Eric Zimmerman : I founded Flat a year and a half ago with Tsia Carson and Doug Lloyd. Flat is one of the many new media companies here in New York City. Most of our work is based on game design and production. We work in a number of other capacities, including strategic consultation regarding Internet commerce and marketing. We also have our own products in development now. These are games that have two focuses: one is email games - games that are played by sending and receiving email - and another is games that use artificial life technology.

 

FS: Do you do the programming yourself? Can you describe to us what exactly a game designer does?

 

EZ: I am not a programmer. I studied programming briefly in graduate school, but I really don't do any programming. My role in the company is to help generate ideas and lead the design and production effort among the team. In both game design and interactive design, you are essentially designing an experience. Because that experience is not wholly predetermined in advance, you are actually designing a set of possibilities that play out in expected or unexpected ways. As a game designer, one of the most satisfying moments for me is when a player uses one of my games in ways I never expected.

 

One of the things that drove me away from painting alone in a studio and towards new media is that it is a radically interdisciplinary field. Similar to filmmaking, creating games requires people with totally divergent skills: programmers, character designers, animators, graphic designers, musicians, writers, and others collaborating together to create a product. The role of the game designer is to manage the way these elements intersect to create the final experience.

 

Game design is also a set of skills which really goes outside the specific practice of new media and can be applied to games as a whole: sports, card games, board games, computer games and any other kinds of games.  I teach at New York University with my good friend Frank Lantz, who is the Creative Director at R/GA Interactive.  In our Game Design class, we don’t let students use computers. They make board games and card games, social games and physical games, working collaboratively.  We don’t teach technology - we teach game design.  I should also say that most of my ideas about games and game design were developed with Frank, so he deserves credit for everything I’m telling you two.  Game design has yet to be codified into a discipline like other design disciplines.  But we’re trying.

 

Game design is very difficult compared to other kinds of interactive design. Let’s say you are creating a medical database that doctors will use to access the records of their patients.  There is interactive design in that. In other words, in addition to the technical aspects of managing the raw information, the experience of someone walking up to that terminal, sitting down and interacting with that database, is a designed experience.  However, as long as someone is able to go to that database and in some perfunctory way get the information that they need, then the task is fulfilled, even if it is not as ergonomic or elegantly designed as it could be. But in a game, there is no practical need compelling the participant to continue interacting with the game.  It is up to the game designer to manage the desire of the player at every moment of the game experience.  It is very difficult.  How do you create a game that players will return to again and again, that becomes truly meaningful?  These are the challenges of game design.

 

LB: Are there any particular ethical challenges in game design? You are planning experiences for players, and in that sense you are acting upon the social field. Do you feel any responsibilities in that regard, or is a game nothing else than a product to be enjoyed ? We all know that games have been invented to frame and form social habits. For example, games have been used to teach war. What are your positions regarding these questions?

 

EZ : I have a number of positions on those topics.  One is that the essence of games is conflict.  Usually, the conflict is modeled on an economic or military conflict of some kind. Classical board games like Chess and Go are about gaining territory, which is a way of modeling military conflict. Other games, like Monopoly or Bridge, are about gaining and losing points, modeling economic conflicts. 

 

So games create conflict.  But at its best, that conflict is productive. Because insofar as games are inherently competitive they are also inherently cooperative.  In agreeing to submit their behavior to the rules of the game, players all have to learn to speak the same language, the rules and discourse of the game.  Through this stylization of their behavior, the productive conflict of play results.  This game-interaction is one of the distinctive ways that games act upon the social field, as you put it.

 

However I would also say that games certainly are a representational medium and they traffic in larger social and cultural codes.  Games are radically metaphorical.  Computer games are especially metaphorical because ultimately everything the player experiences is stored as computer code, numbers and letters, ones and zeroes.  Everything that happens in a computer game is derived from those ones and zeroes.  Insofar as games are representations it is extremely important for designers to be aware that they are proliferating cultural codes through the games they design.  But the politics of representation is never a simple business.  American culture has a tendency towards a monkey-see monkey-do attitude about representation. For example, Flat is currently having to revise the content of an educational game because one of the characters is smoking.  The publisher’s message to us is that kids aren't supposed to know that people smoke. It’s a strange neurosis.

