• Smithsonian
    Institution
  • Smithsonian
    Journeys
  • Smithsonian
    Store
  • Smithsonian
    Channel
  • goSmithsonian
    Visitors Guide
  • Air & Space
    magazine

Smithsonian.com

  • Subscribe
  • History & Archaeology
  • People & Places
  • Science & Nature
  • Arts & Culture
  • Travel
  • Photos
  • Videos
  • Games & Puzzles
  • Blogs
  • Shop
  • Arts & Culture

The Art of Video Games

For decades, video games have enthralled and inspired, and now they are the subject of a new exhibit that views them as serious works of art

  • By Abigail Tucker
  • Smithsonian magazine, March 2012, Subscribe
View More Photos »
Mass Effect 2 In Mass Effect 2, human colonies in space mysteriously vanish.

Electronic Arts, 2010 / SAAM

 
Tweet

Article Tools

 
  • Comments (2)
  • Font
  • Email
  • RSS
  • Print
  • Related Topics

    Visual Arts

    Games and Competition

    Smithsonian Institution

    Photo Gallery

    Mass Effect 2

    The Art of Video Games

    Explore more photos from the story


    Video Gallery

    The Art of Video Games

    Chris Melissinos, guest curator of an exhibit about video games at the Smithsonian American Art Museum, explains what makes the genre an art form


    More from Smithsonian.com
    • The Essentials: Video Games

    The Supreme Court ruled last June that video games should be considered an art form, as deserving of First Amendment safeguards as “the protected books, plays and movies that preceded them.” Chris Melissinos reached that opinion some 30 years earlier, as a teenager plugging away at King’s Quest on a neighbor’s PC.

    The game’s hand-drawn animation and two-word typed commands seem crude now, but “I remember thinking, ‘Oh my goodness, this is a fairy tale come to life,’” Melissinos says. He still gets goose bumps remembering hidden warp zones in the first Super Mario Brothers.

    Now Melissinos is the guest curator of “The Art of Video Games,” an exhibition at the Smithsonian American Art Museum that celebrates 40 years of the genre, from Pac-Man to Minecraft. The show will include video-game screen shots, videotaped interviews with game designers, vintage consoles from Melissinos’ personal collection (“I’m having a bit of separation anxiety,” he says) and several opportunities for visitors to seize the arcade joystick or PlayStation controls themselves.

    Not all of the 80 featured games recall classic film or literature. Attack of the Mutant Camels, for example, stars fireball-spitting dromedaries. Nonetheless, the exhibition, which runs from March 16 through September 30, contends that games offer much more than a chance to mow down armies and plunder cars. Gamers can till fields, build hospitals, steer the wind. They can be inspired to feel guilt or joy or moral ambiguity. They can be transformed instead of just distracted.

    Indeed, video games may be the most immersive medium of all, in Melissinos’ estimation. “In books, everything is laid before you,” he says. “There is nothing left for you to discover. Video games are the only forms of artistic expression that allow the authoritative voice of the author to remain true while allowing the observer to explore and experiment.”

    Melissinos grew up with the first games; he later became chief gaming officer at Sun Microsystems, and he is now vice president of corporate marketing at Verisign, a network infrastructure company. He has seen the clunky aliens of Space Invaders and the two-dimensional damsel in distress of Donkey Kong morph into Bioshock and Zack & Wiki. Today drops of animated rain dot computer screens, and characters leave reflections in puddles; it’s like watching cave painting become Impressionism in just a few decades, he says. Games are in many respects converging with movies (which, in their infancy, were also belittled as non-art, Melissinos notes). Designers employ photo-realistic environments and motion-capture technologies and commission original scores.

    Yet Melissinos also embraces more primitive examples of the genre. Older games are sociologically revealing: Missile Command, Melissinos says, exemplifies cold war thinking. More important, the stripped-down early games capture the essence of the art form. Since early graphics and narratives were so limited, players had to draw heavily from their imaginations to make the scenarios come alive, becoming what Melissinos calls the game’s “third voice” (along with the designer and the mechanics of the game itself).

