Re: [-empyre-] Game Art as an art subculture?

2010-12-30 Thread Rafael Trindade
Hello, folks,


Not a few times I've prepared myself to post something and got to stop just
because your messages did my job better :) I just regret missing this latest
topic, for I was afraid that kind of contention would happen. I find it a
pity, and I'll try to show you why:

The Picasso instance is not - OK, is not to *me* - as silly as might seem to
some of you. I didn't reply it before for the reason cited above, and - I
believe the main motive amongst us all - vacations!

Back to Picasso-gate, what Daniel meant to me is the most pretty obvious
thing: the same thing Duchamp and the conceptual artists and lots of people
didactically showed us - that there is no such thing as an essentially,
trouble-free, object of art. This is not only a contemporary feat; more
rigid systems of yore demanded - as today - lots of training, education,
sensibility and adequation to norms, institutions, *artes poeticae*, and
dialogue with past canons and coetaneous artistic circles. What is to say,
even believing so, there was not a pure, isolated, intrinsic aesthetic value
in any object in any era. The example can make you cringe, but carries lots
of elementary truth. The de-corporification of art, the stress on its
relational, institutional, ecological nature does not imply art is valueless
or an ethereal fiction. This is a sense a whole century have striven to
build; not only about art, but about [social] reality itself.

So Gabriel Menotti's response is not in conflict with Danc's sayings. We can
find in videogames dependence on circuits, on a whole material ecology, on
some modes of reception (recognition of genres), and a will of tradition
(like I said weeks ago). Most human experiences are bound to some sort of
will-to-canonise (gaming, being part of a gang, any nostalgia), not only the
highbrow stuff. So you can relate games and art. BUT they are realities
crested on very different social and technological complexes.

One cannot fail to notice the enormously difference of weight canons have in
arts. As someone - I forgot, sorry! - have told us here, art is, generally,
about to associate, to enrich, to open more and more possibilities
(according to old prescriptions, as synthetically as possible). This depends
on the intrinsic properties of the object, *triggered* by a set of
apparatuses linking it to synchronic circuits and diachronical traditions.
There's nothing alike in videogames, even the most complex and beatiful;
even the most distant from the childishly-irrational,
fascinatingly-creative, absolutely freak and impatient mobs that makes,
among other reasons, artists interested in 4chan-ness and gaming cultures.

Everybody who happen to be into so-called literary fiction is familiar to
the formula (which I believe only in some degree): books have to do with
books, not with real stuff to which their tales could point at.
Heretofore, people had learnt that Romeo and Juliet are not about some
Italian couple more than they are about, say, Pyramus and Thisbe; that you
cannot (would say some rigid and enthusiastic Victorian teacher) understand
Molière without reading Bocaccio (and Scachetti, and Terence, and
Menander...). The same has gone to arts. One can say that contemporary
painting is not the same activity the pre-Raphaelites have practised, and
one is right. But the pre-Raphaelites did not understood art the same way
Raphael did, and his Greco-Roman models even happened to know they were real
artists themselves. Every tradition is a will of tradition; every
transmission is really, really impure. But this constitutes art; those
baggages are the very elements which compose Culture with capital letters.
By the way, I don't see why refrain from call Deleuze - or any other
philosopher - baggage; it sounds very the-great-conversation-ish, and
strikingly sounds a bit deleuzian, too (creation of concepts, instead of
search for truth etc).

I could say it simpler and faster:

Art doesn't come with baggage. The history of art, as I understand it, is
 a very long theoretical exchange. Saying a painting comes with baggage is
 like saying philosophy comes with baggage. Art has to be in dialog with
 pervious art that has come before it, just as contemporary theory has to
 respond to earlier thinkers. What you're saying is like saying that
 Deleuze's writing about Spinoza is baggage.


What's the big deal? Isn't it just what Danc said? Can you say that the
history of videogames, as art's, is a long theoretical exchange? So why
shallow and ridiculous?

