MMPGs as Art
Development Platforms
Pierre R. Berger
Digital artist. Chair "Les Algoristes"
2A, Impasse Marie-Louise.
Maisons-Laffitte F 78600, France
Tel: +33 662 605
439 – e-mail:
Stéphane Natkin
Directeur Enjmin
Professeur .Cnam
292 rue Saint Martin, 75003 Paris
Abstract: Digital Art could break new ground through cooperation. MMPGs would afford a vast and powerful support, as well for technical and legal standards as for communication, marketing, and interactive creativity.
Key words: Art, development, cooperation,
games, platforms, MMPG, property rights, users.
1. INTRODUCTION
The
reflexions presented here stemmed from very practical issues emerging from the
development of Roxame [1], a "painter system" . Started in 2001, this
system has met today its primary objectives : prove that a computer program may
create, without human intervention during the process, create pleasant and
original works of art. (The pioneer in
the fiels is Howard Cohen, with his Aaron program [2], which inspired Roxame).
Though still comparatively small (15000 C++
lines), the project seems today outgrow the competences and time of an isolated
artist, and cooperation is looked for.
That raises various issues,
technical as well as legal and communication/commercial. It may be hoped
that a recent and rapidly expanding field could bring answers to all these
issues : the Massively MultiPlayer Games (MMPGs).
2. MMPGs AS A
COOPERATIVE WORLDS
Computer Graphics are today a vastly
cooperating field. Movies and games [3][4] , with budgets in ten million
dollars, are developped by teams which are at times counted by hundreds,
including a high number of "artists", grouped in complex
organizations described for instance by Phil Co [5].
This working environement is certainly far from
the romantic image of true "artists". We see the great painter (and he sees himself) more as a Van Gogh in his miserable hotel
room than as a salaryman in his cubicle deep buried in a corporate building !
Individualism may foster genius, but also
emprison in mediocrity and lack of true innovation. That perhaps why the
general public does rarely finds happiness in the world of contemporary art, where authentically
provoking art is often difficult to disinguish from hoax or commercial hype. It
may also justify the fact that digital art is so poorly represented in the main
art Shows of Basel, Miami or Paris, as shows
for instance James Faure Walker [6].
MMPGs could open the way beyond and
forward. As explains Cory Ondrejka in
[7], these games need a considerable amount of content to attact and still more
to retain players month after month. The key answer is "user
creation" by the players.
That begins with mere parametrization of the
game, for instance the attributes of avatars representing the users : gender,
body size, clothing, fighting capacities ("crafting"). A lot of games
encourage the users to build their own private spaces inside the global game
universe. It may be done individually or by group of players ("guilds").
Installation of art works, of various kinds,
seem natural in these spaces. At
a higher level, some players develop modified versions of the game
("mods"), with or without the blessing of the original developing
team.
Then, cooperative work of artists in MMPGs
would be nothing but a further step in creation, and bring the answer to digital art progress. But, even
with motivated artists, how to manage such a collective action ?
3. COOPERATION IN MMPG
: TECHNICAL AND LEGAL ISSUES
Ideally,
cooperative artists could design, implement and negociat specific standards,
practices and legal frameworks to support their collective creation and protect
their individual property rights. A lot of professions have built such tools,
with EDI (Electronic data interchange), syndication tools (RSS) and more
recently with Web services [8]. But these constructions are technically
difficult. Worse : standards elaboration is costly as well as boring but for
dedicated professionals of the speciality.
Then,
whycould not artists build partnerships with game publishers ? These business
corporations have the tools, teams and knowhow to manage large and complex
workflows (See for intance Brinkmann [9]), from image capture and geometric
modeling to publishing interfaces through compositing and modeling. Even after
delivery, the MMPGs, by definition ("massively multi..."), have to
lead and drive large and complex communities of user-players, in strong but
supple coordination with their development teams (several papers in Alexander
[7]).
Then,
the cooperating digital artists could focus on their irreplaceable role of
creation. Among the artistic community, this form of partnership could be
pertinent in particular for the "algorists", i.e. artists using their
own algorithms as the core of their creations. They would in these worlds
fulfil the daring motto of Schoeffer : "The artist's role is no longer to
create an art work, but to create creation" [10]. MMPGs would bring them
the engineering platform, the quality assurance, the presentation to the public... and even a
rich feedback to push their ideas further.
The
chief remaining issue will be to design an appropriate type of contract between
artists and publishers. The global legal environment of MMPGs is far from
beeing stabilized. The publishing firms would like to keep control of the whole
process. They try to constrain their users by EULA's (End user licence
agreements). But the trend goes to a more and more diversified set of roles.
MMPGs are "spaces" if not "universes", and not simply "games" in the traditional meaning. In these New Worlds, social structures progressively integrate structures inspired by the classical ones, public as well as privates. The artists, after their ancillary role under princes and churches, then their romantic role devoted to (and more or less stochastically supported by) the "collectors", are here in position to redefine their position and responsibilities, both as individuals and as groups ("studios", "schools", "collectives"...) .
[1] See
http://www.roxame.com
[2] Pamela McCorduck . Aaron's code. Meta-Art, Artificial Intelligence and the Work of Harold Cohen. Freeman 1991.
[3] Stéphane Natkin. Jeux vidéo et médias du XXIe siècle : Quels modèles pour les nouveaux loisirs numériques, Vuibert, Paris, 2004
[4]
Stéphane Natkin : Video games and
Interactive Media : A Glimpse at New Digital Entertainment. AK Peters 2006.
[5] Phil Co
: Level Design for Games. Creative
Compelling Game Experiences. New Riders. Berkeley CA. 2006
[6] James
Faure Walker. Painting the Digital
River: How an Artist Learned to Love the Computer, Prentice-Hall, 2006
[7] Thor
Alexander (ed.) : Massively Multiplayer
Game Development 2. Charles River Media, Hingham, MS, 2003.
[8] Jean-Marie Chauvet : Services web avec Soap, WSDL, UDDI, ebXML... Eyrolles, Paris, 2002.
[9] Ron Brinkman. The Art and Science of Digital
Compositing. Morgan
Kaufman 1999.
[10] Nicolas Schoeffer. Le nouvel esprit artistique. Denoël, Paris 1970.