Tangled circuits/parallel lines: the emergence of videogames and new media art.
by Jason Wilson
One of the foremost tasks of art
has always been the creation of a demand which could be fully satisfied only
later. The history of every art form shows critical epochs in which a certain
art form aspires to effects which could be fully obtained only with a changed
technical standard, that is to say, in a new art form.
Walter
Benjamin, The work of art in the age of mechanical
reproduction
|
|
| |
Zen
for TV
Nam June Paik, 1963
(Television, magnet) |
Tennis
(Videosport, 1974) |
Media artists represent a new type
of artist, who not only sounds out the aesthetic potential of advanced methods
of creating images and formulates new options of perception and artistic
positions in this media revolution, but also specifically researches innovative
forms of interaction and interface design, thus contributing to the development
of the medium in key areas, both as artists and as scientists. Art and science
are once more allied in the service of today's most complex methods of
producing images.
Oliver
Grau, Virtual Art: From Illusion to Immersion.
The beginnings and prehistories of
videogames and new media art alike show practitioners working specifically on
the problem of attention – the problem of seducing players into a prolonged
intimacy with that interface and the suddenly immanent visual and auditory
world for which they need to assume responsibility. Both groups explicitly talk
about their ambitions of changing the uses and possibilities of television, and
for a while they discuss ‘effects which could be fully obtained only with a
changed technical standard, that is to say, in a new art form.’ The arrival of
Pong, released by Nolan Bushnell’s Atari in 1972, emerged from a long struggle
by engineers, programmers and artists to turn computers and related electronic
devices to pleasurable uses, and in doing so to free them from their
confinement in scientific and military institutions. In the end, it required
that another technology, television, be freed from the ‘tyranny’ of its
institutional uses. In laying out the broad parameters for subsequent movements
in videogame design, Nolan Bushnell and predecessors like Ralph Baer paralleled
roughly contemporary explorations in areas of artistic production, such as
those of Nam June Paik, and together such practitioners, by changing TV, shaped
succeeding ecologies of media technologies, ludic discipline and pleasure.
Beginning with his first television exhibition at
Rolf Jahrling’s Galerie Parnass in Wuppertal-Elberfeld in March 1963,
Nam June Paik, who had been and was to be so involved in the reconfiguration of
institutional Art, made his attempt to free TV from the tyranny of its design.
In Zen for TV, Paik redefined
television as a technology of rapt attention (rather than distraction as it had
hitherto, and has even hence been seen [i]).
Here was television as an object for meditation, whose visual output was
(ironically) offered as having transcendent significance. The means by which
Paik produced the image – a magnet on top of the set – revealed the televisual
image as amenable to direct, local action, and defined the screen as a
pictorial surface for the artist. In a cheeky allusion to the vertical ‘zips’
which appeared in the work of mid-century abstract artist Barnett Newman, from Onement I forward, Paik not only
playfully mocks the high seriousness of high Modernism, but takes over some of
Newman’s purpose – the reorientation of the artwork toward the establishment of
a close relationship with the observer’s body, and the relocation of the
sublime in the products of human industry (part of Paik’s ambivalent
characterization of TV was as the new Nature) (Kearns, 1988). [ii]
This part of Paik’s purpose, and his place within
a tradition that works toward a closer
and closer integration of the spectator’s body and the pictorial surface or world of the work, is even more evident
in his Participation TV,
from the
same year. In this piece, a TV set’s visual output is not fixed; by
speaking,
yelling or singing into an attached microphone, the viewer is able to
produce
an endless variety of abstract shapes on the screen. The technical
means here
are a microphone and a sound frequency amplifier that transforms and
feeds the
signals directly to the TV’s CRT and its steering coils to produce
scattergun
kinetic images. Paik accounts for the results of his immersion in the
minutiae
of electronics that led to such works as a discovery that TV ‘was made
of electrons and protons. It made sense to me that I might
as well use protons and electrons directly.’(Kearns,
1988) He looked forward to
‘the day when the collaboration of the artist and engineer will progress into
the unification of the artist and engineer into one person.’, since the
artist’s getting things made to order missed the possibility for ‘precious
errors’, and ‘I have found that the by-product is often more valuable than the
envisioned aim.’ (Kearns,
1988)
What Grau describes as the contemporary crisis of
the ‘work’, or what critics writing at the time of this work such as Jack
Burnham called a ‘system esthetic’, is evident here. This piece is permanently
unfinished, and rather than a realised pictorial work, it is a playful
structure that seduces the viewer into certain kinds of physical intimacy with
itself, and into performing and
labouring within it. It divides the gallery audience: there are still
spectators separated from the work as subjects from an object, but one by one
the visitors who step up to the microphone inhabit a new kind of productive
spectatorship. Here, the technology of TV is not only defined as something open
to local pictorial activity, but also as a space for the cooperative activity
of an audience and an artist, who designs structures of playful interaction.
