Re: [-empyre-] hi
I am a gamer, most I am a gambler, but in Huizingas terms in Homo
Ludens. I mean, I don't want to wait, I want to live fast and invest
huge amounts of time, passion and energy in what I am doing. The games
are for me a platform, well crafted enough to carry on same "narrative".
The narrative I am interested on its about hegemony, subalternity and
borders. We speak Gender (I do) but we should also speak class,
struggles, confrontation, conficts. Games are poweful tools, I want use
them for fun and for learning. To try to support another agenda than the
most games show today. I am tired of shot ups, cover agents recovering
hostages and being blasted by guys at towers, I am tired to decide if I
want to be a Green Beret today or a Freedom fighter.
I think its the paradox, we are always reproducing the hegemonic models
but not creating new models of behaviour and relations.
Ana
brody condon wrote:
I'm less interested in talking the big B's theories, and more how they
have manifested themselves in concrete ways among my generation and
those younger than me, especially in what is already a "culture based
in cooperation, shareware and networking", the online game
modification communities. One example, after the school shootings in
Colorado, I was sitting with a friend, looking over the list of
victims, laughing about who we would have shot or let go had we been
in the killer's position. It's part of reason my friends can snicker
and awe at the current output of beheading truama porn videos, or my
students can make a game mod about people falling from the twin
towers. I found it's exactly my internalized and irresponsible shift
between signifying systems and reality, or seperation of media images
from their original context and meaning, that scares me, but also
drives interesting work in my opinion. I am not convinced yet the
medium in its current state is built for a direct relationship with
contrived critical or political content as with say, traditional
documentary. I have to be honest, In terms of creating interesting
cultural products, I feel like Kuma War is kicking all of our asses,
and it's because one, they actually understand the craft of game
development, (btw, Flash and Shockwave did not evolve along the same
lines as the history of "gaming", net based interactive design has a
very different geneology, community, and set of references) and they
dont limit themselves at any point to being culturally or artistically
responsible, or politically correct. Unfortunely at the same time, all
of this mixed with political apathy and a lack of engagement with
world history in the states is obviously one factor in what makes
something like the situation in Iraq possible. But while watching the
"Under Fire" panel I could not help thinking, as intelligent and
well-intentioned as it may have been, that many of us are cultural war
profiteers, no different than Kuma War, we just get paid more
indirectly and push a polar-opposite agenda. What also triggered this
idea was the fact that we (WacoRes) were just in the "Bang the
Machine" game/art show in San Francisco, which also included a huge
America's Army installation. No protest by the "critical" artists
whatsoever. This is the unholy state of things.
Ana Valdés wrote:
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
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