Re: [-empyre-] hi
Hi Brody, cool to "meet old faces" in different forums. I was invited to
participate in Witte de Witt discussion "Under Fire" by Catherine David,
one of the most intelligent and well informed curator in our days. I
think Catherines work with "Arabic Representations in the Modern World"
is an example of how to use critical thinking and a radical view to Art
and to representation.
We live in a world dominated by "representation" in Baudrillard terms
and my question and the aim of my activism today is not to create
"reactions" to, or "actions against", but "creation" per se, it means,
the possibility to create not a counter culture but a culture based in
cooperation, shareware and networking.
I think Gonzalo Frascas games, http://www.newsgaming.com/, show pretty
well how to deal with political and activist issues withing a game
interface.
Ana
brody condon wrote:
Hello, I am one of the creators of Waco Res, and I have a history of
work made around games and game culture - www.tmpspace.com
Melinda, it's great to hear positive feedback on the actual experiece
with some of these "reality" pieces. But I have to be honest, as
someone who grew up spending a substantial amount of time buried in
computer and role-playing game aesthetics and interactive structures,
I rarely get excited by spending time "playing" any of these games.
There seems to be misconception that shoving topical content into a
poorly crafted game world with a lack interesting game flow is somehow
useful. In the end we are left with a mix of poor art and poor
engineering that reeks of so much 90's media art. I am guilty of this
myself. At the same time, I was just on "political games" panel with
Harvey Smith, one the creators of Deus Ex, and he is on the other end
of the spectrum. He spoke passionately about embedding political
metaphor into that popular mainstream game. In the end, even though
those intentions are surrounded by virtuoso game design and solid
graphics, it falls flat. Curious, does the craft of game play and
design actually matter? Is it enough that these critical games just
exist as alternatives?
Ana, I am familiar with you from your involvement with the Under Fire
panel on representations of violence recently staged at the Witte de
With in Rotterdam. By the way I was probably born when you were in
prison, and I am literally the child of the bitter and drug addicted
aftermath of the somewhat failed countercultural movement in the US
during that period. It would be nice to bring some of the issues
raised at the Witte into this discussion. Although I was skeptical at
first, there seemed to be some actual work being done to understand in
a comprehensive way the structure and processes that have created our
current relationship with images of violent conflict in
tele/film/games/news. Some of the conclusions might be useful here, It
seems like most of the discussions around this specific topic end up
as pointing to the surge in reality gaming, mixed with healthy fear of
those games being produced by conservative agendas: Kuma War, AA,
Op-F18, whatever. And going back to Melinda's point, I am curious what
you, and especially Rafeal, see as the important results that come out
of somewhat predicatable game scenarios made by a group "in opposition
to the dominant political force". Again, not the most interesting
questions, but as someone making these hopeless and pathetic
gestures, I'm still curious if it is enough that these dissident
forms of cultural production simply exist as an end in themselves? Are
they actually effective/affective?
-Brody
_______________________________________________
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre
--
Skarpnäcks Allé 45
128 33 Skarpnäck
Phone: +468-943288
Cell: +46703213370
http://www.algonet.se/~agora
http://this.is/Equator
http://this.is/Jenin
http://this.is/TheWall
http://gaza.blogspot.com
This archive was generated by a fusion of
Pipermail 0.09 (Mailman edition) and
MHonArc 2.6.8.