I believe games and art are very different realities, which can be compared
if we formulate the right questions, and then we can find lots of common
traits. This would be desirable depending more on our interests and projects
than the inner truth lying within these realities. What really inspires me
in discussions like this one in -empyre- is the confluence of these
projects, and the possible exchange between them. There's no need to a
subversive, inter- trans- or 

[-empyre-] baggage and utilitarian tools

2010-12-30 Thread Mathias Fuchs

I completely agree with Micha.
To consider games as utilitarian tools and to forget about the 
historical context is as shallow a view as can be.
The historical and cultural dimension of software and hardware is most 
important when the tools are announced to us as being utilitarian, 
value-neutral, non-historic... That is when ideology slips in big time.


Nobody would consider a car as a mere tool to go from A to B and 
everybody acknowledges the difference of a Ferrari and a Volkswagen in 
regard to going from A to B. It is not only the speed and the sound, it 
is the social connotations, historical framing aso. The same is of 
course true for games. The question that Adorno asked in regard to music 
is interesting for games as well. Why do I prefer to listen to certain 
musical styles? Why do I prefer to play certain games?
An interesting inverstigation on that is by Garry Crawford and Victoria 
Gosling: Who plays? But even in Huizinga and Caillois one can find a 
lot of hints on the aspects of games beyond rules and efficiency. If one 
sees game designers fundamentally as engineers one does not see how 
games are received by the players. One does also not see that game 
designers who consider themselves as mere engineers carry consiousl or 
unconsciously a huge bag of historical and social framing and that they 
drop elements of that into the products they create.


Mathias Fuchs
  European Masters in Ludic Interfaces
  http://ludicinterfaces.com
  Programme Leader MA Creative Technology and MSc Creative Games
  Salford University, School of Art  Design, Manchester M3 6EQ
  http://creativegames.org.uk/
  mobile: +44 7949 60 9893

residential address: Ratiborstrasse 18
  10999 Berlin, Germany
  phone: +49 3092109654
  mobile: +49 17677287011

___
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Re: [-empyre-] baggage and utilitarian tools

2010-12-30 Thread Rafael Trindade
Hey people,

I happen to wait for my friends to pick me up yet, so I had time to read
your reply. I totally agree with you, but this is just not the case. It's
not saying that there is art - a world of complexity and context-based
realities - and the rest of the reality, plain-vanilla abjectifiable. Your
example of cars is perfect. Fetishisation, industrial production of desires,
connoiseurship, historical significance, social apparatuses; but nothing we
would say could deny the fact that cars are product of engineering; science
applied to mass production. Cars are not simpler just because you state
this.

*Ergo*, you can talk about the engines on games without being a simpleton
just because of that. In fact, most game art that I know (aside the ones
which merely cites gaming culture) relate to the artistic possibilities of
those very engines (has anybody here talked about super mario clouds?).

Now and again, what seems a disagreement, to me, is more like a
misunderstanding. You are talking about different things. And they are
non-exclusive.


My best,
rafael

On Thu, Dec 30, 2010 at 9:37 AM, Mathias Fuchs 
mathias.fu...@creativegames.org.uk wrote:

 I completely agree with Micha.
 To consider games as utilitarian tools and to forget about the historical
 context is as shallow a view as can be.
 The historical and cultural dimension of software and hardware is most
 important when the tools are announced to us as being utilitarian,
 value-neutral, non-historic... That is when ideology slips in big time.

 Nobody would consider a car as a mere tool to go from A to B and everybody
 acknowledges the difference of a Ferrari and a Volkswagen in regard to going
 from A to B. It is not only the speed and the sound, it is the social
 connotations, historical framing aso. The same is of course true for games.
 The question that Adorno asked in regard to music is interesting for games
 as well. Why do I prefer to listen to certain musical styles? Why do I
 prefer to play certain games?
 An interesting inverstigation on that is by Garry Crawford and Victoria
 Gosling: Who plays? But even in Huizinga and Caillois one can find a lot
 of hints on the aspects of games beyond rules and efficiency. If one sees
 game designers fundamentally as engineers one does not see how games are
 received by the players. One does also not see that game designers who
 consider themselves as mere engineers carry consiousl or unconsciously a
 huge bag of historical and social framing and that they drop elements of
 that into the products they create.

