Welcome to VGA Zine, a digital publication by the team at Video Game Art Gallery. This zine is a sounding board for piping hot takes, cool refreshing takes, long thinks, and short bursts of insight on video game art (+related new media) and its relationship with contemporary art, art history, and culture writ large.
If you have feedback or ideas we would like to receive them at info@vgagallery.org.
VGA Zine is generously supported by the The MacArthur Funds for Culture, Equity, and the Arts at the Richard H. Driehaus Foundation, the Gaylord & Dorothy Donnelly Foundation, the Illinois Arts Council Agency, individuals, and private and corporate foundations.
Are you interested in being a contributing author? Have an idea you want to pitch?
Issue XXII: January 2023
To celebrate the release of Issue 4 of the VGA Reader, we will be featuring one article from the new volume with every zine for the foreseeable future. Click through to see the second article, currently hosted by Amherst College Press and available open source on fulcrum.org.
“This essay seeks to trace the historical articulation of Blackness in the FGC against the meritocratic principles of and the demand for hype spectacles. In this, I hope to contribute to understandings of articulations of racial identity and how they are altered in the spaces surrounding fighting games. It is important to understand exactly how Black Americans may engage with fighting games; how gamers and, to a certain extent, games understand racial identity; and how race factors into constructing a competitive space based on a meritocracy.”
The recent hit game V Rising offers plenty of unique and exciting mechanics. After all, as a vampire, you take on the various different strengths and weaknesses inspired by folklore of your mythological kin. Of course that includes the ability to suck blood, the potential to shapeshift, and an aversion to garlic. So what is there to speak of, then? Mechanics are mechanics, after all, and each game has its own gimmick.
Issue XXI: July 2022
To celebrate the release of Issue 4 of the VGA Reader, we will be featuring one article from the new volume with every zine for the foreseeable future. Click through to see the second article, currently hosted by Amherst College Press and available open source on fulcrum.org.
“The Unity Asset Store sells amateur designers and artists a promise of being able to participate in an idealized, rationalized vision of how the game design industry operates, riffing on a dream to distinguish themselves as artists. Yet in order to sell this vision to aspiring game designers, Unity and the Asset Store depend on marketing the content created by amateur artists in ways that require the artists to essentially package their work as labor and to mask their unique identities as artists.”
“So just remember ‘I am Xenon,’ Wombo Combo, and if you don't want to play long video games, it's okay."
Without diving into the inscrutable world of ludology, what can an average person expect to find if they boil down a video game into its most basic forms? Code, certainly. Color, perhaps. But what about fun?
Issue XX: June 2022
To celebrate the release of Issue 4 of the VGA Reader, we will be featuring one article from the new volume with every zine for the foreseeable future. Click through to see the first article, currently hosted by Amherst College Press and available open source on fulcrum.org. This piece is by our own Director of Exhibitions Chaz Evans:
“The combination of an increase in game production and increased gameplay time per title results in a staggering number of options for how players of video games spend the finite budget of gameplay time they may have. The problem of gameplay surplus has led to some novel approaches for consumers to manage these options.”
“I think it's very important as any sort of creator to always keep your tentacles on as many forms of expression as you can.”
“I think that many people associated with fine arts still associate games only with a new form of entertainment. And it is true that most of the games released on the market are just for entertainment and de-stress after school or work. Fortunately, many people have noticed that games can also be a great carrier of content and provoke important thoughts. And this is the domain of contemporary art.”
Issue XIX: April 2022
“People would be like, “Oh, I don't play games.” and he'd be like, “you can drive a car!” and pulled them over and then they would be able to play. I think that's for me, what's exciting, to me personally about alternative controls is that they are a real democratization of what is happening in games“
Wardle has many things to thank for the game’s sudden popularity. It has a simple, unassuming design, only asks for a few minutes out of your day, and doesn’t pollute your vision with ads and banners. Wordle provides a break in your busy life when you don’t need to think about anything else except what today’s 5-letter word of the day is going to be.
Issue XVIII: March 2022
There is one ever-assertable truth to gaming, as in many other things, and that is the inevitability of change. Today, people communicate by email instead of the post, and consult Google, not their bookshelf encyclopedia. In the future, could the keyboard and mouse be replaced?
“I think worldbuilding felt like my specialism. Telling stories through architecture is something I've always wanted to do.“
Issue XVII: February 2022
If you were a kid watching cartoons in the mid-2000s, odds are you saw commercials for the Disney MMORPG, Toontown Online. Highlighting its wacky gameplay—that included creating your own zany animal avatar and throwing cream pies at robots—the ad spot ended with an inspirational, action-prompting question: “Are YOU toon enough?”
