ÒTages AnzeigerÓ, Zurich, Feb 2002
Interview
with Eddo Stern
Florian
Zeyfang
FZ: For
your video Sheik Attack, you have chosen the images of different games to
illustrate your thoughts on the politics of Israel towards the Palestinians.
This kind of interpretation is going way beyond the assurances of the game
industry, that claim that even the most violent attack fantasies are "only
a game".
What is,
in your eyes, the game-to-life relevance? Is it the illusionary approach? Is it
a question of programming as the predetermination - and therefore, countable
instead of endless - of actions that can be taken? Or is it the social and
political issues many combine with it?
ES: You ask
about the game to life relevance. I can start here by telling a story. In 1997
I was playing the popular computer war simulation game Command & Conquer with a few friends. C&C is one of those standard
"god's eye" war simulations where an army of soldiers, tanks and
other material are at your disposal.
I remember
I was in the process of attacking an enemy base with a small group of
commandos, (which are incidentally the rarest and most expensive units in the
game.) At this time one of my competitors made a remark that was quite
chilling. "I heard you lost six commandos last night". He wasn't
referring to the our game of yesterday but to a news item regarding a botched
Israeli raid into Lebanon, where six Israeli commandos were accidentally killed
when munitions they were carrying mysteriously blew up. That moment was a strange
one, many ironies and complexities rushed up. The reference to the real events
completely ruptured the fantasy of the game and it got me thinking. It was
probably the moment when I first began imagining a work like Sheik Attack, where the tension between the
"fantasy of war" (as a game industry representative called it) and
its of real-life counterparts is played out.
If you look
at the game industry you will notice an obsession with several themes or
genres. Sports, Fighting, War, Science fiction and Medieval Fantasy. Each one
of these genres is loaded with complexities relating to questions of
masculinity, violence, race, history and politics.
For example
when looking at war-games, both first-person-shooters and strategy-sims, there
is a strong Nationalistic/Patriotic flavor. The games most often are organized
around a dichotomy of
Western/Commando/Technological/Organized/Advanced/Cop/Marine/Good vs.
Eastern/Southern/Primitive/Chaotic/German/Russian/Arab/Central American/Drug
Dealer/Terrorist/Evil. Yet with most games any reference to specific political
or national events is blurry at best. The industry doesn't want to take any
responsibility for that sort of thing, their business is "pure"
entertainment.
So what we are left with is an
ideological functionality without any explicit specificity and accountability.
It' s interesting to look at the exceptions to this rule. WW2 games are very
common, and the historical specificity is there. This is testament to WW2's
function in American Ideological legitimization and perhaps also to a
"statute of limitations" period that also allows certain other
narratives such as those of the (US) War of independence, WW1, and even the
Korean war to become historically canonized and easily reproduced in popculture
in a way that those "hairy" narratives of say The American Civil War,
Vietnam, Panama, Kosovo, and Somalia never could be. It is interesting to
compare the scope of Hollywood's war film genre which appears wide and diverse
in comparison to the super conservative and narrow arena the computer war game
genre occupies.
Now after
9-11 things are going to get very interesting I think. The game industry has
used the unspecified "terrorist" archetype for years a la James Bond
and other Hollywood movies' use of "imaginary evildoers". Now that
The WTC was blown up by those who are now officially called Terrorists, with a
Capital T, the industry will need to reexamine its Commando/War game genre and
what we will probably (and already) see is first a sharp decline in fantasy/war
narratives. For instance the super popular team strategy Half-Life mod Counter Strike which pits a team of blue "terrorists" vs. a team of
red "counter terrorists" will never hold its uncanny balance, where
choosing to be a terrorist was just plain "cool". There will be no doubt be a deluge of
Sci-Fi and Tolkien Fantasy to go with the all the Football, Hockey and then
more "greatest generation" good vs. evil narratives with more Heroes
and Nazi's to boot.
And here
comes Fantasy again but only in it's "purest" form. The neo-medieval
fantasy genre of the Game industry and current obsession with fantasy in
Western culture is fascinating. Harry Potter, Lord of the Rings, and computer fantasy role playing
games are exploding. Swords and Sorcery are dominating the media right now,
just in the nick of time for our new Crusade...
FZ:
Georg Sesslen recently wrote, that all wars are started with the fantasy that
the own soldier/ the own side cannot be hurt. A vision perfectly supported by
war games. Your video hurts, it is using tough metaphors for tough things done
in the real world. Helicopters are searching, artificial fighters intrude
houses and shoot hostages, behind that romantic Israeli folksongs. At the end
you list all Palestinian leaders shot in Israeli attacks (till1999). Since then
a lot has happened. But in terms of your artwork, you definitely say something
about computer games with the real events - do you think, especially the
computer game images can say something unique about the real events?--
ES: Yes,
much has been remarked on this question by theorists like Jean Baudrillard and
Paul Virillio about the virtually of modern wars, specifically acute with
regards to the media representations of the US wars; the gulf war, a sterile
war, a video-game war...In Sheik Attack I chose to use specific images from computer games
to represent "real" political violence. I chose images that for me at
least crossed a certain line where they were still able to create a sense of
horror even though it seems like the medium has created a threshold of
desensitization that defies any possibility for an affected response to
violence. Most people who watched my film who do play video games seemed
surprised by the fact that some of the video game images I used were horrifying
of chilling, and were able to transcend their desensitization.