    Visitors will have a chance to play Flower, which has been hailed as an almost sublime experience involving an apartment flower’s “dream” of nature. Designer Jenova Chen came up with the concept while driving from Los Angeles to San Francisco on Interstate 5 one day in 2006 and seeing “endless green hills, blue skies.” A Shanghai native unused to such sights in nature (“It kind of reminded me of the Windows wallpaper,” he says), he tried to photograph the scene with his cellphone, then to capture it on video. But “I can smell the grass,” Chen recalls. “I can feel the wind. I can hear the sound of the grass waving. You just can’t capture that with video. The only way I can capture the truth in this place and this feeling is by artistic exaggeration.” So he began writing code for some 200,000 blades of 3-D grass.


    The Supreme Court ruled last June that video games should be considered an art form, as deserving of First Amendment safeguards as “the protected books, plays and movies that preceded them.” Chris Melissinos reached that opinion some 30 years earlier, as a teenager plugging away at King’s Quest on a neighbor’s PC.

    The game’s hand-drawn animation and two-word typed commands seem crude now, but “I remember thinking, ‘Oh my goodness, this is a fairy tale come to life,’” Melissinos says. He still gets goose bumps remembering hidden warp zones in the first Super Mario Brothers.

    Now Melissinos is the guest curator of “The Art of Video Games,” an exhibition at the Smithsonian American Art Museum that celebrates 40 years of the genre, from Pac-Man to Minecraft. The show will include video-game screen shots, videotaped interviews with game designers, vintage consoles from Melissinos’ personal collection (“I’m having a bit of separation anxiety,” he says) and several opportunities for visitors to seize the arcade joystick or PlayStation controls themselves.

    Not all of the 80 featured games recall classic film or literature. Attack of the Mutant Camels, for example, stars fireball-spitting dromedaries. Nonetheless, the exhibition, which runs from March 16 through September 30, contends that games offer much more than a chance to mow down armies and plunder cars. Gamers can till fields, build hospitals, steer the wind. They can be inspired to feel guilt or joy or moral ambiguity. They can be transformed instead of just distracted.

    Indeed, video games may be the most immersive medium of all, in Melissinos’ estimation. “In books, everything is laid before you,” he says. “There is nothing left for you to discover. Video games are the only forms of artistic expression that allow the authoritative voice of the author to remain true while allowing the observer to explore and experiment.”

    Melissinos grew up with the first games; he later became chief gaming officer at Sun Microsystems, and he is now vice president of corporate marketing at Verisign, a network infrastructure company. He has seen the clunky aliens of Space Invaders and the two-dimensional damsel in distress of Donkey Kong morph into Bioshock and Zack & Wiki. Today drops of animated rain dot computer screens, and characters leave reflections in puddles; it’s like watching cave painting become Impressionism in just a few decades, he says. Games are in many respects converging with movies (which, in their infancy, were also belittled as non-art, Melissinos notes). Designers employ photo-realistic environments and motion-capture technologies and commission original scores.

    Yet Melissinos also embraces more primitive examples of the genre. Older games are sociologically revealing: Missile Command, Melissinos says, exemplifies cold war thinking. More important, the stripped-down early games capture the essence of the art form. Since early graphics and narratives were so limited, players had to draw heavily from their imaginations to make the scenarios come alive, becoming what Melissinos calls the game’s “third voice” (along with the designer and the mechanics of the game itself).

    Visitors will have a chance to play Flower, which has been hailed as an almost sublime experience involving an apartment flower’s “dream” of nature. Designer Jenova Chen came up with the concept while driving from Los Angeles to San Francisco on Interstate 5 one day in 2006 and seeing “endless green hills, blue skies.” A Shanghai native unused to such sights in nature (“It kind of reminded me of the Windows wallpaper,” he says), he tried to photograph the scene with his cellphone, then to capture it on video. But “I can smell the grass,” Chen recalls. “I can feel the wind. I can hear the sound of the grass waving. You just can’t capture that with video. The only way I can capture the truth in this place and this feeling is by artistic exaggeration.” So he began writing code for some 200,000 blades of 3-D grass.

        Subscribe now for more of Smithsonian's coverage on history, science and nature.


    Related topics: Visual Arts Games and Competition Smithsonian Institution


    Tweet Digg
     
    Comments (2)

    This looks like it's going to be fantastic! I only wish it could come over seas to England, as there's no way I can make it to America! Such a shame to miss such an interesting sounding show!

    Posted by Claire on February 29,2012 | 08:24 PM

    Very interesting, I will keep my eye on this.