I think it’s fair to say that “all a video game needs to be fun is for you to have fun” is a relatively tepid take at this point — I don’t personally read a lot of video game news and reviews, but I can say with confidence that every time a studio does something state-of-the-art, groundbreaking, or particularly creative, someone at some publication somewhere espouses that age-old quote. And I get the sentiment! Fancy schmancy mechanics or fan-accelerating graphics aren’t always what makes a game good, (though they’re certainly welcome when done well): sometimes, simple is best.
Issue XVI: December 2021
“I wanted to make a simulator of the game that asked the question, What if the cheerleaders were the players rather than the football players? “
“One of the big moments I realized is I thought I was making a game about, you know, you pursuing a relationship across the stars […] I realized I was creating a game about pursuing myself as like, yeah, as this career oriented person who nonetheless had a deep emphasis on the people in their lives and wanted to help them understand why this happened…“
Beer Pong? Nope! Try Cup Pong! Battleship? Nope! Try Battle Boats. The oddities of Game Pigeon’s widgets never failed to amuse me. I had tried to get into it freshman year when some boys in my dorm were addicted to “Word Games,” but it was Stef who got me hooked.
The VGA Print collection has some classic heavy hitters and some hidden gems. While as a collective we love all our prints equally, as individuals we do play favorites.
Issue XV: October 2021
There's a lot of fears and anxieties that I think that horror does a great job of exploring. I think that's a big element of it. And I think younger people can be drawn to horror because it allows a way of exploring those fears in a safe way. A lot of people feel connected to it in that way.
Happy October everyone! It’s a month of warm meals, movie marathons, and you guessed it: spooooOOOoooOOoky scary video games. But, if you’re like me, you are a soft little wimp who threw up watching The Conjuring 2. You might be wondering, are there any fun games of the season that can give me a little chill without scaring my eyeballs out? You betcha! Here are some suggestions of spooky games that might just be okay for us that are faint of heart. All of these are available on Steam.
“We just have to get more people in the industry and keep them there, because right now the biggest hurdle is access. I mean, you know, I'm sure a lot of people know, going to something like GDC, the game developer conferences, is super expensive. Even when you got your past coverage, you got to pay for a week in San Francisco. It's also making environments less hostile to people of color, queer folks, etc. and making sure we have a place to be in the industry and to exist.“
Issue XIV: September 2021
“I really consider my art practice pretty separate from my academic side. And I always kind of wanted to have the goal of making pieces that weren't just serving the academic interests and they're like available to the public and can be consumed by people without reading my accompanying essay about it….”
Every gamer knows it sucks to have an overflowing inventory, and to have that hinder your progress. This is why the backpack is the most coveted item in games where it’s collectible (next to the shotgun. Everybody feels like a big boy when they get the shotgun).
For me, Picross isn’t a game that I sit down and completely clear over the span of a couple days. No, it’s more elusive, a long hunt like no other, one unmatched by the likes of Super Smash Bros or Mario Kart. Unmatched by Wii Boxing and its kin. It’s a beast to be conquered.
Whether you’re listening to music to get hyped for a heist or looping the Coconut Mall Mario Kart song to help you finish your essay, we all have a deep connection when it comes to music and video games. From The Last of Us’ enchanting Spanish guitar ballads to Taio Cruz to K.K. Slider, this is what the VGA Staff has been listening to.
Issue XIII: August 2021
When I was talking about prototyping this system, you know, it had like, kind of like moves and HP and damage and stuff planned. And, you know, a lot of planning and not a lot of coding with that. And I feel like, I learned that, you know, there's a certain point you can feel where you should just try to design a few levels, and then use that as, like data without, and, you know, don't worry too much about setting up systems, because you're probably not even gonna need those systems that much, you know, like, there's only like, what 30 of these links in the game.
Video games have taught me more about myself than years of schooling. I’ve become a talented problem solver, keen observationalist, and an empathetic human being. With the tools I have to focus myself, moderate my gaming intake, and maintain a balance between work and fun-time (mmm, capitalism am I right?), I no longer consider spending hours attempting to catch ‘em all a guilty pleasure, rather, a self-care activity.
“How much did you pay for this game?” one of my roommates asks. All three of them have gathered behind the spine-mangling futon where I’m sitting, pulled into my shared bedroom by the cacophony of obscenities and jangly slot-machine sound effects emanating from my tiny, second-hand TV.
Out of the Park Baseball is a boring simulation of an already boring game (baseball is the sports version of a delayed flight), and I have spent the last year of my life playing it with small breaks for sleep and sustenance. It is, defying all odds and its own design, the best, most poisonous, most addictive video game I have ever played. I hate it I hate it I hate it.