 

But all of that is just about the visual spectacle of a game.  There’s more.  There is a difference between passive media and media which is interactive.  People do not just have a visual relationship to a game - they have a systemic relationship to it. By entering a game you enter into a set of dynamic relationships.  And this complicates the representations that a game produces. 

 

For example, take Tomb Raider.  Lara Croft, the character that you play in the game, has a ridiculously exaggerated anatomy - an impossibly thin waist and huge breasts.  And she’s exploring caves and shooting enemies in a pair of hot pants.  The easiest reading of Lara Croft is that she is a pin-up sexual fantasy for adolescent male culture. Yet the game has a disproportionately high number of female players.  Why is that?  Well, there’s more to Lara than just her image.  You have a double consciousness when you play her because the character is both an object and a subject.  Yes, Lara Croft is a sexualized object on the screen, but within the context of a game, she is also a subject that is inhabited.  She acts both as a tool for you to win at the game and also as an identity upon which you project yourself in order to take action within the world of the game.  What does this means for a male player?  A guy playing Lara is essentially dressing up in drag.  These are the kinds of complex representational situations unique to games and other interactive media.

 

LB: There is an artist who works with video games. He recently made a video loop of scenes where Lara Croft gets killed.  He sees his role as an artist to emphasize certain codes. Would you as a game designer, or could you, work in the same kind of direction?

 

EZ: That’s a good question.  Before I answer you directly, let me talk to you about my general approach.  My own aesthetic of game design, and this is something that I share with my partners at Flat, is a kind of structural, systemic approach to games, an artificial life approach to games that emphasizes emergent complexity.  Artificial life is an approach to academic research that attempts to model biological systems, ecosystems, and other complex dynamic systems.  There has been some commercial entertainment products along these lines, from Tamagochi to software products like Creatures, Galapagos and Dogz. Flat is not interested in these kinds of virtual pets - they ultimately replicate the kind of work that has already happened within research contexts.

 

However, there is another way of thinking about artificial life, apart from the simulation of biological systems.  Artificial life is also a programming strategy. Without getting too detailed, in artificial life, there are a lot of local interactions between simple units which add up to emergent patterns of unexpected behavior and complexity. That is a “bottom-up” approach as opposed to the classical “top-down” approach of artificial intelligence, which attempts to create logical systems and simulate rational thought.

 

My interest is in using these formal structures to create systems that produce unexpected behaviors on the level of representation or social experience. Flat's email games are predicated on this sort of structure. Email takes advantage of the viral nature of the Internet. Our hope is that the games can spread as a cultural phenomenon through the medium of email.

 

FS: [Interrupting]  You’re not really answering our question.

 

LB: Let me rephrase it in another way: there are artists, who are not game designers, who take cultural products and deconstruct their codes, reveal their underlying ideological agendas. For example, Miltos Manetas emphasizes scenes where Lara Croft dies, showing that an important part of the pleasure derived from playing the game is to kill her.

 

EZ: In other words, can games take part in post-structuralist strategies of cultural production such as appropriation? The answer is yes, absolutely. But it is a challenging problem. The class I teach on game design with Frank Lantz at NYU illustrates the tricky position that I am in. We frame games in three ways: as rules, which is what the designer creates, as play which is the experience resulting from those rules, and as culture because games are situated within the larger field of culture.

 

Now there is no doubt that games are a proper subject for fields such as anthropology or sociology, and are ripe to be deconstructed by artists. In our class we acknowledge throughout that games are cultural artifacts. Yet at the same time, the basics of game design are still so unexplored that we take a largely formalist approach in our class and try to discover and explore the fundamental, intrinsic aspects of games and game design.  Game design does not have a history of theoretical work like graphic design or architecture and at this point in my teaching, writing and research I am trying to establish what amounts to a modernist, formalist, structural approach to game design. At the same time I would like nothing more to see my own work expand to incorporate post-structuralist strategies of cultural analysis and production.

 

FS: Wasn't the "Arm The Homeless Coalition" project already moving in that direction?

