When Valve announced that they had been collaborating with the Musée du Louvre to produce a new title utilizing their venerable Source engine to produce the world’s first first-person virtual museum, the gaming world was stunned that such a product would be developed without any announcement until right before its release. Much confusion was generated as people guessed wildly at how an engine primarily used to develop FPS titles could be used to produce what sounded like a glorified visual encyclopedia. The discussion grew even louder when Valve announced that it would be a multiplayer title, even though no details about gameplay had been released yet.
As part of a viral advertising campaign, they have been inviting select persons to experience and critique the core game play, though certain details and features are subject to NDA restrictions (such as a ban on screenshots, I’m sad to report). Imagine my surprise when I was invited by Valve to participate in the beta.
Obviously, I had no choice but to say yes.
What follows is a combination of narration of my experiences, some comments on what I see in the game, and some related thoughts. We’ll start from the beginning of the game itself.
Our Story Begins
In the opening area, you look from your avatar’s eyes out the windows of the Paris metro as the credits gently fade in and out of your Black Mesa Commute in a stately Helvetica. As your train arrives at the Louvre metro station, your first tutorial popup appears announcing you can leave the train using WASD. The walk from the train to the ticket counter offers plenty of shops and beautifully scripted NPCs, but nothing deserving of your attention, and nothing with which you can interact meaningfully.
The ticket counter is staffed by a bored young Parisian man who welcomes you to the Louvre in a cheerful voice and delivers a helpful speech:
“Bonjour et bienvenue au Musée du Louvre. You have before you the world’s finest selection of paintings, sculptures, jewelry, and other art objects for perusal at your leisure. I hope that your experience here will be enlightening. Included in the price of your admission is this audioguide, which will provide you with more detailed information about select works throughout the museum.”
The HUD popup indicates that your audioguide can be triggered by pressing ‘E’ to interact with the tags for various artworks. The ropes at the desk will not be removed until you successfully trigger the second welcome message from the sample tag at the ticketing counter to ensure that you can correctly identify a trigger. On repeated playthroughs, you can skip this scene and jump straight to the atrium.
The second help message ushers you toward the atrium stairwell where your first real choices happen. This is your point of departure where you decide what kind of playthrough you’ll be doing, and what your character will be like. It would be something of a mistake to call Louvre a class-based game, as there aren’t any absolute restrictions on what you do and how you play, but the first wing you visit does dictate some of the restrictions on how you play through the rest of the museum.
Your are in a maze of twisty little passages, all alike
Your first decision is your choice of wing. You can begin by exploring locations such as the Egyptian wing, the Etruscan exhibit, the Greek pottery hall, any era of paintings, or you can select specific pieces such as Winged Victory or the monthly “Temporary Exhibit” DLCpackage to work toward. Especially on your first playthrough, this choice dictates your experience for the entire run.
For my first go, I opted to visit the first Temporary Exhibit, which was a collection of Magritte paintings and various surrealistic early 20th-century painters. I immediately received notification that I had unlocked the “Ceci n’est pas un Exploit” achievement, and took my first step into the virtual museum.
Incidentally, Valve ambitiously packs Louvre with more achievements than even the vaunted Team Fortress 2, all of which follow their tradition of cheeky meta-humorous titles and achievement ideas. Easier achievements include “Walk Like an Egyptian” for strafing through at least one room of the Egyptian exhibit, “Mona Lisa Mile” for bee-lining straight from the entrance to the Mona Lisa without triggering any audioguide flags, and “Dan Br0wn’d” for talking to an NPC named Robert Langdon who has some interesting but misguided thoughts about symbolism. Longer term achievements include “Bust a Louvre” for unlocking all permanent exhibits, a special astronomy exhibit called “Mystery Science Theater” for using 3000 audioguide entries, and “Notre Game” for passing the tests to become a curator for an exhibit.
Leaving the ticket booth deposits you in the first multiplayer portion of the game. There are various NPC tourists, other players, and “curators” who are community-appointed mods. Each player’s avatar appears to others as a pastiche of cleverly crafted stereotypes based on your choice of playthrough. For jumping right into the absurdist exhibit, my avatar was gifted with thick horn-rimmed glasses, a black turtleneck, and a slim messenger bag which represented my audioguide as an iPad app instead of the traditional speakerbox. The hall was filled with pudgy Midwestern tourists with gaudy t-shirts, Japanese tourists with comically oversized cameras, and grizzled old men in tweed jackets with leather elbow patches.
This is where the true experience began.
Every exhibit hall has carefully rendered every real piece in the Louvre to scale in the digital museum. You can wander through the actual layout of the Louvre and see every piece in its original context. The audioguide tags are somewhat abstracted, as you can simply focus the screen on a given piece and trigger the audioguide, which helps avoid issues of having everyone crowd around a tiny faceplate and accidentally keying in the wrong exhibit tag. You can also open a separate view of the piece in interactive 3D if you want to magnify a particular section or explore details that you wouldn’t be able to see at the actual museum.
