Are video games art? No – but playing them can be

It is only when you appreciate that gaming is an inherently creative activity that you can look at the time, the energy and the enthusiasm people invest in games and not fall to your knees in utter despair.

When Roger Ebert wrote that video games are not art he was right. Art, whether it is a painting, a poem, or a movie, is a statement, a soliloquy, a tirade. There is no dialogue with art, you cannot wipe that smile off Mona Lisa’s face and you can’t take all of Michael Bay’s ridiculous robots, transform them into cars and drive them all off a cliff. That is the weakness of most art, that it is a one-way communication. Even with performance art audience participation is not often a good idea. You start humming along with the Royal Philharmonic, for instance, and they will club you to death with bassoons. That’s what the bassoon is for.

The video game is not the art, it is the medium. The artist is not the writer of the story or the person who designs the characters. The nearest thing to an artist in a game is the player. Whether it is because you performed a perfect evasive manoeuvre or battled heroically against impossible odds, or maybe because you’ve constructed a perfectly efficient city, it is the player who is performing and creating. Is that art? Probably not under normal circumstances, but it is still a product of a creative action just the same.

Understanding this is very important to an understanding of video games, because it is only when you appreciate that gaming is an inherently creative activity that you can look at the time, the energy and the enthusiasm people invest in games and not fall to your knees in utter despair.

A game like Kerbal Space Program is a perfect example of the sort of game that becomes a medium in and of itself. It is a sandbox game par excellence. It gives you a solar system, complete with laws of physics, a pile of space ship and aircraft components and some little green men with funny names willing to pilot the rockets you build. What starts for most players as an exercise in mucking about with rockets parachutes expands organically into whatever you really want it to be, within the limitations of the game, as your own experience and expertise grows.

The level of expertise demanded by Kerbal Space Program is deceptively high considering how friendly and uncomplicated everything looks. You go into the game wondering why shooting rockets straight upward doesn’t get them into orbit but before too long you will have picked up the bare bones of an introduction to rocket science. You might have to do some homework, you might have to read articles, watch videos, ask other people, or obliterate a few hundred eager would-be astronauts through brute trial and error, but however you do it, you will have to learn.

To look at Kerbal Space Program and acknowledge the fact that the game manages to be both educational and rewarding is one thing, but perhaps the greater thing about Kerbal Space Program is not the game itself but the community built around it. This is where we really start to see the beauty of a creative game like this and it shows the communal spirit that games can create, something that is largely forgotten when coverage of gamers tends to be limited to their childishness and tribalism.

If you do a search on Youtube for “kerbal space program tutorial”, you get just over seven thousand hits. A small, independently made game, still in development, and there are over seven thousand videos made by players for the sole reason of helping others. Moving past that, to look at the videos people have made to just show off their efforts, there are many thousands more.

Is Kerbal Space Program art? No. Is playing it art? No. Playing is playing. But here’s the nub of it, when you’ve got a game that is encouraging you to learn, encouraging you to create and encouraging players to share their ideas and their creations with each other, that’s a great thing. It is that engagement with the game that means that a game like Kerbal Space Program, for all the limitations of its budget and the lack of an orthodox story, will typically be played for a very long time indeed. Forget the gaming equivalent to Citizen Kane, what we’re dealing with here is the gaming equivalent to the building block, Airfix kit, Lego set and Anarchist’s Cookbook rolled into one.

But it is easy to talk about the creativity and intellectual engagement using Kerbal Space Program as the example. Kerbal Space Program is the nicest, cuddliest, most loveable astro-hugfest ever to let you incinerate hundreds of funny little aliens in the name of physics. How does this idea of creative engagement with games stack up when you take something as incredibly restrictive to play as Bioshock: Infinite or one of the Call of Duty series?

Even here, in the land of the video game as a sort of digital theme park ride, we still encounter the sort of player agency that makes games so compelling. The choices here are perfunctory compared to those of a sandbox game but you are still the director of the action sequences. You choose the weapons, you choose the methods and it is those choices that turn even a corridor shooter into something fun and engaging, albeit it not for any great length of time.

You can see how compelling player choice makes a game interesting illustrated in the Call of Duty series. Players will cheerfully wade through the single player campaigns, but the bulk of the choice and freedom lie in the multiplayer and that is where the players who play the game the most will spend the majority of their time. There is little functional difference between a single player first person shooter and a multiplayer one, you’re doing the same things with the controls, but the chaos and the liberation that comes when you play with and against other human players makes everything that much more fun, even if you are in effect still just shooting people.