 

EZ: The Arm the Homeless Coalition was a project I completed with my partners at Flat and the artist Paul Badger when we were all in graduate school. We created a fictitious organization called the Arm the Homeless Coalition whose purpose was to distribute firearms and firearms safety training to the homeless of Columbus Ohio, the city where we were living. Through a media campaign of press releases and phone interviews, we totally fooled the local media.  We made the National Associated Press wire, which means that we were in newspapers all over the US.  We were the lead story on local television news for a week, and the entire city was up in arms about our organization. We appeared in public once. Doug Lloyd, who is currently the Managing Director of Flat, was dressed as Santa Claus, ringing a bell next to a sign, passing out flyers for our organization. We didn't collect any money of course, but it was a crazy scene.  The police were ready to arrest us, news cameras were everywhere, etcetera. We had to shut the project down after a week because people started making public threats that they were going to shoot the homeless.

 

Now that project wasn't a game, it was a prank. Games are inherently insular.  They require a completely artificial context. When you decide to submit your behavior to the rules of a game, you cross what the Dutch historian and philosopher Huizinga calls the "magic circle" of a game.  Every aspect of a game is totally codified.  If there is a space on a Monopoly board that is not explained in the rules, you can't play the game. The rule system has to be known and commonly understood by all of the players, who all agree to utilize the same discourse to play the game.

 

Now a prank like Arm the Homeless Coalition gains its very identity and interest as culture because it is playing at the boundary between fiction and reality. It is a fiction that convinces people that it is real.

 

FS: Can't that boundary become voluntarily blurred in certain games, such as in role-playing games ?

 

EZ: Well, often when you blur that boundary, what you are playing with is no longer a game.  In their book The Study of Games, Hill & Sutton-Smith give a definition of a game as: "an exercise of voluntary control systems in which there is a contest between powers, constrained by rules, in order to produce a disequilibrial outcome". A disequilibrial outcome.  Either you won or you lost, everyone won or lost together, or you achieved a quantifiable score.  There is an understandable outcome to a game. There is an ostensible goal to a game. That is often what distinguishes games from other game-like activities. Look at Caillois' four categories of play: agon, which is competitive or skill-based, alea, which is chance, mimicry, which has to do with simulation and make-believe, and ilinx or bodily sensation. He includes theater in the mimicry category, merry-go-rounds in the illinx category. But those aren't games. Games are a subset of play. Many art practices can be seen as forms of play but not necessarily as games.

 

Your questions relating to contemporary critical art practices are a tremendous challenge to me.  The issue is: can a bonafide game perform that kind of critical role?  I’m trying to juggle theoretical and practical concerns in answering you.  On a strictly economic level, it is hard to say.  The computer game industry is a cut-throat and competitive field.  It is extremely difficult to convince publishers to expand beyond the established, codified genres of games: shooters, sports games, real time strategy games, platform jumpers, driving games, etcetera.  As far as the content and the look of the games are concerned, their potential subversive or critical recuperation might not be really possible, or in fact even useful to a publisher.

 

Compare computer and video games to pop music.  There is corporate sponsored rock-n-roll, but at the same time there are all kinds of underground venues for more experimental forms of music, from clubs to college radio to small record labels. It is an extremely vibrant and diversified cultural field. This is not about to happen with computerized entertainment anytime soon. On the one hand it’s a question of pure economics: the number of people who have access to computers is still relatively low and the cost needed to produce a game is relatively high. The typical Playstation game now costs between two and ten million dollars to produce and twelve to twenty-four months to create. And on top of that,  the retail channels are incredibly crowded.

 

FS. Is this why you have in the past collaborated with artists for art galleries, completely outside of these distribution networks?

 

EZ: Absolutely.  My interest in games is not limited to digital technology. My first published board game will appear in 1999 in a book called Flesh Eating Technologies published by Semiotext(e) Press and Banff Center for the Arts. It is a game called Organism, and is inspired by cellular automata, a branch of artificial life research.  Some of the nice things about working on a non-digital game is that they are easy to build and test. You don't need a whole team of people.  The game you are referring to in your question is called 130 Words.  I made it for a gallery in collaboration with the artist Jeremy Sigler.  Jeremy writes poems which he then turns into sculptural artworks. 130 Words is a card game for two to four players made out of one of his poems.  Each word of the poem is on a different card. You try to get rid of your cards and as you lay them down, the players collaboratively build new sentences.  In this way, the process of the game results in a new poem.  Semiotically, this game can be considered post-structuralist: you are deconstructing and reconstructing the set of possibilities represented by the original poem. And significantly, it is not just free-form play.  It is a game, with a goal and a winner, a beginning and an end.

 

LB: One could see a relationship here with the work of Oulipo.

