A recent visit to the Museum of Modern Art’s (MOMA) latest installation, Never Alone: Video Games and Other Interactive Design, asks the question: what makes a game art and would tabletop RPGs qualify?
Installation view of Never Alone: Video Games and Other Interactive Design, The Museum of Modern Art, New York, September 10, 2022 – July 16, 2023. © 2022 The Museum of Modern Art. Photo: Emile Askey
It’s worth noting that dice has become a huge part of D&D’s aesthetic. An entire industry has popped up to service gamers and their love of dice, which are both collectible and utilitarian.
It’s also an imaginary space. D&D’s roots are in tabletop wargames, but “theater of the mind” play is an important part of the shared mental space between the game master and the players.
A Night at the Museum
MOMA’s latest installation pivots on the fundamental premise that video games are worthy of being in a museum. It asks the question: what makes a video game art? MOMA’s just as interested in art as it is in design, and video games are an intersection between the two:We already know that Dungeons & Dragonshas a home in the Strong’s National Museum of Play. The Strong makes the connection between D&D and the video game iterations that came later:The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity. Our criteria, therefore, emphasize not only the visual quality and aesthetic experience of each game, but also the many other aspects—from the elegance of the code to the design of the player’s behavior—that pertain to interaction design.
Unlike the Strong, MOMA explained their methodology for determining if a game was worthy to be in its installation: Behavior, Aesthetics, Space, and Time.But most importantly, Dungeons & Dragons’ mechanics lent themselves to computer applictions. The computer speedily reproduced the role of the Dungeon Master, defining and arelating a game’s particular world. And character traits and encounter outcomes, determined by the dice, meshed perfectly with computational random number generation. Eventually, increased graphics capabilities allowed computers to illustrate the imaginary worlds rather than simply describe them. Coupled with the rise of the Internet, players’ characters could now interact in these graphic settings with countless other characters all over the world. These Massively Multiplayer Online Role-Playing Games (MMORPG’s), such as World of Warcraft and many others with diverse thematic settings, are extremely popular today. Without Dungeons & Dragons, these games would not have evolved as they did.
Behavior
The MOMA defines behavior as:D&D has long focused on three pillars: Exploration, Combat, and Logistics. Logistics and Exploration have been deemphasized over time, only to be later revived as part of the OSR movement. All three encourage player interaction, creativity, and imagination. Players must work together to navigate a fictional world, solve problems, and defeat enemies. The behavior of players in D&D is key to the success of the game, as it requires collaboration and cooperation to create a compelling narrative.The scenarios, rules, stimuli, incentives, and narratives envisioned by the designers come alive in the behaviors they encourage and elicit from the players, whether individual or social.
Aesthetics
MOMA recognizes that visual intention is important, but must also be considered in light of the technology available. In the case of D&D, printing and computer design factored into the game’s visual influences. Also, Doctor Strange.It’s worth noting that dice has become a huge part of D&D’s aesthetic. An entire industry has popped up to service gamers and their love of dice, which are both collectible and utilitarian.
Space
D&D is typically played in a shared physical space, such as a tabletop or living room. This shared space is important for fostering social interaction and communication between players. It’s also where dice are rolled, maps are laid, and miniatures are placed.It’s also an imaginary space. D&D’s roots are in tabletop wargames, but “theater of the mind” play is an important part of the shared mental space between the game master and the players.