20
GoApe Issue #4 Mai 07

LS Issue4 Mai07

Embed Size (px)

DESCRIPTION

ludic society

Citation preview

Page 1: LS Issue4 Mai07

GoApe Issue #4 Mai 07

Page 2: LS Issue4 Mai07

Ludics

Page 3: LS Issue4 Mai07

Contact: [email protected]

The Ludic Society magazine appears in this edition inprint and in “Second Life” (a game or a play) – toprovoke a “World 3” phenomenon! The periodical’sonline presentation is a parallel “Hello World” event.

The members articles critically vivisect Second Life asa hypothetical game system. Their focus is a playful“Third Life”, according to Jorge Luis Borges´s "OrbisTertius" and Sir Karl Popper´s "World 3". Some recentLS Real Plays, as at Social Hacking07, Plymouth, UK,(RFID-implant play www.rfid-judgement-day.com) andat DEAF07, Rotterdam (RFID-pimped mobile phonegame premiere at Rotheatre) serve as examples fordeviant gaming behaviour on borderlines of worlds.

Second Life appears as a benevolent dictatorship andan unavoidable love&hate object of desire to the ludicartist in flux. For that reason, back-to-back a World 3

investigation platform is constituted in 2007– in the frame of an in-depth research

project hosted by the InteractionDesign (IAD)/ Game Design(GD) department of the HGKZurich, also kindly supportedby Dr. Gerhard Blechinger –and by the players in first life,members of the Ludic Society,

also affiliated with the GamesResearch Group of the local GD

academic Game Design strand.At this point we especially wouldlike to thank Dr. Gerhard Buurmannfor his spontaneity and openness

towards speculative Third Lifescience fiction ideas and his

joint venture with the LS inthe search for the

missing link between First and Second Life in the formof a wearable toy object (namely the SL aura indicatorunder development in World 3). We also take thisopportunity to show appreciation to the hosts of theLS inside the belly of the SL beast, namely OdysseyArts gallery. The LS is also grateful to the owner ofthe Third Death Poorhouse in SL, HardwareHacker Hoch, who was also model for thisissue and inspiration to Superfem Beebe.

To contrast an omnipresent euphoria,we quote an early SL observation:“Second Life is a benevolent dicta-torship. If you were doing corpo-rate business development inemerging markets, political stabi-lity would be a key factor in mea-suring the attractiveness of apotential new market. I think, ifgiven the choice, you’d ratherinvest in a place with a represen-tative government that hasproven to support smooth transi-tion of power in the past. To me,the fact that a very small groupof people basically dictateswhat goes and what doesnot in this market, a groupof people that is not be-holden to the residents bylaw, is a political risk.”(Adamo Lanza, 2004)

Page 4: LS Issue4 Mai07

2

"Different Place – Different Rules. Welcome to theThird Place". David Lynch, spot for Playstation 2

To be able to decipher the following OU/LU/PO essay(Ouvroir/Ludic/Potentielle), please accept the discreteconstraint: read the three texts (also provided onludic-society.net) and on Poorhouse in Second Life: New Babylon, Constant, Den Haag 1974. Orbis Tertius, J. L. Borges, Argentina 1940. World 3, Karl Popper, Michigan 1978.

"Tertius" (Latin = third) is an allusion to World 3 (KarlPopper, 1978) – the world of the products of thehuman mind. Popper proposes in the course of the“Tanner Lectures” a view of the universe that clearlyrecognizes at least three different but interacting sub-universes. Physical ‘World 1’ interacts with ‘World 2’,the mental or psychological world, the world of ourfeelings of pain and of pleasure. World 3, the world ofthe products of the human mind, emerges as anevolutionary product from World 2. “Play sure”, as amotto of the ludic player in 2nd world game systems,uses World 3 conjectures or theories as instrumentsof change. The Popperian cosmology appears as veryspartan juxtaposition to the idea of a second life as aparallel universe of data-avatars and documents, ametaverse à la Snow Crash (Neal Stephenson, 1992).