Listening to the canned descriptions of every painting and sculpture is much like visiting an actual museum. It technically contains all the information that a museum would package with a piece, such as fragments of the artist’s biography and a few basic details about the technique of a piece, but it’s about as fulfilling as sitting through one of the long-winded NPC speeches of Half-Life 2 that you actually spent breaking things with a crowbar, or sitting through another tape journal from BioShock. It’s appropriate, but it’s terrible gameplay.
The real gameplay begins when you start a conversation with another character. You can strike up conversation with NPCs with the ‘E’ key, and walk through Mass Effect-style dialogue wheels to hear some canned reactions to a painting to collect either historical information or modern interpretations of a piece. Talking to a Midwesterner in front of one of Magritte’s self-portaits yields comments such as “So, he couldn’t paint faces?” and “I think this means he liked New York.” Talking to a tweed-clad art professor will inform you about Magritte’s career as a wallpaper designer, with options to inquire further about Magritte’s biography or the NPC’s favorite works in the hall. Certain dialogue branches will yield information that unlocks dialogue branches with other characters, like the art historian’s details on Magritte’s biography making it possible to unlock conversations with the Midwesterner (who happens to be a real estate contractor) about the design limitations imposed by wallpaper’s requirement to be small sections of repeating patterns. It may be obviously didactic, but it’s an interesting set of puzzles to work out, and the dialogue is almost as good as BioWare products.
More importantly, you can engage in conversations with other PCs. The dialogue can either happen with a single player in the exhibit hall, or with a group of players in a virtual “Coffee Shop” screen which whisks your view away to an abstracted cafe while your avatar slowly wanders the museum floors contemplatively.
This section of the game is what will attract the most attention and criticism. Ostensibly nothing more than a chat room with 3D graphics and fully animated character responses triggered by your emoticons, the Coffee Shop is a place where you discuss different pieces with other players. You can speak either with your microphone or with an instant messaging prompt. There are easily searchable menus for artists, specific works, and generic summary details of different eras and styles which can be quickly and easily linked to other players. The efficient and stylish information of delivery is highly reminiscent of the Civilopedia from the Civilization series, and lets you quickly reference different pieces, persons, and movements in a way that’s seamlessly integrated into the game’s engine.
The Coffee Shop also has an easy tool for selecting specific parts of your conversations and adding them to the Community Notes for an artwork or an exhibit. The Community Notes are a repository for players’ thoughts and analyses of different topics that are somewhere between a wiki and a forum. A simple Up/Down vote system lets users rank content. One exciting announcement from the Louvre states that Community Notes will eventually be made available in the real museum at special terminals to be installed early next year.
There is no specific objective of the Coffee Shop. Its sole purpose is to provide a forum for highly interactive and information-rich discussion of artworks. This is both a great strength and a great weakness, because it provides a beautiful and easy forum for media-intensive discussion of art, but it’s also easily subject to trolling and vacant conversation. The “Vote to Kick” option helps expel the trolls, but there’s no automatic way to keep conversation focused on artwork.
Take a key for coming in
What will be the most controversial section of Louvre are the checkpoints between exhibits. Your first exhibit is available automatically, but subsequent exhibits are unlocked subject to approval through curators or through automated tests. To me, it felt like an uncomfortable fusion of the best of education and the worst of edutainment titles. The automatic tests are multiple choice tests that ask about basic facts about different art pieces, like matching a sculptor to her most famous piece, or selecting the name of a painter after seeing 3 pieces by said artist. The tests have thousands of possible questions that are reviewed, refreshed, and replaced constantly by various official project contributors, but I expect that they will invariably be solved primarily by Google rather than by players themselves.
The alternative to automated exams, “Curator Examinations,” are both brilliant and doomed. As I mentioned before, curators are community-appointed experts in a particular wing. Valve and the Louvre ultimately moderate who gets approved for the position through a process that they have not yet made public, but the nominations are available to the general public. Every instance of an exhibit is guaranteed to have at least one curator at all times, who is available for chat and exams.
Yes, you can converse with a curator as a single player or as a group to get approval to enter another exhibit. Through a free-text or microphone conversation with the same Coffee Shop tools above, you can demonstrate your level of understanding of a subject to a curator, who can then award you with various accolades, ranging from “Creative Interpretation” to “History of the World, Part I.” It’s the best of one-on-one teaching combined with the dreadful hell of a call center experience.
Ostensibly, curators will be people who demonstrate a passion and knowledge for art, and want to work with others to help expand their ability to understand art as a social, historical, economic, psychological, or aesthetic phenomenon. Anyone who can prove they know enough about a given exhibit can act as the gatekeeper to other areas of the museum. It’s a great way to create experts on a given subject, and make their knowledge available to the world.
It’s also a horribly arbitrary system with no universal standards for deciding who has demonstrated expertise in a subject, and who is blowing smoke up your orifice. Arguably, this is the same problem with art criticism as an academic subject.
