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RPG Evolution: Are RPGs Art?
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<blockquote data-quote="talien" data-source="post: 9012054" data-attributes="member: 3285"><p>A recent visit to the Museum of Modern Art’s (MOMA) latest installation, <a href="https://www.moma.org/calendar/exhibitions/5453" target="_blank"><em><strong>Never Alone: Video Games and Other Interactive Design</strong></em></a><strong><em>,</em></strong> asks the question: what makes a game art and would tabletop RPGs qualify?</p><p></p><p style="text-align: center">[ATTACH=full]283584[/ATTACH]</p><p>Installation view of <em>Never Alone: Video Games and Other Interactive Design</em>, The Museum of Modern Art, New York, September 10, 2022 – July 16, 2023. © 2022 The Museum of Modern Art. Photo: Emile Askey</p><h3>A Night at the Museum</h3><p>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, <a href="https://www.moma.org/magazine/articles/798" target="_blank">and video games are an intersection between the two</a>:</p><p></p><p>We already know that Dungeons & Dragonshas a <a href="https://www.enworld.org/threads/when-d-d-was-a-toy.665560/" target="_blank">home in the Strong’s National Museum of Play</a>. The Strong <a href="https://www.toyhalloffame.org/toys/dungeons-dragons/" target="_blank">makes the connection</a> between D&D and the video game iterations that came later:</p><p></p><p>Unlike the Strong, MOMA explained their methodology for determining if a game was worthy to be in its installation: Behavior, Aesthetics, Space, and Time.</p><h3>Behavior</h3><p>The MOMA defines behavior as:</p><p></p><p>D&D has long focused on three pillars: <a href="https://www.enworld.org/threads/is-d-d-too-focused-on-combat.665065/" target="_blank">Exploration, Combat, and Logistics</a>. 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.</p><h3>Aesthetics</h3><p>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, <a href="https://www.enworld.org/threads/doctor-strange-the-original-d-d-grognard.663932/" target="_blank">Doctor Strange</a>.</p><p></p><p>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 <a href="https://www.enworld.org/threads/when-dice-met-dungeon.665619/" target="_blank">their love of dice</a>, which are both collectible and utilitarian.</p><h3>Space</h3><p>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 <a href="https://www.enworld.org/threads/flipping-the-table-did-removing-miniatures-save-d-d.665430/" target="_blank">miniatures are placed</a>.</p><p></p><p>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.</p><h3>Time</h3><p>D&D is a game that unfolds over an extended period, with each gaming session lasting several hours or more. The game's narrative arc is built up over time, as players make choices and face consequences that impact the story. Campaigns can last years, <a href="https://www.enworld.org/threads/the-horror-of-a-game-that-never-ends.675228/" target="_blank">with games ranging up to eight hours a session</a>.</p><h3>So Is It Art?</h3><p>Not only is D&D and the tabletop role-playing industry it inspired art, it spawned many of the art influences on display in MOMA’s video game installation, from <a href="https://www.enworld.org/threads/the-ai-gm-worldbuilding-with-dwarf-fortress.696867/" target="_blank"><em><strong>Dwarf Fortress</strong></em></a> to <a href="https://www.enworld.org/threads/minecraft-the-gateway-to-d-d.663358/" target="_blank"><strong><em>Minecraft</em></strong></a>. RPGs are as much an aesthetic as it is a lifestyle, a game as much as it is a play, an unexplored shared mental plane as much as it is miniatures on a board. To outsiders it may just appear as <a href="https://www.enworld.org/threads/d-d-the-board-game.665579/" target="_blank">some dice and books</a>. To gamers, it truly is a work of art.</p></blockquote><p></p>
[QUOTE="talien, post: 9012054, member: 3285"] A recent visit to the Museum of Modern Art’s (MOMA) latest installation, [URL='https://www.moma.org/calendar/exhibitions/5453'][I][B]Never Alone: Video Games and Other Interactive Design[/B][/I][/URL][B][I],[/I][/B] asks the question: what makes a game art and would tabletop RPGs qualify? [CENTER][ATTACH type="full" alt="IN2500_002_CCCR-Press-Site-2000x1429.jpg"]283584[/ATTACH][/CENTER] Installation view of [I]Never Alone: Video Games and Other Interactive Design[/I], The Museum of Modern Art, New York, September 10, 2022 – July 16, 2023. © 2022 The Museum of Modern Art. Photo: Emile Askey [HEADING=2]A Night at the Museum[/HEADING] 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, [URL='https://www.moma.org/magazine/articles/798']and video games are an intersection between the two[/URL]: We already know that Dungeons & Dragonshas a [URL='https://www.enworld.org/threads/when-d-d-was-a-toy.665560/']home in the Strong’s National Museum of Play[/URL]. The Strong [URL='https://www.toyhalloffame.org/toys/dungeons-dragons/']makes the connection[/URL] between D&D and the video game iterations that came later: Unlike the Strong, MOMA explained their methodology for determining if a game was worthy to be in its installation: Behavior, Aesthetics, Space, and Time. [HEADING=2]Behavior[/HEADING] The MOMA defines behavior as: D&D has long focused on three pillars: [URL='https://www.enworld.org/threads/is-d-d-too-focused-on-combat.665065/']Exploration, Combat, and Logistics[/URL]. 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. [HEADING=2]Aesthetics[/HEADING] 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, [URL='https://www.enworld.org/threads/doctor-strange-the-original-d-d-grognard.663932/']Doctor Strange[/URL]. 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 [URL='https://www.enworld.org/threads/when-dice-met-dungeon.665619/']their love of dice[/URL], which are both collectible and utilitarian. [HEADING=2]Space[/HEADING] 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 [URL='https://www.enworld.org/threads/flipping-the-table-did-removing-miniatures-save-d-d.665430/']miniatures are placed[/URL]. 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. [HEADING=2]Time[/HEADING] D&D is a game that unfolds over an extended period, with each gaming session lasting several hours or more. The game's narrative arc is built up over time, as players make choices and face consequences that impact the story. Campaigns can last years, [URL='https://www.enworld.org/threads/the-horror-of-a-game-that-never-ends.675228/']with games ranging up to eight hours a session[/URL]. [HEADING=2]So Is It Art?[/HEADING] Not only is D&D and the tabletop role-playing industry it inspired art, it spawned many of the art influences on display in MOMA’s video game installation, from [URL='https://www.enworld.org/threads/the-ai-gm-worldbuilding-with-dwarf-fortress.696867/'][I][B]Dwarf Fortress[/B][/I][/URL] to [URL='https://www.enworld.org/threads/minecraft-the-gateway-to-d-d.663358/'][B][I]Minecraft[/I][/B][/URL]. RPGs are as much an aesthetic as it is a lifestyle, a game as much as it is a play, an unexplored shared mental plane as much as it is miniatures on a board. To outsiders it may just appear as [URL='https://www.enworld.org/threads/d-d-the-board-game.665579/']some dice and books[/URL]. To gamers, it truly is a work of art. [/QUOTE]
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