Thank heaven for little girls


Oil painting by Gaston Bussière entitled Salomé (1914)

Bussière is one of the few painters who has depicted Salomé as a young capricious girl, the way she was described in the Bible. Other painters turn her into a mature woman and, especially in the period of Bussière, a femme fatale, devourer of men, deeply evil, and equally sensual. Bussière’s Salomé is naked and yet any sensual pleasure we may get out of looking at her is a very guilty pleasure. She is just a child, only faintly aware of her femininity.

Her dance seems to be more playful then sensuous. Bussière’s interpretation is supported by DeAnna Putman’s analysis of the character of Salomé:

Two key Greek words in the biblical accounts (Mark 6 and Matthew 14) make it very clear that Salome’s honorary dance was not salacious.
First, Salome is referred to as a korasion, meaning, a little girl not yet old enough to be married. Basically this means she had no breasts and had not menstruated yet. Second, the word used for dance here is orxeomai, which not only means dance, but the playful goofing off of young children.

Obviously this adds a layer of complexity to the story which is difficult to join with Oscar Wilde’s interpretation. Belgian youth author Ed Franck, however, was inspired by exactly this conflict: in his novella “Salome” he describes how a teenage Salomé falls in love for the first time, only to meet rejection.

Is the games industry so business-like because business is so games-like?

Jeff Ward wrote an interesting analysis of the commercial viability of independent games. I highly recommend it to anyone who has any illusions about the Great Era For Indie Games that we’re living in. Because the reality is cold and hard for most of us. Indie games is becoming as much a commercial and hit-driven business as its AAA counterpart (via Game Set Watch).

This, of course, made me immediately think about alternatives. The indie scene is too valuable to be spoiled by banal commercial considerations. There must be another way! But perhaps not within the games industry…

The games industry is -still- largely a manufacturing industry, not a creative industry. What I mean by that is that its focus is on the production of goods that can be consumed, rather than on invention and communication, or even entertainment. One of the oddities about the games industry is that the highest selling games and the games that get the highest critical praise are -by and large- the same. Whereas in other creative fields, the opposite is true: mass market products are looked down upon by the connoisseurs and marginal experimental products often get praised.

Within the games industry, the only criticism on this situation comes from academic circles and small groups of dissident gamers and journalists. Most people in the industry (publishers, developers and audience) are perfectly comfortable with reducing a game’s merit to its commercial success. There is no strong desire to invent new things or expand horizons. In fact, every new idea that comes along is heavily criticised, not for its intrinsic value, but for its potential lack of commercial viability. Even on the indie scene, where most developers are primarily driven by passion and not greed, success is still measured in commercial terms. Up to the point where indie developers congratulate their colleagues when they are bought by a bigger company or funded by a publisher (which, in essence, means they cease to be independent).

Commercial gain trumps everything in the games industry. You can make games that hardcore hobbyists despise, but if you sell well, you’ll be respected (Nintendo’s recent success, for example). But what’s much much worse is the opposite! If you make a game that does not sell well, it is simply ignored, shoved aside and dropped into a bin labelled “irrelevant”. If a game doesn’t make money, it’s considered to be irrelevant!

Even the few exceptions that exist, always carry this mark of shame with them. Any article that celebrates the greatness of underselling but highly praised games such as Ico, Psychonauts or Beyond Good and Evil, will invariably mention that the game did not sell well. As some kind of warning to anyone who would dare to do the same. While, seriously, after all this time, does the lack of sales still matter? In any other medium, first of all, commercial success is all but ignored when discussing a masterpiece. And second, a masterpiece that might have been commercially unsuccessful when it was released, makes up for that over time, after being praised on and on by the critics (Van Gogh being the most ludicrous example of this phenomena).

When it comes to games, it almost feels like commercial considerations are an integral part of the form. And I wonder if this is because of the kinds of people that are attracted to games. Games are competitive activities. And striving to win is a big part of the experience, especially in the prominent single player action game category. Gamers can be quite ruthless. In fact, it is expected of you to be ruthless. Your enemies must be defeated, if not destroyed. That’s the main winning condition of most videogames.

These goals happen to be shared by business culture, particularly its capitalist variety. Morals are set aside, friendship is set aside, care for the community or the environment all have to make way for the desire to win, to beat the competition. Business seems to be in a continuous state of war, where things are permitted that would not be accepted in normal society. When all factors in any issue are considered, profitability is the one that leads the decision. A decision that does not support growth of the company, growth of the market share, increased profits, etc, is considered foolish. Is considered playing badly. And will lead to losing the game.

If the people who are running the industry work from the mindset of gamers, it should come as no surprise that the games industry is not a creative one. In a field where financial gain defines success, there is no room for experimentation, exploration, expansion, maturation. And there certainly is no room for considering the quality of people’s lives, care for the environment, art (only when these concerns coincide with financial gain can they pop up on the radar). Maybe this is why the games industry never seems to grow beyond its confines as a manufacturing industry. An industry that is doomed to cater to the whims of the market, instead of leading the community by example, information and discussion. As a result, games are doomed to be forever shelved in the toy store, between to the board games and the superhero comic strips, never living up to their potential to challenge the crown of fine art, cinema and literature.

