“The Art of Video Games” and Nintendo at the Smithsonian
Posted on August 19 2012 by Jackson Murphy

Video games combine graphics, sound, story, and interaction to create meaningful and immersive experiences. Imaginative artists and designers use this medium to create worlds and tell their stories. None of this is possible, however, without the participation of the player. Everyone who plays a game puts a little of themselves into the experience, and takes away something that is wholly unique. This conversation among the game, the artist, and the player is critical to understanding video games as art.
This message is written on a placard instantly viewable upon entering The Art of Video Games exhibit at the Smithsonian in Washington DC. Not only does it describe how games interact with the audience, but it also shows how the medium can be a shining example of modern art. No form of entertainment forms a stronger bond with its audience than video games. When a gamer invests themselves into these expansive worlds, they become part of them, connecting them more into the game.
The Art of Video Games exhibit’s promise is to show the general public that video games can be something bigger than kill streaks and online leaderboards. It shows everything from Atari to Zach & Wiki showing the evolution of the gaming industry in its pathway to the modern era, showcasing dozens of timeless classics along the way.
Upon entering the three-room exhibit, I was met with a video interview with Warren Spector, one of the most creative developers in the industry. To the left were sketches of Fallout concept art, and to the right was a row of TVs, each showing off a certain era of the video game industry. Beginning with the era of arcades and ending with the future of the next generation.
This first room’s focus on the developer’s point of view on the gaming industry really gave me an in-depth look at the creation of video games and how the people behind them think. How do we make the player invest themselves into the protagonist and the world of the game? How do we enhance the environment of the world? How many awesome looking objects can we cram into this package? All of this is discussed in video interviews and plaques of text posted around the walls.
Upon entering the second room, I was taken aback. The area was dark and projectors lit up around the room, showing off gameplay of the old and the new. Pac-Man was instantly viewable, and across the room I could see the stupendous PS3 title Flower. Tucked away in the corner were Myst and The Secret of Monkey Island. But, being a Nintendo fan, I kept my priorities straight. I approached the NES controller attached to a podium and hit start, beginning a playthrough of Super Mario Bros.

Super Mario Brothers was released into a market still listless after game sales crashed in the early 1980s. Its broad appeal helped to revitalize the industry, ensuring excellent sales of both the game and the Nintendo Entertainment System. Designer Shigeru Miyamoto created a sprawling fantasy world of hidden objects and secret areas for players to explore. The game’s rich environments, with the engaging music of Koji Kondo, laid the foundation for many subsequent action-adventure games. –Nintendo of America
I read this text as I waited in line for my turn. The impact of the first Mario game cannot be denied as a universal influence to gaming. It offered new mechanics and ideas, but also was Nintendo’s main asset in saving the industry as a whole, changing the identity of games from mystical creatures from Japan to a mainstream media outlet. Being a fairly young gamer, it was my first time playing the game on its original console, and the controller felt perfect for the game. No finger cramps, no swearing. It was a near perfect first-time experience, that is until the timer ran out and I passed the controller to the six year old behind me.
After toying around with Flower and Pac-Man, I walked into the third, and final, room: the grand finale. Every home console you could think of, ranging from Atari 2600 to Xbox 360 was in the room, sealed in a little glass case. Four games were flashing across TVs next to the systems, portraying the pinnacle of quality in four different genres: action, target, adventure, and strategy.

My inner Nintendo fan kicked in again, and I went straight towards the NES. The action title, though not technically action, was Super Mario Bros. 3, which, arguably, is the greatest sidescroller ever made. Chosen for target was 1943: The Battle of Midway. I’m not going to lie, I have never heard of the game before, but it looked fun and showed off some of the first vertical shooting gameplay in the industry. The strategy portion showed another title beyond my knowledge: Desert Commander. Even more interestingly, the artist box read “Unidentified.” The lack of a known designer shows the lack of momentum in the industry at the time, but its ability to keep pumping out great titles.
The adventure slot was obvious from the start, wasn’t it? The Legend of Zelda was printed on the podium, and its spot was well-deserved. In fact, for each Nintendo console in the room, the adventure category was a Zelda title. The SNES had the timeless adventure A Link to the Past. Nintendo 64 showed off the innovation of Ocarina of Time. Gamecube depicted the beautiful artstyle of The Wind Waker. And Wii’s spot was held by the grand epic of Twilight Princess. Nintendo has left a huge Triforce shaped mark on the entire gaming industry, and The Art of Video Games exhibit embellishes already existing proof. I’m happy my favorite franchise got the recognition it deserved, and that people who walk through the Smithsonian American Art Museum will understand how Link and Nintendo have influenced modern gaming.

Along with the Zelda titles I listed Nintendo’s consoles showed many more games for the hardware, bringing the best of each genre to the system. The Super Nintendo Entertainment System showcased the likes of Super Mario World, Star Fox, and SimCity. The Nintendo 64 brought Super Mario 64, Star Fox 64, and Worms Armageddon to the exhibit. The purple lunchbox that is the Gamecube brought forth Metroid Prime 2: Echoes, Star Fox: Assault, and Pikmin 2. And the Wii had Super Mario Galaxy 2, Boom Blox, and Zach and Wiki: Quest for Barbaros’ Treasure. I couldn’t agree more with the titles chosen for the top spots. Although some other titles may have wowed me more in their respective genres, the games chosen show what each piece of hardware is capable of, and is fun to play in the modern era.
As I exited the exhibit I noticed a notebook attached to a podium near the exit. I flipped it open, and I was met with a hilarious journey. The pages were filled with notes from previous attendants, and they ranged from enlightened to plain idiotic.
This exhibit has truly shown me what video games can do. I used to think they were a waste of time, but now I realize why people invest themselves into these fictional worlds. I plan to join them very soon.
Notes like this were abundant, but not nearly as common as some of the f
ollowing.
Video games suck. Go read a book.
Call of Duty Black Ops 2 FTW!
You are cancer.
I like turtles.
Where the fuck is Battlefield?
Some gamers are not the most mature, and gaming isn’t for some people. But I was happy I paid a visit to the Smithsonian on vacation. I picked up the pen next to the notebook and wrote down my two cents on the gaming industry, and even threw in some ZI subliminal messaging here and there. It was one of my greatest museum experiences, and one of my greatest gaming ones too. I walked away satisfied and plan to visit again when the exhibit goes on tour. I highly suggest you should go visit the museum if you live in the Washington DC area. Otherwise, you can find the schedule here along with some other details on the exhibit.
Through this exhibit, and through many titles, I hope the general public can begin to see what the potential of gaming really is. Gaming works great when it’s just plain fun, but emotions and awe can be unlocked through clever developer tactics, bringing a wholesome experience to the audience.
Gaming is an art.