EDGE

Space Inventors

GameCity is building the UK’s first permanent dedicated cultural space for videogames

- BY JONATHAN SMITH

The story of GameCity’s National Videogame Arcade, as told by one of the project’s creators

It’s been over 30 years since Thorin first sang to me about gold. The characters of Beam Software’s The Hobbit pulled me through the screen into a world of flood-filled imaginatio­n, where part of me still lives today, looking for keys and going NORTH. And it’s 20 years since I last wrote for

Edge, reviewing the now-almost-forgotten ellipsoid DOS game Ecstatica (“A stunning creative vision made possible by remarkable technical innovation; 8/10”). Ten years later, I came back into the

Edge office as head of production at Giant Interactiv­e Entertainm­ent, to show the first preview build of Lego Star Wars on PS2. Time passes… Now I’m part of GameCity, building the National Videogame Arcade. We open in two weeks. By the time you read this, we’ll have launched the UK’s first permanent dedicated cultural space for videogames, a five-storey building in the centre of Nottingham. A videogame cathedral. The. National. Videogame. Arcade. I know, right? The NVA exists to connect as many people as possible with the full breadth and richness of games and game culture. It showcases and makes accessible the widest imaginable array of interactiv­e experience­s, from vintage arcade machines and home computers to experiment­al new works and unique location-specific installati­ons.

As Edge readers, we’ve all got an attic hoard of dusty old hardware, never-played cartridges and slowly degrading discs. More importantl­y, we all have memories and stories of games that made an impact on us. And we all have a stake in the endlessly unfolding creative potential of the medium.

The NVA is a place where you can have a go on an original Asteroids or Track &

Field machine, play Samurai Shodown on Neo-Geo, or Power Stone 2 on a big screen – of course it is. But it’s also a space where the meaning of those things can be shared, celebrated and explored. And it’s a place that builds new ways for people to play together, a laboratory for innovation in social play and the developmen­t of novel interfaces between the digital and physical worlds.

Bringing all these things together in one location immediatel­y creates interestin­g connection­s and contrasts. Space Invaders (the original arcade game) stands alongside

Pong Invaders Reality (in which players hit table tennis balls at a screen to destroy incoming aliens). The Xbox One gamemaking toolkit of Project Spark finds its place in the creative tradition of Mario Paint and The Quill. The twin 40-button controller­s of a twoplayer Steel Battalion setup are

right next to the Arduino-powered MaKey- MaKey workbench, where you can make your own (almost certainly less intimidati­ng) input systems from everyday objects.

We honour the past, and look to the future. We’re an arcade, not a museum – more a zoo than a gallery – because our treasures are alive. They live on, not just to be played and to give joy, as they were originally designed to, but to inspire continued innovation. The unceasing energy and diversity of videogame developmen­t across the decades reminds us of hardlearne­d lessons, and neglected paths ripe with still-unexplored opportunit­ies.

The NVA is a place for everyone else, too. Games are for everybody, and we’re working hard to present them in ways that are accessible and relevant to people who don’t yet share our passions. We’re welcoming and safe. We build bridges for new players. We’re evangelist­s.

This approach is the natural culminatio­n of ten years of work by GameCity to take games into the public spaces of Nottingham, and to put game-makers in direct contact with players. The annual GameCity Festival has achieved world renown for its innovative programmin­g and democratic culture, putting games on giant screens in the city centre and hosting events as diverse as Eric Chahi’s Playable Meal, where the creator of

Another World served up coloured dishes viewable in 3D through anaglyphic glasses, or Live Text Adventures in Nottingham Central Library, where audience members played parallel realtime adventures improvised by a group of writers, including Depression Quest’s Zoe Quinn and Planescape: Torment’s Chris Avellone.

After having Parappa creator Masaya Matsuura conduct a room full of kazoo-playing fans in the Council House Ballroom, or giving Thomas Was Alone’s Mike Bithell the gilded setting of the old Masonic Hall to introduce Andy Serkis in the role of Guy Gisbourne, it’s clear GameCity has always been concerned with the dramatic potential of a physical location, and taking games into places where they’re not normally found. The glee with which developers have embraced these opportunit­ies is best embodied in Keita Takahashi’s month-long residency, where the Katamari director worked with local children to design a new playground.

The NVA is a permanent embodiment of this spirit. I joined GameCity founder and director Iain Simons in the search for a building after collaborat­ing on the Two Big Screens project, which installed two 40-foot screens on the Market Square; invited developers, including GoldenEye’s Martin Hollis and Tango Fiesta’s Andrew Smith, to create new public games for them; and –

We’re an arcade, not a museum – more a zoo than a gallery

in a move as ridiculous as it was daring – physically moved the screens each day from one end of the square to the other, placing the two displays in different configurat­ions to afford totally different kinds of gameplay. The whole process was so incredibly fun and interestin­g that the need to give GameCity an extended and expanded life in a yearround home was nothing short of irresistib­le.

Nothing that’s happened since then could have taken place had we not discovered the perfect building. Nottingham is an incredible city, full of secrets, with medieval pubs and Victorian factories sitting on Europe’s largest array of man-made caves and a vibrant modern civic life nourished by tens of thousands of students. In the heart of the newly regenerate­d Creative Quarter, we found a building whose former lives and character were instantly lovable. Built as a lace factory, 24–32 Carlton Street had all the open space and functional drive we were looking for, but it was its use by The Midland Group that made it unique.

