京都でゲームカルチャーを盛り上げる!「ホテル アンテルーム 京都」豊川泰行さんインタビュー
这张笑脸照片,可能是在“BitSummit Let's Go!!”上得到了许多独立游戏开发者照顾的。
本文采访了“Hotel Anteroom Kyoto”经理豊川泰行先生,了解了现代艺术和独立游戏展览“art bit - Contemporary Art & Indie Game Culture -”(以下简称art bit展)的举办背景和寓意。
自2013年起,每年在京都举办的独立游戏盛典“BitSummit”。今年7月迎来了第11届活动,经历了3年的在线和缩小规模的举办后,重新回到现场举办,创下了历史最高的23,789名参观者记录,气氛十分热烈。
这个活动吸引了来自世界各地的独立游戏开发者,他们前来京都寻找与粉丝和发行商的交流机会。为了提供一个让国内外创作者可以安心休息和交流的场所,以及消除在陌生土地上的不安,会场提供了直达酒店的班车,每天早上都有豊川先生微笑着为他们送行。他是“Hotel Anteroom Kyoto”的幕后功臣。在这次“BitSummit”活动中,约有100名独立游戏开发者受到了豊川先生和“Hotel Anteroom Kyoto”的照顾。
从2021年开始,京都安特卢姆酒店与“BitSummit”合作,举办了将现代艺术和独立游戏融合的企划展“art bit展”,以推动京都的独立游戏文化。豊川先生是该展览的发起人之一。作为酒店经理的豊川先生为什么会如此支持游戏文化呢?我们来听听他的故事和想法。
与“BitSummit”的关系和“art bit展”的举办契机
──豊川先生平时从事什么工作?
豊川泰行先生(以下简称豊川※敬称略):我在京都安特卢姆酒店担任前台、公寓和酒店附属画廊的管理工作。
──听说从2021年开始,您开始参与与“BitSummit”相关的“art bit展”展览,能告诉我们举办的契机吗?
豊川:2020年,我有机会与“BitSummit”的主办者之一村上雅彦先生见面,他对我想推动游戏文化的想法表示了共鸣,于是我们提出了将现代艺术和独立游戏融合的展览企划案。
村上先生也希望为那些不仅限于传统游戏范畴的作品提供展示的机会。
因为新作品的存在让人们开始思考“这算不算电子游戏?”以及“电子游戏本身就是艺术吧?”这两个问题,所以我们决定共同主办“art bit展”。在“art bit展”中,我主要负责现代艺术作品的筛选和展览主题的设定。豊川:在读立命館大学时,学校率先开展了游戏学术研究。在那里,我们进行了保存游戏的“游戏档案项目”和研究让孩子们想出原创游戏的“PlayEdit”等活动。
虽然成年后我离开了游戏,但当我的孩子开始沉迷于任天堂Switch并玩了很长时间时,我意识到游戏体验非常强大和丰富。既然是如此宝贵的体验,我不想只是简单地购买游戏,而是想让它有意义。我认为现在是重新面对我在大学时期所从事的主题的时候了,这就是我开始考虑在这家酒店安特卢姆京都发表京都培育并在世界范围内扩散的游戏文化魅力的原因。
──原来如此。请详细介绍一下在立命館大学时的游戏研究。
豊川:「Game Archive Project」 is a project that focuses on how to preserve the gaming experience for future generations, including the knowledge of game developers. Even though nowadays we can play past games through distribution, back then, many games became unplayable as hardware was constantly being updated. The seniors were already working hard on this project, and I joined in the excitement.
「Play Edit」 is a project that utilizes software for children to come up with original games. Children would use the software to come up with original games such as "◯◯ Onigokko" or "◯◯ Dodgeball," and then actually play them with other children. The software, Play Edit, breaks down the game into four elements: roles, tools, stage, and rules, allowing for new elements and combinations to be tested. By conducting surveys before and after playing, we investigated how playing affected children's creative thinking.
One of the seniors who helped me during that time is still active as a lecturer and researcher at Ritsumeikan University. Before starting game planning at Anteroom, I contacted him for the first time in about 10 years to catch up. He told me about game studies and indie games, which led me to pay attention to indie games and discover "Kyoto Indie Meetup," where I met many people. As an adult, I played games and learned again, and I realized what an amazing genre it is.
──What kind of games have you played so far, Toyokawa-san?
豊川: I was born in 1982, just a year before the release of the Famicom in 1983. I started playing games when I entered elementary school. My cousin's older sister had "Super Mario Bros.," and I started playing "Super Mario Bros." on the Famicom. I grew up playing the so-called golden age of Japanese games, including the Famicom, Super Famicom, and PlayStation.
