[-empyre-] TEZ, the Temporary Entertainment Zones verisimilitudes

Julian Oliver julian at selectparks.net
Wed Mar 19 06:53:59 EST 2008


..on or around Mon, Mar 17, 2008 at 05:42:33PM +0100, Margarete Jahrmann said:
> 
> Suggestion: Lets apply the TEZ, the Temporary Entertainment Zones, as
> programme and motto for art games, which must not necessarily be
> archived forever. BUT precisely for that reason, we have o claim for the
> power of the game art meta-discourse as ours! To be capable to speak
> elaborate about and with the work slowly vanishing!!

i like the idea of a TEZ very much, albeit it's slightly in danger of being
mistaken for 'casual gaming'.

it leads me to wonder whether an auto-destructive play system could be
designed and implemented either in or out of code. perhaps this would
comprise game logics that decay over time, introducing contingency that
approaches the disappointments of corporeal life. the emergence of
psuedo-patterns such that to play means giving up on logical action
action; an assertion of experimentation over a 1:1 currency of earnt
movement.

logical play positions the game as an engine for the production and
testing of theories of action. it positions the playable world as
unknown at the outset so that learning about the eventful environment
directly equates as freedom of movement (something the corporeal world
cannot guarantee). any game in the Zelda series is an essay in this.
beginning a new Zelda is a little rebirth.

perhaps a TEZ system could have 'fadeable' game logics such that games
could be mixed from one to the next. in this way there would never be a
total return to 'the world' as the negative space of play, the field of
unreliable theories of action.

empyre has me writing too much, back to testing theories in C++ ..

sorry Daphne, i'llfinishintimeipromise.

-- 
julian oliver
http://julianoliver.com
http://selectparks.net
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