[-empyre-] Re: semiomorphic..viral



Christina et al,

I think that game mods are an excellent example of semiotic morphism - the underlying structure of the game (its structures, logic, relationships) are given new meaning by shifting their representation (textures, models, sounds, maps). This process can potentially make the player aware of all the assumptions about the game space they have made, and more aware of how it functions etc. As you pointed out, if the player is already aware of the constraints / limits of the simulation (and take them for granted), then shifting the game world highlights these constraints / limits / assumptions so that they may be seen with fresh eyes.

This shift can be extended to the actions of the agents engaged in the simulation (the players), as demonstrated by the example of 'Velvet-Strike' where anti-war messages are projected into a simulation of conflict. There also the situation that occurs here where the 'real' world is being filtered into the game simulation. Although it is not a neutral space, Counter Strike is a fictitious space, so this intrusion of reality into a simulation does remap the whole game space on another level again.

Also, perhaps worth adding to the discussion these observations on the realism of game spaces, also from Anne-Marie Schleiner:

'So "realism" is not about faster game engines, graphics processing and "photorealism". It is about reproducing characters and gameplay environments that are considered closer to "reality" and farther from fantasy.'

<snip>

'Personally I would like to see computer games move towards fantasy, away from military fantasy which pretends to "realistic". I like fantastic environments where there is more room for imaginative habitats and characters. Japanese games for children and adults are engaged in this undertaking, filled with curious animal Pokemon creatures, Robo-cats, transformers, Anime people, monsters, demons and fairies, of all genders. I identify more with these characters than with counter-terrorist or terrorist soldiers and they are what I want to be my reality. Reality is up for grabs. The real needs to be remade by us.'

Perhaps anamorphism and semiotic morphism look to recreate the real by attempting to realise other modes of perception that are enabled by electronic space?

Troy.

Troy and empyreans,


Troy writes

Gameplay can create situations where
the player must perform
within a set of constraints, therefore being
actively involved. Information
is filtered and reconstructed through interface. In
all these examples,
the underlying system is equally as important in the
communication process
as its representation.

I just had  a chance to see "counterstrike' in a video
representation at the ACC here in Weimar, by
Anne-Marie Schleiner et al of Velvet-Strike, and it
got me to thinking about the semiotic changes that
happen when the structure is 'filtered and
reconstructed' through a patch, or 'technosemiotic'
mini=interface....like a weird sign.
Free associating here, but Anne-Marie's interventions
assume that the player is so familiar with the set of
constraints that he/she can be thrown off balance or
into a confusion/creative moment via a viral patch.
She notes
//

//    Although some artists have successfully created
games as art, producing
//    a game patch as art offers certain advantages
over building a game from
//    scratch. On a technical level, of course, the
artist(s) avoids having
//    to put in the extensive time required for
programming an interactive
//    game engine. But the parasitic game patch is
also a means to infiltrate
//    gaming culture and to contribute to the
formation of new configurations
//    of game characters, game space and gameplay.
Like the sampling rap MC,
//    game hacker artists operate as culture hackers
who manipulate existing
//    techno-semiotic structures towards different
ends or, as described by
//    artist Brett Stalbaum, "who endeavor to get
inside cultural systems and
//    make them do things they were never intended to
do." "Cracking the
//    Maze" will exhibit both game patches created by
artists and game patch
//    artifacts from the web produced by the original
game hackers, in an
//    attempt to generate an open discourse on art,
games, game hacking and
//    gaming culture on the Internet.

http://www.opensorcery.net/note.html




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>>> Troy Innocent : troy@iconica.org : iconica.org





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