 Mathias Fuchs
  European Masters in Ludic Interfaces
  http://ludicinterfaces.com
  Programme Leader MA Creative Technology and MSc Creative Games
  Salford University, School of Art  Design, Manchester M3 6EQ
  http://creativegames.org.uk/
  mobile: +44 7949 60 9893

 residential address: Ratiborstrasse 18
  10999 Berlin, Germany
  phone: +49 3092109654
  mobile: +49 17677287011

 ___
 empyre forum
 empyre@lists.cofa.unsw.edu.au
 http://www.subtle.net/empyre

___
empyre forum
empyre@lists.cofa.unsw.edu.au
http://www.subtle.net/empyre

Re: [-empyre-] baggage and utilitarian tools

2010-12-30 Thread Simon Biggs
Baudrillard's concept of sign value, extending the notions of use and
exchange value, long ago (1972) accounted for how everything has baggage and
just how expert we all are in interpreting it.

Best

Simon


On 30/12/2010 11:37, Mathias Fuchs mathias.fu...@creativegames.org.uk
wrote:

 I completely agree with Micha.
 To consider games as utilitarian tools and to forget about the
 historical context is as shallow a view as can be.
 The historical and cultural dimension of software and hardware is most
 important when the tools are announced to us as being utilitarian,
 value-neutral, non-historic... That is when ideology slips in big time.
 
 Nobody would consider a car as a mere tool to go from A to B and
 everybody acknowledges the difference of a Ferrari and a Volkswagen in
 regard to going from A to B. It is not only the speed and the sound, it
 is the social connotations, historical framing aso. The same is of
 course true for games. The question that Adorno asked in regard to music
 is interesting for games as well. Why do I prefer to listen to certain
 musical styles? Why do I prefer to play certain games?
 An interesting inverstigation on that is by Garry Crawford and Victoria
 Gosling: Who plays? But even in Huizinga and Caillois one can find a
 lot of hints on the aspects of games beyond rules and efficiency. If one
 sees game designers fundamentally as engineers one does not see how
 games are received by the players. One does also not see that game
 designers who consider themselves as mere engineers carry consiousl or
 unconsciously a huge bag of historical and social framing and that they
 drop elements of that into the products they create.
 
 Mathias Fuchs
European Masters in Ludic Interfaces
http://ludicinterfaces.com
Programme Leader MA Creative Technology and MSc Creative Games
Salford University, School of Art  Design, Manchester M3 6EQ
http://creativegames.org.uk/
mobile: +44 7949 60 9893
 
 residential address: Ratiborstrasse 18
10999 Berlin, Germany
phone: +49 3092109654
mobile: +49 17677287011
 
 ___
 empyre forum
 empyre@lists.cofa.unsw.edu.au
 http://www.subtle.net/empyre


Simon Biggs
si...@littlepig.org.uk
http://www.littlepig.org.uk/

s.bi...@eca.ac.uk
http://www.elmcip.net/
http://www.eca.ac.uk/circle/



Edinburgh College of Art (eca) is a charity registered in Scotland, number 
SC009201


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Re: [-empyre-] Game Art as an art subculture?

2010-12-30 Thread davin heckman
In some ways, I think the question of games as art can be enriched by
looking back to poiesis and techne.

On the one hand, we are trying to describe formal questions of how
someone creates a representation of something (a sculpture,  a text, a
game, a painting, an utterance) which is expressed via technique.  On
the other hand, we are talking about what those representations
accomplish with regards to the being that engages with this
representation.