Orbis Tertius (Jorge Luis Borges, 1940) appears as aworld where the artefacts of man in an inscrutable 2ndworld break into the 1st and finally this world becomesnumber 3. Literature in this world never referred toreality, but to the two imaginary regions of the map,described in the pirate copy of an encyclopaedia.Wikipedia, Youtube, Myspace, Blogosphere and SLare edited by a dictatorship of the masses (Balibar,1976. Lenin, 1918). Although constructed by thehuman mind (World 2), commonly all of these fictionalworlds are considered as windows and mirrors to afirst reality. But what is the first reality? For exampleeven Google Earth, as semi-public oligarchic space,belongs to the fictional World 2 (as well as the gamemaps of Alphaworlds games). A live feed of SecondLife screen-snapshots into Flickr is evidence of howWorld 3 artefacts break currently into environments,generally considered as World 1 (physical, becauseFlickr is “real”), but which are more World 2, which isaccording to Popper the world of our feelings of painand of pleasure. Play sure pleasure plissure!The existence of an ebay exchange rate of World ofWarcraft (WoW) gold to US dollars is certainly acollusion of World 2 and World 1. The “gameplay” ofmoney systems, derivate trade on stock markets aswe know it in our playsure of everyday life, firstblossomed in Florence and the de Medici businessworld of the Renaissance. The same is also true ofcalcio storico (soccer), introduced by Cosimo as afootball game on life and the city’s honour!

Cosmo was a free player for a 3D chat world (VRML,1997), which Second Life mimics today. Well, BlaxxunInteractive, once the biggest community in “DiamondAge” (Stephenson, 1995) style, became bankrupt in2001. Influenced by “The Flower Garden of Sutra”Buddhism already in 1994 Pesce/Parisi described theconceptual model for a networked world of diamonds,in which each reflects the other and its connections inthe Labyrinth paper at CERN Institute. Obviously thetime was not yet ripe then for such a general model ofan online life world in 1997 – although 1986 in Japanthe graphical MUD Habitat was widely successful. Forthe western masses the idea had to wait till 2007, tobecome World 3. Karl Popper conceptualized World 3as produced by human minds. In MMPOGs, massivemultiplayer online games, the mind’s artefacts are“synthetic objects” (Castronova, 2006), traded andexchanged. In fact money systems, the simulacra(Baudrillard, 1976) of signs without an reference, areperfectly fitting to the bulb of Snow Crash millionaires.Now this auspicated crash softly unbounds, unwrapsand deliberates into the poetic concept of a world thatstrikes back from a fictional third, via a second to afirst reality: Uqbar!

“The contact with and the use of Tloen (=Uqbar, OrbisTertius) corroded our world. Fascinated by its rigidrules mankind forgets more and more that itsconstraints are those of chess players and not theseof angels. ... This revision of an illusionary world istemporarily called Orbis Tertius.” (Jorge Luis Borges, 1940). Ideas ultimately manifest themselves in the physicalworld. More and more it elucidates that Uqbar andTlön are invented places, the work of a "benevolentsecret society” conceived in the early 17th centuryand numbering George Berkeley (immaterialism,1713) among its members. The new Orbis Tertius, theNew Babylon of a classless ludic society (ConstantNieuwenhuis, 1964) is ludicly constructed by a secretassociation of ludics. Their poetry never referred toreality, but to the two imaginary regions of the World.These and other imaginary regions are displayed onSL minimaps, the overview map of the country in 1:1.It is conjectured that this world is the work of players,bloggers, journalists, traders, speculators, gamblers,wiki-editors, boring locative arrow gamers on googleearth feeds, NintendoDS crackers, WII gamers, RFIDchippers, taggers and nemo. The map is so vast thatthe contribution of each writer is infinitesimal. In contextualising a systemic view of games as a setof rules, Second Life does not fit well into the magiccircle of games, even though a blue oval stamp,obviously indicating the “borders of a game world”(Jesper Juul, 2003), with the inscription “OrbisTertius”, was found in the eleventh volume of anencyclopaedia devoted to Tloen. Certainly some ofthe Huizingian definitions of game as a temporal and