Issue XII: July 2021
We have been collaborating with Bit Bash Chicago since their very first festival back in 2014, and with that partnership we have been able to exhibit our collection at their events, manage their print competitions, curate exhibitions of digital art, and highlight our developed work such as the exhibition of Frame Switch in 2019. Today, we’re thrilled to announce we are taking that partnership even further, as VGA Gallery is now the fiscal sponsor of Bit Bash Chicago.
So in what ways do video games teach us? Well, obviously, trivia games and the like teach us facts and bits of useless knowledge to lord over others at parties. But more generally, games teach us how to manipulate and explore a virtual space in order to overcome specific roadblocks. Teaching how to explore is a game’s most important job, for without it, the player would be unable to see the carefully coded experience laid out by the developers.
One thing that has helped me massively through all of this? Video games. I have spent many late-night hours discovering some incredibly beautiful pieces of art from indie developers that somehow manage to encapsulate all of my emotions wordlessly. I have whittled down a long list of recommendations to six indie games that have had incredible significance to me. Some of these games are gay, some of them are sad. Some of them are both. All of them, however, have helped me confront some really difficult and emotional questions in the middle of a bewildering world.
Issue XI: June 2021
Please Do Not Use The Word “Punk”
“From the start, we had an idea and a gimmick,” says Andrew. “I think maybe part of it was we were trying to create these NES punk jackets. It totally was like, 'How do we make a studded jacket, but with Mario on the back?'”
“Always gratifying to collaborate with someone who inspires you to create differently; a new perspective, flexibility, and willingness to explore. When artists are willing to try, get out of their comfort zone, and unconditionally experiment then it becomes dreamy!”
I can't help but—whenever an absurd situation is created—kind of think about what it would be like to actually live it and the feelings that it would pull out of you. And so that is where I think the the pathos of Octodad as an imposter in this world comes from, and the kind of absurdity that human life has when you're a tentacle being. Right, like as an outsider looking in. Because I think that that's what comedy is good at, is drawing out the empathy of absurd situations.
Issue X: May 2021
“We have a variety of people who are just speaking about topics related to game development. That's really important, actually, because a lot of times people of color are the folks who are just talking about what it's like to be a person of color in games. And we're like, No, we already know that we're here, we know what it's like, let's actually let them speak about their expertise.”
Issue IX: April 2021
The base model PC Engine was simply better suited to these kinds of visuals than contemporary home computers. So what, then, did this version offer that couldn’t be found elsewhere? CD-quality audio. Not even a dedicated arcade cabinet could come close to producing sounds like this…
“It’s the process of generating footage in real-time through game-play, although the creative process often requires editing tools and techniques. The creative work generated generally goes completely contrary to what the original game was intended to do, such as a fantasy, a driving game or a first person shooter, to tell a new story. It is a practice that was borne out of online game-based community practices.”
“Basically, practice absurdity. And don't worry about any sort of dumb result that you come up with, because honestly, that's where the best stuff comes from. I've never thought I've never had anything in my life, career wise or otherwise be like, Oh, I'm glad I planned that out, start to finish in a very serious way and it worked out great. It's always been that would be stupid, what if I did it? And it worked!”
Issue VIII: March 2021
What can we do when there’s no clear “best” path to follow, either at a step or at the start of a round? Lay down on the street like a lizard in the sun, resigned to sit motionless all day? Appealing as that may be, decent Geoguessr players often start to follow a different search algorithm intrinsically: a depth-first search.
Miyazaki and his team have a great eye for composition, technique and a masterful grasp of what makes Victorian horror so enthralling and timeless. I could dedicate an entire series to the artistry of Miyazaki’s visuals and his ability to capture past artistic achievements such as Ruskin’s Nocturnes, Goya’s historical paintings, and other influences and turn them into completely original works. However I believe that one of the most ignored facets of the video-games-as-art argument is the use of game mechanics as an important part of what makes a video game art.
I did something early on in the design [of 10 Mississippi], I was thinking about a lot of like having meaningful choice—this really key game design idea. But I thought that that was kind of adding another dimension to it that I didn't really want to bring in. I wanted to focus on the idea of the interaction, and turning and making a metaphor of the keyboard from this interaction as much as possible…
Issue VII: February 2021
[T]he more successful a game is at naturalizing the user, the more it draws the user away from the “real” world and into a curated one. Thus, an aesthetic of total immersion stands not in opposition to an attention economy, but in deference to it.
For all of the low-resolution chainmail bikinis and cloth panties and thigh-highs have a most curious property: if you wear them as a male character, they change into mild full-coverage chestplates and nondescript pants. When I first started playing, I was upset that the female armor didn’t look like the male’s. Now, I’m angry the other way around!