So to try to answer your question, I wanted to try to rupture a deeper condition of fantasy/horror where the multitudes of violent fantasies that play out in this culture leave little room for a "horror" that is "real". Now of course everything has changed as you say and this real incomprehensible "horror" has arrived on 911 and the sky is falling here (in the states) as a result. The fantasy factories of Hollywood and the computer game industry are responding by removing the remaining elements of "the real" from their fantasies, pulling certain scenes, movies and games off the shelves. This is a market driven form of self-censorship, they're just pulling their pants back on so to speak... Much has been discussed in the US media recently about a return to "simple tales of simple times", no more action-hero terrorists explosion fantasies for a while they say. But we'll have to see how long the quarantine lasts and the urge for the mediated versions of unmediated war experience can be tempered. Hey, Black Hawk Down almost did it for me...
FZ: what
about the cathartic aspects of the violence?
ES: It's a
tough old question, and very loaded politically here in the US with Columbine
and free speech etc... I feel it works just like sports, just made available
for computer geeks. I've seen so many varying accounts of very calm and very
aggressive people who play violent video and computer games yet most retain
their original configuration of violence. I haven't psychoanalyzed anybody, I'm
sure many studies are being conducted on the new generation of kids brought up
on Doom and Duke
Nukem. I do see
many gamers responding to urges of aggressive competition as well as those
enticed by the simple pleasures of making their own special effects with
colorful explosions, lights and sounds. But I'm really not sure about the
answer to this question of the psychology of catharsis in computer games.
FZ: You
have recently made the "information" of "loosing" in a
computer game also a body - experience. First, this sounds cruel. What is the
reason to increase the "directness" of this game experience?
ES: You are
talking about TEKKEN TORTURE TOURNAMENT. That project came from reading lots of Cyberpunk.
If you recall William Gibson's Black Ice, the security software that literally would fry the
mind of the hacker. The simulation that crosses from the mind to the body is
another part of the dystopian fantasy of technology. Sex with your computer is
analogous. So with TTT we really wanted to actualize what was and still is one of the driving
fantasies of cyberculture. This was an opportunity too great to miss, after Fight
Club (the film) and
more and more arcade games moving into the physical realm (Dance Dance Revolution is only the tip of the iceberg for
these games).
FZ: What is the art-to-game relevance? And
in which direction do we read this question these days? Does art, which is
influenced by games, also influence the games?
ES: I think
the Ògame-artÓ phenomenon is a testament to computer games' emerging status as
a primary form of pop culture. Where only a few years ago video and computer
games were part of a youth subculture, today a large percent of a western
population and a growing world population can recognize Lara Croft, The Sims, and probably have heard of Doom (especially in the US with the
Columbine mess). Games have found their way into mainstream television through
pop reference and through prime-time TV game advertisements. Hollywood is also
taking notice and computer and video game inspired movies like Tomb Raider, Final Fantasy and Resident Evil are positioned more in the
mainstream than the game movies of the 80s and early 90s like Double Dragon, Mortal Kombat or Tekken. So you have the pop culture aspect
as well as the formal elements of the games that have caused more artists to
take notice.
Another
point is the nature of interactivity. There has been much excitement and a fair
amount of hype about interactive art for years now. I would say that for those
who've played them, computer games represent the primary "de facto"
example of what a rich multisensory interactive experience with a computer can
be, one that does not feel superficial or forced as in many interactive
artworks. This may sound unreasonable but the engagement with most ÓinteractiveÓ artworks
made for the museum or gallery or the net for that matter, along with the
myriad interactive net advertisements, pales in comparison with the deep passionate relationships game players have
with their ÓinteractiveÓ software.
So back to
your question, I would say itÕs the games that are affecting the art. In my
mind this is very much a one way street, most of the "game art" you
see is either sampling the game culture aesthetic, or borrowing its structural
logic of interactivity.
There are
occasions where "fine artists", in the limited art-world and
net-art-world senses of the word, have moved into the industry (Game Lab does a good job of hovering on the
fringe). Many
"lower profile" game designers (i.e not auteurs in the genre's sense
such as RIchard Gariot or WIll Wright) come from a "fine arts"
background. But in the "game-moding" works we see coming from many
new-media artworld artists, you usually see a use of game engines to repeat
familiar art narratives or aesthetic models: formal, minimalist, feminist,
dadaist etc. The games in these cases function as a new medium or toy to play
with (IÕm thinking JODI.ORGÕs Òuntitled gameÓ, Vuk CosikÕs ÒASCII UnrealÓ,
Alexei ShulginÕs ÓForms GameÓ as some examples of formalist games by
net.artists)
In an art
historical context, game-art is currently in a characteristic early formal
stage, like net-art and video-art before it, where many artists are exploring
the formal qualities of a new medium. Lots of "info-aesthetics" or
"data formalism", "glitch art", "narrative
stripping" and cool design. For my particular taste there are few and far
between examples of "game art" that extend the exploration of the
medium into the wider social and cultural significance of video and computer
games. As computer-games become
more ÓlegitimateÓ members of popculture and artists may regard them not merely
as eye candy but as media forms already affecting social, economic and
ideological structures, perhaps game-art will shift to resemble the evolution
of indi film, or the 60's and 70's "activist" independent video art
movements.
The
question I ask myself as someone who uses games in almost all facets of my work
is what's next here? I do feel its time for artists to stop fooling around and
start indi-game companies, and create fully developed computer games that go
beyond samples and hacks. The challenge is clear...