Showing posts with label Heavy Rain. Show all posts
Showing posts with label Heavy Rain. Show all posts

Wednesday, 26 August 2015

Enduring the Misery So You Don't Have To

  To the fabled few Dismaland is an experience worst endured alone and in the rain.

 That’s exactly what I did, except along with several other hundred people who had the same idea earlier this week one particularly miserable rain filled morning as I queued along the sea front at the Somerset seaside town, Weston-Super-Mare.  Dubbed the UK’s ‘most disappointing new visitor attraction’ the exhibition situated in Weston’s dilapidated Tropicana Lido aims to bemuse and turn the whole idea of an ‘amusement park’ on its head, subvert it, fill it with irony and humour mixed with the controversy, political undertones and social commentary that we’ve come to expect from the Bristol originated street artist’s work.  The site features several of Banksy’s works ever pushing the ‘artist’ as we now seem to call him into territory increasingly outside that of just graffiti or street art and into the broader realms of almost Damien Hirst ambitions of being a media savvy entrepreneur. The concept of the park itself and work within it has been curated (we’re told) by Banksy himself and excitingly features the work of over fifty other artists including Jenny Holzer and David Shrigley.


Like cogs in the infernal consumer, social media machine multitudes of us bought into the hype, the speculation and almost feverishness as we either queued for hours in the rain or clambered in vein in an attempt to purchase tickets online. An unprecedented demand for what is essentially, ‘an art exhibition in wolves clothing’ of the likes Charles Saatchi and Nick Serota (Tate Director) can only dream of! Love Banksy or hate him, there is so much to be said for the phenomenon in sheer popularity alone that this attraction has caused. It is possibly one of the most intelligent marketing events in recent years, that has managed to convince thousands of people to stand for hours queuing in the rain, endure a truly incompetent website, miserable staff and terrible customer service based on the promise of having a ‘bad’ or ‘dismal’ time. Our shared frustration and misery only adding to the attractiveness, hype and irony of the whole experience!  Those lacking a sense of humour need not attend!
Is it all a gimmick, a one-liner a joke at society’s expense or is there something more to offer in the thinking, artists and work within Dismaland? If art becomes ‘popular’ it is sometimes dismissed as being a bit naff, vacuous or shallow in appealing to the masses? Think Pop Art in the early 60s America. But what’s wrong with being popular? We now look upon Pop Art as something more crucial and important to art history than perhaps the reception it was met with by critics at the time. I think the mistake that people make is when they associate popular with being ‘good’ or having ‘quality’ to it which is often subjective and very often not the case. The grim reaper on a bumper car, two trucks colliding in on each other, a killer whale jumping from a toilet into a paddling pool and a beach ball suspended above knives may not be ‘good’ art, ‘tasteful’ or even particularly well-made but is popular because it is often deliberately easily accessible.

Is a joke that no one gets funny? Not really unless it’s ironic, you want it to be told in a language, a wit that everyone can understand. Comic book art, advertising in the 60s is a visual language meant to be understood by the masses and so political cartoons, one-liners and non-conformist acts of rebellion are designed to communicate their message across clearly be it in the form of slogans, word-play, use of celebrity, parody or satire. The danger of this so called popularity or ‘wisdom of the crowds’ is exactly that, cliché; and the danger of a lot of work presented at Dismaland is that in all its clever cynicism it soon grows tiresome, repetitive and above all is quite quickly forgotten. It is art that should only be enjoyed as part of a balanced art diet! Even the overtly more practically used political banners by Ed Hall lose some of their power in being statically hung in a tent-based installation; they are only really animated in the context of the people who carry them.
A flat photo-realistic painting of a dystopian landscape, of which there are many in Dismaland doesn’t have the same meaning in its production and intent behind it as a George Shaw painting in my opinion. Nor does the asylum seekers raft boat ‘fairground’ style game have the same lasting resonance that pricks much deeper at your conscience, like an Ai Weiwei  work does, in which the production is as symbolic (if not more so) as the finished work itself. That’s sort of where the art in Dismaland disappoints, that it feels confused as to who its real audience are, if it is disillusioned teenagers, working class, middle class, celebrities, idiots, journalists or all of the above! Guerrilla Island toward the back of the park does offer some earnestness, some radical politics in the form of a museum of cruel design, objects designed to hurt (example, pigeon spikes for the homeless), the Comrades Advice Bureau and a mini library. If you take time to process these amidst the distractions of the fun fair I salute you.  