The Path is cheaper here!

On both Direct2Drive and Steam you can now purchase The Path at a higher price than normal!

To compensate for your trouble, Direct2Drive is throwing in 4 other indie games (Defense Grid: The Awakening, Democracy 2, Zeno Clash and Cogs). They call this the Best of Indie Bundle and charge 17.75 US Dollars for it. But you can buy The Path for 7.76 Dollars less right here!

Steam is doing a similar -if not even more spectacular- stunt by offering a choice of two bundles, each including The Path, and one more expensive than the other! At Steam you can pay up to 29.99 Euros for The Path (or US Dollars if you are so unfortunate as to live in the Home of the Brave). You do have to accept the 9 other indie games they add to the bundle (Audiosurf, Everyday Shooter, Blueberry Garden, Braid, Crayon Physics Deluxe, Gish, Mr. Robot, Darwinia and World of Goo). If you’re worried whether your hard disk can take all that, you could settle for the 19.99 version of The Path (and only get Everyday Shooter, Blueberry Garden, Braid and World of Goo extra). Steam considers these to be Top Indie Games but remember that The Path is much cheaper here. Only 9.99 weak American Dollars!

So grab your chance to pay more for The Path now! It’s a limited time offer!

Seriously, for those who worry about our well being, we totally approve of these discounts. We only get a fraction of the share that we usually get per sold copy. But the theory is that you sell so many more copies that you end up making more money than if you were selling at the normal price. And so far, this does indeed seem to be the case. I guess this means that there’s a lot of cheapskate gamers. But on the other hand, our work gets exposed to a lot of people who had never considered purchasing it. And perhaps they end up appreciating it anyway. So, its a good thing!

Why I don’t play games

When Lewis Denby asked me to write an answer to the question “Why I play games” for a three part feature in his excellent Resolution magazine, I wasn’t planning to participate. Because I don’t play games. I try often enough. But videogames just don’t amuse me any more. Then I realized that this hasn’t always been the case and I started wondering what has changed. So I ended up writing an answer to the question “Why I don’t play games”. And they published it. :)

Have a read and let me know what you think. Am I crazy? Do you feel the same? Is there still hope? Or should we just move on to something else? Or are the other writers right? Are their reasons for playing games more pertinent than mine not to? Oddly, it seems that several of them feel the same about the scarcity of really good games and the lack of evolution, but this does not lead them to stop playing as it does me.

What big eyes you have, Salome!

I am amorous of thy body, Iokanaan! Thy body is white, like the lilies of a field that the mower hath never mowed. Thy body is white like the snows that lie on the mountains of Judea, and come down into the valleys.

Suffer me to touch thy body.

Thy body is hideous. It is like the body of a leper.

It is of thy hair that I am enamoured, Iokanaan. Thy hair is like clusters of grapes, like the clusters of black grapes that hang from the vine-trees of Edom in the land of the Edomites.

Suffer me to touch thy hair.

Thy hair is horrible. It is covered with mire and dust.

It is thy mouth that I desire, Iokanaan. Thy mouth is like a band of scarlet on a tower of ivory. It is like a pomegranate cut in twain with a knife of ivory. The pomegranate flowers that blossom in the gardens of Tyre, and are redder than roses, are not so red.

Suffer me to kiss thy mouth.

I will kiss thy mouth, Iokanaan. I will kiss thy mouth.

– from Oscar Wilde’s play Salome

thoughts, notes, and examples about strange games

The other day, in a chat with several someones, I stated, “Artists are not interested in games.” As with any blanket statement it cannot be entirely true. Upon reconsideration I think it’s more accurate to say “Artists are not interested in the games industry.” For that is something that will drive all but the most iron-stomached away. I do think many artists can see video games as a worthwhile medium… just not many of them do.

Someone mentioned to me last week, as an example of an artist made game, this work by Mel Chin called KNOWMAD in which one must navigate roads contrived from patterns found in Turkish carpets. I believe the ultimate prize is to find a promegranate.

He says in an interview with ART 21

ART:21: How did “KNOWMAD” evolve?

CHIN: I was interested in the maps that are not written down but created in the mind. And where do they occur? In contemporary culture, they occur with eleven year-olds, ten year-olds, playing video games and winning or getting the prizes or whatever they do, slashing or slaying the beast. And they memorize their path because that’s the one way—it’s the start of memory—and that intrigued me. How can we create this kind of mapping? I’ve been interested in arcade games and in all these things, not necessarily as a player, and not necessarily as one who participates in that, but as it has a profound effect on culture. How do ideas survive in culture? Not necessarily my ideas or anybody’s ideas, but how do ideas stay around long enough to have a conversation? From a conceptual standpoint, I’m interested in that. And knowing that video games probably equal or better Hollywood in their volume of intake of money shows you how much influence it have in the world. And then where is the art? Where is the cultural aspect involved with it?