3rd Life Playsure. Tertius Orbis Memorandum

Marguerite Charmante, LS co-founder and ludologist

Page 5: LS Issue4 Mai07

3

spatial environment such as the current Second Lifeare applicable here – but even more elements of acommunications guerrilla (L. Blissett/ Brünzels, 1997)are exemplified with its (press-faked) hype. Now thetime is right for the report on a fictional world thatmakes the medium (game) invisible! Blogjects, Spimes and Smartifacts (B. Sterling, 2005)create 3rd Life Playsure. New heterotopologies andtrialectics of space, knowledge, and power (MichelFoucault, 1986) are incorporated in massive onlineworlds. So they unveil heterotopias of crisis and ofdeviation. According to Henri Lefebvre´s Trialecticscommon social spaces are simultaneously perceived,conceived and lived. That´s why a spatial explanatorymodel is often appropriated to cope with the newonline worlds. Although space is the place and 3D isa crucial element towards the navigational sensationsand claims of presence – “Esse est percipi”=“To be isto be perceived" (Berkley), as stated in the philosophyof subjective idealism – the constructions in poetryare more suitable to the game-object observed. TheBorgesian library of Babel gives ground to appliedludic principals in investigating playing realities.Finally Second Life remains attractive as a set of rules(a game?), a willfully taken constraint, a bondage.Like any good bondage it liberates us from freedom.There is no E in a poem done by OULUPO rules! Andas rules ruleZ, we can anticipate the limitations ofchatworlds, their argument places, emptiness, and itsmissing links to first life. The constraint as fetish objectmerits bondages to game worlds. Accept a game as aset of rules, then the Second Life world is a game, theplayer is tied painfully close to the limitations of net-work traffic and access points. As surplus to thoselimitations by the technological topography, a set oftrading rules is superimposed by a game industrymonopoly. Now the bond is strong enough that evenbusinessmen, anti-tech hustlers and a Jedermannfind SL equally attractive – for chatting and tradingwith each other, for sex and 2ndLife Lollys.

ReferencesMichel Foucault, 1986. Other Space. Paris. Francois Le Lionnais/ Raymond Queneau, 1960.L'Ouvroir de Littérature Potentielle (OuLiPo). Paris. E. Balibar, 1976. Dictatorship of the Proletariat. Paris. Alphaworlds, 1995. activeworlds.com. Edward Castronova, 2006. Synthetic Worlds. Illinois.Sandy Stone, 1993. What-Vampires-Know. Austin.J. Baudrillard, 1976. Léchange symbolique et la mort. George Berkely, 1713. Three Dialogues. London.Jesper Juul, 2005. Half-Real. MIT Press. L. Blissett, 1997. Handbuch Kommunikationsguerilla.Bruce Sterling, 2005. Shaping Things. MIT Press.Henri Lefebvre, 1991. The Production of Space. Paris.Kodwo Eshun, 2002. Space is the Place. feat Sun Ra.Hugo von Hofmannsthal, 1911. Jedermann. Das Spielvom Sterben des reichen Mannes. Berlin.

Page 6: LS Issue4 Mai07

4

Are MMO worlds ideal late capitalist machines basedon social interaction, play and cultural simulation, orcan they be seen as ideal social laboratories basedon social interaction, play and cultural simulation?

Virtual worlds are the new factories in which workers/players work and play, and online games, where workinterplays with enjoyment, can be considered as hugemanufactories. Everquest, World of Warcraft andSecond Life are nowadays the best known MassiveMultiplayer Online Worlds (MMO).If we take the current move to marketing and brandingin these online worlds into consideration, MassiveMultiplayer Online Worlds (MMO) establish enormouseconomical potential. When farming and selling onlinegoods and items, all that could be generally describedas immaterial labour. The concept of immateriallabour was initially proposed by Maurizio Lazzarato todescribe situations where creativity, communication,emotion, cooperation, and values were 'put to work' inpost-Fordist production processes. Although clearlyfollowing decentralized networked trajectories, MMOworlds are enclosed proprietary worlds, even up to thepresent. Each MMO operates as the factory wherepro-duction is fully of bio origin, where there is theowner, the management, the marketing and adepartment for maintaining the production facility/virtual world. The main income for shareholders of theMMO world is not derived from the production ofinworld products, which remain the property of theworkers/players, but bio-production itself, whichmeans owning the process of production itself(production of items in world/ immaterial products; theprocess of in-world communication, product, itemstrade) which means commodifing the play as an idea.

The difference to the typical modernist capitalistindustrial factory, where a product was owned bycapitalist/owner, is that products produced in MMO’sare property of workers/ players. What is of value hereis similar to some other social websites, specificallythe number of visitors, players, inhabitants that arewandering around, the energies and the time theyspend in this world. In that sense MMO’s are clearlyparadigmatical biopower machines, something thatauthors Nick Dyer-Witheford and Greig de Peuter saidabout digital games in general. According to them:“Digital games crystallize in a paradigmatic way thecultural, political, and economic forces of a globalcapitalist order based on the mobilization of bio-power.” In MMO games (with time based sub-scriptions) the old problem of “piracy” becomesobsolete. Unlike the game industry that predominantlyfocused on producing a product/game, multiplyingone single package and selling a product, a game,MMO’s focus on selling time, thus minorizing theimportance of selling a game product (some MMO’scan be downloaded for free, some not, but the major