These works ask to be evaluated as ludic phenomena. The questions we ask
ourselves about them are less to do with the use of colour, line and
composition within the space of the frame, less the kinds of questions we ask
of a work which is separated from us as object from subject, and more about the
elegance of the relationship the artist proposes between our bodies and
pictorial space, the kinds of actions we can take within this structure, and
the quality of our pleasures of co-creation..
In 1965, talking about the tendencies in his work
of the early 1960s, and looking forward to projects like Video Synthesizer, Paik said he wanted his own interventions
leading to something
which anyone
could use in his own home, using his increased leisure to transform his TV set
from a passive pastime [sic] to active creation…. Communication means the two-way
communications. One-way communication is simply a notification ...like a draft
call. TV has been a typical case of this non communication and [the] mass
audience had only one freedom, that is to turn on or off the TV... My obsession
with TV for the past 10 years has been, if I look back and think clearly, a
steady progression towards more differentiated participation by viewers (Kearns, 1988).
Whatever we might think of Paik’s position in the
light of long-held notions of TV’s active audience, or of warnings such as
William Boddy’s about the tendency to feminise and passivise the television
audience in the promotion of new media (Boddy, 1994), his clear intention is
to change and vary the uses of television, and to construct systems of
interaction within which the audience could take their place as co-creators.
Though Paik’s work was reproducible
(and reproduced), the artisanal methods that characterized video art (and that
still characterise much digital art), his failure or unwillingness to
articulate such work with capitalist mechanisms of large-scale production and
distribution, and its consequently limited circulation in galleries meant that
Paik’s ambitions would only be partly realized.
A decade before Paik revealed these possibilities
in the rarefied public space of the gallery, an engineer named Ralph Baer began
working on a strikingly similar aesthetic problem, which he articulated in
similar ways, but one whose solution was to be played out, eventually, in the
intimate space of the domestic living room. At a time when television, as a channel of
broadcasting, was making its most forceful contribution as a vector of ‘mobile
privatisation’, and operating so centrally in the postwar reconfiguration of
the American (sub)urban landscape, [iii]
Ralph Baer, like Bushnell, was trying to develop the means of fragmenting the
publicity and simultaneity embedded in TV’s hegemonic uses, its institutional
frameworks and its address. Baer returned from World War II and graduated, on
the GI bill, from ATTT in Chicago in Television Engineering. He returned to his
home, New York City, and in 1951 he found work with Loral, then a small
electronics company. His chief engineer put Baer and a colleague to work on
designing a home television set, with the instruction to make it ‘the best TV
set in the world’(Baer, 2003). Baer immediately suggested
building games into the sets. His idea was rejected by his supervisor, and he
was only able to devote serious time and resources to it from 1966, when he
himself was a chief engineer at military contractor Sanders Associates. In the
meantime, though, Baer recalls that
I had frequently
been thinking about ways to use a TV set for something other than watching
standard broadcasts. There were about 40 million TV sets in the USA alone at
that time, to say nothing of those many more millions of sets in the rest of
the world. They were literally begging to be used for something other than
watching commercial television broadcasts! (Baer,
2003)
Here, Baer’s imtimate knowledge of television
electronics and his scientific and creative ambitions caused him to conceive of
TV and its domestic presence much as Paik did. For both, television was not so
much a fixed medium as it was a readymade technological infrastructure, which
might allow an ecology of varying uses, the insertion of parallel and parasitic
technologies, and a plurality of relationships with its screened output.
