, i- The Michigan Daily - michigandailycom Wednesday, April 11,.2007 - 5A ANE ARTS COUMN Art in context Marcel Duchamp made history with a urinal he signed a name to and had exhibited in a gallery in 1917. If it was in a museum, if it - was on the wall, he said, it was art. After all, everyone was standing around looking at it. The argument that "anything" can be art - the ABIGAILB. principle "beau- COLODNER ty is in the eye of the beholder" making our subjective perceptions into our only real judgments - is a fairly recent one. This argument has gained momentum as discoveries in cognition reveal our inner work- ings and the degree to which these determine what we know, or what we think we know, about what's hap- pening outside of us. When looking at something you've been told is art - told either by a person or by the fact that it's in an institution officially concerned with art - it's common to take a moment to consider it fairly seri- ously. Art is usually thought of as carefully constructed - it has its time and its place. But it's been suggested that art can't stand alone, that it sometimes doesn't speak for itself, and that sometimes people need help contex- tualizing certain works. The Washington Post recently ran an experiment. It tested howu context affects people's perception of what would otherwise be conclu- sively stamped great art. The paper placed Joshua Bell, the young and celebrated violinist who performed at Hill Auditorium in February, in a Metro stop in D.C.'s business area during rush hour. He played some of classical music's most famous pieces on a violin that's famous in its own right. He turned a few heads, but only in passing, and a scattered handful of people paused in their commute during the 45 minutes Bell performed in the station. The Post article made a dual argument, one part about modern living and one about the nature of looking at art. First is the idea that modern accessories and habits aren't conducive to experiencing new and surprising things, rather than encouraging us to access them. Second is the idea that we identify something as worthy of investi- gation only when its immediate context tells us to. Something mem- orable may be made forgettable, and a urinal can be placed on a pedestal and declared a turning point in art. Bell may be one of the hottest tick- ets in classical performance today, but unless he's on stage, the article said, you wouldn't know it. Of course, passersby haven't paid for tickets or selected themselves as an audience. Their mental state doesn't mesh with an environment that offers something like Bell's per- formance, because all other features of the Metro station speak to a dif- ferent set of concerns. As the white walls of a museum tell you to take a moment and look at something, the escalators and swinging doors of a Metro stop tell you to get moving. Which is entirely appropriate. To a sometimes astonishing degree, though, spaces are tailored so per- fectly to their intended purpose that no bit of novelty, however splendid in its own right, can compete. Bell and his stentorian Stradivarius were totally snubbed while the Metro lotto booth got its usual share of attention. It seems that people can be loyal to their environment even to the point of absurdity. But institutions with a vested interest in making people recep- tive will create an environment that encourages positive emotion. Stop. Take a look around. Do you see art? Museums lead us in through grand arcades; theaters cushion us in red velvet. The lobbies of the Metro- politan Opera House in New York and the Paris Opera in Paris implore audience members to look at each other as they promenade up stair- cases with splendid views of every- one else. These spaces are designed for spectatorship, and people flock to them for recreation and for the freedom to look and be looked at. Earlier this year the Museum of Contemporary Art Detroit distrib- uted arrow stickers to the public for people to place next to something they considered art. They were told to take a photo of the arrangement and send it into the museum, where it was indeed posted on the wall as art. It's gimmicky, but it does get the eye roving. These bright arrows are explicit versions of those marble staircases, those gilded frames, and those white-tie tuxes that let us know it's OK to stare: it's art. - Colodner, who is in fact a work of art, can be reached at abigabor@umich.edu. Why does organized crime always look so baller? (Tiger mask included.) Making the 'Man' Author David fishers brings the mob from the novel to PS2 By MARK SCHULTZ Daily Arts Writer Ever wondered if TV shows, movies and video games portray organized crime realistically? "Made Man" is one game