The Question I Didn’t Get to Ask
Posted by Frank Lantz on 06 Feb 2010 | Category: Opinion
I just finished participating in the amazing Art History of Games conference. And the last panel, moderated by Ian Bogost, included Whitney curator Christiane Paul and game designers John Romero, Harvey Smith, and Richard Lemarchand. I thought of this comment too late to say it then but I want to say it anyway.
Earlier Christiane had said that certain games, like DOOM, don’t belong in a museum, but that it wasn’t about high and low, that she didn’t believe in that distinction. But as I was listening to the panel, I thought about the influence of heavy metal on the creation of DOOM, about how John and the rest of the folks at iD had wanted to capture the speed and power and over-the-top energy of that music in the game. And I couldn’t help thinking that this distinction was all about high and low. And the thing is, that’s ok. That’s what it means to be a smart person with good taste nowadays, we recognize that high and low exists, not as a value judgement, but as different modalities, different tones, different styles, and then we make value judgements within those different modalities.
DOOM doesn’t belong in a museum, not because it’s not worthy, but because it’s rock and roll. It’s too fast, too loud, too hard, and too fucked up to be in a museum. There are some games that will work in a museum and some that won’t ever and that, by itself, doesn’t say anything about their value. We need both.

I’m a programmer, so when I think about game design it’s very hard for me to completely distance myself from thinking about what would be easy or difficult (or impossible) to actually implement. Sometimes laziness prevents me from making design choices that would be harder to execute. But I like to think that having an intimate understanding of the platform (say, iPhone) gives me a more refined sense of how to make something good particularly for that platform. I can avoid getting mired in things that just won’t work. Like how painters study their brushes so they know what the possibilities are as far as texture, stroke weight, etc. So talking about game design from exactly this perspective clicked with me very nicely.
Recently Matt Kaplan asked me to give my thoughts on the ‘No Russian’ mission from Call of Duty: Modern Warfare 2 that has caused some controversy. He