RE: [-empyre-] Games versus Play and other thoughts
"Does anyone know if there are any examples of art events/pieces
happening inside these semi-public environments? Has anyone ever done a
performance inside Everquest for example?"
Andy, I know there are a number of people doing performances within
MMORPG's. Eddo stern http://www.eddostern.com/
And a friend of mine mike paget http://pusandfester.com
Just to name 2.
Anita
<www.sikofshadows.com>
-----Original Message-----
From: empyre-bounces@lists.cofa.unsw.edu.au
[mailto:empyre-bounces@lists.cofa.unsw.edu.au] On Behalf Of Andy Polaine
Sent: Sunday, June 20, 2004 6:17 PM
To: empyre@lists.cofa.unsw.edu.au
Subject: [-empyre-] Games versus Play and other thoughts
Hi all,
I think this issues of games versus play that Jim and a few others
mentioned is an essential area and one that's my particular axe to
grind I suppose. For me it is really interesting to see gaming being
more accepted as a valid cultural form. In the early days of Antirom
(early 90s) we really struggled to get playful interactive content seen
taken seriously. That's not to say that they were carrying serious
messages, but that understanding the nature of interactivity itself was
important.
We had always taken great pains to separate interactive "toys" from
games. Toys tend to be things you play with for the intrinsic pleasure
of the activity and, when bored with it, you move onto the next one.
Games are usually goal-based and competitive in some way when gives
them a different form and mode of interaction. As Caillois and Huizinga
have both written, games tend to have a specific space (playing field,
arena, etc.), a set of conventions (the rules) and some kind of
competition. One of my frequent complaints about a great deal of
interactive art installations (or net/CD projects) is that, in an
effort to be "serious" they don't engage with either the play or game
aspects of the form. In short, they're dull and if they don't engage on
an interactive level in the first place there is little point in the
rest. It is akin to badly lit, shot and edited time-based art (of which
there is plenty masquerading as a rejection of conventions).
I always found it irritating that if I was to spend the day playing
games (or getting my students to) that this would be frowned upon, but
if I spent the afternoon watching Goddard films that would be okay. So,
ten years on, it is great to see that games (or rather, game
modalities) are carrying some powerful messages (as in the 9/11 piece
for example). I would argue that possibly the most sociologically
interesting aspect of gaming is the multiplayer experience, something
that has risen to amazing proportions with massively multiplayer games.
Does anyone know if there are any examples of art events/pieces
happening inside these semi-public environments? Has anyone ever done a
performance inside Everquest for example? I am specifically referring
to environments that have a game as the rationale for the space (so,
not Alphaworld, etc.).
The other question I would like to raise here is one of generations.
I'm 32 and have played videogames since the mid to late 70s, but the
developments in them are still exciting to me and seem new. I'm
wondering whether we are all still doing the classic "new media" thing
of being impressed by the newness of it all. The generation beneath me
will always have known complex videogames and children under 10 will
always have known the Internet. It is just like TV to me. To answer
the question that was raised earlier about whether games are set on a
trajectory that will not change much, my feeling is that they have only
just started to become interesting and there is a long way to go. What
will an under-ten of the 2000s make in twenty-five years time? It's not
just the technology that will have changed.
Lastly (sorry, this has turned into an essay), I was speaking to Mark
Pesce (author of The Playful World) the other day who made the point
that consoles are both the most potent (widespread, fixed target to
develop for, powerful, dedicated, etc.) yet the most closed. Things
like the Eye-Toy camera and Sing Start microphone are showing a real
shift in the kinds of things these consoles are being used for. A shift
to more playful games/toys that have, essentially, no physical
interface.
Cheers,
Andy
-----------------------------------------------------------
Andy Polaine
Senior Lecturer
School of Media Arts
College of Fine Arts (COFA)
The University of New South Wales
Cnr Oxford Street and Greens Road
Paddington
Sydney, NSW 2010
Australia
-----------------------------------------------------------
T +61 2 9385 0781
M +61 413 121 934
F +61 2 9385 0719
http://www.cofa.unsw.edu.au
http://www.polaine.com
http://www.antirom.com
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