For Baer, this was defined primarily as a
technical problem, but Grau’s reminder to us is important here: that where the
‘media artist’ is concerned, scientific and aesthetic problems are difficult to
unpick (Grau, 2003), and we should remind
ourselves of Paik’s electronics learning curve leading to his early TV works.
Later, when Baer came to work for Sanders Associates, his thoughts about
changing TV had not gone away. Some crucial notes from
1966 show him mapping out ideas for a ‘range of low cost data entry devices
which can be used by an operator to communicate with a monochrome or color TV
set of a standard, commercial, unmodified type’ (Baer,
1966) This is strikingly
similar to what Paik achieves in Participation
TV, but if anything Baer’s ambition is larger. He considers different
possible means of connecting games machines with television, different kinds of
games (‘Action games… Board skill games… Artistic games… Instructional games…
Board chance games… Card games… Sports games…’ (Baer,
1966)) with different kinds,
and different levels of interaction.
There was a long
period where Baer and engineers under his supervision tinkered with the
problems of ‘TV games’. Working initially with valve-state electronics, he
worked on devices that would produce manipulable on-screen images.for
television. His experiments with controllers and transmission yielded one
moveable spot, then two and his first game, Fox
and Hounds, which worked on the principle of tag. Ongoing involvement by
engineers like Bill Rusch led to the concept of a ‘third spot’:
[which] was born
sometime in October or November [1967]; unlike the two manually controlled
spots we had been using so far, this spot was to be machine-controlled. Bill
Rusch came up with the idea of making that spot into a "ball" so that
we could play some sort of ball game with it. We batted around ideas of how we
could implement games such as Ping-Pong, Hockey, Football and other sports
games. I am not sure that we recognized that we had crossed a watershed but
that’s what it amounted to.
By the end of 1967 Baer had built and tested
prototypes, including one for a light gun which could be used in play, and one
for the ‘ping pong’ game, and by 1968 had filed patents which were finally
issued in 1971 for a ‘Television gaming and training apparatus’ (Baer,
1971). The ‘ping-pong’ game
was developed with engineers at Sanders associates, demonstrated in 1967 before
Baer’s patents were filed, and by 1968 was incorporated in a ‘complete
switch-programmable video game unit capable of playing ping-pong, volley-ball,
football, gun games and using colored, transparent overlays as backgrounds’.
Baer modified this design further to create the ‘brown box’ which was the
‘first fully-programmable, multi-player video game unit’, which was displayed
to American television manufacturers in 1968, picked up and dropped by RCA, and
finally accepted for manufacture by Magnavox in 1971. In the prototype, and in
the eventual commercial release player movement and the range of actions the
player’s avatar could take in the visual world of the game was produced and
limited by a range of contollers - a dial, a light gun. [iv]
Baer’s essential design was to be issued as the Magnavox Odyssey in 1972. It
toured trade shows with the ‘Magnavox profit caravan’ in 1972, and this is how
Nolan Bushnell came to play it, and sign the firm’s guestbook at the Airport
Marina Hotel in Burlingame, California.
Nolan Bushnell’s
newly formed Atari released Pong in
1972. Its success followed the failure of Bushnell’s attempt to port Spacewar – designed by Steve Russell and others for MIT’s PDP-11 mainframe
computer from 1961 – to a cheaper, more accessible arcade format in the form of
Computer Space (Burnham,
2001, Anonymous, 2004, Cohen, 1984, Herman, 1997, Winter, 1999-2003).
This game – featuring a myriad of controllers and instructions –
failed to garner much interest with an arcade-going public still
besotted with
pinball. In retrospect, Bushnell recalled the problems with Computer Space: ‘You had to read the
instructions before you could play, people didn't want to read instructions. To
be successful, I had to come up with a game people already knew how to play;
something so simple that any drunk in any bar could play.’ (Winter,
1999). [v]Computer Space resisted entrance into
its economy of attention, deterred the intimacy upon which gameplay (and
profits) depend, because of its complexity at a time when ‘computer-literacy’
was the preserve of engineering faculties. Bushnell needed something more
simple, and more seductive, in order to realise his aesthetic, technical and
commercial goals.