profit is gained from time/subscription selling and notselling a game as the product). We can expect signi-ficant pressure from industry towards a faster setup oftelecommunication infrastructures in the underdeve-loped South. For the first time in techno-culture, po-tential players/ workers in these countries will havethe same opportunity to earn the same while playinglike players in developed countries. But the future“digital MMO divide” will remain between the vastnumber of third world gamers who only “play” games,while the production of games/worlds will mostlyremain in the hands of corporations from developedcountries, since the costs of creating and maintainingvirtual worlds rises more and more.Jean-Francois Lyotard pointed out that capitalism,technosciences and contemporary art share a socalled “affinity to infinity”, an affinity for an alwaysneeded redefinition of products, breaking the barriers,widening the horizon. In this sense, the question iswhether MMO worlds are, the question is, if MMOworlds are highly competitive environments that fosternotions of leviathanism, where the liberal subject is inthe state of eternal war, or is it a place for virtualexperimentation of social self-organization with hugedemocratic capacities? Is a MMO an ideal latecapitalist machine based on social interaction, playand cultural simulation, or are MMOs an ideal sociallaboratory based on interaction, play and culturalsimulation? But as MMOs reflect the 1st Life societiesthe answer is probably both! Since new situations generally provide artists andactivists with new possibilities, one is certainly foundin exploring the given MMO’s, creating content insideor subverting and modifying existing ones. SinceMMO’s have a certain “materiality” in a sense ofsimulated 3D worlds, certain numbers of players canbe gathered in one place, thus creating powerful toolsfor influencing the producer/ designer’s internal gamepolitics (the number of players that can be in the sameplace in a virtual world is still limited; someexperiences show that a critical number in SecondLife, for example, is around 40). Another possibilitycan be to think about alternatives, in this casepossible other MMO models that are not owned byprofit companies.

References Edward Castronova. Virtual Worlds. CESifo, 2001.Maurizio Lazzarato. “Immaterial Labour,” in Virno,Paolo and Michael Hardt, eds. Radical Thought inItaly: A Potential Politics. Minneapolis, 1996. Jean-Francois Lyotard. The Sublime. New York, 1982.Greig de Peuter & Nick Dyer-Witheford. Games ofEmpire: A Transversal Media Inquiry. ConferenceProceedings : Genealogies of Biopolitics, 2005.Trading Virtual Loot. New York: Basic Books, 2006.Shaviro, Steven. Money for Nothing:Virtual Worlds and Virtual Economies , 2007.

Commodified Play

Kristian Lukic, artist and kurator, kuda.org

Page 7: LS Issue4 Mai07

5

Trialectics

Perceived SpaceConceived SpaceLived Space

(Henri Lefebvre)

Page 8: LS Issue4 Mai07

6

“For it is with the same imperialism that present-daysimulators try to make the real, all the real, coincidewith their simulation models.” (Baudrillard 1998)

But there are still some holes in the matrix which areslowly being mended by the semiocracy of the media.Whoever wants to find the counter declaration has todirect him- or herself to those holes. What Graffitistarted in the 70s continues today with virtual undreality-hacks. Real Players attach tags to the worldwith a data value of zero. Useless tags occupy theswitching zone between reality and virtuality, theybecome game objects and start playing games whichmay widen the gaps in the matrix, force a glitch oreven create a suction which sucks the whole world in.Baudrillard notes: "The form of dissolution of the [...]cybernetic and combinatorial world is the implosion. Auniverse of electricity mains, combinatorial andelectricity longs for reversal and implosion." RFID-Tags injected into walls of buildings and underthe skin of artists like tags for dogs will be redeemedinnocuously with zappers. Real, electric and el-ectronic graffiti fluctuate between the worlds, andsometimes they fold themselves over holes as inverseobjects and work on imploding the "simulcracy". Sincethe latter tries to get the first world to disappear inorder to put the second world in its place, the formerobjects (graffiti, hacks, tags etc.) try to implode thepower structures of both worlds with the intention thatreality cannot be made to disappear in its simulation.

