20110217

Ian Bogost: The Material Constraints of Art and Programming

Double Plus Good... I was planning on attending this lecture, and then was asked to work the event.  Score.  I got to get paid to go, and had a few extra moments to speak with Ian.  Not only that, it was amazing.

Ian Bogost at ATL&S' Black Box Theater
Ian Bogost is a media philosopher and designer who focuses particularly on video games.  He is a professor at Georgia Tech and accomplished author.  This afternoon Ian gave an excellent presentation about the evolution of not only video game media, but also some of the theory behind material constraints.  For example, he programs for an Atari system, but is limited not only by the amount of RAM he can use, but also the number of addressable sprites and objects is 'limited'.  These boundaries, Ian poses, help to define the creativity that goes into the utilization of these types of tools.  This goes for older systems like Atari, or even newer platforms like like the XBox360 or PS3.

First of all, I was so glad to see someone who knew how to use PowerPoint effectively.  Ian's presentation was fluid and his slides complemented what he was saying rather than repeating it.  Right out of the gates, he was technical and concise, something I truly appreciate in lectures (assuming I understand the subject matter).  When his first few sentences assumed that the audience knew what bits were and how they could be addressed, I knew this would be interesting.

Ian, showing a system that
instead of storing data on the
cartridge, the cartridge changes
the position of several DIP
switches, making the changes
on the platform.
Ian presents that a problem in our approach to analysis in video games and other media is that we forget to look at computation. This is the crucial element that defines the way any sort of technology can be utilized.  In other words, this is the component that gives programming its limitations... the limitations which define the scope of art that can be created.  The goal is to push the boundary where the creativity of the artist and constraints of technology meet.

An important chunk of his lecture was about the use of materials.  I like that instead of talking about even remotely digital technology, he reverted to what we now take to be commonplace technologies such as bookbinding and photography.  Furthermore, he explained a few things about lens flare, and ISO (again in nonchalant technical verse) that I didn't understand before.  I've already started applying this knowledge to my photographs... check out this nighttime exposure I took tonight with the two different ISO settings.  I won't go into detail of the science behind the difference, because I'm still new to the topic, but I'm sure the internet knows...

Low ISO (600) 2" exposure
High ISO (~4500) 2" exposure












Finally, Ian talks about the 'materials' of computers.  He breaks down the different levels of programming that can be examined.  Mainly he studies by platform, examining the different systems which can have games programmed one them.  Pong, for example was only one game within itself, so it had no repeat customers... once you had Pong, there was nowhere to go from there.
PONG
So platforms evolved to accept different forms of media or 'cartridges' in the case of the Atari.  The technical limitations of the Atari system defined the look and feel of these early video games, and ultimately pushing this boundary was a method of creating art.

Ian's memorable quips include "consumerism vs. cartridgism", "Material constraint or aesthetic?", "Make materials as effective as their messages."