Museum
Meltdown FAQ (1999)
Q:
Can you describe the process of making the game?
A: Many of the 3D games today are shipped with a
level editor, where you easily can design your own game environments.
The editor that we used is called WorldCraft and is similar to
a CAD program for architects. The architecture of the museum was
represented from drawings. Artworks, walls, floors and other significant
details were documented and from that we made our own textures
for the game. We decided to keep the original framework and logic
of the game, for example the Artificial Intelligence of the monsters,
even though it is possible to change all parameters of the game.
Q:
What programs did you use when making the museum?
A: WorldCraft, the level editor for Half-Life, and
Photoshop to make the textures to the level.
Q:
You have done several other computer game museums, can you tell
us more about them?
A: The first museum what we represented was the
Arken Museum of Modern Art in Copenhagen, 1996. We were invited
to a big Nordic exhibition, The Scream, where we were asked to
show our Web project Join Hands but we didn´t find any sense
in showing an Internet piece in a museum. Since the museum was
recently built and had a somewhat superficial architecture. We
thought it interesting to do something that dealt with the whole
idea of the exhibition space. The interior had a lot of fake details,
like big metal panels and doors. This fake hi-tech style corresponded
a lot to the computer game aesthetics. When we found the game
Duke Nukem3D which had a level editor, we decided to transform
the actual space into a game environment. Later in spring 1997
we were invited to the show Funny Vs Bizarre at The Contemporary
Art Center of Vilnius, where we did a similar work based on the
1968 Soviet architecture of the art center with its significant
floor mosaic textures.
Q:
What´s your relation to the architecture of the museums
that you have worked with?
A: After spending more time in the virtual museum
than the real one, we know every square meter of the space as
a game environment. When we visit the real museum it becomes surreal,
as if it was a replica of the game. The appearance of the real
museum makes us sick with all its complex details.
Q:
Wouldn´t it be a good idea to make the monsters look like
curators and critics?
A: It´s important for us to keep a simplicity
in the concept: the Museum versus The Game. And since you mentioned
this we guess you already have this metaphor in mind when you
are playing or looking at the piece as it is. This we guess that
you already have this metaphor in mind when you are playing or
looking at the piece as it is.
Q:
The computer game contains a lot of explicit violence, how do
you relate to this?
A: Looking at art is always connected with anger
and frustration, the idea of destroying can be very pleasurable.
The moral aspect of the game can not be isolated from the violent
reality we are living in. The development of computer game technology
is moving towards more realism, interaction and complexity. Hereby
they will of course affect us more.
Q:
In 1995 you made Join Hands, one of the first art projects on
the Internet in Sweden. Is it true that it was censored?
A: Well, it was censored by the server administrators
who thought that parts of the content could be read as child pornography.
Join Hands, including the whole Art Node site who hosted our project,
was shut down without notice. The administrators demanded that
Join Hands was removed before Art Node could have their site running
again. We simply moved the project to another server.
Q:
Do you have any problems with copyright issues concerning the
computer game and the art works?
A: Most copyright problems are connected to commercial
activities - but as an artist, the use of existing imagery must
be considered as a quotation with an artistic intention. In the
context of the game the original pictures become a part of a bigger
framework and can therefore not be looked upon as individual art
pieces. The resolution quality is so low that you must look upon
the pixelized images as a representation of the artwork itself.
Q:
Do you play computer game yourselves?
A: Of course, this is a part of the research process,
and playing a good game can be really interesting and fun.
Q:
What is you relation to the game culture?
A: On the Web there is a lot of activities around
the games; forums, editing tutorials, etc. Every game has its
own support and fan-sites. When making the game we had a lot of
help from gamers on the Web. The game culture is very seductive,
entering a noisy arcade hall gives great inspiration. Playing
shooter games over Internet is great fun but we got addicted,
so we had to stop playing.
Q:
Is it possible to get a copy of the museum game?
A: No.
Q:
How did the museum staff react on your project?
A: In the beginning we planned to have the game
on Internet, but the security chief refused to give us the drawings
of the museum. He was afraid that someone might use the game to
plan a raid against the museum. This was an interesting aspect,
since we knew about US Marine Corps and the Secret Service using
network games for training purposes. They used the computer game
Doom in which they represented an embassy to simulate a possible
rescue scenario. Apart from this, the museum has responded with
allot of interested in the project. For example when when we demonstrated
the piece to one of the staff who found great joy watching the
Gerhard Richter painting getting smashed into pieces.
Q:
Technology plays a large part in your work, what is your view
on the relation between art and technology?
A: Turning a computer game in to an art work points
out technology and gives a good starting point to understand the
complexity and fast development of technology. Technological changes
that we are surrounded by are hard to fully grasp. When we are
lost we are also morally disarmed. A concrete example like an
art work can be an important exponent to regain reality. When
technology now are changing both our means of perception and reality
this kind of examples are going to become important for us to
get a perspective. Let us give you an example of such a perspective:
The war industry has always pushed the technology forward and
since the exploding market for personal computers and Internet,
the market has been flooded with such technology. The violent
shoot´em-up games use the simulation technique invented
by the war industry.
Q:
Would you describe the Art world or the Institution as a game?
A: The range of human interactions in the our game
is very limited, the rewriteable program code of the game contains
the basic lab for understanding the Art world through game theory.
A living game simulation of the Art world could be made to understand
it´s internal relations and laws like institutional settings
and interactive strategies of humans. In this perspective the
Art world or the Institution could be look upon as a number of
reprogramable entities in interaction.