 

EZ : My teaching collaborator Frank Lantz turned me on to Oulipo and I find their work very inspiring.  Many of their ideas about recombinability, as in the work 1100 Poèmes by Queneau, embody bottom-up complexity: a limited set of recombinable parts that create unexpected complexity. It is incredibly forward-thinking work. On the other hand, there is often something unbelievably dry about their work and it often loses all sense of play in its linguistic thoroughness.

 

Wow!  I am really enjoying addressing your questions about games as situated within contemporary art practice.  Let me tell you about a game that does work as a critical cultural object.  Parappa the Rapper is a game for the Sony Playstation.  The American artist Rodney Allan Greenblat collaborated on this project with Masaya Matsura who is a Japanese composer turned game designer. Parappa the Rapper was first released in Japan and was so popular that it was later released in Europe and the States. It is a highly innovative game, the result of cross-continental, cross-cultural collaboration.

 

The player takes the role of Parappa, a young dog learning how to rap. It uses a simple but quite innovative game mechanic where you imitate other characters through button presses as you learn to rap.  As you play, you are acquiring cultural skills, the ability to rap, which is an American genre of music redesigned in the game through a Japanese cultural filter.

 

Rodney Allen Greenblat’s characters borrow heavily from Anime aesthetics, which is a curious mix of Japanese and Western modes of representation.  Frederick Shodt in Manga!Manga! describes Anime as Japanese self-representation through a Caucasian set of features. At the same time Anime represents Japan to the rest of the world: so it looks Japanese because it looks like Anime, but what Anime looks like is actually Westernized features appropriated by Japan.  Let me interject here that most of what I’ve just said about Parappa and Anime is based on work I’ve done with Elena Gorfinkel, a prominent scholar and critic of pop culture.

 

So another way in which games are entering culture in a meaningful way is that they are entering global systems of trans-national cultural exchange and representation as hybrid pop culture objects.  By hybrid I mean an object which is the source and subject of effects of culture rather than an object created by an artist for contemplation.

 

FS : Meaning that these objects interact with culture at large in a more productive way?

 

EZ : Well, what do you mean by “productive?”  If it makes money, that is productive. I look for formal innovation in a game. That is productive. There are many ways to be productive. And many competing interests. 

 

Take the scramble among game publishers to corner the market on “games for girls.”  There are some strange bedfellows in this race, all trying to be “productive” in different ways.  Publishers want to reach those markets because it is an untapped source of capital.  Feminists want to bring games to girls because they see it as interventionary.  They want to encourage girls to be more comfortable with technology, implying that they will become more empowered and have more impact within the culture at large when they become adults.

 

LB : What kind of impact? Games follow rules which pre-determine behaviors. When I play fighting games, for example, I always pick the female characters but that is basically the only freedom I can play with. Besides that, all I do is kill lots of people and enjoy it, which eventually causes me to have severe digestive problems.

 

EZ: So, let's talk about fighting games. It's incredibly interesting.  But first, let me try and summarize my point about Parappa the Rapper.  We've identified three different strategies in which games can be considered post-structuralist cultural objects. One is as prank-like deconstructions of contemporary culture (like Arm the Homeless), another is as deconstructions of semiotic systems (like 130 Words), and another is as inherently hybrid cultural objects (like Parappa the Rapper). Is my own current work doing any of those things? I would say not enough.

 

OK.  I am going to try and answer your question, I promise.  You mentioned that the constraints of a game make you uncomfortable. Well, there is a certain relationship between games and S&M, almost in the D&G sense of the term - I mean Deleuze and Guattari (laughter). What's so funny? You don't know that slang? Not Dolce and Gabbana, although I always wanted to see the two of them with Dolce & Gabana bags  That would be a great image.

 

Where was I?  There is a curious relationship between constraint and productivity. Games are sets of constraints.  The incredible thing is that out of the fixed, rigid, almost fascistic set of rules, play emerges.  And play is the opposite of rules.  Once the rules are set in motion by human participants, the creative, improvisational, unpredictable experience of play emerges. This particular relationship between rules and play is unique to games and continually fascinates me as a game designer. 

