The following is reprinted from bard xy, where it originally appeared on 28 September, 2005. Although the weekly feature idea never really took off, I still feel strongly about this piece, which finds successful game design in a work of net.art.
I’m hoping to start a new weekly feature on xy, entitled “The Game/Art Problem.” Each week, I’ll be posting links to examples of the synthesis of art and video games, and discussing the issues demonstrated by these pieces. This week, I’m presenting Natalie Bookchin’s “The Intruder”, a hypertext/game interpretation of the same-named story by Jorge Luis Borges.
Bookchin, an L.A. artist and professor at the California Institute of the Arts, executed “The Intruder” in January of 1999. By visiting the site, the user (slash reader, slash player) is confronted with a series of simplistic video games, which he or she must complete in order to progress through the narrative. Each of the ten games unfurls a portion of Borges’s original story (translated into English from the Spanish original), with the unveiling of the text dependent upon the user successfully playing through the game (or, in the case of one game, failing to play). Though mostly modeled after classic Atari 2600 titles, each game is visually related to the portion of text it covers. For example, as Borges’s story talks about a woman who is shared sexually between two brothers, the user plays a version of Pong, where a female avatar replaces the ball.
In hypertext and net.art communities, this piece is heralded for its use of video games to affect one’s read of the classic story. This sort of view, however, strictly looks at game as assisting the read of the text. A description of the piece on Rhizome.org exemplifies this view of game as supplementary to story: “Playing transforms former readers into participants who are placed inside of and implicated in the story—-Borges’s short tale of a tragic love triangle.”
I refer to this issue as the Game/Art Problem, or specifically the issue of discerning whether – in a specific instance – a game is art, or whether art is using game: Game as Art, or Art as Game?
In the case of Bookchin’s “The Intruder,” the standpoint of the literary community is that art utilizes game in order to convey meaning. Instead, however, let us look at “The Intruder” as game before art. Consider, in a series of ten different games, how the inclusion of Borges’s story alters the goals of gameplay. Without the element of story, each game is played with the goal of defeating a computer opponent, or avoiding obstacles. When narrative is introduced, however, each game is played specifically with the purpose of furthering narrative, of completing story.
A player strives to complete each game in order to further the narrative. At the same time, the player is aware of their activity in relation to the narrative. The game is no longer game for game’s sake, but an extension of story. Players can not help but be made aware of the symbolic relevance of their actions in gameplay, whether they be participating in a series of duels over possession of the girl, controlling the girl and forcing her to fall repeatedly to her death, or simply holding a targeting reticule over her floating image in order to hear the entirety of the tale’s horrific conclusion. Bookchin’s piece draws distinct parallels between the importance of gameplay and the progression of story, while gaining popularity over the years not as an example of game utilizing story, but as story utilizing game. How has the gaming community passed over this work for so many years?
The Game/Art Problem presents: “The Intruder”
On Tuesday, Bonnie and I hit up Powerscourt, a large estate with beautiful gardens, in County Wicklow. Walking around the property was quite a trip, as the owners of the property had imported trees from all around the world. I didn’t even know you could do that. Also worth noting were the recreation of a Japanese garden, and the tiny pet cemetary, where the various ponies and puppies of the old family had been buried.
And today is… my birthday! ^_^
Valentine’s Day was exhausting, but great. Bonnie and I headed to Pheonix Park, where we picnic’d, admired the monstrous obelisk, and generally enjoyed the clear skies and green grass. Pheonix Park is very, very large, very lovely, and apparently (according to our Let’s Go! guide) not a place to be once the sun goes down. I’m guessing vampires.
We spent Saturday exploring the city, checking out sites like the Medieval wall which is now part of an indoor shopping centre, and the Saturday open-air market, where I purchased an adorable (and practical!) new change purse. A walk along the water gave us wonderful views of the ocean, with Galway’s rocky coastline, and hundreds of swans around the harbor. The evening consisted of more pub-crawling, with a late-night brownie dessert (I’ll admit, I had two).
The bus tour run from 10am to around 5. We caught a 6:30 bus back to City Centre, Dublin, getting in around 10pm, and then caught the 10 bus back to campus. Like I said, a bussy day. But I discovered that long bus-rides are good for two things: 1) doing class readings you otherwise wouldn’t have the attention span to do, and 2) taking four pages of game design notes.
He let us touch one.
Sunday was a lazy one. We headed into the city around 4:30 with my laptop, in a desperate attempt to find internet access that would grant precious use of FTP clients and Second Life. After trying several different coffee shops, two café’s, and a McDonald’s, we gave up and met some friends at a sushi place… which apparently had free wifi. Hence, Bonnie was able to cavort around Second Life for a short while, and I was able to upload WordPress’s config files, and finally start this blog like I’ve been meaning to do for the past week. Thanks, aya!