If we step back from the modern conception of art and consider that
there are a whole number of crafts that people engage in, and that
these crafts have to do with being  then we can consider the level
of skill with which the craft is accomplished AND we can consider the
way that this craft engages with questions of being.

What I tend to consider art are those works which engage the user,
reader, viewer in reflection upon being.  But this is a limited
definition, and, really, it is an evaluation of quality: I think good
works allow people to see the context in which individual and
collective consciousness is thought.  The best works enable people to
direct their attention differently, productively (and I don't mean
productive from a purely economic perspective, though it does
intervene in the general ecology of human interaction.  It's funny if
you think about the relationship between economy and ecology
oikos for dwelling with a distinction between nomos and logos, perhaps
as the distinction between the law as imposed order versus the word as
emergent order or even an immanent order, particular to the logical
relationships among those which it contains).  In this sense, I owe a
bit to Badiou's discussion of art as one of the means for truth:

The more important issue today is the main contradiction between
capitalistic universality on one hand, universality of the market if
you want, of money and power and so on, and singularities,
particularities, the self of the community. It’s the principal
contradiction between two kinds of universalities. On one side the
abstract universality of money and power, and on the other the
concrete universality of truth and creation. My position is that
artistic creation today should suggest a new universality, not to
express only the self or the community, but that it’s a necessity for
the artistic creation to propose to us, to humanity in general, a new
sort of universality, and my name for that is truth. Truth is only the
philosophical name for a new universality against the forced
universality of globalization, the forced universality of money and
power, and in that sort of proposition, the question of art is a very
important question because art is always a proposition about a new
universality, and art is a signification of the second thesis.
(Fifteen Theses on Contemporary Art in Lacanian Ink 23).

I suppose what I like most about Badiou's discussion is not that it is
a unique point  but it resonates with points that I have struggled
to understand through my own research  and that I have heard
repeated by many people in this community (and elsewhere).  Many want
something from art.  Many seek to identify that aspect of creativity
which suggests not simply improved efficiencies, but helps us chase
down different efficacies (as in exploring new modes of creation and
making that empower people to make the world).   Certainly, this sense
of agency was running through previous discussions of Creativity as
Social Ontology.

To return to videogames it's probably a lot like anything people
make or do.  There is a whole lot of worthless and even harmful
(either in its mode of production or its content) shit that industry
creates.  Then there are games which, as Daniel Cook describes, are
well-designed and with an internal mode of consistency.  I think about
how great a deck of playing cards works as a utilitarian object
they become a framework for all sorts of human encounters...
theology (gambling and divination), work (gambling and hustling),
socialization (friendly games peppered with conversation or learning
how to deal with disappointment/success without making everyone think
you are an asshole), learning (math and memory games), even seduction
(strip poker).And then there are games which aren't really games
at all  but art.  They might have formal game-like qualities, but
have a different function within social life.  In the same way that
sometimes TV is art and sometimes some cut up trash glued to something
is art.  Not all trash is art, but some art is made from trash.  I
live in an economically depressed community, and even trash day is a
spectacle of utopian desire.  The comfortable tend to buy lots of shit
and throw lots of it away every week.  The least comfortable (the
evicted) have all their belongings thrown out on the curb at the end
of the month.  And then, in between, everyone else picks through the
weekly trash to find objects that can be resused, refurbished, sold,
kept, etc.  

Re: [-empyre-] Game Art as an art subculture?

2010-12-30 Thread Julian Oliver
..on Thu, Dec 30, 2010 at 01:14:11PM -0500, davin heckman wrote:
 In some ways, I think the question of games as art can be enriched by
 looking back to poiesis and techne.

I must admit to finding this entire thread largely redundant. Surely the very
attempt at discerning whether or not videogame and art can find peace is
indication that they already do.