Dismaland does well at addressing a bigger political message about Art, its purpose and value, particularly in how Councils need to reassess how they value the arts/culture in their towns and cities to create more provision for them providing easier access to disused spaces; as Dismaland demonstrates how much prosperity culture can provide to a seaside resort in the rainy summer holiday months. I enjoyed being part of the spectacle, the experience; Bill Barminski’s fake security gate made of cardboard was one good example at using performance within an art experience and I’d be lying if I said it wasn’t fun exploring the remnants of Tropicana, riding inside the Astronaut’s Caravan as it spun around you and attempting to knock over anvils with ping-pong balls. We shouldn’t be afraid to not take art seriously some times and if you are walking around expecting it all to be art you're severely missing the point; its as much of a fair ground as it is an art exhibition as it is a bar and music venue. Make of each what you will! It pokes fun at our familiarity of how we expect to view art in museums and galleries and maybe an amusement park could be a fun place to see art?!

 Its downfall for me however is given its huge opportunity and press coverage it could had a rare chance to be so much more than a cheap laugh or a ‘place to be seen’. I think it plays to the audience as being  a consuming, disillusioned society that isn’t so much looking for answers or solutions as it is for someone to blame. Jaded by political and capitalist systems in a world increasingly under threat of environmental self-oblivion; there isn’t much optimism or, if Dismaland was anything to go by, much in the way of what we can actually do about it. Its most dismal trait is its portrayal of a troubling acceptance or apathy that the world may irreconcilably be doomed so why bother. It had the opportunity to be much more of an activator to promote and encourage positive change but does so very shallowly or more often choosing to ignore it all together. I am sceptical whether this Disneyland parody set in a very British stereotypical seaside town could provide the political awakening that has been somewhat lacking but much needed in those of my generation and younger? And that really is quite dismal.


But hey, on the plus side makes for some great photo opportunities though!


If you insist on fulfilling the dismalness for yourself then I suggest you arrive at Weston early and queue! For those of you further afield you may want to try booking a ticket online:
Good Luck!

All text & Images Copyright of Natalie Parsley©

Saturday, 29 November 2014

Playing videogames...

 
If M C Escher could have made a video game app it might have looked something like this...
 
 
It seems reasonable to assume that if weathered painted wooden doors, rusty tins and all manner of broken detritus can be art; (as well as films, music and certain branches of cookery, gardening and sport which can also be seen as art forms) then surely some aspects of videogames should also be recognised as such? And does it really matter if they are/aren’t? I’m not going any further to attempt tackling the age old debate of what ‘is’ and ‘isn’t’ art, numerous philosophers, writers and thinkers have attempted to do so infinitely better than me with the only certainty is that we’re still not quite sure and that it is ever changing.  It is ‘an excessively broad church’ I was once told.  Hence, given the amount of production, imagination, people and time invested in developing games, fuelled by the money the industry generates in Britain alone each year (in excess of 3.5 billion!) it is slightly surprising that videogames are met with a degree of resistance and snobbery in being perceived, critiqued or categorised under the ‘art umbrella’.
 
I’m all for a bit of inclusivity having played video games as I have watched movies, listened to music and dabbled in art (in the conventional sense) for years. When I completely per chance came across an online downloadable app called ‘Monument Valley’, a game that looked and played like being in an M C Escher painting I thought it was long overdue that I hit the keys and articulated my thoughts here on the blog.  [That and to prove that there is more to videogames as art than the likes of David Hockney drawing a few digital paintings on an ipad.]
 
In ‘Monument Valley’ the concept is a simple one; move the protagonist ‘girl in a pointy hat’ from A to point B via navigating your way through the ‘impossible’ architecture of a topsy-turvey citadel of er...monuments. Combining puzzle solving with narrative the player embarks on a series of challenges in which they control parts of the structures to create new routes and walkways that once didn’t exist in order to progress through the game. The illusionary perspective, that only really makes sense if/when you play the game arguably borrows its sense of impossible realism from the likes of the Surrealists and artists like M C Escher (see images below). I don’t want to intentionally make it sound 'dry' by over analysing it, as ultimately it is a really fun, elegant and beautifully simple looking game, but one in which (as in many games) has had a great deal of design, craft and creativity put into it. Surely worth some appreciation at least? 
 