that attempts to answer this question. It was designed by crime expert David Fisher with help from for- mer mafia member Bill Bonanno, whose family was the inspiration for the "Godfather" movies. Fisher himself has an exten- sive knowledge of crime. He worked with another mafia mem- ber on his autobiography and has worked with district attor- neys and police officers. He also authored several crime novels. Such a background is probably what motivated Acclaim Studios, now Silverback Studios, to con- tact him about developing a story for what they described as "the most realistic crime video game ever done." Fisher jumped at the chance to apply his knowledge of the Mafia and mob culture to anoth- er medium, and ultimately thor- oughly enjoyed it. Fisher said he sees gaming as "a new world of entertainment" and said "a lot of people see it as just an exten- sion of the movies, but it's its own world." Fisher provided insight into The B-side: The fashion issue. Tomorrow. PETER scHOTTENFELS/Dail how he constructs his fictional worlds of crime: "You look at organized crime, there are cer- tain patterns," Fisher said. "I tried to delineate what these lev- els were." Besides writing the basic story, Fisher also worked on developing the theme of each level as well as the environments, the look of the characters and even the dialogue between mobsters. Fisher hopes to continue to work in video games, saying there may be plans to turn his book "The War Magician" into a video game with Tom Cruise as the starring voice. He said he would welcome an opportunity to work on a crime-related video game again. "I'm game, I'd like to do it," Fisher said of the possibil- ity of developing another game like "Made Man". The game itself is a third-per- son shooter that follows Joey Verola as he rises through the ranks of organized crime to become a "Made Man." His jour- ney takes him from North Caro- lina to the jungles of Vietnam and the mean streets of Brook- lyn. To Fisher, this diversity of landscapes is what separates his game from similar shooters such as the aforementioned "GTA," which take place only in the city and its suburbs. Though the landscapes may be varied, "Made Man" -doesn't do much to innovate the Mafia- game genre. It's a fairly straight- forward shooter with weapons to pick up, health to collect and bad guys to kill. The problem is that "Made Man" will inevitably be compared, as it has been here, to PS2's "GTA" games. These games revolutionized their genre by incorporating every aspect of the city into gameplay, offering avast weapons selection and develop- ing a bevy of dynamic and diverse characters. "Made Man" is an entertaining game, but it fails to develop a fully realized interac- tive environment, a task that is certainly not easy. But the main reason why "Made Man" will never be called an innovator is the same reason few people praised "GTA" for its story. Though "GTA" developed an arc around three mob fami- lies that was more complex than an episode of "The Sopranos," the game was mostly successful because of its high replay level and, of course, its excessive vio- lence. The game just couldn't get players to care about the story. "Made Man" suffers from the same problem. If anyone can craft a good Mafia yarn it's David Fisher, but video games have never been a medium that cared too much about stories. It's always been rescue the princess, kill the aliens and don't ask why. And though "Made Man" may have a great story, that fact alone, sadly, won't attract many gamers. The game's primary audience - 12-year-olds to college-aged kids - would probably just as soon skip the dialogue and get to the shooting. Fortunately, according to Fisher, "Made Man" does a good job interweaving dialogue with gameplay, so characters are developed without detract- ing from the playing experience. This, perhaps, is the first step in getting gainers to derive some- thing from their playing experi- ence other than carpal tunnel syndrome. But Fisher also knows "Man's" shortcomings, like the fact that it's only available on PS2, a sys- tem steadily being usurped in the gaming world by XBOX 360 and PS3. According to Fisher, this is because the game had been in development since 2003, when Xbox 360 was just a gleam in Bill Gates's eye. "I also think that, for 20 bucks, it's a great game," Fisher said. "Twenty dollars to own the only mafia game developed with the aid of a former mafia member? I'd buy it." university unions- almost as good as [we knew you'd make it.] M University n Unions -- s e e k i n g CRCR*IEV Join The Michigan Daily's advertising design team as an outlet for all of the creativity that's stirring inside your head. Currently Hiring: Designers for Fall '07 ,. a