 

So let's look at fighting games.  A game is constituted by constraints.  And it's those constraints which cause the game, as a machine of desire, to move forward.  In a well-designed fighting game, I would argue that what happens is a kind of linguistic interaction between the participants. Once you learn its system of language and representation, a good fighting game becomes incredibly meaningful.  In other words, meaning in games is generated out of choices that players make. It's possible to consider a game as spectacle, as animation appearing on the screen, but that's not looking at a game in a way that is most intrinsic and unique to games.  It is ultimately impossible in a game to consider the visual elements apart from the systemic.  What I mean by systemic is that a game is a collection of parts, but much like Saussure's idea of language, those parts gain their meaning by virtue of their relationships to the other parts. I don't know if it's their differance from the other parts, but as in a Wittgenstein language game, there is a structure that is holding itself together by virtue of the relationships between parts.

 

LB: Yes but in one case you have arbitrary signs, and in the other you have pre-formed representations, and these representations are loaded with values that I'm not always comfortable with. Like in the game I played, the girl was blonde and she was assaulted by tough guys, and maybe the bad characters were not black, but it was still awful.

 

EZ: Yes, I agree with you that there is certainly a kind of adolescent narrative to most fighting games.  But as interactive systems, as linguistic systems, they are incredibly sophisticated.  Fighting games allow the two participants to combine and recombine small units of interaction, which are button pushes and slight movements of the joystick. The significance of the combination of those elements is dependent upon the context of their utterance, such as the relationship between the two characters at the time, their inherent characteristics, their dynamic health or energy stats, and what happened immediately before.  After you’ve become fluent in the language of interaction, you can begin to express a personal style with an individual character.

 

Now, as spectacle, not as interactive/linguistic system, there are few games as horribly racist as games like Street Fighter II, in which there are characters like an Indian “swami,” or the “representative” from South America that's not even human but a lizard-like monster. These systems of representation traffic in the same problematic tropes as, say, mainstream American comic books or action films. 

 

But, as I've said before, you can't read your relationship to the character of a video game simply as a flat visual representation.  In fighting games, as with Lara Croft, a character is both a subject and an object of interaction. Games are self-deconstructing in a way.  I believe that, because you influence the way a game iterates out, a player's experience within a game is always predicated on an understanding of how the mechanism of the game works. Games are not immersive.  They're not illusionistic. You never lose your sense of self and actually believe that you are this fighting character. You always have a double consciousness - both immersed in and aware of the fiction.  This is the way all narrative functions, books, film, etcetera, if you espouse contemporary ideas about narrative. 

 

But in any case, games certainly are inherently systemic. That is why you can't simply read the visual spectacle of the game as an image which is either good or bad. And in addition, in a fighting game you choose a character.  Now it’s true that you choose from a limited set of options.  But even that choice serves to deconstruct a conventional idea of identity and subjectivity in your relationship to the game. Again the game is revealing itself as a system, as a tool.

 

Now, to answer your question directly, I am of two minds.  On the one hand, games sort of deconstruct their own identity as systems. The artist and writer Lev Manovich describes computer aesthetics as simultaneously creating illusionistic space and breaking it down.  Because a game is a dynamic system, a set of parts that interrelate to form a whole, playing a game means understanding in some way how those parts interrelate over and above the representation which is an effect of those parts.  So critiquing the spectacular narrative is in that respect misguided. 

 

However, at the same time I absolutely agree with you.  generally speaking, the kinds of narratives that are embedded within video games are in dreadful need of revision. This is partially why the field is so ripe for innovation. Computer games are very much mired in adolescent male popular culture. Creating games that are able to take on contemporary strategies of cultural production is very important. However, it's not just about removing demeaning visual stereotypes from games.  It's about looking at the mechanistic qualities of a game, the relationship between one's interaction and the sets of linguistic and other types of possibilities within a game. It's about how those systemic elements are literally hard-wired to the aesthetics of the game. That's where the investigation has to take place. That's why I teach games in a sort of formalist way, because in trying to reinvent the discipline of game design, there are certain kinds of material knowledge that have to be explored.  Since the spectacular emerges out of and in concert with the systemic, to recuperate games into more interesting realms of representation games need to be considered as the uniquely dynamic structural/cultural machines that they are.  These are really tough problems.  They’re not yet fully understood, certainly not by me.

 

LB: Do you think that these notions can be understood beyond the classroom, in the actual production of mainstream games?

