![]() ![]() One of the pleasures of videogames is that of an infinitely repeatable, always identical procedure. Why would anybody deny the friendly, outstretched hand of the respected opponent and their entirely in-good-faith quibbling about word meanings, personality and tone? Why don’t we have an honest conversation about the “honest conversation”, that numbing discourse cloud sprayed out like formic acid to neutralize a threat, to melt any unsettling edges or contraries back into the familiar gloop of the private and the personal. Let’s talk it through! My door is always open! Whenever there’s a complaint over labour conditions or harassment it’s nearly de rigueur to also quote the wounded-sounding HR lackey, upset that people didn’t talk to them about it before going public. “Conversation” is much warmer, informal and more fluid - “conversation” is the assurance that any given power dynamic can be dissolved away in the warm glow of basic, mutual humanity. But now that sounds too chilly, and perhaps sort of sketchy in the power dynamics it implies. “Conversation” sort of edges out the older tic whereby art “examines” or “explores” something, which always made me think of a big magnifying glass being propped up for the benefit of some eerily calm 1950s scientist. The aim of an artwork is to start, or add to, “the conversation”. Works of art are “in conversation” with their audience, with materials, with history, with each other. You don’t really encounter the idea that something can be good for a little while and then be evil. Videogames and duration - if something is good it should continue being good however long you extend it. ![]() ![]() A bunch of scrappy shorter pieces to clean out my drafts folder for the new year!Ī videogame will tend towards exhausting every possible variation of a design space whether anyone wants it to or not. ![]()
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