When friends and I established the game-art collective Select Parks back in
1998, in the interests of documenting and 'archiving' game-based artistic
experiments, we certainly did not need the canonical annointment of the fine
arts to steer our judgement. Rather, we were interested in work that was merely
interested in the /possibility/ that they might be considered as such. This is
an important distinction, one that falls wide of the need for authenticity as
such.

My own early mods have themselves been exhibited in museums since 1999/2000 and
at no point was the question as to whether they were or not artistically valid
itself /intrincally/ important. Once they're there -once the question has
opened- it's already too late for qualifying discourse. 

Many of my peers share the same disinterest in this debate; 'Art' is merely the
name we give to discourse after cultural transformation, a muffled echo at best.

All the best for the new year,

-- 
Julian Oliver
home: New Zealand
based: Berlin, Germany 
currently: Berlin, Germany 
about: http://julianoliver.com
follow: http://twitter.com/julian0liver

 
 
 On Thu, Dec 30, 2010 at 5:05 AM, Rafael Trindade trirraf...@gmail.com wrote:
  Hello, folks,
 
 
  Not a few times I've prepared myself to post something and got to stop just
  because your messages did my job better :) I just regret missing this latest
  topic, for I was afraid that kind of contention would happen. I find it a
  pity, and I'll try to show you why:
 
  The Picasso instance is not - OK, is not to me - as silly as might seem to
  some of you. I didn't reply it before for the reason cited above, and - I
  believe the main motive amongst us all - vacations!
 
  Back to Picasso-gate, what Daniel meant to me is the most pretty obvious
  thing: the same thing Duchamp and the conceptual artists and lots of people
  didactically showed us - that there is no such thing as an essentially,
  trouble-free, object of art. This is not only a contemporary feat; more
  rigid systems of yore demanded - as today - lots of training, education,
  sensibility and adequation to norms, institutions, artes poeticae, and
  dialogue with past canons and coetaneous artistic circles. What is to say,
  even believing so, there was not a pure, isolated, intrinsic aesthetic value
  in any object in any era. The example can make you cringe, but carries lots
  of elementary truth. The de-corporification of art, the stress on its
  relational, institutional, ecological nature does not imply art is valueless
  or an ethereal fiction. This is a sense a whole century have striven to
  build; not only about art, but about [social] reality itself.
 
  So Gabriel Menotti's response is not in conflict with Danc's sayings. We can
  find in videogames dependence on circuits, on a whole material ecology, on
  some modes of reception (recognition of genres), and a will of tradition
  (like I said weeks ago). Most human experiences are bound to some sort of
  will-to-canonise (gaming, being part of a gang, any nostalgia), not only the
  highbrow stuff. So you can relate games and art. BUT they are realities
  crested on very different social and technological complexes.
 
  One cannot fail to notice the enormously difference of weight canons have in
  arts. As someone - I forgot, sorry! - have told us here, art is, generally,
  about to associate, to enrich, to open more and more possibilities
  (according to old prescriptions, as synthetically as possible). This depends
  on the intrinsic properties of the object, triggered by a set of apparatuses
  linking it to synchronic circuits and diachronical traditions. There's
  nothing alike in videogames, even the most complex and beatiful; even the
  most distant from the childishly-irrational, fascinatingly-creative,
  absolutely freak and impatient mobs that makes, among other reasons, artists
  interested in 4chan-ness and gaming cultures.
 
  Everybody who happen to be into so-called literary fiction is familiar to
  the formula (which I believe only in some degree): books have to do with
  books, not with real stuff to which their tales could point at.
  Heretofore, people had learnt that Romeo and Juliet are not about some
  Italian couple more than they are about, say, Pyramus and Thisbe; that you
  cannot (would say some rigid and enthusiastic Victorian teacher) understand
  Molière without reading Bocaccio (and Scachetti, and Terence, and
  Menander...). The same has gone to arts. One can say that contemporary
  painting is not the same activity the pre-Raphaelites have practised, and
  one is right. But the pre-Raphaelites did