It is because playing games is creative, even in a small way, that it can be so absorbing and so consuming. Games can offer a sense of agency and satisfaction that you simply don’t get from more passive media, or sometimes even from work. It is this ability to entertain and satisfy people in ways that movies, books and music simply cannot manage which has powered the rise of the video game in popular culture much more than improvements in graphics and hardware.

The level of expertise demanded by Kerbal Space Program is deceptively high considering how friendly and uncomplicated it looks.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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Paul Nash: the modernity of ancient landscapes

Famous for his eerie First World War paintings, a new exhibition reminds us why Paul Nash was the greatest British artist of the first half of the 20th century.

In 1932 The Studio magazine printed a series of articles under the title: “What is Wrong with Modern Painting?” Internationalism, it claimed, was one ailment, with invidious Continental styles such as cubism and surrealism causing British art to lose its “native flavour”. “The Pernicious Influence of Words” was another, with “art jargon” and talk of “abstraction” helping to alienate and distance the public. What was to be done? Simple, the magazine pronounced: “A truce must be called to the post-war phase of ‘experiment’.”

For Paul Nash (1889-1946), the pre-eminent painter of the First World War, the Studio articles were a provocation. “In so many words we are being asked to ­abandon all research, all experiment; to close our eyes to the vital art of other lands – in short to be British,” he wrote. He also put it another way, in slightly less tetchy terms: “Whether it is possible to ‘Go Modern’ and to still ‘Be British’ is a question vexing quite a few people today.”

Nash’s paintings – and his photographs, woodcuts, writings and book illustrations for the likes of Robert Graves, T E Lawrence and Siegfried Sassoon – were proof that there was no intrinsic incompatibility between Britishness and European modernism. Indeed, what his work showed was that the avant-garde was a means of reinvigorating the British landscape tradition. There was everything personal about his art but nothing insular; Nash may have been, in the eyes of many, heir to the mystic pastoralism of William Blake and Samuel Palmer – and may have returned repeatedly to such heart-of-England subjects as Iron Age Dorset and Oxfordshire, the Sussex Downs, Romney Marsh, and the fields and orchards of Buckinghamshire – but he treated them with a sensibility that had a strongly European component.

How Nash managed to “Go Modern” and still “Be British” is the underlying theme of Tate Britain’s magnificent and comprehensive retrospective, which contains about 160
works. Nash the artist of two world wars is necessarily here, but the focus of the exhibition lies in his non-martial work. Nevertheless, it was the wars that defined him.

Nash had trained in London at the Slade School of Art as a member of an extraordinary generation that the professor of drawing Henry Tonks dubbed a “Crisis of Brilliance”. (On meeting Tonks, Nash recalled, “It was evident he considered that neither the Slade, nor I, was likely to derive much benefit.”) Among his peers were the greatest of the future war artists – Stanley Spencer, Mark Gertler, William Roberts, C R W Nevinson and Edward Wadsworth. Yet it was Nash – who lasted only a year at the Slade – who outpaced them.

His visceral, stylised and unflinching images of trench landscapes on the Western Front, culminating in the shattered trees and churned mud of the painting We Are Making a New World (1918), brought him to prominence (the brooding, red-brown sky that bathes above the scene with such a sinister light reappeared 26 years later in his near-abstract aerial painting Battle of Germany). Nash was no good at painting the human figure, so instead, as he later said, “I have tried to paint trees as though they were human ­beings.” His war pictures are full of splintered stumps.

In 1917, at Ypres, Nash fell into a trench, broke a rib and was invalided home. Days later his regiment was all but wiped out. He returned to France later in the year a changed man, a sense of guilt in his heart and all ­naivety gone. It was from the front that he sent a letter – a philippic, really – home to his wife, Margaret, that is more than a raging description of his feelings: it also serves as a commentary on his paintings.


No pen or drawing can convey this country . . . Evil and the incarnate fiend alone can be master of this war, and no glimmer of God’s hand is seen anywhere. Sunset and sunrise are blasphemous, they are mockeries to man . . . the black dying trees ooze and sweat and the shells never cease . . . I am no longer an artist interested and curious, I am a messenger who will bring back word from the men who are fighting to those who want the war to go on for ever. Feeble, inarticulate, will be my message, but it will have a bitter truth, and may it burn their lousy souls.