The games creator Ken Wong claimed the design was inspired by Japanese prints and minimalist sculpture. The crisp, cell-shaded design with very sparse, flat and often mist shrouded backgrounds does have a very Japanese quality to it. Equally the music and sound effects in 'Monument Valley' have a Arabic, Eastern sound which alters based on the movements of the buildings when you touch the screen. The overall affect is very thoughtful and well put together gentle and calming game. In terms of where it sits in the bigger gaming community it reminds me of a growing trend for architecture design and utopias in games like Minecraft where vast, intricate and idealised visions of the metropolis or imagined structures can be created. In these virtual world's things can be created that exceed the limitations of reality and could and should be used as start points and spring boards for creativity and design. Who wouldn't want to live in a house like this?   
 
 
M C Escher 'Ascending and Descending' (1960) Lithographic print

If you’re in need of further convincing then look no further than the De Chirico influenced art style from the 2001 Playstation Game, 'Ico' (see image below) .

(Left) 'Mystery and Melancholy of a Street' (1914) Giorgio de Chirico -- (Right) 'Ico' (2001) Playstation 2

Videogames operate on a similar conceptual basis of puzzle solving, communication and engagement that can be not too dissimilar to the process of viewing art. Similarly they are interactive and immersive, games and I quote ‘speak to people’ and communicate in a medium that is debatably more of ‘our time’ than traditional methods of painting, printmaking. Without going into it now, I speculate that the most innovative artists are the ones utilising new technologies such as 3D printing, laser cutting etc. to make work.
 
 In the same way every scene from certain films can be perceived as an individual framed work of art so can shots or scenes from videogames be perceived as such. Increasingly as well videogames are becoming more cinematic in their story telling and realism ('Heavy Rain' from 2010 being one example).  Unlike a lot of art however videogames offer the ‘liberation of shared authorship’ as one Oxford professor** on a lecture on videogames as art described the process of interacting with games having one author who programmes/creates the constraints, rules and possibilities but multiple authors in those who interact with it and in the case of games like, ‘Minecraft’ or ‘Second Life’ contribute creating and altering elements within that digital universe. I struggled to think of any artists whose work operated in this way, other than that of participatory art and some environmental art projects. To be continued....
 
 
In 2012 the MOMA held an exhibition of iconic videogames (such as PACMAN and Pong) alongside its collection of Modern art works. Unsurprisingly it was met with some controversy and sparked much debate as to whether something which originated as a means of entertainment, play and fun could really be considered as art with one critic making a case for games not being an art form with the analogy of likening it to chess, 
 
“Chess is a great game, but even the finest chess player in the world isn't an artist. She is a chess player. Artistry may have gone into the design if the chess pieces. But the game of chess itself is not art nor does it generate art – it is just a game.”
 
Still if that is the case then we are ignoring the fact that ‘everyone’s favourite’ art protagonist, Marcel Duchamp had not only opened the doors to allowing ‘anything’ to be considered as art he specifically recognised along with Manray that chess too could be art and shared many of its traits with the process of making it,
 
‘...they saw qualities in it that they thought essential to their art –opportunities for improvisiation and play based upon skill, not chance; ritualised forms and iconography that embodied the violence and eroticism of the world around them; a new type of artist-viewer relationship; a unique sense of spatial organisation; and a set of contradictions that could be transposed to aesthetic or anti-aesthetic ends.*
 
 
The danger of inclusivity or ‘if everything can be art’ can mean that you dilute the distinction of what ‘Fine Art’ may be, but it’s not to say that all video games are art or in the same way that all videogames aren’t necessarily ‘good’ art. Although with more and more time people are spending online, in virtual worlds and the accessibility online generally it is a debate that is going to become increasingly hard for its critics to ignore. Videogames continue to develop that exceed their original origins of being merely things of 'play' and indeed on the other hand are one of the few mediums which truly value the role of play as a means of discovery and learning.
 
With a Minecraft exhibition featuring 3D reproductions of famous Modernist paintings currently on show at the Tate it seems that computing technology and in particular videogames are in fact being used as a means of appealing to a younger generation. I'd argue that it is more than a gimmicky passing fad and like it or loathe it, it seems they are around to stay. Popularity isn’t necessarily a conclusive bench mark for whether something can be considered as art or not, but the increased popularity of gaming and game production is worthy of our attention. Only time will tell.
 
 
Similar links and references:
*LIST, L. (2008) Chess as Art, In: MUNDY, J. (2008) Duchamp, Manray, Picabia, London: Tate Publishing . pp. 133-143