Baudrillard sagte 1978, die Massenmedien seien anti-mediatorisch, intransitiv und fabrizierten Nicht-Kommunikation dadurch, dass sie den Sendeprozessmonopolisierten und keine Antwort zuliessen und soden Tauschprozess in der Kommunikation verun-möglichten. Seine Hauptkritik: Eine Antwort war unter-sagt. Baudrillard bezog sich dabei auf die damaligeFernsehkratie und hielt fest, dass die einzige Antwortdamals in Form der Simulation einer Antwort möglichwar, die aber bereits in den Sendeprozess integriertwar und also ein abgeschlossenes System der so-zialen Kontrolle und Macht nur vervollständigte. Inden Medien konnte geredet werden, doch die Redeblieb immer ohne Antwort, was die Machtverhältnissezementierte. Nur, wenn dieses Prinzip durchbrochenwürde, könnte der symbolische Austausch wiederhergestellt werden. Enzensberger hatte damals durchGebrauch von Foto- und Audio-Apparaten durch dieMassen bereits eine Teilnahme der Massen amproduktiven Prozess sehen wollen, aber Baudrillardwidersprach heftig, denn der Gebrauch von neuenfunktionalen Gegenständen hiess noch lange nicht,dass der individuell produzierte Content auch in dieSendekanäle eingespiesen werden konnte und damiteine Form von Antwort im medialen gesamtgesell-schaftlichen Kontext erreicht werden konnte. TrotzFoto-Apparaten, Tape-Rekordern und einzelnen Film-

kameras blieb die Gegenrede aus. Diesen Punkt ver-deutlichend schreibt Baudrillard in einer Anmerkung:"Das eigentliche Monopol ist nie das der technischenMittel, sondern immer das der Rede." (118) Und essei eine Illusion, an eine kritische Verwendung derMedien zu glauben, die Rede wieder zu erlangen istlediglich mittels Destruktion der Medien durch ihreDekonstruktion als System der Nicht-Kommunikationzu erreichen. (101) "In einer symbolischen Tausch-beziehung gibt es simultane Antwort, es gibt auf bei-den Seiten weder Sender noch Empfänger vonBotschaften, es gibt auch keine "Botschaft" mehr, alsokein in eindeutiger Weise unter der Ägide des Codeszu entzifferndes Informationskorpus. Das Symboli-sche besteht eben darin, mit dieser Eindeutigkeit der"Botschaft" zu brechen, die Ambivalenz des Sinnswieder herzustellen und im gleichen Zug die Instanzdes Codes zu liquidieren." (111)

Eine Gegenrede existierte allerdings zu jener Zeit: diewilden Zeichen in den urbanen Zonen, die Graffiti, dieden in einem indifferenten Zeit-Raum existierendenCodes ihren rebellischen Stempel aufdrückten. DerAusschluss aus den Medien war vollkommen, nichtaber der Ausschluss aus den urbanen Zonen. Dortwar es möglich, dem politischen Instrument deroperationalen Semiologie eine Antwort zu geben. "DieMatrix des Urbanen", heisst es bei Baudrillard, "[...] istdie Realisierung einer Differenz (der Operation desZeichens)." (20) Die urbane Zone war also zurZentralstelle des Codes geworden. Ökonomie undKommunikation trafen da aufeinander. Vernetzungund Besetzung hiess die Devise der Zeichen. Dieshatten auch die Tagger und Graffiti-Writer erkannt, siebegannen, ihre Gegenrede zu formulieren. Sieschrieben sie auf die Oberflächen des Stadtraumes,an die Wände und Mauern, Fenster und Türen, Tafelnund Plakate, auf die Transportmittel und Verkehrs-wege, in Passagen und Sous-sols, Aussen- und In-nenräumen der Stadt, veränderten, überklebten,überschrieben, übermalten die operationalen Zeichenund attackierten damit die Semiokratie von Politik undMedien. Dies taten sie mit einem ihnen eigenenCode-System, so simpel, dass es jeder verstehenkonnte und doch so komplex, dass es den herr-schenden Code in Bedrängnis brachte. Nicht Ideo-logie oder Kunst war ihre Botschaft, sondern Leere –und genau damit decodierten sie den medialen,architektonischen Code. Der Aufstand der Zeichenhinterliess und hinterlässt auch heute noch deutlicheLöcher in der medial urbanen Zone. Und dreissigJahre später ist dieser Aufstand der "Kool Killer" zueinem Spiel geworden, das weltweit in praktisch allenStädten mit leicht veränderlichen Spielregeln gespieltwird, manchmal spielerisch und harmlos, manchmalkathartisch, manchmal dramatisch und lebens-bedrohlich: "I am your Nightmare. Catch me, if you can!"

