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JESPER JUUL

 

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Interview with Pippin Barr

Pippin Barr is an educator and game developer behind conceptual games such as Pongs, The Trolley Problem, and The Artist is Present.

 

This is part of the interview series for my Handmade Pixels book.

 

The interview was conducted on January 24th, 2018.

 

Jesper: As a first question, what do you describe yourself as doing?
Pippin: In the beginning I didn't call myself anything, I was just dipping my toe in the water. But I preferred the phrase game maker for quite a while, because I felt game designer implied that I wasn't making the things. Over time, whether or not I'm comfortable with it, I've become positioned by at least some parts of the art complex as an artist. Today I would be compelled to say that I’m an artist who works with video games as a medium.
Jesper: Okay.
Pippin: When people ask me what I do though, I probably would say that I make games.
Jesper: What does it mean for you to say you're an artist?
Pippin:

It's a troubled history. My parents are significant art collectors back in New Zealand, so I grew up in the contemporary art world of New Zealand, with art being the most important thing in the world. I've always had a weird relationship to the art world in general. I think the reason that I would say artist now is partly just through the weight of it, and because none of the things I've made are commercial successes of course. They get exhibited and that's the currency that I have in my job, because I work at the faculty of fine arts in a department that is not a game department, it’s a design and computation arts department.

This is the first time I've had one of these full time jobs where you have to justify that you're doing well in your field, and the easiest way to speak the language of my colleagues is to be an artist and to say “I'm exhibiting my work, and this art is internationally respected and therefore you can respect me.” It is the most comfortable label that I can wear around my colleagues as much as anything else.

Jesper: Interesting. So you're part of the art world.
Pippin: I think so, yeah.
Jesper: Where do you usually exhibit? What kind of spaces?
Pippin:

It's a really weird question, in working in a purely digital medium, the act of exhibiting can be trivial in terms of the work that I have to do to prepare something for exhibition. I just email somebody a zip file. So it's easy to feel detached from the exhibitions themselves, and I very rarely get to attend them, so I don't really have any sense of the physical manifestation. There are lots of smaller galleries and museums who either have a curator who's into independent experimental games in general, or they're trying to catch up with where popular culture has gone in terms of video games being an important thing to younger people, and naturally they want to capture an audience.

I feel things are being taken more seriously with time. I'm showing something as part of the show at the V&A in London, which is definitely the biggest institution I have shown something at. Clambering up a scale of independent galleries and then more established galleries in various countries, and then more recognized institutions as I go along. But it's not part of an overall plan. Basically, this just happened to me. I'm not out there pitching for exhibitions or anything like that.

