Intro
by David Elliott (Museum Meltdown, Modern Museum, 1999)
Millennium, Armageddon, Holocaust, Meltdown.... These words have
a fin de siècle currency which transcends both fashion
and Hollywood film titles. If the whole twentieth century has,
in its horror, prefigured the Year of the Three Zeros, the event
of the end itself might turn out to be rather an anti-climax.
But it has been a while since the last one. Then, at the dawn
of year 1000, the end of the world was predicted. The faithful
gathered on the high ground not only to be nearer to God but also
to escape the holocaust which, they thought, the evil of mankind
would bring down on itself.
Not much happened. Our present century, however, seems to have
been a time of perpetual holocaust; a continual round of destruction,
cruelty and slaughter. This is not because human nature has changed,
but because we have become so much more efficient in inflicting
these horrors on our planet and ourselves.
Our modern fantasy has been that we have conquered nature: not
only our own natures but also the great natural forces which,
for a short time, we may co-opt but never contain. But the fantasy
will never be realised. The power of the atom released in a bomb
or run out of control leads to meltdown. And after that?.....nuclear
winter. Destruction and the resulting desert where nothing may
grow.
Culture is the human response to nature: an attempt to tame, understand
and enjoy it. Of this art comprises only a very small part. But
in this increasingly secular millennium, art has become more like
religion: an expression of abstract values, of worth; expressing
beliefs and ideas that have to be protected from enemies and the
ravages of time. Museums, the storehouses of art, have become
like places of worship; secret places, holy places, places of
meditation and reflection.
So when Tobias Bernstrup and Palle Torsson depict museums, and
the objects that are placed within them, as sites of conflict
and destruction in games of virtual reality, it at first seems
like either a bad joke or an ultimate blasphemy. But to think
this misses the point. Within the frames of play and modern technology
the computer game re-enacts a primeval struggle for survival which
lies at the root of culture itself - and which recent events in
the Balkans have made increasingly poignant: "Who is going
to survive, you or me?" Here, in the virtual museum, life
and culture are thrown together. Like Oedipus confronting the
Sphinx anyone who plays the game has to react within a split second
to a fundamental and unresolvable moral question: "Which
is more important, life or art?".
Whose
life, whose art?.
Our
reactions will be informative