Posts Tagged ‘art’

Uncharted 2 as Step Two

So yeah this is late to the game, haha, but it’s something I’ve been meaning to write down because I haven’t seen it definitively written by anyone yet. Over the last three weeks Uncharted 2 has been coveted as Game of the Year 2009 by various blargs and maga-zines, and at first I staunchly rejected that notion. Uncharted 2 was pretty, its characters funny, its plot well worked out but nothing terrific (in fact, wait a minute…). The reason so many reviewers have been elevating it to GAME OF THE YEAR has overwhelmingly been the idea that it’s “the most cinematic game ever”, moreso than even Metal Gear Solid 4 or Modern Warfare 2.

Hold on a minute: we’re basing a game’s strength on it being like a movie? This seems rather backwards, as games are inherently and obviously not movies. As I’ve written about before in relation to my own attempt at making a game, movies are about an experience or a collection of experiences. A game is about the intention for experience, the building and happening of experience. Very generally speaking, a movie is passive. It happens. A movie is, literally, time moving forward from a start to a finish. Arguably, a game is as well, but you do a bit more than press play and sit back and enjoy. It’s that literal active involvement which separates the two. You (the player) are the one moving through the story through the actions/eyes of a character. It’s not a camera, it’s an actual perspective.

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education: discharges

[education is a weekly (or once in awhile) post about one or two worthwhile links. sites you should visit, see, hear, just generally experience and appreciate and learn from. I'll write a brief "WHY SHOULD YOU CARE?" along with each one. think about it. analyze it. do you like it? do you not? I want to educate you; as in the latin verb educo, to lead forth, as in I'm leading you away from my site. Hahaha.]

I should probably put a warning before this one, even though you may have already clicked the link over on the right. discharges is a bit not safe for work, or home, or anywhere. It’s loud and gross and unforgiving, which is why it’s amazing. For someone who’s never seen it before, you might immediately be reminded of YTMND. At least you’re seeing the trend in internet culture/art. But discharges showed up around the same time YTMND was starting, and is generally considered “YTMND, but good”. The two sites follow the same path, but take different approaches.

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Multiplayer Sucks

Let’s forget for a moment that games are supposed to be fun. Fuck that. I’m going to argue on the basis that contemporary games are striving for one thing: respect as a medium, like film or poetry. Modern video games should want to be experiences, they should want to be more than just button-mashing. Hell, most contemporary games cost three times as much as a movie, contain ten times more content, and cost more people and more time to make. I’d be willing to contend that there is an even bigger independent side of video games than there is to the film industry, since making games is easier and more accessible now than making independent movies. Anybody can get ahold of a copy of Flash or Processing and make a game in a few days if they want to. A lot of people do (and there are a lot of shitty flash games because of it).

But there’s something killing games more than all the shitty flash games combined, and that’s multiplayer. Not multiplayer as a general concept, no, but rather the way multiplayer is driving the creation and marketing of games. Today, the best-selling and most far-reaching games are multiplayer-focused. Modern Warfare 2. The Halo trilogy. World of Warcraft. This is what’s killing the future of games, and it’s the same mistake movies made so long ago, an error that I hoped video games would learn from. But greedy people are everywhere, and video games turned big and corporate very quickly. The formula is simple, and we can painfully see it all the time at the box office: make a movie that has a highly marketable and simple plot and then make sequels. Video games are falling into the same formula.

People have praised games like Modern Warfare 2 and movies like The Dark Knight because while they were big-budget highly-marketable titles which made lots of money, they took risks or were generally unconventional. Immediately what springs to mind are the whole ideas of a superhero movie being successful and the now-infamous terrorist mission. Critics love this shit. They say these films and games deserve to make all the money, because they’re close to art. I fail to see what makes the MW2 civilian slaughter mission anything close to art. I read a similar critical review on Destructoid or something, but I’ll reiterate the point again, and with a broader focus: the whole point of video games and what sets it apart is the interactivity of it. I, as a player, have the power of choice. I control a character. But nowhere in the process of killing civilians in an airport can I choose to do anything else. There is no interactive narrative, just a linear sequence of events. However, most people ignore this and just go online to play the multiplayer.

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After-Thought 2

This is a very long post about After-Life 2, the Half-Life 2 mod myself and Galen Ellis created and developed as a year-long Bachelor of Fine Arts project. It’s pretty much an explanation, or a behind-the-scenes look, something like that. Enjoy.

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/b/ on an iPhone and in a Gallery

As I indicated in the last post, I’ve been working on an iPhone version of the 4chan /b/ Image Scrubber. A brief recap: it data-mines 4chan’s /b/ imageboard for images, and displays them one at a time randomly on the screen. The iPhone version does the same, but shows them as taking up the whole screen rather than in collage form, since the resolution is so small. It displays image after image as fast as it can download them, so about every half-second. I learned a decent amount of Obj-C in a couple weeks and I can do a few neat things with it, chiefly among them the porting of the Processing code to Obj-C. It wasn’t that hard, since they’re both object-oriented programming languages. Garbage collection was another neat adventure in programming that I hadn’t really been forced to focus on before, but I believe I did a pretty good job on both the iPhone and Desktop versions of the scrubber.