Jesper: Are you’re playing the art game badly, by failing to make your work scarce?
Pippin: Those are really interesting and vaguely terrifying things to think about. I probably should be thinking more, not cynically, but more strategically about how I position myself. I work in a department that is very liberal in terms of what they're prepared to interpret as success, and I'm helping them to see my work as having value, as a direct public engagement thing as well, since through the web you can quantify how many people play one of your games. I do worry about whether I should be hawking my wares a little bit more in terms of the art community especially. I first submitted, with no expectation of success, three things to Ars Electronica this year. I should really at least try and get on the radar of the more digital art angle. Like Cory Arcangel, I guess.
Jesper: Along the same lines, do you see yourself as part of the indie community?
Pippin: I think so? I like people from that community. For better or worse I care quite a lot about my role on juries for that community. But then I don't think of my work itself as fitting an indie narrative. These days it feels like indie often means commercial. Even if it's experimental it's still meant to be something that you make a living at. And I wouldn't, because I'm an institutional person I make a living, by making these weird games. But it's not really a tenable way of making money in general.
Jesper: What label do you apply to the games you make?
Pippin: In my job talk for the current job I explained the idea of calling them games despite significant evidence to the contrary, in terms of traditional definitions of games, or formal approaches to saying what a game is. But I call them games as a kind of Trojan horse. It's called a game and it's on a website, and you thereby massively reduce, at least for younger audiences, the barrier of entry. I think you trick a lot of people into having weird experiences by calling it a game rather than, “check out my interactive art piece,” which is going to turn off 90 percent of people immediately. I call them games; I don't really think of them necessarily as games. What they are, I don't know then.
Jesper: Are they particular kinds of games?
Pippin: Maybe it's a particular kind. I guess “experimental game” is a good enough frame. Maybe when you stick experimental on the front of it, anything goes. My works are certainly about games. There's gaminess involved. It's just that the actual form itself may not technically be a game.
Jesper: About the aboutness, what's the relation to mainstream AAA games? Do you see yourself as being in dialog with the mainstream in some way?
Pippin: I used to think that a lot more strongly. Prior to when I started teaching, I was writing a lot of criticism about AAA games, and I was interested in the expressive bits of AAA games that weren't just the standard game loop.
Jesper: Shadow of the Colossus?
Pippin: Yeah. Those sorts of thing. But I was overly combative for a number of years about how terrible AAA was and how conventional game design was a blight on the expressiveness of whatever games could be. There was a desire at least in writing and teaching to be very critical of what conventional game design. A lot of my games then were at least partly focusing on breaking ideas of what games were meant to be. But over time it became much more about deconstruction and reconstruction of what you can do with things that are like games, with the component pieces of what we think of as making up a game. I think that these days I have a much milder relation to AAA.
Jesper: Is this also about the fact that there is more of a defined alternative? There are scenes, venues, and discussions about other kinds of games or experimental games, and now we don't need to refer to AAA to discuss them?
Pippin: I don't know how I feel about thinking of myself as old enough in the area to say I've lived through some kind of historic transition, but that could be a reasonable explanation. When I was starting out, there were things like Braid and early indie games of high quality, different, but still safely within the bounds of games that are fun to play. Now we have an explosion of weird stuff. I certainly don't have any need to defend my work or define it in opposition to what somebody else is doing. It's more about working with the building blocks in a different way.
Jesper: With the growth of festivals and venues, is your audience more clearly defined now than it was in the beginning?
Pippin: Consciously I would say not really. I've been consistently terrible at promoting my work. My only objective has always really to make something that I think is interesting and then show it to as many people as possible to see what they think.
Jesper: Do you ever get pushback for calling your work games?
Pippin: Absolutely. Reddit's the classic example, where you get salt of the earth types in terms of games. People just say, “this is not a game,” “what is this,” “what was the point of this,” “thanks for wasting five minutes of my life.” I think I get cut a lot of slack because my games are not big things, so people feel a little less offended if they can rush through the whole game in 5-10 minutes. There's not that sense of betrayal that I think they would have felt if I was trying to make a normal good game.
Jesper: That's interesting. Many of your games have explicitly serious intellectual themes like nature, art, or originality, or the trolley problem. I could argue that your presentation seems to try to undercut it, that there's something that can be read as ironic when you do the trolley problem in game form. Do you think that you're seriously exploring these issues in game form, or are you using games to make fun of people who like to explore these issues?
Pippin:

It's horrifying that it could be either of those or both. I think The Trolley Problem's an interesting one, because that's probably the most serious I've ever been about trying to represent a serious issue. A series of gunshots is the other one that I took very seriously. But with Trolley Problem, the presentation is super minimalist and I can see how you could read it as lightly mocking. But all of the neutrality of the presentation was a calculated idea of shifting the ethical burden onto the player. That totally failed, but it was meant to be an experiment. A series of gunshots is similar - how do you suck away all of the game things that allow people to escape ethical responsibility for game actions. The visual minimalism and the non-evaluation were all part of that. But it's really interesting that it can be flipped around and be seen as lighthearted and not really taking it seriously as well.

I think that the conceptual grappling of most of my work has to do with coming from a family where we talked about contemporary art, and artists were staying with us constantly, talking about their work. You would think about what art is and how it gets made just as much as perceiving it, and about your own reactions to it. And it also comes from my undergraduate degree in philosophy. That plus computer science is a good microcosm of how I operate.
I definitely don't think of myself as making fun of people who want to think about these things. I think there is an ironic or lighter tone, and I think of that again this is a Trojan horse of sneaking more serious ideas into people's consciousness, without it being a Serious Game.

Jesper: When you choose visual styles, what are the considerations? You have usually been doing pixelated graphics? What do you want the style to signal?
Pippin:

One of the core reasons that all of my games look the way they look is me trying to find the easiest way to have a consistent non-terrible visual look that serves the conceptual purpose of the game, but doesn't require skills I don't have. Thinking specifically about the styles I was mimicking, to me the two major graphical styles in the pixely world (which I've been doing a bit less lately) was first of all late 80s, early 90s Sierra games. Particularly Police Quest One. Some of the games I’ve made literally copy the traditional Sierra walk cycle.

I wanted to use that style in reference to Police Quest, how harsh those games were and how unpredictably mean they were in terms of holding you accountable for the rules of their system. Police Quest is the best example because of the way you die for not following basic procedure. If you run a red light as a police officer, then your car explodes, and you die. That was the way it was, and especially early on I was really interested in that kind of harshness.

