METAPET – genetic code in the service of the brave new corporate world

An interview with Natalie Bookchin by Mia Makela

 

 

 

 

Natalie, when and why did you start the Metapet project ?

 

In the winter of 1999, Creative Time approached me about doing a project. They were beginning a series of commissions addressing the social implications of genetic research, and proposed that I make an on-line game on the subject. I subsequently received a Guggenheim and was given additional support from HAMACA, a net art platform from Barcelona, so I was able to envision develop a fairly large scale project.

 

I spent about two years wading through reams of material on the debates and issues surrounding biotechnology and genetics. The two dominant positions offered respectively utopian or dystopian narratives. The supporters offered an abundance of hyperbolic wishful thinking.  Cancer, aging and world hunger were all going to be eliminated. There ware some pretty impressive predictions being bandied about. The detractors’ fears were often as fantastic: wealthy parents were going to design their babies to look like Arian supermodels with Einstein’s intelligence. Most of these futuristic scenarios are based on flawed beliefs like genetic essentialism and quantifiable and genetically based intelligence. Things are just a whole lot more complicated than that, as most scientists would be the first to admit.

 

The third position, much less spectacular, and therefore less likely to hit the headlines, is that we are not in the midst of a “biotech” revolution at all. So called “genetic engineering” can be seen as same old thing in a shiny new package, an extension of the “scientific engineering” made popular by Frederick Taylor around the turn of the last century. With Taylorism*, the worker is one more gear in the production machine. Taylorism creates a new managerial class to regulate and improve the factory worker’s output. With genetics and biotechnology the focus shifts from regulating the outside of the body, to its inside. The body is no longer seen as an analogous  machine but rather, digital code, flawed and in need of debugging and optimization. In order to subscribe to this, you need to accept the idea that organic life is reducible to code. This model, optimizing organic life and making it more efficient and more productive (whether its fish that gets big faster or workers who don’t need to sleep), relies on the long standing project of industrialization, to which turns everything into an object in the service of production.

 

Metapet depicts an era in which genetic interventions are no longer reserved for cows and soy beans but are increasingly applied to human beings. The Metapet species results from a scientific experiment in which a gene from a trained dog was inserted into a human in an attempt to create a more obedient worker. As with all transgenic experiments, there was a degree of unpredictability  which, in this case, led to, among other things, the growth of a dog-like tail on the Metapet. Players, in the role of managers, have at their fingertips a whole set of disciplinary technologies which can be used to encourage greater production out of their Metapet.

 

 

 

One of these disciplinary technologies the manager has in his use is the gene test. Why did you choose these areas of testing: gayness and baldness for example ?

 

Except for a few cases, genetic tests are unreliable. Most traits and diseases are a complex mix of genes and environment. Even inside the body genes are not discrete but are affected by internal environmental   conditions. The tests you can run on your Metapet are all based on gene sequences that have been the subject of extensive scientists research, often with public funding. They run the range from superficial and moneymaking search for the “balding gene,” to the highly controversial  “gay gene”, based on the absurd assumption that “gayness” is quantifiable and biologically detectable. In Metapet, genetic testing is primarily a disciplinary tool. Testing positive or negative can affect how the Metapet  is perceived by the manager

 

 As some players in MetaPet’s Manager Forum put it:

 

” …DONT TEST THEIR GENETICS!!!!!!!! They hate that I have lost two drones because I tested them early, didn’t realize I shouldn't do that. I have a good pet now and all though he is new, he works hard and I am keeping him healthy, ad not testing him. Lol.”

 

“ …I feel there is NO value in genetic testing- it takes away money and your pet typically responds by rebelling. I have never fired a worker, I would work her until she leaves.”

 

 

I would assume that issues like genetic research and biotechnology are discussed on a different level in America than in Europe? In Europe most of the people are against genetically modified food.

 

Here most people have no idea that 60% of the items sold in our supermarkets contain genetically modified ingredients. Why should they, since none of it is labeled? GM food has been on the market since 1994, rushed through Federal regulations without an inkling as to what the long-term effects on the environment might be. For me, the key issue is not whether GM food is good or bad to eat; there has been no substantial proof that this food is any riskier than chemically processed food or old-fashion pesticides, but rather that it is produced by mega-corporations whose expensive proprietary technology squelch small farm production.

 

 

What kind of responses have you received from the Metapet players ?

 

Before the beta was first released the business section of the NY Times did a piece on the game, and I was quoted as saying "We think of this as a training manual to help managers do their job better". I was bombarded with enthusiastic emails from Human Resource directors. After the game was released contact have been generally from people without company signatures at the bottom of their email.

 

There are lots of people who are playing quite steadily during work hours, which is something that I was hoping would happen.

I wanted to set up the conditions to lure people away from their duties and make it convenient for them to play at work. The Situationists and their interventions into daily life as well as their slogans against work and for play have not escaped my game design methods.