Objects in mirror are closer than they appear

Beat Suter, game artist and theorist

Page 9: LS Issue4 Mai07

7

Der mediale Streit um Rede ohne Antwort und Gegen-rede hat sich aber mittlerweile auch in den virtuellenRaum verlagert, fast so wie Baudrillard das bereits inden 70er Jahren angedeutet hatte. Seit Einführungdes World Wide Web 1991 kämpfen die Medien mitallen Mitteln um die Kontrolle des Feedback-Kanals.Über zehn Jahre hat es gedauert, bis sich einzelneFeedback-Kanäle durchsetzen und das Rede-Monopol der Medien brechen konnten. Doch Wikis,Weblogs, Podcasts, Video- und Content-Com-munities garantieren noch lange keine freie Zukunftder Gegenrede. Immerhin reissen sie Löcher in diemittlerweile vernetzte und technologisch gut abge-sicherte Semiokratie. Doch die kann das nicht duldenund verleibt sich die neuen Kanäle nur zu gernewieder ein und spuckt danach lediglich die Grätenaus, wie das Napster und andere bereits schmerzlicherfahren mussten. Dass sich diese Realitäten dabeivermischen, ist wohl nichts weiter als ein Ammen-märchen. Denn was bei den Medien zu beobachtenist, gilt wohl auch für die Mehrheit der Masse: Auchheute noch wollen die Leute alles fressen, was ihnenvorgesetzt wird, egal, in welcher Realität sie sichwähnen. Und das so schnell wie möglich, so um-fassend wie möglich, am liebsten mit Haut und Haar,das Unverdauliche ausspucken und sofort weitergehen zum nächsten Happen. Das gilt vor allem auchfür die Simulationen der Realität wie in Second Life:"Die Leute kommen, um zu berühren, sie schauensich alles so an, als würden sie es berühren, ihr Blickist bloss noch ein Aspekt taktiler Manipulation." (74)Baudrillards Bemerkung von 1976 lässt sich ohneweiteres auch auf die Auseinandersetzung mit demVirtuellen anwenden. Die Semiokratie hat das Internetlängst wieder übernommen mit den Marken Google,Microsoft, Yahoo, Sony etc. CAUTION: OBJECTS INMIRROR ARE CLOSER THAN THEY APPEAR. DieSimulationsmodelle sind so angelegt, dass sie nichtetwa eine neue Welt simulieren bzw. einen neuenMöglichkeitsraum öffnen, sondern sich möglichst mitder Realität und insbesondere ihren semiologischökonomischen Inhalten decken. Genau das aber er-öffnet die Möglichkeit, die erste Realität Stück umStück verschwinden zu lassen und an ihre Stelle einezweite Realität zu setzen, eine gläserne Realität, dievon der Semiokratie durch und durch kontrolliert ist.Vielleicht erwacht der Einzelne irgendwann und stelltdann erschreckt fest, dass ihm die erste Realitätlängst entzogen worden ist.

References

Baudrillard, Jean (1976). L'Échange symbolique et lamort. Bibliothèque des sciences humaines. Paris.Baudrillard, Jean (1978). Kool Killer oder der Aufstandder Zeichen. Berlin: Merve Verlag.Baudrillard, Jean (1998). “Simulacra and Simulations”in Poster, M. (ed) Jean Baudrillard, Stanford.

AvatarLiberationFront(129,22,50)

Page 10: LS Issue4 Mai07
Page 11: LS Issue4 Mai07
Page 12: LS Issue4 Mai07

10

sghmam has a mission. Adeptly avoiding obstaclesand distractions to move quickly through the pas-sageway to reach the door. Exit into the next. Rapidlydescending eight steps, quick turn, eight more steps,then the next door. It's a heavy one this time, butsghmam gets it open and passes through withouthindrance. Turn left, move straight ahead, turn right,go straight, turn right, cut across a diagonal path, thegoal is in sight. Straight ahead is a small hut where theneeded items are to be obtained. The path is adangerous one, though. Large attackers suddenlyswooping in from either side could easily obliteratesghmam before the acquisition of the needed itemscan be successfully negotiated.

