MoMA NY adds Games to their Collection

Das MoMA in New York hat die ersten 14 Games seiner ständigen Sammlung hinzugefügt. Vor einem Jahr hatte das Museum online abstimmen lassen, welche Spiele das sein sollten, daraus haben sie nun die ersten ausgewählt, weitere sollen folgen. Die Auswahl ist okayish, mir persönlich sind die Spiele generell zu neu. Von den echten Klassikern finden sich lediglich Pac-Man und Tetris und Myst halte ich trotz des Einflusses des Games für einen schlechten Witz. Die Games sind: Pac-Man (1980), Tetris (1984), Another World (1991), Myst (1993), SimCity 2000 (1994), vib-ribbon (1999), The Sims (2000), Katamari Damacy (2004), EVE Online (2003), Dwarf Fortress (2006), Portal (2007), flOw (2006), Passage (2008), Canabalt (2009).

In den nächsten Jahren sollen folgende Games folgen: „Spacewar! (1962), an assortment of games for the Magnavox Odyssey console (1972), Pong (1972), Snake (originally designed in the 1970s; Nokia phone version dates from 1997), Space Invaders (1978), Asteroids (1979), Zork (1979), Tempest (1981), Donkey Kong (1981), Yars’ Revenge (1982), M.U.L.E. (1983), Core War (1984), Marble Madness (1984), Super Mario Bros. (1985), The Legend of Zelda (1986), NetHack (1987), Street Fighter II (1991), Chrono Trigger (1995), Super Mario 64 (1996), Grim Fandango (1998), Animal Crossing (2001), and Minecraft (2011).“

Es fehlen ganz klar: Adventure (1976, erstes… naja, Adventure eben) und Rogue (einer der ersten Dungeon Crawler, 1980), Galaxian (dem konsequenteren inoffiziellen Sequel zu Space Invaders), Boulder Dash und Bubble Bobble sowie Blue Max, Lode Runner und Summer Games. Aber hey, immerhin! Games sind jetzt offiziell in Mainstream-Museen angekommen!

Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. 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. In order to develop an even stronger curatorial stance, over the past year and a half we have sought the advice of scholars, digital conservation and legal experts, historians, and critics, all of whom helped us refine not only the criteria and the wish list, but also the issues of acquisition, display, and conservation of digital artifacts that are made even more complex by the games’ interactive nature. This acquisition allows the Museum to study, preserve, and exhibit video games as part of its Architecture and Design collection.

Video Games: 14 in the Collection, for Starters (via Jason Kottke)