spectacular
and creative, not because it is art. In the end, this is not
a critique of ArtFutura, but of video games masquerading as
art and on the art world's indulgence of this illusion. Art
is not enough. I am tired of hearing the word real-time. I
want something more than interactivity.
Copyright © 2002 Andy Miah. All Rights
Reserved.
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