He returned from the war with post-traumatic stress disorder and his asthmatic lungs irreparably damaged by gas: the effects were to kill him, aged 57, less than a year after the end of the Second World War.

In the interwar years, Nash’s art was marked by an interest in interpenetrations and borders: of land and sea, dream and reality, night and day, man-made and natural, interior and exterior, organic and architectural. As an official war artist during the Second World War, attached to the air ministry (which didn’t really want a modernist), he remained in England and added German warplanes to his list. He repeatedly painted the incongruity of quintessential British landscapes pocked by the wrecks of downed enemy planes: a Messerschmitt ­being winched out of its crash site in Windsor Great Park, half a bomber resting in a wood, a fractured fighter in a cornfield lit by a blazing setting sun.

The most celebrated of Nash’s military-bucolic paintings is Totes Meer (“Dead Sea”) (1941), showing Cowley Dump near Oxford, where the remains of crashed planes were
piled on one another. He depicts the tangled wings and fuselages as a grey-green metal tide, washing up ineffectually against an ­adamantine Britain. He wanted the picture to be reproduced on postcards to be dropped over Germany, though it never was. In this aeronautical graveyard he painted, he saw the fate of the “hundreds and hundreds of flying creatures which invaded these shores”. He felt that the battle being waged was one from the Norse sagas and that the aeroplanes were not machines but incarnations of evil: a watercolour from 1940, Wrecked German Plane in Flames, was subtitled Death of the Dragon.

Back in 1925 Nash had started the bleakest of the paintings he produced at Dymchurch, on the coast of the Romney Marshes. He had moved there in 1921 to aid recuperation after a series of collapses brought on by depression and shell shock. His seaside was a haunting, stark place: the waves held back by the angular sea wall (on which he would walk at midnight with Margaret) suggested the trenches and no-man’s land, and in Winter Sea he painted the water as a mass of metallic shards in a green the colour of putrefaction. It is an image of utter desolation.

With Totes Meer he reprised the composition, substituting the broken aircraft for the water. Here, though, there is just a hint of life; a white bird (an owl? a seagull?) flies over and away from the wreckage like a ­departing spirit. According to Kenneth Clark this Götterdämmerung was “the best war picture so far I think”. His statement no longer needs the “so far”.

Nash’s anthropomorphised warplanes are also extensions of his particular brand of surrealism. He was less interested in the radical politics or the focus on the unconscious that fascinated the French practitioners, and more in the evocative potential of objets trouvés shown in imagined environments. “How often then do we encounter strange objects in unlikely association and hear tantalising phrases which seem full of meaning,” he wondered. His paintings, he said, were “gropings” towards uncovering that meaning. However metaphysical his intimations, he grounded his explorations in the landscape: “I find I still need partially organic features to make my fixed conceptual image. I discern among natural phenomena a thousand forms which might, with advantage, be dissolved in the crucible of abstract transfiguration.”

In 1936 Nash was on the organising committee for the “International Surrealist Exhibition” in London: “I did not find surrealism, surrealism found me,” he wrote. The show introduced the work of Giorgio de Chirico, Max Ernst, Joan Miró and others to a startled British public. Some 23,000 visitors came to the exhibition: the luckiest ones saw Salvador Dalí delivering a lecture while dressed in a deep-sea diver’s suit and holding two wolfhounds on leads. The poet David Gascoyne had to rescue him, with a pair of pliers, when he began to suffocate.

Three years before the surrealism exhibition, Nash had co-founded the short-lived Unit One group with Henry Moore, Barbara Hepworth, Ben Nicholson, Edward Wadsworth, Edward Burra and the critic Herbert Read. Their aim was to promote modern art in general: “to stand for the expression of a truly contemporary spirit, for that thing which is recognised as peculiarly of to-day in painting, sculpture and architecture”. It was a brief that encompassed both abstraction
and surrealism. Nash believed unequivocally that modern art was in a precarious position and needed championing.

His Unit One works are among his least appealing, partly because of their rather dry formal aspect and their pallid palette. The Tate displays half a dozen of these pictures among a cluster of works by fellow group members: together, they appear as they were intended to, an uncompromising gathering that amounts to a manifesto of radical art. They make no effort to appeal to the viewer: little wonder the group held just one exhibition. Despite belonging in this forward-looking milieu, however, Nash refused to become a theoretical painter, confessing himself “far too interested in the character of landscape ever to abandon painting after Nature”. Whatever form future art might take, he believed, “it will be a subjective art” – and landscape, which underpinned all his art, offered him the subjectivity nothing else could. The countryside was animated by the presence of the genius loci, and his pictures are attempts to identify and capture that spirit of place – if not necessarily to understand it.

