In 2012, The Museum of Modern Art
acquired 14 video games for its collection: 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); and Canabalt (2009). The museum continues beyond there: there are plans to expand the collection to 40 pieces.
Many still can't answer precisely: can video games be considered art? Some do not understand why video games are popular at all. Meanwhile, there are many Canadian users who, after visiting
www.twinspinca.com, will say that a CAD slot is better than any movie or book.
Over the past few years, MoMA course workers have consulted with experts in digital preservation and law to understand the criteria that video games must meet. Because of this, strict requirements have been created for games entering the museum's collection. And that's also why many popular and world-renowned games didn't make it into the collection.
Among the criteria that MoMA is guided by are the following:
User behavior
All scenarios and possible outcomes, preconceived by the creators, come to life in the hands of the player, who is immersed in a fictional world and enjoys its freedom. Games make us think, give us new experiences, teach us new things, and make us rethink old ones.
Aesthetics
Today it may seem strange, but even Tetris once surprised users with its visual component. Needless to say, about modern games like
Red Dead Redemption 2, where we worked out every detail.
The place of action and the time in the game.
These factors have a huge influence on the gaming experience: the more you are drawn into an alternate world, the more you will enjoy the game - and this is the main aim of the creators.
Today there are a lot of awesome video games that we treat as must-have. But few people think about how this whole field was born and how the path of such a huge industry began.