Perhaps Bushnell’s
inspiration for the solution to his central problem did come from his visit to
the ‘profit caravan’; Bushnell admits attending the show but claims to have
been unimpressed by Baer’s efforts. Successful legal action was brought by
Magnavox on Atari in 1973 (Winter,
1999, Winter, 1999-2003, Anonymous, 2004). By this time, though, the horse had bolted, Atari had entrenched
itself as market leader, and although the Odyssey sold well, it is Pong that is remembered as the first
computerised tennis game, and the first successful videogame, to reach a broad
market. Bushnell’s cause was helped considerably by the arrival of affordable
integrated circuits – unlike valve state electronics or even single
transistors, ICs sped the calculations and reduced the space necessary to
producing a successful, dynamic form of TV-based play (Jairosoft
free university, 2000).
Bushnell and Alcorn had taken advantage of the small window between the advent
of ICs and the arrival of cheap microprocessors, the technology that powered
many of the dozens of Pong copies
that came in their wake.
If we hold that
the genealogy of Pong stretches back
to Willy Higinbotham's oscilloscope tennis, designed for an open day at the Bell
National laboratories in 1958 (Winter,
1999, Winter, 1999-2003, Anonymous, 2004, Herman, 1997), as well as Baer’s patents leading to Magnavox’s products, we can
anyway see Pong as emerging from a
line of experiments with a more popular orientation. The location of the first Pong cabinet in a bar (Winter,
1999, Winter, 1999-2003, Anonymous, 2004, Herman, 1997, Cohen, 1984),
the reference in the on-screen images and the title to table
tennis, and the allusion to televised sport all show an intuition that
a
breakthrough game would need a more obvious popular currency. An omen
of the
success was a prototype’s immediate success at a bar near Atari’s first
production plant until at the end of its first night of residence
there, when
the machine, overstuffed with coins, stopped working.
The simplicity of
the game itself resides not only in its subject matter, but also in the
instructions and the character of the images and their movement in space. By
contrast with Spacewar, Pong's instructions were almost absurdly
simple: ‘Avoid missing ball for high score’. The physical interface was equally
simple. A continuous dial controlled movement of the player’s block avatar on a
single, vertical axis. From the relative simplicity of these instructions and
actions, though, emerged an entire economy of attention embodying new, clearly
seductive relations between the apparatus of human perception, players’ bodily
movement and the images, and between these and dimensions of space and time.
Fulfilling the instructions, or attempting to, requires that the player divine
the relations between their manipulation of the controller and the vertical
movement of her surrogate or avatar on screen, to predict the angle of
reflection resulting from the avatar’s contact with the square 'ball', to
conceive of the extension of the experience of play in time as open-ended,
potentially limitless, and dependent upon her own skill. This is not the kind of relationship with the
television monitor to which most people had hitherto been accustomed. But the
player is integrated into this disciplinary/performative system in a way that
seems intuitive, and belies its complexity and (in 1972) its novelty. Cohen
writes about how quickly the patrons of Andy Capp’s Tavern adapted:
One of [them]
inserted a quarter. There was a beep. The game had begun. They watched
dumbfoundedly (sic) as the ball appeared alternately on one side of the screen
and then disappeared on the other. Each time it did the score changed. The
score was tied at 3-3 when one player tried the knob controlling the paddle at
his end of the screen. The score was 5-4, his favor (sic.), when his paddle
made contact with the ball. There was a beautifully resonant "pong"
sound, and the ball bounced back to the other side of the screen. 6-4. At 8-4
the second player figured out how to use his paddle. They had their first brief
volley just before the score was 11-5 and the game was over. Seven quarters
later they were having extended volleys, and the constant pong noise was
attracting the curiosity of others at the bar. Before closing, everybody in the
bar had played the game (Cohen,
1984: 29).
Where Computer Space’s structure was complex
enough to resist the player’s entrance, Pong
presented a system where the relationship between the playing body and screen
images, mediated by the simple dial interface, was such that players were
quickly able to attend to it, and
quickly able, too, to derive pleasure from immersing themselves in it.
Once again,
though, the abstract character of the imagery grounded the formation of this
new, seductive relationship between body, screen and surrounding spaces. The
recruitment of players to a new kind of popularised 'participation TV' was not
possible for Computer Space: the game
was too complicated to coax the user into a position where, as Woolgar puts it,
that user might be herself be ‘configured’ by the machine (Woolgar,
1991). Though by no means
naturalistic by comparison with the games of today, the imagery in Computer Space registered a more
thorough attempt at depiction than Pong.
