below are my notes from a talk on JODI's 'untitled game' which I gave at
the CCA showing of their work.

JODI are, indeed, very nice people, I also think they make some excellent
art, my reasons for saying this are, I guess, explained below.


+++++++++++++++++++++++++++++++++++++++++++
JODI talk
Simon Yuill
CCA
Saturday 17th November 2001


Quake

Quake is the most famous of all the first person "shoot-em-up" games that
emerged in the 1990's.  Coming out in 1996, it has developed from a one
player system into a multi-player system in which people can fight each
other across the internet.

The first game of this type was Wolfenstein 3D, produced by the same
company, id software, in 1992.  Wolfenstein is set during World War II in
a German castle used as a war prison.  You have to break in and shoot lots
of German troopers.  It introduced the idea that you could play the game
seeing it through your character's eyes as though you were actually there.
Games of this sort have become the most widespread form of 3D computer
environment in use today.  

Ever since the spread of computer gaming alongside the spread of the home
computer in the early '80's, games like this have always enjoyed a large,
dedicated fan base many of whom are game creators and programmers
themselves.  This has meant that the relationship of the actual software
to those playing it has often been a lot more open than in other media.
As well as creating their own spin-off games, game-players also extend and
adapt the original games themselves.  There are five ways in which this is
most commonly done, through, what are called "patches" and "mods", through
people creating their own game environments (which are called "levels"),
through people hacking the original software and, as in the case of
Wolfenstein and the early version of Quake, through the games companies
themselves making their own source code available to the public.  

Patches are small add-on bits of code, originally produced by the game
manufacturers to fix bugs in the game software or add new functionality to
it.  Because the patch is a new piece of code which modifies the main game
code, people quickly realised that they could hack their own patches to
change a game to suit their own ideas, such as changing the way characters
are represented on screen.  One of the most famous of these being the nude
Lara Croft patch which removed all the clothing from the heroine of Tomb
Raider.  This patch has itself been re-hacked to change Lara in other ways
such as giving her a beard.  Games companies realised that by allowing
people to change to games to suit themselves the game actually increased
in popularity and fan loyalty. The two ways in which this was introduced
was through mods and level editors.  Like the Lara Croft patch, mods allow
you to change the appearance of characters and objects in a game.  Level
editors allow you to create you own virtual worlds to play in.  A popular
past-time amongst Silicon Valley employees has been to make levels which
recreate their workplace and populate it with characters based on fellow
employees who shoot it out with each other in the corridors.

Hacking can be a little more subversive in the way it changes a game.  One
of the most successful game hacks was that of SimCopter, a helicopter
fighter simulation.  This was actually funded by the anti-corporate
activist group RTMark, who are also known for creating fake version of the
WTO and GATT web-sites so as to promote counter-information, as well as
actually infiltrating WTO meetings with their own delegates.  In the
SimCopter Hack they put up money as a prize for a hacker to introduce
openly gay elements into a military game at the production stage.  An
employee on the Simcopter game took this up and the game entered the
stores with the built-in functionality of allowing the all-male helicopter
fighters the option of cruising the airbase in swimming trunks or engaging
in romantic liasons with one another.  This was not just a cheeky ploy
aimed at subverting the sexual stereotyping of such games but also a way
of highlighting the discriminatory measures against gay personnel which
the American Military was introducing at the time.  The SimCopter Hack is
related to another form of coding exploit known as an "Easter Egg".
Easter Eggs are bits of surprise content built into software to appeal to
those who like to poke around where they shouldn't.  This is not just
found in games but in other software as well.  The sound editing package,
Cool Edit Pro, for example contains an Easter Egg which enables you to
play games of Pong inside it.

Making source code freely available has been one of the ways in which
internet based software developement has expanded, a kind of ethic known
as Open Source development.  This is best known in the case of Linux a
completely free operating system developed by hackers and programmers for
their own use and which has now become one of the most robust and widely
used systems for running the server machines which house web-sites.  In
1997, the source code for the Netscape web browser was made publicly
available which led to the development of various alternative browsers
such as Opera.  It also became the inspiration behind a whole new genre of
web-art in which artists and hackers created their own forms of
alternative browser.  Although few of these actually use the Netscape code
itself and instead rely on simpler multimedia packages which implement it.
JODI have produced their own series of, what they call, "wrong browsers".
Rather being a utility for displaying web content these feed off webpages
and the links between different sites as a form of kinetic stimulus for
purely graphical or "anti-informational" projects.  Similar explorations
of web as sensory rather than informational media have been made by Mark
Napier through his potatoland projects.  When id software made the source
code for the early version of Wolfenstein and Quake available, it became a
natural move for JODI to go from messing up web browsers to messing up
games.


