NEW YORK: Pac-Man and other legends
from the video game world became the latest and perhaps most unlikely additions
to the Museum of Modern Art's illustrious collections in New York on Friday.
Fourteen games were displayed in the
elegant contemporary design gallery on the third floor as part of a wider
exhibition called "Applied Design," which celebrates trends in contemporary
design.
Pac-Man (1980) and Tetris (1984) get
the full treatment, mounted on small screens set into a dark wall. Each has an
accompanying label that explains its history, while Pac-Man gets an additional
display, called a distella map, of its original code.
A neighboring room featured Myst
from 1993, Another World (1991) and Sims from 2000, the air filled with music
from the games.
The rarified atmosphere of the MoMA
makes an unusual place to satisfy nostalgia for these video relics, but
visitors can do just that -- the museum has provided controllers, although
there are headphones to keep the noise down.
Games requiring multiple players are
the only ones unavailable.
There's also SimCity 2000 (1994),
vib-ribbon (1999), Katamari Damacy (2004), EVE Online (2003), Dwarf Fortress
(2006), Portal (2007), flOw (2006), Passage (2008) and Canabalt (2009), where
the entire life of a couple plays out in under five minutes.
But is it art -- particularly in
such a prestigious institution as the MoMA?
Paola Antonelli, senior curator for
the museum's department of architecture and design, has no doubt.
"The whole world has always
believed that they were a form of art," she told AFP.
"Frankly, I am not interested
at all in the discussion about video games or even chairs being art. I find
design one of the highest form of human creative expression and when something
has great design that is more than enough."
That approach and the museum's
desire to expand its exhibits on interactive designs is what underlines the
show, which took more than a year and a half to prepare and will be up until
January 2014.
MoMA chose the games from a
multitude of candidates, studying their cultural significance, their aesthetic
quality, but also hard to quantify attributes like "the elegance of the
code."
"Definitely function is
important," Antonelli said. "It also has to have a certain attitude
towards form, that is also a means of communication."
A sure-fire way to decide on which
to include is this, she added: "Would the world miss it if it didn't
exist?"
This is just the start for what MoMA
hopes will be a 40-strong collection eventually. New arrivals being lined up
are Space Invaders (1978), Asteroids (1979), Zork (1979), Tempest (1981), Yars'
Revenge (1982), Marble Madness (1984), Super Mario Bros. (1985), and The Legend
of Zelda (1986).
But there is no rush, she said.
"It is also our job as a museum to preserve whatever we acquire."
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