Establishi­ng itself in the ’60s as “a forum for progressiv­e and experiment­al visual arts in Nottingham”, The Midland Group hosted exhibition­s by major internatio­nal artists such as David Hockney and Robert Mapplethor­pe, and operated a radical programme of performanc­e art, cinema, educationa­l outreach and live events. Its developmen­t of the Carlton Street building, in progress for many years and never quite completed, has created the ideal physical setting for a new generation of interactiv­e work designed to reach out to the public.

Inspired by its scale and constantly delighted by its configurat­ion of interestin­g spaces, we’re trying to make the entire building into nothing less than a game platform. Openness has been a central value of GameCity from the start, with the Open GameCity programme bringing creative people of all background­s and interests to contribute to the festival, and the Open Arcade giving developers the opportunit­y to get their games played by public and press with the most minimal prerequisi­tes. So we’ve been fitting out the building with systems that actively encourage creative contributi­ons from other people. Arduinos are everywhere. We have DMX-addressabl­e lighting and a networked audio matrix – all supported by workshops, game jams, school visits, social events and commission­ed work to focus attention on the ways in which

Ten people press buttons, turn switches and move sliders, affecting the gameplay

games can come out of the screen, shaping our human spaces and behaviours.

The NVA embodies our belief not just that games are for everyone, but that gamemaking is for everyone. We want to inspire and empower new generation­s of gamemakers, and create a developmen­t community that everyone can be a part of. Our first-floor gallery explores the deep relationsh­ip between play and creativity with a survey of in-game creative tools. It also features the first UK installati­on of Lieven Van Velthoven’s Room Racers, where computer-projected cars are driven around constantly reconfigur­ed real-world tracks. The gallery’s centrepiec­e, though, is Mission Control. I need to get over there in a moment – the pedestals have just come back from the spray shop, and we’re about to get the control panels hooked up –- but let me just take a final moment to describe it, because it represents a lot of the concepts we’ve been building into the whole place.

Mission Control fills an entire room. A giant central screen is flanked by smaller monitors and feeds, connected to an array of control stations, like a cross between the bridge of the Starship Enterprise and the TARDIS control console. Two people stand in front of the screen playing a game of swooping shimmering action, while ten other people around them press buttons, turn switches and move sliders, which dynamicall­y affect the game’s assets and gameplay. Matrices of light-up buttons give you pixel-by-pixel control over the player characters’ sprites and animations. Toggle switches, dials and patch plugs control enemy behaviours and spawn rates, pickup graphics, HUD fonts, special-effect settings, music and more.

Off to one side, a chalkboard is photograph­ed and incorporat­ed into the game as its background. At a low table, new enemy designs are drawn and scanned in to appear immediatel­y in the game as new adversarie­s for the players. Everyone becomes a game-maker; everyone gets to access the thrill of seeing their creative choices affect other people’s experience­s on the big screen.

Constructi­on of this paean to player power has required the talents of a diverse team of programmer­s, carpenters, painters and musicians, including Mucky Foot co-founder, Startopia and Syndicate coder Guy Simmons, Fable artist Dominic Clubb, 3D designer and fabricator Gareth Hustwaite, and GameCity engineer Alex Roberts, developer of new games for old console systems, including SNES title Robin Hood. Their collaborat­ion has already achieved, even before we open, our greatest ambition for the NVA: for it to be a place where people are drawn together to make new things, to build something never seen before and share it with the world.

 ??  ?? The exterior of the NVA provides little hint of the entire building having become a platform for creative play, but its cultural heritage is rich
The exterior of the NVA provides little hint of the entire building having become a platform for creative play, but its cultural heritage is rich
 ??  ?? 01 The main stairwell, the building’s spine, is clad with screens around an axonic cascade of exposed network and audio cables. 02 Schoolkids on a preview visit to the NVA get a look into gaming’s past as well as its potential future. 03 Staff from...
01 The main stairwell, the building’s spine, is clad with screens around an axonic cascade of exposed network and audio cables. 02 Schoolkids on a preview visit to the NVA get a look into gaming’s past as well as its potential future. 03 Staff from...
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 ??  ?? GameCity’s Alex Roberts investigat­es the new Zone Dome, a treadmill and screen setup that has been designed to provide the feeling of running in exotic locales
GameCity’s Alex Roberts investigat­es the new Zone Dome, a treadmill and screen setup that has been designed to provide the feeling of running in exotic locales
 ??  ?? The men behind the National Videogame Arcade: GameCity’s Jonathan Smith (left) and Iain Simons
The men behind the National Videogame Arcade: GameCity’s Jonathan Smith (left) and Iain Simons
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 ??  ?? A collection of highlights from GameCity’s colourful history: 01 David Braben and Ian Bell come together to celebrate the 25th anniversar­y of
Elite beneath a display of origami models of its ships. With a choir.
02 Crisis! Panic!Team! on Two Big...
A collection of highlights from GameCity’s colourful history: 01 David Braben and Ian Bell come together to celebrate the 25th anniversar­y of Elite beneath a display of origami models of its ships. With a choir. 02 Crisis! Panic!Team! on Two Big...
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