Undoubtedly the /b/ scrubber will never get through the App Store, especially since there’s always the possibility to see some illegal imagery.

What started as a joke and a neat Processing experiment has turned into an “art project.” The desktop version has been accepted into a gallery exhibition at Emerson College’s Huret and Spector gallery, which will be on display starting May 1st. I’ve also been writing a paper comparing online communities like 4chan and YTMND to 1960s and 70s film collectives like Ant Farm and people like Jack Smith, Ken Jacobs, Ron Rice, etc. The research I’ve done has allowed me to view 4chan and YTMND in a more anthropological sense, as the source of cultural and artistic production. I have always found these underground internet collectives extremely interesting, and have written papers on them before, but never through the lense of sociology and cultural studies. I think that it is increasingly important to examine purely virtual spaces like 4chan in the same way that underground experimental film collectives are, or any other little-known or “hidden” source of intense cultural production. As the scrubber reveals, these spaces are alive in a way that is unimaginable. When showing the scrubber to friends and colleagues, they find themselves completely transfixed on what it produces. Yet it is no different than going to 4chan itself and constantly refreshing the page.

What is especially fun to watch is the knee-jerk reactions that happen when a group of people are huddled around the iPhone version, watching as the next image tops the last in terms of its level of grotesqueness and obscenity. This is not the point of the project, but it’s what gets viewers hooked. However, I’ve found that people are quick to understand the true meaning behind it: these images were posted a few seconds before they saw them, uploaded by hundreds of thousands of people, creating intensely interwoven narratives, artifacts, and memes. And it doesn’t stop. As of this writing, the desktop version is running on a 40-inch plasma screen in 1080p resolution for 2 days (the opening is a day away) and the people setting up the gallery have found it to be a non-stop source of unbelievable and mysteriously confusing imagery. Some people understand a few things they see, but the majority have no idea, and only really see the most obscene and ignore the rest.

Between the genitalia that pops up are amazing glimpses into a subculture that is growing and thriving as the “second most popular forum on the internet” (the first is the japanese version of 4chan which 4chan was based on), and it is the province solely of those who can spend enough time “lurking” before participating. My biggest question, and the true intention of this project, is to wonder how much of this culture will trickle-up into mainstream society. I believe it has been gaining momentum, but as that happens, 4chan’s base of users grows and then complexifies further to prevent its proliferation. Some of my generation already is very familiar with its content, and most likely those of the next generation will be much more immersed. What does this mean for society at large over the next few decades? The last few have seen big shifts in several directions in terms of censorship and cultural norms.

4chan Image Scrubber

About a year ago I was in a great programming class – actually, the only programming class I’ve taken at Emerson. (Because unfortunately there aren’t really any.) Anyway, the course was based around Processing, a language I had played with in its very early releases and then forgotten. It came back to me pretty quickly and I had a lot of fun with it, I recommend it to anyone who wants to learn any programming language, Processing is a great introduction. So I was really getting into 4chan at the time, and I don’t mean like becoming a /b/tard, but rather as a lurker who found the whole idea of 4chan extremely intellectually stimulating. I had read about a lot of new media nonsense surrounding the postmodern world of networked communities, but none of it ever added up to any kind of implementation or true examination. Just theory. Lots of dry theory.

Nobody likes dry theory. Of course, long-winded and wordy examinations of neat possibilities and social consequences of make-believe entities are very important to the academic and critical continuance of the medium… but not to its excitement and life. The internet is a living organism, and professors examine it as if it’s a robot, a construct. They see the bones but not the skin. So I wrote about it in my Digital Media Studies class, which turned out to be I Can Has Rezearch Papar?, and I was happy for a minute, and it’s still gaining some attention. However, it’s hard to make people take LOLCats seriously, or critically examine the branching fad-narratives of YTMND. I’m continuing to try to do a lot of this myself, but it’s all in my spare time.

ANYWAY: Back to 4chan image scrubber. I liked 4chan, I wrote the paper, I was in a Processing class. Naturally what came out for a final project was something meant to be at once devious and enlightening: a program that data-mines 4chan’s /b/ board and bombards the user with its images. It was great, an instant hit. And that was it. I came back to it every once in awhile and made it more efficient: the first version relied upon a PHP script to data-mine and return a list of images. I moved that to the Processing project itself.

Data mining using regular expressions is great. This Processing sketch was my first forray into its usage, and since then regular expressions have helped me create other neat projects like the Lab Statistics and Information Division.

Now I’m currently working on an iPhone version for my Cellphone Art class, which instead of making a collage of /b/ images, it will rapidly load one image on top of the next. It uses much the same functionality as the Processing sketch, but ported to Objective-C, which was a good exercise in itself. Now I’m focusing on doing adequate garbage collection for both the Processing and iPhone versions.