 

The Metapet is more of an active agent that one may initially recognize.  Players’ positions in the game are also instable. Winning and losing, the "goals of the game", and the satisfaction attached to each scenario are not as linear or clear-cut as one might assume. Winning may be a rather dull scenario, and it may be more rewarding to subvert the system.

 

 

In the Metapet manager forum the players discuss their problems and progress in the game quite seriously, are you surprised by this ?

 

I have seen the nicest people turn into the most unscrupulous manager, suggesting that the system itself constructs the subject position, and there is no such thing as a “nice” manager. I wanted to show the pathology of the system itself, so that the only way out was not to be a nice or a mean manager, but to break with the system, and to be a lousy manager. Playing according to the rules will lead to the most boring of outcomes. Players will earn money, but who cares? Money makes you a “winner” but unlike in i.e. SIMMs, you can’t do or buy anything with the money, and the game will soon become pretty routine. On the other hand, playing poorly will lead to some of the most interesting game elements. The multiplayer aspect of the game will be revealed and artists’ mini games will show up. I invited artists to design simple little games about biotechnology. When the pet is slacking off, it starts to play these games, and the player has the option to play them as well.

 

 

You have used game as an artistic form also before like in “The Intruder”. Why games ?

 

“The Intruder”, of course, isn’t really a game, it just uses the game form as an interface, to put the user to work in the task of actively performing the text. Games seemed to me to be a perfect vehicle to relay an allegory of mainstream computer culture. From its military origins, to its central location in fields such as engineering, math, computer science, hacker culture, the computer has been and remains an artifact and symptom of a male dominated culture.

 

Games appropriate what might be the quintessential form of this culture, the computer game, that pinnacle of binary logic and technological futility and mastery, where many of the ideologies surrounding the computer and its role are played out in spectacular and theatrical ways, from war games to video games. Games have such a precise logic and a very addictive quality, competition emerges, beating the system, the player, winning all emerge, strategy.

 

Much like in my project “The Intruder” I try to put people in complicated positions where they are performing roles that are not that comfortable.

 

 

 

How has your background as one of the pioneering net artists affected the process of Metapet ? And how would you define it : net art, online game … ?

 

 

I was attached to aspects of the net art scene in nineties that made links to DIY culture, to conceptual art, to activism, social issues, public art and bottom up production.

 

The speed in which messages spread, the virus aspect of the net and well, the network itself is unlike any means of communication we have had access to before, and this is still something that is, and will continue to be extremely difficult for authoritarian forces to regulate.

 

What has always attracted me to the internet was the ability to reach a non pre-selected public,  who are not necessarily self-selected art viewers

 

If art has critical intentions, then remaining a conventional and expected form and context is far too limited a reach for my taste. The net is the perfect place for this kind of work to be shown because no matter how hard people try, with online galleries, and museums, you can’t control the circulation of your work and the population of users. Anyone can make a link and your work then functions according to the page it is linked to and how people reach that page.

 

Why ghettoize creative practices on the basis of their formal composition? The defining and labeling can be useful for granting purposes and for bringing together people with similar interests, but it can also leave out people who may be more related. For example, instead of calling what I do “net art” it could be called “conceptual art” and refer to a different traditional and set of players. This is always a complicated proposal, especially when working in forms that have very little direct precedent. My current interests has been in working with and against the form of on-line games, and so I do borrow from pop culture, but also from a legacy of twentieth century artists who have used games in their work before there was such a thing as the net.

 

I don’t know how to define MetaPet in terms of genre. It really is a cross-over piece, in that it actually seems to function pretty well as a game, and people are taking it at face value. It can  function in very different contexts. In some contexts, MetaPet is an art project about biotechnology, in another words it is a kind of weird and wacky game. Political undertones, sure you can find them, they are there, but it is a project that invites players to play both sides.

 

 

How do you see the state of net art at the moment in general ? With all the net art museums online ?

 

Speaking of net museums, I just read that  MIT Media labs are working on a  major art center. Eyebeam, an independent high-tech arts center in New York City. Is planning to build a $90 million building in NY’s new blue chip art center, Chelsea. I see this as a way of institutionalizing the already existing ghettozation of digital art practice. And throwing a little net art in the mix just for fun on the web sites of the major museums. When net art tries to remain net art I think it is the least likely for succeeding. It is just impossible to isolate the art on the internet from everything else. When it succeeds, it takes on more than one role, it succeeds  as art, and transgresses that position as art. Rtmark has done this, Web Stalker has done this, I am trying to do this with Metapet. I think that for me this is the direction that art that uses the net has to take. Or else it turns into moving screen savers, like Carnivore. And of course the museums are places for work just like that.

 

 

Action Tank is an independent mobile network that deploys high leverage technology as ammunition against the current state of affairs. Action Tank was formed in 2000 by Natalie Bookchin and Jin Lee.

 

Links:

Biotaylorism, a half hour Microsoft PowerPoint presentation, a project Jin and Natalie made while they were with the group RTMark

The intruder