untitled-game

Untitled-Game is a series of variations on the source code of Quake.
Primarily they intervene in the code which deals with the visual display
of the game on screen.  This follows on from JODI's project with the
Wolfenstein code in which they replaced the images of German troopers and
guard dogs and the interior of the castle with simple, blocky, black and
white abstract shapes.  The narrative content of the game is effectively
stripped out and it instead becomes a kind of formal aesthetic reminiscent
of the early abstract computer art of the late sixties and early seventies
in the work of Frieder Nake and Vera Molner. 

The making of multiple variations of a work is a feature of JODI's
practice.  They claim to have made around 150 variations of their
web-site.  The CCA show presents 12 variations on Quake, but they are
currently producing more of these, and quite probably doing so as we
speak, which are due for publication on CD-ROM.  In one sense, this is the
continuation of a very conventional form of artistic pratice, the
production of a series of studies which explore different technical and
formal issues of a particular medium.  We can relate it to Monet's series
of haystack studies, or even the development of series of etchings as
Rembrandt used to do, or perhaps Frank Auerbach's obsessive reworking of
paintings.  As JODI point out, the ability to constantly rework and change
digital media is one of its inherent features.  Unlike tradtional art
practices, such as painting, the output of digital practice is not a
static, finalised "work" but a fluid, often ephemeral and always active
working.  Some of JODI's work consists simply of emails through which the
boundary between public art object and personal communication is broken
down and which, of course, can always invoke a response from the recipient
who effectively, in doing so, generates a new variation in the series.  
In JODI's case digital media are always "works in progress".  One way to
think of JODI's work as a form of performance art, with the performance
emerging from the interaction between the human user and the software.
JODI themselves relate the production of continuous variations in their
work to the idea of versioning in dub reggae, and others have compared it
to sampling and re-mixing, in which elements of an existing piece of
music, or in this case software, are reworked into new versions, sometimes
radically different from the original.

Unititled-game therefore, is a series of Quake remixes which are not
intented to be variants on the game itself but rather a new alternative
type of work which uses the game code as an existing material which is
sampled, manipulated and reworked into a series of kinetic, performative
studies.  These explore formal aspects of the computer game as medium such
as screen display, and user interaction.  The point is not to frustrate
our expectations of the software as game but rather to offer something new
built out of the way in which the software is used to create a game.  This
is directly analoguous to way in which Modernist abstract painting was not
intended to frustrate our expectations of painting as representation but
rather to develop something new out of an awareness of the visual
potential of paint, canvas and rectangular frame.  This abstract Modernist
aesthetic however is undermined in JODI's work by the fact that the
original sound effects of the games - guns firing, dogs barking,
explosions, etc. - have been left in place.  The High Modernist conception
of an artwork as a discrete singular entity, unfolding the formal play of
its material properties collides with the appropriation of a non-art
medium like a digital extension of Cubist and Da Da collage.  The temporal
dynamism of the works relate them to music and film, to re-mixing and
scratch video.  It's almost as though the game code had been mixed in with
sampled snatches from Hans Richter films.



aesthetics of error

Any pretensions of High Modernist expertise in JODI's work are however
undone by their working methods.  They are not experts they are
self-proclaimed cluts. The look and feel of JODI's work does not come from
an attempt to seek out and distill some refined pure essence of the
digital but rather from making mistakes.  JODI are amateurs not
professionals and the aesthetics they pursue are not those of Modernism
but the aesthetics of error.