What he felt at Iron Age sites such as Wittenham Clumps, Maiden Castle or the White Horse of Uffington were the emanations of “old gods long forgotten”. A painting such as Landscape from a Dream (1936-38) invokes those old gods: a still life of chalk cliffs, a red sun, a mirror, floating spheres
and a hawk (Margaret Nash placed a statue of Horus, the Egyptian hawk god and guardian of the soul on its journey to the afterlife, on her husband’s grave). The objects are endlessly interpretable symbols of spirits, and the borders between real and unreal realms; together they offered, he said, the “suggestion of a super-reality”.

In the 1930s Nash produced a great many paintings showing random objects such as stones, chair legs and megaliths in half-imagined landscape settings. Such items, he believed, were elements of an equation that would be solved only when he put them together and revealed their true selves:


Sometimes one may find a pair [of stones] almost side by side. Inseparable complements, in true relation. Yet, lying there in the grass never finding each other until I found them that afternoon on the Sussex Downs . . . That problem was not then solved, but so soon as my stones came into my hands their equation was solved and they were united forever.


While his assemblages had much to do with the influence of his artist lover, Eileen Agar, Nash found that by putting objects together, “Nature became endowed for me with new life . . . The landscape, too, seemed now possessed of a different animation.” These pictures, showing a keen awareness of de Chirico’s work, also allowed him to combine the formal painterly elements of abstraction, surrealism and landscape.

Certain motifs – a twisted tree trunk pulled from the River Rother (“like a very fine Henry Moore”) which he exhibited on a plinth at the 1936 surrealism exhibition, or a felled tree, an architectural fragment that he likened to a “monster” – were for him living “personages” that stimulated the imagination and set in motion “a process of what I can only describe as inward dilation of the eyes” through which “I could increase my actual vision”.

Nowhere is the effect of this inward ­dilation more obvious than in the series he painted in 1943 and 1944, showing what Nash called “a landscape of the imagination” but which was, in fact, the view of the Wittenham Clumps from the house of his friend Hilda Harrisson on Boars Hill, near Oxford. The tree-topped hills are shown under an equinox moon that perfectly recalls Samuel Palmer.

Here, in the middle of the war, during the “Little Blitz”, with Nash’s chest infection becoming increasingly debilitating, the countryside is at a tipping point, too – day and night are of equal length. The trees are coming into leaf so these are March landscapes, and winter therefore is receding; these pictures symbolise hope. The war might still go either way, into the dark or the light, but these ancient hills have seen invaders come and go and battles fought, yet the rhythms of nature reassert themselves regardless of man. No invader, however malign, can subvert the seasons.

The pictures segue from chilly moonlit blues to rich ochres, russets and greens under a red sun – a transition from cold to warmth. The careful experiments of his Unit One pictures and the precise compositions of found objects are gone. These landscapes are composed of loose and unblended patches of paint, the clustered trees look like mushrooms, and the result is something both profound and euphoric. Nash did not explain the pictures, other than to note that: “There are places, just as there are people and objects . . . whose relationship of parts creates a mystery.” The Queen Mother bought Landscape of the Vernal Equinox when the paint can barely have dried. She recalled returning to it again and again, unsure of quite why it drew her. Her daughters were rather less perceptive critics. “Poor Mummy’s gone mad,” they said. “Just look what she’s brought back.”

Nash lived out his last months in a state of “reclusive melancholy”; increasingly enfeebled, he would joke, “Knees up Mother Brown, feet up Mr Nash.” His heart eventually gave up. Nash’s subsequent reputation has been built on his emotive pastorals, with the feeling that his formal experiments were somehow half-hearted or an aberration. What the Tate’s superb survey proves is that they represent the true Nash every bit as much as his pure landscapes do, and that an artist did not need to be a neo-Romantic to believe in his creed that “to find, you must be able to perceive”. The exhibition proves, too, that the Queen Mother wasn’t mad.

“Paul Nash” is at Tate Britain, London SW1, until 5 March 2017.

Michael Prodger is an Assistant Editor at the New Statesman. He is an art historian, Senior Research Fellow at the University of Buckingham, and a former literary editor.

This article first appeared in the 27 October 2016 issue of the New Statesman, American Rage