Casey Jex Smith turned me on to an essay in Rhizome last month, Big Reality, that talks about the ways that role-playing games are reflected in recent works of art. There are some examples that’ll be familiar to those who attended the panel on D&D in Contemporary Art, others that were new to me at least, and lots of interesting quotes like this one:
The creator(s) of a novel, movie, or drama have combined details into a whole by the time it reaches an audience; those media come with spatial and temporal guidelines for consumption. But just as network connections are constant and pervasive, RPGs are open-ended, played with regularity and long-term commitment. Gaming (like, say, tweeting) doesn’t have the same distance between medium and audience as reading or film-going – there is a constant awareness of the self’s participation in a bigger system, and a feeling of contribution to it. RPGs, like internet use, move at the speed of life. I think this affinity is what has prompted many artists to include allusions to RPGs in their works. Whether they adapt the forking structures or the surface details of fantasy and science fiction, whether those references are direct or oblique, references to the culture around RPGs can be shorthand for reality’s mediation by immaterial systems.