The game’s mise-en-scene included two picture planes – the plane of action and
a starry background. Combined with the fussy instructions and interface, this
complexity of imagery represented another potential barrier to entrance into
the world of play. By comparison with Computer
Space, it is striking that Pong
or Tennis add little to the image Zen for TV beyond the most rudimentary
movement (though clearly, this is of enormous importance). Pong’s abstraction of tennis is of such rigour to be the zero
degree of representation.
Throughout the mid
and even the late 1970s, a plethora of machines which were unabashed copies of Pong, as well as proprietary Atari
adaptations of the arcade version, flooded markets and, eventually, living
rooms. Along with the Magnavox Odyssey, a number of major electronics
manufacturers, like Philips and Hanimex, and more short-lived enterprises, like
Videosport, sought to fill the demand which an undercapitalised Atari could not
supply. The movement of these
technologies into domestic space is a moment where the possibility for all
television to become ‘participation TV’ is signalled.
While Pong and its clones established a new
relationship between the spectator’s body and the screen, and used abstract
imagery to ground these new relational systems, Pong also reprises the achievements of Paik’s 1960s works,
condenses them into a single text, and extends their implications. Like Zen for TV or Participation TV, Pong
recasts the TV screen as a locally manipulable pictorial space, immanent to the
activities both of the game designer and the player (Bushnell recalls the
surprise of patrons at Andy Capp’s at this new use of TV technology – one
patron asked him which station was broadcasting the game (Anonymous,
2004)). In achieving this
through abstracting and flattening the televisual image, Pong once again affirms the utility (and, by then, the charm) of the abstract aesthetic.
Like Participation TV, Pong incorporates and relies on feedback from the audience within
the structure of the work. The game designer (unlike the TV or cinema
filmmaker) is not the producer of a finished work in the traditional sense but
(like Paik’s and other kinds of conceptual art which depend on feedback) a
designer and builder of structures and systems of play. (Given this, we might
evaluate a videogame not only by the character of its images but also by the
elegance of the relationship between those images and the playing body, as
mediated by the interface.) And like Paik’s TV artworks, Pong transforms the TV from a receptive, broadcast oriented ‘window
on the world’ into a monitor for local, participatory activities. This is the
first mass technology which, parallel to TV, turns TV into a monitor, and remakes it as part of a modular system, whose images are open to
alteration by means of local technologies and actions. The consequences of this
resonate still, not only in game design, but throughout our entire contemporary
systems of leisure and work, including the field of production called new media
art.
This part of the
history of games is one, but not the last, where we can see a variety of
pressures pushing designers into the creation of a new medium. If we follow the
reflections of the philosopher Stanley Cavell on the ontology of film, we find
that he comes to a point in his discussion of the origins and peculiarities of
film and photography where he says the first motion pictures were not
applications of
a medium that was defined by specific possibilities, but the creation of a medium by their giving
significance to specific possibilities. Only the art itself can discover its
possibilities, and the discovery of a new possibility is the discovery of a new
medium. A medium is something through which or by means of which something
specific gets done or said in particular ways… in art, they are forms, like
forms of speech (Cavell,
1971).
The creation of a
medium is not here defined by mere technical possibility or by aesthetic
ambition (the ambition that, in the Benjaminian phrase, awaited ‘a new art
form’), but by an act of performative discovery within or beyond their limits,
which itself sets out new performative possibilities for its audience. The
artistic possibility of a pleasurable, live interaction with television,
functioning as a monitor of local activity, with a physical interface and
visual world that drew the player into the magic circle of intimacy with its
technologies, was aspired to by Paik and Baer alike. But the discovery of this
new possibility, granting the possibility significance in a way that answered a
complex of technical, aesthetic and commercial problems, and the resultant
creation of a medium, was left to Atari. In the three decades since, videogames
have come to be a major commodity form in global cultural industries, and a
central element of our everyday cultural lives, but the question of whether or
not they constitute the unitary field or medium that is so often criticised
from the perspective of new media art, or essentialised in some areas of game
studies is open. For this was not to be the last time that these kinds of
pressures and opportunities resulted in the creation of new ways in which
‘something specific got done or said’ in the context of gameplay.