 

EZ: Well, mainstream is a problematic word, because it implies that there is already a certain acquiescence to mainstream tropes. This is what I feel: that the audience for games will grow, the diversity of the audience will expand, and there will be markets that extend beyond the existing markets.  Certainly not everyone plays games, just as not everyone played board games or card games before computer games existed. There's a whole generation of people who are now graduating from college. They have used computers all through college, they use email, they're wired at home and at work, and they want to play fun games on their computer. So they're asking themselves when they walk into a software store why they have to be a wizard or an elf or a civil war general or an alien monster. What is up with that?  What I’m talking about is based on market research by my business partner Tsia Carson but it’s becoming common knowledge within the game industry that there will eventually be bigger and more diverse markets.

 

But, on the other hand, to break out into culture at large, games have to shed their stigma.  There is a tendency to devalue games as merely adolescent fantasy culture.  There is an incredibly rich history to the field and some amazing work is being done, but it is a surprisingly insular field. In my opinion, there is no genre of consumer software that is as demanding to design and create as games. There is no other genre of consumer software that taxes a computer's processing capabilities as much as games.  Games are easily the most sophisticated type of consumer software.  As technology inculcates leisure as a dominant activity for the contemporary wired civilization, games become an incredibly important venue of popular culture, and of the future of culture at large.

 

LB:  From Guy Debord's point of view, in respect to the all-pervasive leisure society you are inscribing your production into, what you advocate could be construed as a fake experience.

 

EZ: Well, that’s where I part company with Debord.  I'm not nostalgic for some kind of lost, genuine experience that supposedly existed before "fake experience." Tell me, what isn't a "fake experience?"

 

FS: In regards to this differentiation, between "real" and "fake" experiences, you seem to be describing some form of hard-wiring that goes directly to the brain, a sort of direct physiological interaction.

 

EZ: Again, I'm of two minds on this. Brian Moriarty, who is a very well known game designer, uses the term entrain to mean the experience of bringing the individual into the experiential patterns of a game, into the rhythm of a game.  According to Moriarty, The Wave, the simple game which is played by crowds in sporting arenas, is the most successful massively multi-player game.  Game designers design experience. Creating experience means designing patterns of repetition - Moriarty’s entrainment. There's a lot in games dependent upon repetition, and you could look at narrative theory about repetition in the epic and serial forms, which are related to games, too.

 

In terms of the idea of "hardwiring the brain," I don't think that games do this any more than other experiences do: when you look at an image, visual imagery bounces off your retina, which travels to your optic nerve, etcetera.  Sure, there are certain activities in a game that are wired into the brain, but all activity is wired into the brain in some way. I don't use biology as a sort of design resource for making games.  I think that would be silly.

 

LB: I once saw a very interesting artwork which, I think, is very clear about the statement it makes. It's a famous Atari game called Space Invaders, and the installation is simply the game set up for play in a museum. The sound is amplified, so you bother everyone in the room. I had the feeling that this went further than many of the other games are going, because it confronted me with an experience that pushed me into a realm that was more intense than simply playing the game in an arcade.

 

EZ: So, what you're saying is that it comments upon the act of playing a game?

 

LB: It's not just a commentary. It is something that was thoroughly  interactive and experiential. I had never had this type of experience before. I played arcade games when I was a teenager, and when I played this game I realized I was on another level.

 

FS. It's not just a question of commentary, this piece creates a model of the very experience of playing.

 

EZ: It is contextualizing the act of playing a game, right?

 

LB: Yes, it also does that. But playing this game was an indication to me that we are still waiting for some very interesting games that will offer very different experiences.

 

EZ: My decision to move from the realm of art to the realm of commercial games was a complicated decision.  When I was making paintings, I was always very interested in the relationships between the viewer, the work, and the author of the work.  With games I'm designing those relationships to the exclusion of all else. So to me, are and games art very similar - they’re both about designing social experiences.

 

Now, to your question about the Space Invaders piece, I'd like to say that games are inherently insular.  Games have a closed formal system. In the case of computer games, it's the code, the actual program code and the way it iterates out. In the case of a board game it's the rules and the materials conditioned by those rules. This formal structure is eminently portable, in other words, when two people anywhere around the world play tic-tac-toe, they use the same rules. They might not speak the same language, but they can play the game together. There is a Platonic way in which the rules of a game constitute a formal system that is removed from any of the particular instances of that game around the world. That's what I mean when I say that games are inherently insular and structural.