How can we be out of milk and bread again? Doesn'tanyone in this household ever take responsibility forsimple errands? Going out to get milk and breadshould really be a "somebody, somebody" job (TheCat in the Hat Comes Back, by Dr. Seuss: "Some-body, somebody has to, you see, so she picked outtwo somebodies...), but picking out even one some-body is likely to involve protracted and intricate ne-gotiations with adolescent geeks today, so the taskdefaults to somebody's grey-haired middle-agedmother: me.

As I side-step a basket of laundry that is still blockingthe hallway, I start to wonder how laundry baskets canremain consistently invisible to everyone else in mygeek household. After briefly considering how thelaundry might possibly be moved to go down to thecellar and hang itself up, I decide to ignore it too andcontinue on my way out the door to go to the bakery.The entrance door downstairs needs oiling again, butthen it is only a short walk to the little bakery kiosk atthe neighborhood market. I walk briskly down thestreet, around two corners and cut across the parkinglot. As just another somebody's grey-haired middle-aged mother, I must be completely invisible to thedrivers who suddenly back up out of the parking lotwithout warning. Dodging cars, it occurs to me that Iforgot to check whether my adolescent geeks haveleft me any money in my wallet. If not, I'll have to askthe woman at the bakery to put it on my tab again, butthen I hope the friendly one is working today.

Having successfully negotiated the acquisition of theneeded items, sghmam quickly returns to the startingpoint, ready to enter the next level. This time there arequestions to be asked and answered, complex andintriguing and wholly beguiling./Join #tgtae. --> sghmam has joined #tgtae. --> sghmam greets the regulars, dives into thediscussion, fetching feeds and checking messages onthe side, searching manuals, solving problems,technical snags and all great problems of the world.

sghmam is completely absorbed by this world, filledwith intense emotions that accompany the exchangesat this speed, skillfully juggling multiple tasks at thesame time. Feeling wise and witty and wonderful.

This isn't just a game, it's serious stuff. Whether the"techgrrrlstalkingabouteverything" on the channel#tgtae are "really" all grrrls is just as irrelevant as thesubject matter has long since become. Only thecommunication itself is important, the exchangeamong the various characters so vividly and colorfullydisplayed in plain ascii. <dancingqueen>, for instance, might well be a shygrey office worker in another world, but in this world<dancingqueen> always has something fascinating tosay and an appreciative audience. Here the invisiblelaundry baskets that plague somebody's grey-hairedmiddle-aged mother are transformed into an en-thralling challenge that <sghmam> undoubtedly hasthe skills and power to master.

/me is feeling a bit irritated after too manyinterruptions all day.--> sghmam is feeling a bit irritated after too manyinterruptions all day.--> dancingqueen sympathizes and offers sghmam aglass of champagne to relax./me smiles and accepts gracefully.--> sghmam smiles and accepts gracefully.There are brief moments where different realitiesintersect, such as when a cup of tea is needed tophysically play the role of the glass of champagne.brb/away--> sghmam will be back in 5 minutes.

Making tea unfortunately involves maneuveringthrough the disaster area that is supposed to be ourkitchen. Kitchen duty has obviously not been as-signed today, and volunteers do not appear to beforthcoming. By most standards, my household is adisgrace, but the number of adolescents generallygathered here seems to indicate that it is indeedpossible to live well and happily amidst the chaos. Ihope so. The transformation possibilities that arisefrom living simultaneously in different realities seem tohelp, I think. They certainly help me. Waiting for thewater to boil I look around at all the things in need ofbeing tidied and put in order, and I wonder what I'mdoing here. How did I end up being concerned withdishes and laundry and bills to pay and errands torun? Is this really supposed to be my life? I don't thinkso. My real life is not here among the dirty dishes.

On the screen a whole world opens up, vast andenticing.

Enter.

SGHMAM

Aileen Derieg, writer and media theorist

Page 13: LS Issue4 Mai07

11

THE SKY ABOVE THE PORT IS THE colour of a flat-screen, tuned into a Wii channel. Opaque whitenessprevails while iColored environments smooth out intoalmost grotesque reproductions of Miami Vice décors.Current gaming devices are on par with a globalsociety's demands --- both are fostering transparency,personal accountability, unlimited connectedness andWiillingness to fit into the game.If only the PS3 would have gained some momentum,at least simulated sweat and dirt could have had anentry, back onto the graphic displays of our life. Butapparently, a piano-white, gold, silver, pink, or blackfinishing is not enough to make its way into our livingrooms. Because the displayed surface of a Wiinningchannel is glossier even in its monochrome variety.The INFINITELY OPAQUE WHITE-SPACE out ofGeorge Lukas' (1971) yesterday's sci-fi-nightmareTHX 1138 has become Wii-channel's inspiration. Outof Master Lukas' dystopian debris, a glossy polar starhas risen, for to illuminate game play's horizon. Fromhere to eternity, all we have left is a Second Life. Butwe all know that getting another life in Second Life ischeap, no thrills excluded.