As games studies
matures and diversifies, it will become more and more difficult for those
seeking to patrol the borders of new media art to insist on videogames as a
uniform collection of bad cultural objects. This is precisely because
necessarily ‘transmedial’ histories of the digital show the degree of
interchange and intersection among practitioners, aesthetic concepts and
problems, technologies and traditions. At the same time that histories of
gameplay reveal its depth and
breadth, its instances of excellence, and designers’ and players’ successes in
intervening in the uses of technology or media, including prior forms of
gaming, they show that set of common interests, strategies, concepts and
problems exist between game designers and artists. The figure of the
artist-scientist that Grau or Paik propose fits as well for Baer, Bushnell or
Konami’s engineering team; the aspiration to certain effects, to free machines,
like TV, from the limits of their design, to lend specific possibilities
significance can be read as clearly from the history of Pong as from that of Osmose.
The trajectory that opens the artwork up to participatory co-creation is as
pronounced, perhaps even more so, in the history of gameplay as it in the
creation of new forms of digital art. And the history of new media might be the history that requires us to account for the
discovery of new possibilities such as these at the moments when they are
concretely enacted, wherever this may happen.
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[i] The idea of modernity as instituting a condition of distraction
comes to us from Walter Benjamin: see esp. (Benjamin,
1979). In specific discussions
of television as a medium, a prominent example of the idea that it is
characterised by distractive qualities is John Ellis’s distinction between the
‘gaze of cinema and the ‘glance’ of television (Ellis,
1982).
[ii] See (Reise,
1970) for a seminal reading of
Newman’s work that emphasises his play with the relational scale between his
works and the viewer’s body.
[iii] Central accounts of television’s role in ‘mobile privatisation’,
and its position in suburban domestic life, are to be found in (Williams,
1992), (Hartley
and O'Regan, 1985), (Spigel, 1992), (Spigel, 2001). There are connections yet to be made between television’s position
as public leisure and as an organiser
of public space, such as we find in (McCarthy,
2001), and the placement of
games in bars and arcades.
[iv] The light gun, which was one of Baer’s many late 1960s patents,
remains largely unchanged as a widely used contemporary interface. Though it
may embody a fantasy of discharging projectiles into the visual world of a
game, it is in fact premised on the reception of light. Baer’s original patent
describes something designed to switch when it detects white pixels on the TV
screen. This basic design needed to be changed when players discovered that
they could increase their scores by pointing and shooting the gun at any strong
lamp!
[v] Perhaps this is a retrospective self-attribution of insight on
Bushnell’s part. Some accounts of the game’s history suggest that he has his
employee, the engineer Al Alcorn, build the game as a practice run for more
complex projects, and in one of Paik’s ‘precious errors’, it found an enthusiastic
audience. Whatever the truth of this, we can take it that Bushnell had given
some thought to the reasons for Computer
Space’s failure, and that he had isolated its complexity as a design flaw. ------------
[1] The idea of modernity as instituting a condition of distraction
comes to us from Walter Benjamin: see esp. (Benjamin,
1979). In specific discussions
of television as a medium, a prominent example of the idea that it is
characterised by distractive qualities is John Ellis’s distinction between the
‘gaze of cinema and the ‘glance’ of television (Ellis,
1982).
[2] See (Reise,
1970) for a seminal reading of
Newman’s work that emphasises his play with the relational scale between his
works and the viewer’s body.
[3] Central accounts of television’s role in ‘mobile privatisation’,
and its position in suburban domestic life, are to be found in (Williams,
1992), (Hartley
and O'Regan, 1985), (Spigel, 1992), (Spigel, 2001). There are connections yet to be made between television’s position
as public leisure and as an organiser
of public space, such as we find in (McCarthy,
2001), and the placement of
games in bars and arcades. [4] The light gun, which was one of Baer’s many
late 1960s patents, remains largely unchanged as a widely used contemporary
interface. Though it may embody a fantasy of discharging projectiles into the
visual world of a game, it is in fact premised on the reception of light.
Baer’s original patent describes something designed to switch when it detects
white pixels on the TV screen. This basic
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