The Good
Since I was participating in the beta version, I had time and opportunity for extensive conversations with other PCs who had been hand-picked to play the game. Every curator I spoke to was balancing, at most, two other PCs with my own conversation, so dialogue was delightful, thoughtful, and extensive. I was able to earn my way out of the Temporary Exhibition by discussing a comparative analysis of some of my favorite Magritte and Dali paintings with the curator, and shared a fascinating dialogue with another player about how the Cubist stylings of the crucifixion face of Gaudi’s Sagrada Familia cathedral reinforced the story’s themes of dehumanization and abstract storytelling.
In short, I experienced the game at its very best. It’s a beautiful forum for discussion. It’s focused, immersive, extensively detailed, and provides every tool one could hope for in having an informed and erudite discussion about art. It’s a majestic encyclopedia of artworks condensed into a single location that trumps the Louvre, the Guggenheim, and the Prado if they were all rolled into one single museum.
I still found it somewhat lacking as a game.
The Bad
What kind of game makes your continued progress subject to whether or not you learned the title of five paintings and penalizes you if you only get four out of five? A needlessly pedantic one. But would the game be better if its automatic tests were easier? I think there would be less sense of accomplishment, and certainly less understanding of the subject matter if the tests were made easier. And again, the shadow of Google hovers over all prospect of challenge-by-information.
Enjoying art is not an innately competitive activity, while virtually all games are, even if the player is only competing against the game. There is some sense of accomplishment in seeing how many new branches of the museum one can unlock, an experience which is enhanced greatly by the virtual Louvre’s ability to add new wings that the real museum doesn’t have space to accommodate, and the achievement system gives the same arbitrary standards of success that they grant to any other game. This still doesn’t change the fact that art criticism is about learning to see and understand the world through symbols, which renders an objective standard of progress or completion to be nonsensical.
Furthermore, even in my limited exposure to the game, I found it difficult to suppress my nerd rage at discovering a player whose sole knowledge of Renaissance art came from playing Assassin’s Creed II had unlocked the second wing I explored and had only used his audioguide twice. He obviously didn’t know anything about what he was looking at, blatantly ignored the images and readings we selected, and his discussions in the Coffee Shop consisted mostly of “I think it sucks.”
Seeking to bring enlightenment to the trolls only causes them to bring trolling to enlightenment.
The Ugly
Several minutes after my fellow players and I voted to kick him from the Coffee Shop, it struck me that this sort of elitist exclusion was going to lead to a very fast and obvious divide among Louvre players. Excising the troll from our discussion wasn’t going to help him learn about art or how to be part of our discussion. Furthermore, who’s to say that he really wanted to participate, but couldn’t articulate his thoughts in a more polished fashion than declaring whether something “sucks” or not? I might get kicked from a discussion later because a bunch of Pre-Raphaelite fanatics think I took a cheap and easy route into an exhibit by starting with 20th century art that mostly touches on themes that are still widely discussed even in popular discussions.
This is the fundamental problem. There’s a two-way dialogue between art and video games, and there’s a lot of overlap, but there are some fundamental differences that Louvre fails to bridge. Art is not, generally, interactive. Games require certain features (rules and interactive elements) to be games. Attempting to turn art into a game is an interesting concept, one which I believe will be enhanced and smoothed out as Valve releases more DLC and can patch some bugs, but turning ‘pure art’ into ‘pure game’ is something of a contradiction. Attempting to combine two parts inherently transforms them into something that is not identical to the originals, and something gets lost even when the new result is something innovative, interesting, and fun.
The tension between the automated progress mechanic and the moderated progress mechanic cuts to the heart of the matter. A player can memorize and search for all the facts about a piece of art they want and still claim not to understand it and not be able to articulate any thoughts about it. Similarly, a different player can have all the fascinating discussions and aesthetic experiences they want while getting frustrated with the fact that the game doesn’t let them look at more exhibits without stopping to talk for the fifth time about how Etruscan sculpture influenced bodily forms in Greco-Roman sculpture. It’s hard to pick out just who the audience for this title is.
Final Thoughts
I’ll still buy Louvre when it’s released on Steam. It uses the best features of a video game (endless expansion, immensely detailed visuals, and rich context-sensitive information) with the best parts of art experience (broad diversity of pieces, forums for discussion with other players, and no fixed requirements for participating). It’s frustrating to struggle at the boundary of the two media, as the ‘game’ aspects of Louvre sometimes feel forced, restrictive, or arbitrary, and the ‘art’ aspects of the game can feel more like a glorified chat room with fewer lolcats. Ultimately, it’s a new idea that explores the relationship between games and art, and beautifully showcases how each is not the other despite having prolific areas of overlap.
This post is a satirical thought experiment. Valve is not actually developing such a title, though I’ll be happy to send them my résumé if they want a project director to head development.
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