Encounter at “Kyoto Indie Meetup”
—I heard that you participated in the “Kyoto Indie Meetup”. How did you become involved in game culture from there?
Toyokawa: Yes. “Kyoto Indie Meetup” was a monthly event where indie game developers gathered. It was there that I met Mr. Murakami and we decided to start “art bit”. Apart from my meeting with Mr. Murakami, there was another encounter that led to the organization of this event.
The first game-related event was the screening of “Branching Paths”
Toyokawa: While participating in “Kyoto Indie Meetup”, I was thinking about creating a project to promote game culture. At that time, I learned about a documentary film called “Branching Paths” that captured the production process of Japanese indie game developers and behind-the-scenes of “BitSummit”. I decided to hold a screening of the film and asked the director, Ms. Anne Ferrero, who kindly agreed. We also invited Ms. Anne and Kyoto indie game creators to a talk session during the screening. It was great to have the opportunity for game creators to talk to each other.
There was also talk of holding “Kyoto Indie Meetup” at the screening event, but then the COVID-19 pandemic hit, making it difficult to hold events.
──在这个时期,你们做了哪些改变?
丰川:我们在酒店的酒吧区域设置了一个独立游戏的游戏区,这样即使人们不聚集在一起也可以进行游戏。由于“独立游戏”这个词在一般人中并不为人所知,我们希望即使是那些平时不接触游戏的人也能有机会接触独立游戏,所以向安先生咨询并介绍了创作者,最终实现了这个想法。我们不仅提供了可以短时间内轻松游玩的游戏,还提供了可以慢慢享受的冒险游戏。有趣的是,我们还看到了不认识的客人之间通过共享游戏存档来进行游戏的有趣场景。
除了游戏区之外,我们还创建了一个名为“Unreal Room”的独立游戏概念房间,供粉丝们享受。实际上,在庆祝游戏发售一周年的时候,我们与出版商room6的成员一起计划了一个名为“Unreal Night”的活动,但由于新冠疫情而无法实现。因此,我们与开发者hako生活先生和room6的成员商讨,决定创建一个名为“Unreal Room”的概念房间来代替活动。
我们与room6代表木村征史先生一起,手工制作完成了从墙纸贴贴到电脑设置的整个过程。
作为结果,许多粉丝都对我们说“太棒了”,社交媒体上也充满了喜悦之声,我真心觉得这样做很好。这也成为了每年“BitSummit”展览和概念房间同时举办的契机。2022年,我们与插画家米山舞合作,今年我们也与漫画家西岛大介合作。我认为游戏是综合艺术,包括影像和音乐。我们希望以游戏文化为中心,与相邻领域的艺术家和创作者一起推动彼此的文化。最终,“art bit展”展览会也终于经历了曲折的历程,成功地将独立游戏和现代艺术融合在一起。豊川说道:“是的!在第一年,我们与主办“BitSummit”的村上先生和Skeleton Crew Studio的石川武志先生一起策划了展览,旨在让人们感受到“现代艺术和视频游戏之间的联系是什么?”在马桶上签名也可以是艺术!体验和解释才是艺术
──这是表现当代艺术和独立游戏的接点吧。
豊川:作为当代艺术的起源,法国的马塞尔·杜尚在1917年在马桶上签名并提交作品,提出了“这算艺术吗?”的问题,这被认为是一个起点。
实际上,杜尚除了是艺术家外,还是法国代表的职业国际象棋选手,他认为创作艺术和下棋是一样的。他认为,无论是下棋还是创作艺术,玩家和观众在各自的头脑中展开的解释和可能性才是艺术。
如果认为下棋和艺术是一样的,那么现代艺术从一开始就被设计成为游戏,现代艺术家们是参与这个游戏的玩家和游戏创作者,他们在创作作品时自己解释规则,或者试图改变规则。我认为现代艺术家们也是游戏创作者,而游戏创作者则是创作综合艺术的艺术家,这就是两者的接点。
独立游戏创作者也是艺术家
──双方的接点已经显现出来了!
豊川:在“art bit展”中,我主要负责选择当代艺术家的作品,我认为展示以视频游戏和游戏体验为基础的作品,或者那些将艺术视为游戏的作品,都有价值,因此我选择了这些作品进行展示。
现在,玩家和创作者都更容易接触到视频游戏。
In the past, playing video games required expensive computers, but with the popularity of the Nintendo Entertainment System, children all over the world were able to play games and experience the thrill of manipulating images on the screen. People are able to activate their creativity while playing games.Game development has also become more accessible with the emergence of free, rich development tools such as Unity and Unreal Engine, and games can now be sold worldwide on Steam. This has led to collaboration between creators from other industries such as writers and musicians, resulting in works that showcase their artistic talents and convey strong messages. As a result, the artistic value of indie games has increased.
