Gaming Machines: Gaming as Allographic Art

(This post concludes the set of examples we began with the Cybernetic Machines and Science Machines over the last few weeks.)

We might call a gaming machine as something where a “game” is a set of instructions written by a “developer (or designer)”* fed into an assemblage (or cybernetic bio-technical machine) called a “studio” that outputs a “program”.

Hmm, that doesn’t quite work.

We need to spend a little more time with our construction here, to figure out what the roots are.

The generic version breaks down to: a Machine is a given Input (written) by a (Creator) fed into an assemblage called a (Mechanism) that produces an (Output).

If we were to extract those terms from the examples in our previous posts, we’d get this:

Machine, Input, Creator, Mechanism, Output
Science, Method, Scientist, Laboratory, Experiment
Game, Game, Developer, Studio, Program
Film, Script, Director, Production Company, Movie
Music, Composition, Composer, Orchestra, Symphony
Building, Blueprint, Architect, Construction Company, Building
AI, Context Model, Prompt Engineer, AI, Virtual World
AI2, Prompt, Prompt Engineer, AI, Experience

So now a gaming machine looks like this:

A “game” is a set of instructions written by a “developer (or designer)” fed into an assemblage (or cybernetic bio-technical machine) called a “studio” that outputs a “program”.

And we can talk about…

Gaming as an Allographic Art

Back when we started with Cybernetic Machines, we brought up the concept of an “allographic art”, from Nelson Goodman (1962). An allographic art is an art that is crafted by others based on a set of instructions. The artist in this case is the creator of the work that is replicated, like a composer or architect.

So by this definition, a game – either tabletop or electronic – would fit as an allographic art form.

Granted TTRPG rules rarely rise to the level of “art”, often seeming content to aim for “technical manual”, but things are improving. A lot of smaller indie games, have been focusing on the presentation and the while package – games like Root, Mork Borg, and others – to say nothing of the beautiful games released within the boardgaming space (Canvas, Sagrada, Azul, Hues and Cues, and a host of others).

But there are competing visions of “art” here, as art in game design may occur irrespective of the aesthetic appeal of the components, and a dry technical manual with pretty pictures may still not make for an engaging or artful design. However, there is no reason why a black and white typed zine might not contain artfully designed gaming systems either.

And while we previously also discussed how a scripted performance like a symphony or ballet would count as an allographic art, gaming as performance – again, either tabletop (e.g. Critical Role, Dimension 20) or electronic (e.g. Twitch, YouTube, etc.) is a different form of art.

To be clear: both design and performance can be art. Both count.

In the same way that Mozart of Composer and the London Symphony Orchestra as Performer are artists, in different ways, of the same work. And while this is commonly accepted in those art forms, in others it rarely occurs.

Take film for example: one of the very instances of this in film is Gus Van Sant’s 1998 shot-for-shot remake of Alfred Hitchcock’s Psycho (1960). Here we have the same script, and much of the same direction, attempting to remake a film in much the same way that we would see with other allographic art forms. Psycho (1998) is a performance of Psycho (1960). Or rather, both Psycho (1960) and Psycho (1998) are performances (or interpretations) of the original script. I.e., allographic art.

But it is so rarely done in that medium. What would it look like if it happened more often?

This discussion of film brings us back to gaming, hopefully. Here we can have artistry in the play, of the code or rules created by others for the gamers to showcase their interpretation to the world, and we can have artistry in the design, in the instructions as they are created, with the elegance or aesthetic appeal of the rules and their presentation showcasing that form of art.

Which leads us to the implied question: is gaming art? Of course!

Though there have been many arguments that video games aren’t art (with some stating that they are incapable of becoming so), these arguments have been always been false. Gaming is art.

And gaming machines can make it.

Leading by example

Recently (like, within the last week) Wizards of the Coast, a subsidiary of Hasbro, and publisher of various games including Magic: the Gathering and Dungeons and Dragons, reportedly used members of the Pinkerton Detective Agency to pay a visit to the YouTuber @oldschoolmtg who had accidentally received packs from the forthcoming “March of the Machines: the Aftermath” set, due to be released on May .

The YouTuber did what any content creator would in this late capitalist framework: they created content. Crack the packs and show them off. Get to work, doing what they do.

(Full story sourced from Polygon here.).

Now, since that story was posted, there have been follow-ups saying that the visit by the PDA was more of a “knock on door and have a chat” kind of visit, rather than the one that fills most minds when they hear of Pinkerton raid. Still, the optics need to be considered. Having the rather notorious detective agency available for these sorts of eventualities reflects rather poorly on WotC.

Especially since it didn’t need to be this way. Just one month earlier, the exact same thing happened to a competitor of WotC, GamesWorkshop. In March, GW accidentally shipped a copy of an unreleased model, Commander Dante of the Blood Angels, several weeks before the model was to be revealed at the upcoming Adepticon event in Chicago, along with a number of other models. The error was due to the old model still having it’s SKU in the system while the new one was being stocked, and they accidentally did the swap. The content creator did the same thing in this case, and posted pictures of their painted model to imgur (here).

GW reacted somewhat better.

“The Day of Revelation has come a little earlier than expected…” Indeed.

So rather than send an agency that was so notorious that the US Congress had to enact legislation (that is still on the books) that prevents members from being employed by the US Government, GW was able to provide a treat to a fan and to the community, and gain some overall good will.

And it likely didn’t hurt their sales: as of time of posting, the model was sold out online despite it’s $55 CAD price tag.

So, lessons learned, WotC? Perhaps…