The term “industry standard” really holds a lot of people back because they're like, Oh, I can't do this. I don't have the proper gear. I don't have the right whatever, whatever. But you can kind of use anything to do anything. Kind of how bedroom pop artists are getting big from recording songs on their iPhone
Issue VI: January 2021
Identifying ghosts is not the real point of Phasmophobia. Phasmophobia is a game about screaming into a walkie-talkie while another friend is safe in the van, watching you flail around a basement on remote video, allowing you to safely experience the ghost hunting experience without risking demonic attachment.
As games become grander and more complex, with every action you take being a piece of serving the overall goal, we lose out on those moments… When I play a game I like to choose a spot where I imagine my character can settle down, where coming back to this one place gives them a feeling of comfort, of coming inside from the cold.
Issue V: December 2020
For this month’s Zine, VGA Gallery is honored to host an online exhibition featuring the work of graduate design students in Daria Tsoupikova’s DES 520 Graduate Seminar at the University of Illinois at Chicago School of Design.
P.S. Our apologies that there was no issue in November 2020—we got freaked out about the election.
Issue IV: October 2020
There’s a lot of things that can make a video game feel more immersive, and dogs in video games help connect the physical player to the digital space. They assist in immersing players into an imaginary realm where you can forget about the stresses of reality and focus all your attention on that imaginary realm.
Paradise Killer’s world is an vaporwave fever dream beset by demons and glamorous backstabbing immortals clawing for power at the dawn of a minor apocalypse. It’s also deeply familiar to those of us who pay attention to the particular style of evil perpetrated by the wealthy rulers of modern imperial-capitalist empires.
“I see myself as more of an explorer. I wander around until I happen across a fragment of an image or concept that either soothes my mind or excites it, and then I just see where it goes.”
The leaves have turned, Chicago’s getting chilly, the news is getting scary. What better time to retreat into the shadows and get possessed? To get you started, here are a few games—some goofy, some gruesome, some cursed—that have haunted the VGA Staff.
Issue III: September 2020
You might be like me, play around with Blaseball a bit, giggle at the great player names or the constantly scrolling highlights text reassuring you that 'THE COMISSIONER IS DOING A GREAT JOB', then kinda drop off. There's not much to actually *do* at first glance.
I encourage you to take that second glance.
From the capirotes and flagellants to the bejeweled exhumed corpses of holy men and saints, the Game Kitchen took their Blasphemous research very seriously. Team members went on "field trips" to historical and religious sites, and as word of the project spread through the country, more and more Spanish fans reached out: their social media was inundated with pitches describing fans' local customs and iconography and how they would serve as awesome bosses and enemies.
“Generally, I am an anti-perfectionist.”
Running through obstacle courses as robot cat or hot dog with legs is the perfect way to decompress in the hellscape that is 2020.
Issue II: August 2020
The game freezes, lags, and sputters. That might be forgivable if it were not for the developers succumbing to what I've come to call "kitchen sink syndrome"
A sneak peek at Waking Oni’s new game Oni Fighter Yasuke, and some insight into his inspiration and creative process.
“If allowed, I'm prone to sit and wander a game's environment for hours before ever engaging with the story.”
I’m sure a washed up jock like Shane, the Shane from version 1.0 of the game, would have been weirded out by my advances, and for that, I apologize to him.
“Freeing workhouse orphans and helping Karl Marx stick it to Queen Victoria’s goons is honestly my only solace right now. Let me have this.”
Issue I: July 2020
We’ve left the proverbial nest of our Bucktown gallery space. And, like the rest of the art world imagining post-COVID gallery operations, we’re looking to a cool thing called the World Wide Web to continue our organization’s mission.
Games such as Fallout, Mass Effect, Bioshock, Splinter Cell, and more have all taken stabs at creating interactivity from dull repetition. Movies “solved” this long ago, simply have a character sit in front of a screen and type or touch frantically, and hacking suddenly becomes an action-packed tension-filled event, full of unique and monochromatic custom user interfaces. But games have approached it differently.
There is a lot about Freedom Finger that is unorthodox for the genre of side-scrolling shmups, from its hand-drawn graphics to its emphasis on satire, but there is one way that it is incredibly similar to its genre peers: It's hard as hell.
In which the staff at VGA reveal their Summer 2020 self-care regimens.
The recent hit game V Rising offers plenty of unique and exciting mechanics. After all, as a vampire, you take on the various different strengths and weaknesses inspired by folklore of your mythological kin. Of course that includes the ability to suck blood, the potential to shapeshift, and an aversion to garlic. So what is there to speak of, then? Mechanics are mechanics, after all, and each game has its own gimmick.