    Posted by Monkey D Super on February 25,2012 | 03:53 PM

    Post a Comment


    Name: (required)

    Email: (required)

    Comment:

    Comments are moderated, and will not appear until Smithsonian.com has approved them. Smithsonian reserves the right not to post any comments that are unlawful, threatening, offensive, defamatory, invasive of a person's privacy, inappropriate, confidential or proprietary, political messages, product endorsements, or other content that might otherwise violate any laws or policies.



    Advertisement


    Popular Videos

    • Newest
    • Most Viewed

    Listen to the Sounds of the Music Box

    (02:41)

    Julia Child Makes Crepe Suzette

    (2:49)

    In the Kitchen With Top Chef Dale Talde

    (3:00)

    3-D Scanning: Bringing History Back to Life

    (2:18)

    View All Newest Videos »

    The History of English in 10 Minutes

    (11:34)

    What Did the Rebel Yell Sound Like?

    (4:22)

    The Lost Map of the Hindenburg

    (02:57)

    Five Common Historical Misconceptions Explained

    (3:58)

    View All Videos »

    Most Popular

    • Viewed
    • Emailed
    • Commented
    • Topics
    1. Where Did the Taco Come From?
    2. Matt Groening Reveals the Location of the Real Springfield
    3. Best. Gumbo. Ever.
    4. Found: Letters from the Hindenburg
    5. Kelly Slater, the Chairman of the Board
    6. Van Gogh's Night Visions
    7. When Did Girls Start Wearing Pink?
    8. The Top 10 Books Lost to Time
    9. Decoding Jackson Pollock
    10. Teller Reveals His Secrets
    1. Best. Gumbo. Ever.
    2. Creole Gumbo Recipe From Mrs. Elie
    3. Where Did the Taco Come From?
    4. Found: Letters from the Hindenburg
    5. Teller Reveals His Secrets
    6. Kelly Slater, the Chairman of the Board
    7. Matt Groening Reveals the Location of the Real Springfield
    8. Going Mad for Charles Dickens
    9. How Two Laser Cowboys Saved The Day
    10. Sanjay Patel: A Hipster’s Guide to Hinduism
    1. Best. Gumbo. Ever.
    2. Where Did the Taco Come From?
    3. An Eye for Genius: The Collections of Gertrude and Leo Stein
    4. Creole Gumbo Recipe From Mrs. Elie
    5. Welcome to the Dollhouse
    6. The Nature of Glass
    7. Do Kids Have Too Much Homework?
    8. Looking at the World's Tattoos
    9. Small Wonders
    10. Letters

    View All Most Popular »

    Advertisement

    Follow Us

    Smithsonian Magazine
    @SmithsonianMag
    Follow Smithsonian Magazine on Twitter

    Sign up for regular email updates from Smithsonian.com, including daily newsletters and special offers.


    In The Magazine

    May 2012

    • Tasmania's New Devil
    • Sympathy for the Devil
    • The 10 Best Small Towns in America
    • A Man and His Islands
    • There Is No Wind in Oslo

    View Table of Contents »






    First Name
    Last Name
    Address 1
    Address 2
    City
    State   Zip
    Email



    Smithsonian Store

    Sonic the Hedgehog Bobble-Head

    Collect this iconic Sega character from its best-selling Sonic the Hedgehog games.

    Smithsonian Journeys

    Private Jet Tours

    Explore some of the most treasured and legendary places on Earth, aboard our private aircrafts.



    View full archiveRecent Issues


    • May 2012


    • Apr 2012


    • Mar 2012

    Newsletter

    Sign up for regular email updates from Smithsonian magazine, including free newsletters, special offers and current news updates.

    Subscribe Now

    About Us

    Smithsonian.com expands on Smithsonian magazine's in-depth coverage of history, science, nature, the arts, travel, world culture and technology. Join us regularly as we take a dynamic and interactive approach to exploring modern and historic perspectives on the arts, sciences, nature, world culture and travel, including videos, blogs and a reader forum.

    Explore our Brands

    • goSmithsonian.com
    • Smithsonian Air & Space Museum
    • Smithsonian Student Travel
    • Smithsonian Catalogue
    • Smithsonian Journeys
    • Smithsonian Channel
    • About Smithsonian
    • Contact Us
    • Advertising
    • Subscribe
    • RSS
    • Topics
    • Member Services
    • Copyright
    • Site Map
    • Privacy Policy
    • Ad Choices

    Smithsonian Institution