I first did it with The Artist is Present. I designed those kinds of character models, and I was interested in the hyper constrained idea of the art world juxtaposed with the hyper constrained idea of Sierra games from the 80s. They were both so rule focused, and I thought that there was a kind of relationship there that made sense to me. The second visual reference is Atari 2600, which I like because it's so insanely limited. It’s an interesting challenge trying to convey more complicated situations than the Atari is normally used for. And again, you don't have to be a graphical genius to put together Atari graphics, which means I can take on the challenge without immediately failing.

Jesper: Did you grow up with an Atari or a home computer?
Pippin: Not an Atari. We always had Apple in our house, Apple IIe when it first came to New Zealand. I grew up with computers and so Sierra games were super important.
Jesper: You often use black and white; did you have a black and white monitor?
Pippin: It was actually green on black originally, black and white came a bit later, yeah.
Jesper: I think that's interesting, because I had a Commodore 64. Most of the other home computers had color when you connected it to the television. It's seems the “serious” computers, the early Apple II and the Mac, were black and white.
Pippin: It does feel more serious. I like monochrome or gray scale probably partly for that reason, yeah.
Jesper: And then I thought it was interesting, your v r 3 water exhibition game where you switched to Unity and high-tech lighting and water. But is that a case where the only way you can allow yourself to do high-tech rendering is if you make fun of it?
Pippin: Again, I don't think that I was making fun of that.
Jesper: Oh, okay.
Pippin:

I would never dispute that there's a vaguely humorous tone going on in all of these things. The great thing about using Unity is, similar to using Sierra style or Atari style graphics, how much I can get for free. I wouldn't necessarily say my 3D games look good, but they look appropriately 3D. They don't look like somebody who's horrible at using 3D game engines, because 3D is so easy to achieve in Unity. To some extent it's just put a light in the scene and click generate, and stuff happens as if by magic, and you can play with it on a cinematic, directorial level - what angle should the sun be coming through the windows for maximum, “I am at a gallery sensation”.

Yes, probably all of the 3D Unity things I've made except the first one, the stolen art gallery, have been about Unity in one way or another. Using Unity to examine Unity/3D game engines and what are their points of focus and what's interesting about using them and what are we obsessed with, and what are 3D worlds like. Right now, I'm embroiled in this really horrible, upsetting project, a series of games based in Unity where each one examines one of the fundamental ontological units of Unity, camera, lighting, particle effects, 3D objects. I don't know how often you use Unity?

Jesper: Sure, a lot.
Pippin: There's the game object menu which has these fundamental categories, like the ontology of the world according to Unity. I'm trying to make a game about each of those units right now.
Jesper: I was also wondering about with your v r 3 work. I've been to Marfa, Texas and seen the Donald Judd exhibition there, which seems to have inspired this project?
Pippin: I have too.
Jesper: It's great actually.
Pippin: It's beautiful.
Jesper: But I also feel an ambiguity about what the meaning of your work is. I think you’re recorded saying it's a criticism of tech fetishism?
Pippin: I think that's one of the spins. I don't really feel comfortable saying it’s a criticism. Critique can be a more neutral word. I'm interested in why we think it's important, or why all of these different kinds of water exist and how we would make judgments about what is good water and what is bad water, or how could this water cost $20. I don't personally have a strong opinion about those things, but I wanted to make a game as an instrument for other people to explore those questions. I'd like to think it's more about questions than, “here is my devastating critique of tech fetishism.” I got the tech fetishism angle from Bart Simon, who raised that as an interesting way of thinking about why you might exhibit water specifically. But it was sort of a post hoc rationalization.
Jesper: Indie games broadly speaking have a low-tech fetishism instead, presenting pixels that are really big to make the games seem authentic in some kind of weird way.
Pippin: There definitely is a kind of nostalgia presumably, and I think some of it has got to do with the fact that you can't make beautiful 3D rendered models on par with AAA, and that you run into the uncanny valley quickly with 3D unless you're doing cell shading and low poly. There's kind of a necessity involved in the indie world for those sorts of things, and then the nostalgia is helpful as well.
Jesper: It's interesting with the project you described about fundamental objects in Unity, because that seems to be a bit Donald Judd, about basic shapes and expressiveness.
Pippin: Yeah. One thing with teaching that I've come to regret over the years is the combativeness against what I called conventional game design. When I'm teaching, I identify myself as a formalist upfront so that the students know where I come from aesthetically and in terms of concepts. What I've gotten into lately is formal, conceptual art about video game engines and video game pieces and so on. And Donald Judd is a great model of that kind of thing.
Jesper: There are few people making experimental games with high quality lighting – I am thinking of you because you're thematizing the question of lighting, and Robert Yang can do it because it's about gay sex.
Pippin: His games have beautiful lighting. He's an expert in lighting.
Jesper: For everybody else I think it would be hard to sell. It does seem to be there has to be something that undercuts it, because otherwise people might be thinking you're just serious about making lighting?
Pippin: If you seem to be trying to make a good game, people judge you harshly. But if it's about something else and it happens to have some of the qualities that people look for, then I don't know what people think about it.
Jesper: And I think for your Marina Abramović game, there is a parallel movement, where you take a performance all about scarcity and physical presence, and take that into the video game world and distribute it online. What is that exactly? Is that a criticism of video games, or?
Pippin:

