Damien Hirst’s spot paintings are a series of works made up
of coloured dots randomly placed in rows and columns at equal distances. The
works have been criticised as too heavily taking influence from American artist
Thomas Downing’s work with spots from the 1960s; but, whether or not this is
the case, Hirst’s are clearly the most successful in terms of proliferation –
having become culturally prolific enough to inspire t-shirts, bags, cups, etc. Hirst
has said in an interview that the spot paintings were, for him, a
non-expressionist way for him to express his joy of colour. I personally find
they make me think, as often their titles account for - being named after
chemical compounds ( e.g. Methoxyverapamil,
1991) - the mechanised production and
sale of medicine. Not only do their stark colours recall the cleanliness of
pharmaceutical package design but, perhaps more cynically, I find that, along
with their almost engineered proliferation, they recall the capitalistic
connotations which the pharmaceutical companies have garnered over the 20th
century.
I’m not suggesting that Hirst’s art is on the same level of
cynicism as the work of pharmaceuticals companies; which have gained an infamous
reputation for making profitable business out of the direst of human
situations. But there is something aesthetically in the spots which recalls the
coldness of the pharmaceutical drugs business. This may well sound like a
ludicrously pretentious stab at an artists who is already something of an easy
target for many. But, I do not wish it to be read as such (though it’s hard to
shake that feeling of ludicrous pretention) and I genuinely believe there are
two useful connections we can make between Hirsts spots and the production of drugs
in this case – firstly they are produced en mass to sell (relatively speaking
in regards to Hirst’s: around 1,500 pieces) and they evoke both repetitiveness and
effectiveness in their simple shape and colour.
Which is to say: the simplicity of design on drugs packaging
arguably evokes the given drug’s reliability as a clinical product (imagine
your response if medical drugs had logos similar to Tango, for example).
Hirst’s spots are harder to define in these terms, but I would argue that these
minimal, repetitive lines of coloured spots are similarly identifiable as
reliable products which one might wish to display. It’s hard to imagine these
works offending anyone (other than the Daily Mail), and, as such, their
pleasing (as opposed to frustrating) simplicity and repetition proposes
artistic taste without the difficult conversation attached. They are simple and
effective works of art.
Enter Dots, a
puzzle videogame developed for use on mobile devices by Playdots Inc. in 2013. Dots is described by the company to be:
“Inspired by minimalist art [...] created with the notion that beauty and fun
are not mutually exclusive. Dots is a minimalist game that was designed to be a
soothing experience.” Dots, I would
expressly argue, is a digital videogame adaptation of Hirst’s spot paintings.
And I mean Hirst’s work, not Downings’, nor “minimalist art” in general – it is
a homage to Hirst.

Once again we find here not only simplicity for design’s and
art’s sake but also as a way of expressing the game as a simple and effective
work for consumers. Stripped away are those usual clues that you are playing a
highscore based videogame. There are no flashing visual, no bombastic language
displayed on screen; nor are there any visible cartoon animals, monsters,
coins, gems or end of level bosses. In an interview with The Wall Street Journals’ (strangely named) AllTHingsD publication, CEOs Patrick Moberg and Paul Murphy were
asked why they’d decided to use dots rather than coins or other typical
videogame ciphers. The reply given by Moberg was that, apart from fine art,
he’d also looked to board games which “are fun and playful but had [...] such
neutral personalities that anyone can approach them and play them.” Dots’ simplicity makes it approachable
for those not usually interested in the more complex visuals (in terms of
colour and possibly implication) of highscore videogames. This makes the market for the game much
wider, including those who would not normally associate themselves with
videogames.
Hirst saw the artistic and the market potential in works of
minimalism. Taking clear influence both from previous minimalist artists as
well as product design from the mass market and melding it all into an eye
catching, reassuringly effective, and highly profitable artistic venture.
Moberg and Murphy took the market potential of Hirsts minimalist art-design (as
Hirst did with 60s minimalism) and found it a perfect fit for mobile
videogames. The principle of adding simple game mechanics to Hirsts pleasing
visuals allowed them to make the product more enjoyable to consume and,
radically, possibly more applicable to 21st century culture. Dots to me is a perfect adaptation and further
extrapolation of Hirst’s prolific take on minimalism.
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