Interactive video installation with Playstation, vintage carpets and fabric tent, dimensions variable

Last week, when we were asked in a room full of people if there were any progenitors to what we are doing, we didn’t have an answer. I believe we simply shook our heads and said sheepishly “No, there is no one doing what we are doing… There has never been anyone doing what we are doing.” Well, not in the way we are doing it. Put over-simply, some sort of art and video game hybrid with more emphasis on the art than the game.
Again, not _exactly right. Difficult being put on the spot on a subject like that.

We were taken aside after the talk by a performance artist/gamer who told us we need to know about Kenji Eno and his WARP development studio. Apparently we also needed to have a look at D, Enemy Zero, and D2. Sega Saturn and Dreamcast games… youtube will have to do.

A little search yields this fascinating interview

Kenji Eno: I want to go back a little bit and explain a little. Originally, I was an observer more than a game creator, like someone who was looking at the game industry from the outside. That’s why I had all of these different, crazy ideas — like creating a game without visuals. I had all of these kinds of ideas because I was seeing the game industry from the outside. But around the time of D2, I felt like I was getting too close to the inside; I felt like I was turning into a normal game creator. Before, I was more like a producer, trying to look at everything from the outside, you know, like, “This might be fun, this might be interesting, and it might make an impact on people.” And I didn’t like going to any game-related gatherings or anything like that because I was trying to distance myself from it. D2 was a fun game, and the story was crazy and all that, but I still think that it’s a normal game, and I was noticing that it was a normal game. So I wanted to distance myself again so I could be the person outside of game industry so I would be able to create fresh games again. So the reason I stopped creating games was because I wanted to create games again from the outside.

and this history lesson from GameSetWatch. Hard to tell from video, of course, but in every case, cutscenes seem to dominate them. Maybe it was just how things were done then. Enemy Zero looks particularly promising, a game wher eyou must fight/avaoid an en enemy you cannot see, only hear. Aside from all the unfortunate first-person shooteriness there is a soundtrack by Michael Nyman(!) and animations by *gasp* Fumito Ueda.

To recap some things which need to be kept clear (as possible)
* “Doesn’t matter if it is a game or not so long as you enjoy it.” Tattoo it on your inner eyelids kids.
* Interactive art and games have plenty of overlapping concerns.
* Video games differentiate themselves from traditional games (chess, go, hide & seek etc.) by virtue of what they can offer that traditional games cannot. immersion, interaction with a virtual system, networks, realtime/alt-time/non-time (non-linearity etc.), multimedia.

Tales of Play, Adventures of the Unexpected

Today, Video Juegos: Historias lúdicas, aventuras insólitas starts in the Centro Fundación Telefónica in Lima, Peru. It’s an exhibition curated by the lovely and talented Daphne Dragona, with work by yours truly, Brody Condon, Julian Oliver, Eddo Stern, thatgamecompany, Bill Viola and several others. The show runs until 4 October.

Fountains of blood

Pietro di Sano
15th Century Italian painting of John the Baptist’s beheading. By Pietro di Sano.

This picture makes John’s execution almost look like an unfortunate accident. Somehow sticking his head through the window -was he trying to escape?- led to a lethal injury. If course that’s if we ignore the man in the middle with the perfectly clean sword. A scimitar, no less, indicating the exotic origins of this person -despite of the Roman regime that had decided on the prophet’s fate. He’s looking at the golden platter. His job is not done yet. I wonder if he’s thinking about how he’s going to fit John’s aureole on that thing. It too looks like it’s made of solid gold. Is that why his head fell off? From the weight of his holiness? Or did it have a sharp edge perhaps? This would certainly explain the cleanliness of the scimitar.

John was wearing his typical outfit of camel’s hair (as described in the Bible by Matthew), often interpreted by medieval artists as camel skin. But in all likelihood, he probably wore woven clothing. And a camel’s hair is probably very rough, indicating a certain inclination towards masochism in the prophet, not atypical for Christian martyrs.

A much more dignified depiction of the saint comes from Jan van Eyck, painted a bit earlier in the same century.

Jan van Eyck
Detail of the 15th century Flemish Alter Piece depicting John the Baptist. Painted by Jan van Eyck.

Judging by the rich cape that covers his camel skin dress, this is probably a portrayal of John the Baptist after his death, in heaven. Looks like Salomé didn’t get to keep the head, after all. And now it is even surrounded by a magnificent aureole of golden rays.

It’s beautiful.

To think that this amazing piece of work is only one part of a much larger, much more complex and breathtakingly marvelous piece that is located at 10 minutes walking from my door! In Saint-Bavo’s Cathedral in Ghent.

Who needs death when heaven is so nearby?

The picture of John the Baptist apparently got stolen together with the panel of The Just Judges. The latter was never recuperated, which is a shame. But I hate how this stupid so called mystery of the lost panel overshadows the splendor of the masterpiece. I mean: it’s got a lamb on a table with blood coming out of its chest!!!

Saint-Bavo’s Cathedral, by the way, is probably the one work of art that has influenced our own practice most. Not just the altar piece, but the entire cathedral, from its gothic architecture and its dramatic staging of baroque decorations to all the paintings and sculptures in it, ranging from the sublime to the banal. In this cathedral we started thinking about non-linear storytelling in three dimensional space.