I like that these things can be read in multiple directions. For me the journey of making that translation is super interesting, for the decisions I need to make about how to represent things or what rules you have to abandon because you can't represent them in the new system.

Hopefully the person playing it doesn't just think I'm an idiot who thought this was a faithful rendition of the original thing, but asks themselves why I made these decisions? The Abramović work doubled back to some extent, because it's a terrible remediation of her work which is all about human closeness and the physicality of queuing and the fact that queuing is this human social activity, none of which is true in the game where you're totally isolated and it's a single player experience and everyone else is a robot and Marina Abramović is a robot with no emotions too. But for some of the people who reported back to me on the experience of playing, it did have resonance with the actual work in the intensity of the experience, partly because of the sunk cost fallacy or cognitive dissonance about how much time you spent waiting in an imaginary queue to meet an imaginary person.
But that's true of the original work too. It's scarcity again; sitting with her is not just about the fact that she's an intense person, but that you waited for eight hours to do it and very few people are going to have that experience. So it doubled back in a weird way.

Jesper: But the time spent was realistic, right?
Pippin: As far as I could establish it, yeah.
Jesper: Regarding SNAKISMS, where you make many versions of a game, Snake, does that liberate you from making a particular game version good? Is there a joy in that?
Pippin:

Probably. That's definitely a feature of a lot of things that I do. Like of the museum drawings I have been doing, where I was obsessively drawing museums. It's a little cartoon building, sometimes very abstract, and then a caption saying which museum it is. You can look at hundreds of them on my website. But it's the same kind of effect, where each individual museum is kind of throwaway in the sense that I don't feel pressure to make them a great drawing or a great caption.

But cumulatively the project ends up having a weight around the question of what a drawing should represent and what you can say about a drawing. And about the connections between captions and drawings, and about the contemporary art world, coming through in the weight of all of the drawings, not through any one individual drawing. I guess that's also true of something like PONGS. It's not about whether any one of those versions is a good game or a smart idea, but the overall project is starting to say something about what the composition of Pong is, and about whether a game is the same game when you change one tiny little piece of it. Yes, part of it is that it frees me up to try anything and put it in front of people unapologetically. It's like a carnival ground or something.

Jesper: If you don't like my principles, I have some others.
Pippin: Yes, exactly.
Jesper: So what about distribution channels? Why is it that you distribute things on your website? You could also distribute on the app store, or itch.io?
Pippin: Some of this is intentional and probably connects back to the artist thing, in that I want it to be on my website because I control the presentation. Whether or not that's a good idea in this particular context I don't know, but I've had websites for a very long time, and that's antiquated now because the internet and the web has changed massively, but the idea of a website that is my website and it's my stuff still rings very strongly with me even though it's not really how people do anything anymore.
Jesper: One of the main arguments of the book is that indie games broadly construed are about authenticity, about saying that the mainstream is inauthentic, and we need to create this other space for games.
Pippin: I don't really anymore define myself in contraposition to anything, as much as just doing what I do. Maybe the roots are in some kind of rebellion against what I perceived to be the conventions of game design. That kicked me off, anyway.
Jesper: But that ties into my worry about money. We always want games to be art, and what we didn't think about is that most people who make poetry, or art, don't actually make money.
Pippin: Oh god, no. And I'm very aware of that.
Jesper: What you often get is the adjunct teaching business model. You don't make money of the works themselves, but you get cultural capital that can land you a teaching job.
Pippin: I'm tenure track now. I'm nailing it as far as that thing goes. But it's clearly a privileged position to be in. There are not many of those jobs, not enough to support a big and diverse group of people.
Jesper: And being a researcher is kind of similar, right? It's very hard to make a living off writing books, but then you can get a teaching job from it.
Pippin: Or you would have to write very, very different books if you wanted to make a living version of it. So yes, that freedom thing is pretty amazing. Yeah.
Jesper: Thank you.
Pippin: Cool, all right.