Like many of the pioneers of net.art, which primarily developed over the
years 1994 - 1997, there is a strong, slightly punkish DIYangle to what
they do.  In terms of DIY as do-it-yourself this comes from a simple
pragmatic necessity as in those days, the tools and people to produce such
work were simply not there and most artists working with the web had to do
it themselves, but this was also in keeping with the general ethos which
had influenced the early growth of the web.  There is also a sense of DIY
as disturb-it-yourself or disrupt-it-yourself which is common to many if
the artists of this time.  This partly comes out of an anarchistic or
activist political bent as in people like Heath Bunting of irational.org
or I/O/D who were interested in challenging the standardisation of web and
computer media and the kind of establishment of corporate control over the
medium which companies such as Microsoft have implemented.  JODI share
sentiments with I/O/D, in particular, as well as AntiRom, and M9ndvirus.
These groups created early CD-ROM and software projects which challenged
the accepted ways of interacting with computer media by sometimes creating
work which superficially appears conventional but then behaves in
unexpected ways or which is deliberately opaque in how it works in order
to make you explore it more consciously - an approach which acquired the
name of "anti-interactivity".  The intention here is very similar to
Brecht's concept of "alienation" in his theatre work, which deliberately
foregrounded the artificial and constructed nature of theatrical
performance in order to force the audience into a critical awareness of
what they were watching.  The punk angle of an aesthetics of error,
however, also comes out of foregrounding a deliberate clumsy
amateurishness for similar critical effect and as a means of distancing
yourself from the mainstream.  It is not surprising that JODI's favourite
band are the Fall.  A lot of JODI's work looks the way it does simply
because they made a mistake and decided that they preferred it that way.

The exploitation of error as a positive factor also has parallels in the
development of electronic music.  Despite the fact that almost all digital
and electronic equipment introduces something new into the world it is
often orientated towards recreating what we already know allowing us,
sensibly enough, to integrate it into our existing ways of doing things.
The computer desktop is designed around the concept of a real office desk
with sheets of paper and objects placed on it.  The guiding principle
behind much web page design is to make the documents look like magazine
pages or paper brochures. Drum machines were designed to sound like human
drummers.  None of these qualities are directly inherent in the
technologies themselves but rather the technologies have been built to
simulate these qualities.  By deliberately using a technology wrongly, or
taking advantage of a fortunate mistake, something of the internal nature
of the technology can be revealed and a new way of working develops out of
that far more in tune with the nature of the technology itself or enabling
a medium to develop in ways conventional practice could not have foreseen.
This happens when you realise a record doesn't have to be played in one
direction and that by manually scratching it back and forth you can create
new rhythms out of the sound recorded on it.  When Hip Hop producer Marley
Marl accidentally recorded a drum-beat on his Emulator E1 he paved the way
for the use of sampling to extend this concept and inaugurated an entirely
new way of making music.  Similarly acid, techno and drum'n'bass all owe
their distinctive style and sounds to pushing drum machines and sequencers
to their extremes at which point their simulation of human-made music
falls apart and something wholly new emerges.  One day, when typing a page
of HTML code (the computer code that creates web pages) JODI mistakenly
missed out a character from the code.  When they looked at the resulting
mess in their browser they realised that rather than being something
undesirable this actually demonstrated a new way of working with text as a
medium which was completely unknown in the paper-based concepts of textual
layout which the browsers had been designed to reproduce.  This mistake
revealed a unique browser aesthetic which is not determined by the use
value of the browser but by its materiality, the code from which it is
made.


the error of belief

That code is a form of logic system.  Any computer program or piece of
software, whether it is a web browser, word processor or game, is the
encapsulation of a logic system.  As Godel's theorem demonstrated, any
complex formal logic system is incapable of being fully consistent and
comprehensive.  It will always produce statements in that system which are
self-contradictory or mathematically unprovable in themselves as he
illustrated in the example of an analoguous paradoxical statement: "This
sentence of false".  Much of Mike Kelley's work is based on the creation
of made-up logic systems based on arbitrary components such as discarded
soft toys and graffiti slogans.  His use of performance was a means of
acting out that logic system, just as a computer program acts out its
logic system when it runs.  Kelley has described how he uses "theatre as
the traditional way of presenting a false belief system live":

At the end of the project, I would do a performance where I would perform
the system of logic to the best of my abilities, to convince people that
it was true.  Then it was over, I could get rid of that system of beliefs
and work on another one.

The point of which JODI's work meets with that of the other artists in
"Words and Things" is at this point.  Just as Simon Starling takes apart
and reconstructs the logic of one manufactured product into another, or as
Mark Dion plays with the way knowledge can be constructed through the
creation of museum-like display systems, which are themselves a
presentation of a particular person or discipline's concept of a logical,
true system of knowledge, so too JODI, in remixing, messing up and
constantly reworking software into new forms, playfully destabilise the
belief systems on which computing is based, tweaking out the
self-contradictions inherent within it and reminding us that there is
always an element of the arbitrary in even the most apparently rigorous
logical devices.  

++++++++++++++++++++++++++++++++++++++++++

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