The playfulness of contemporary art and the artistic value of indie games complement each other like two sides of a coin, and I believe that their respective charms stand out when they are exhibited together. This is the concept behind this exhibition.
A town revitalization bike game that becomes super hard mode when reproducing the lives of residents
──In that sense, game creators can be considered artists. Can you tell us about some of the works exhibited by contemporary artists with game-like elements?
Toyokawa: In the first year of the "art bit exhibition," we exhibited a video work called "Ibukishima Drift Legend," which is a game set on an island in the Seto Inland Sea. The creator, contact Gonzo, is an artist who performs physical performances that involve colliding with each other. He began creating games when he received a request to create an online work for the 2014 Kunisaki Art Festival.
──世界各国から集まったクリエイターさんたちがおもてなしに感動していた様子が分かりました。 会場へのバスも出していただき移動もみなさん助かったと思います。
豊川:会場直通のバスを手配するのも今年で3年目なんです。 バス会社の担当さんにもすごくお世話になっています。 本当に皆さんに助けていただいて成り立っています。 来年も続けていこうと思っているので、ぜひご利用いただけると嬉しいです。
筆者も今回初めてホテル アンテルーム 京都にお世話になったのですが、海外の人はもちろん、土地勘のない人間には、滞在先から会場までのバスが出ている事はとてもありがたく、ホテルでの展示や滞在時のおもてなしも含めて最高の『BitSummit』体験ができました。 9月8日(金)にはアンテルーム京都で「Kyoto Indie Meetup」の思いを継いだ新たなミートアップイベント「KYOTO PLAYROOM」の開催も決まり、思いを現実にしゲームカルチャーを盛り上げ続ける豊川さんの行動力と情熱に感服です。 筆者も来年の『BitSummit』とアンテルームでの滞在がもう楽しみです。
活动概要
|art bit展|art bit - 当代艺术与独立游戏文化 - #3
展期:2023年7月5日(周三)~9月2日(周六)
地点:京都安特卢姆酒店 GALLERY9.5
入场费:免费
关于探索当代艺术和独立游戏魅力的“art bit”展览
https://www.uds-hotels.com/anteroom/kyoto/news/17075/
画廊讲座和酒会
“艺术与游戏的最前沿——从BitSummit和art bit思考通往2025的道路”
日期:2023年8月27日(周日)19:00~20:30
地点:京都安特卢姆酒店1楼
演讲嘉宾(预定):村上雅彦、石川武志、尾鼻崇、中川大地、豊川泰行
在即将迎来大阪万博2025的关西地区,回顾BitSummit Let’ GO和art bit #3的运营背后以及游戏文化的最新趋势,展望艺术和游戏在这里能做些什么。
展示游戏
Witch Beam Games 『Unpacking』https://store.steampowered.com/app/1135690/Unpacking/
ArkimA 『TopplePOP: Bungee Blockbusters』https://store.steampowered.com/app/1175770/TopplePOP_Bungee_Blockbusters/
Toyforming Studios 『トイフォーミング』https://www.toyforming.com/ja
State of Play 『Lumino City』『INKS』https://www.stateofplaygames.com/
Sad Owl Studios 『Viewfinder』https://store.steampowered.com/app/1382070/Viewfinder/
White Owls Inc. 『The MISSING - J.J.マクフィールドと追憶島 』https://store.steampowered.com/app/842910/The_MISSING_JJ_Macfield_and_the_Island_of_Memories/? l=japanese&curator_clanid=32256332
Rusty Lake 『The Past Within』https://store.steampowered.com/app/1515210/The_Past_Within/? l=japanese
배상현 / Bae Sang Hyun 『What Will Be, Will Be』https://store.steampowered.com/app/1247110/Chasing_Light/? l=japanese
山根風馬 『Whale Fall』https://store.steampowered.com/app/2483030/Whale_Fall/
介绍作品
『Unreal Life』https://www.unreal-life.net/
『From_.』https://www.9th-planet.com/from
『UNDERTALE』https://undertale.jp/
安·费雷罗『BranchingPaths』https://branchingpaths.jp/
克劳德· Lévi-Strauss 『野生的思维』
约翰·霍伊辛加『游戏人类学』
中沢新一『神话学新版:口袋中的野生』
中川大地『现代游戏全史:从文明的游戏史观出发』
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作者: Inside 发表日期:2023 年 8 月 21 日