 

What the installation is doing is taking an instance of Space Invaders and then contextualizing the way that it's playing out. One way of framing it is that at the heart of this experience is the game Space Invaders, which may be identical in terms of the program code to what you played when you were younger, but it's being recontextualized.  It becomes a performance.  In fact I find it interesting that the additional constraint of playing the game in the stultifying context of a gallery enriched the experience for you.  It proves my point that constraints are what make a game meaningful.

 

I would love to design a computer game that blurs the distinction between what's within the game and what's outside the game. Here, I'll give you guys an example. There's a game I made called Suspicion. It is a card game that I designed for an office environment to take place during a week of real time.  At the time, I worked in a company of about a hundred people and about twenty of them decided to play. Those people were divided into groups, called sects and leagues.  Everyone belonged to two groups.  But you didn't know who in the office was playing the game and who wasn't (I secretly distributed the materials).  The goal for each group was to collect cards from other people. The cards themselves were used in a simple dueling game.  All of the sects and leagues communicated with code words and code gestures.  But you only knew the codes for your group. So the first step was just trying to find out who was in the game and who was not, then who was in your group and who was not. And then you could accuse someone of being in a certain group or sect and try and take their cards.

 

Suspicion was a game that situated itself at the boundary between the real world and the world of the game. My interest was in blurring that distinction. People became very self conscious of the words and the gestures they were using in a way they normally are not. The game was very successful.  People enjoyed it very much but there was an unbelievable amount of deceit and deception.  People got in arguments.  People were in tears.  But, the game held solid. Suspicion is not commenting historically on the cultural context of a particular object the way the art installation was. However, it does situate itself at boundaries where experience can begin to comment on the game as it's being played.

 

LB: There is something I would call an aesthetic of perception, meaning that the object is designed to extend and diversify the types of perception you can have of a cultural product. There are plenty of works of art that you can relate to this. Like for example, a Carl Andre piece. It expands your perception of a work of art because you experience it with your body, beyond your body, via gravity and other respects. I think that games have immense potential for doing that. It's basically what they were designed for.

 

EZ: Do the giant chess games in the park in Geneva do that for you?

 

LB: Yes.

 

EZ: But, as a spectator.

 

LB: No, as a player.

 

EZ: And tabletop versions of chess don’t do that? You see, for me it's a continuum. Everything falls into the category of meaningful experience, to greater or lesser degrees.

 

LB: Maybe, but I still have some serious problems with the set of possibilities video games offer in terms of experience.  This remains my main problem. Many works of art are really articulate in this way, because they take distance into consideration. The viewer sees him or herself interacting with the piece and it becomes a new experience. It's just that I am still waiting for a game, like Suspicion, maybe, that extends one's experience. Something that changes one's relational habits.

 

EZ: Well, game playing isn't necessarily just the experience of playing a game once. It can be about the experience of playing it over many years. Do you two know the game Go? It’s a board game which in East Asia is traditionally considered to be a martial art. It's a game that, as a discipline, does reconfigure and reprogram you over years and years of play. Tetris does the same thing.

 

LB: What about role-playing games?  Isn't the set of characters that define you in relation to the others extremely limited and puerile? You've got a very schematized character that you play every day for a few years. This is frightening stuff!

 

EZ: I do play role-playing games. This is good.  We’re coming back to this basic question again.  In games there is a relationship between rules and play. They have an ultimately unknowable relationship to each other that can only be discovered through experimentation and practice. Much of what you're saying indicates that you see existing games as ultimately limiting.  But this doesn’t have to be the case.  Games can also become open-ended play.  I mean by open-ended that through the play of the game, the play influences your perception, your self-perception, your sense of self, your cultural self. And this is what you would like to see occur within the text of a game, which I think is a beautiful idea. At their best, games are more like tools than they are like novels. Games represent possibility. They are open-ended systems of parts that hopefully can be configured and reconfigured in ways that are unexpected and insightful. Deconstruction says that every text does this, but in games, this literally happens on a material level.  Yes, that’s what I aspire to create.  We had this idea at Flat for a dueling game where the players used the ingredients on candy bar wrappers as the linguistic elements of the game. There are other models and paradigms for games that we are just beginning to discover.

 

You know it's funny because I thought I was escaping the art world to enter the much more provocative world of popular culture, but in a lot of ways, I've retrenched back into a very modernist and formalist way of thinking. It’s just that I've found out that so much work still needs to be done, you know?  Wish me luck.