Running the annual marathon is no longer goodenough as proof that you can do it --- it takes DS brainjogging and regular Wii fitness tests as well. What arelief, to finally match my real age through Wii’sbiofeedback routines. Reassuring to learn that I amdoing well enough, game-wise, too. In_built targetmonitoring is one of the increasingly rare un-equivocalfeedback systems. THE CONSOLE’S USER-CEN-TRIC COMMUNICATION BEAUTIFULLY FACILITA-TES OUR GAMING PROCESS AND PROG-RESS.And Wii are getting used to get better every time in astraightforward way to an extent that our humanresource departments could only dream of.

Wii all know, that Wii Sports is in desperate need of anon-line mode, or the option to trade in the digitalcurrency of your choice for mightier opponents. Theseso-called ‘PROs’ in the tennis game are just no matchany longer. But in its early days, the Wii taught us apowerful primary heuristics: behave as though what-ever Wii are doing was natural. For example, to Wiin_in Tennis, mimicking old-school tennis playing marksa good beginning. Then you eventually find out thatyour game play is becoming more successful, THEMORE YOU EXPERIMENT WITH DIFFERENTWAYS OF DOING IT YOUR OWN WAY. In my case,sitting to play and just moving my arms workedinfinitely better than running around the living roomlike John McEnroe. The key is to learn how to twistand bend the free space in between the cyberneticloops that are incessantly re-creating (y)our play-ground. Far more effective than The Matrix, Wii taughtus to adapt and bend our behaviour for a betterperformance --- because only Wiinning counts.

In your office or in front of any other flat-screen of yourchoice --- in fact succeeding in either world works outpretty much the same.Caution: OBJECTS ON YOUR FLAT SCREEN MAYBE CLOSER THAN THEY APPEAR. Wii are gettingused to re-creating whatever & whoever we were intoa series of Miis. These Mii-channel success charac-ters help to realise coming quests and victories. AndMiis cater to this with the freedom to face every newquest with a different persona. Thus they prepare usfor one of the key lessons to master the high and lowtides throughout the currently liquid global society:private and professional relationships and therapyalike, begin with the creation of Miis --- interchange-able characters and hedge funds against personaldisorders. New game, new Wii, new hope. Profession-al employers internalized this mantra some time agoand willingly supply adequate support and develop-ment processes, facilitating self-mobilising practicesfor the chosen ones who are already apt to surf_in onthe Wiinning attitude.

Aesthetically, the look and feel of Wii channels is likethe coming corporate design of any other globalplayer. I bet Siemens wished they could re-do theirwebsite in Wii-style, and Credit Suisses' next cheerfulupbeat art-of-banking-imaginary will come swoopingin as a Nintendo look-alike. Today it seems like a safebet to argue that THE HIPPIES DID TO THE LATE70S, WHAT WII ARE DOING FOR THE 21ST CEN-TURY. They were anti-authoritarian, open-minded,drug-friendly and out to change the world. And all thatsurvived was the Internet. Wii are globally connected,apt to create and fit into any suitable character, usedto monitoring our performance. Wiilling to stay_in andadapt the game by means of display_in our bestpractices as walk-throughs on Youtube. And just asthe hippy culture spectacularly failed to live up to theirprogramme, Wii will fail to live up to our potential aswell, unless the providers of our very material exist-ence, large and medium-sized corporations, makeuse of this Wiinning attitudes' peculiar sensitivity. Wiiwill supply all they ever dreamt of --- if only they willdeliver adequate supplies of the right console.

Narrator: Parallel-universe-wise, as Wii channel’santecedents, we have had Daniel Paul Schreber, TheMatrix, Jacob's Ladder, Jean Baudrillard, TheButterfly Effect and Brazil --- Interviewer: Deputyminister, what do you believe is behind this recentincrease in terrorist bombings? Helpmann: Badsportsmanship. A ruthless minority of people seems tohave forgotten certain good old-fashioned virtues.THEY JUST CAN'T STAND SEEING THE OTHERFELLOW WiiN. If these people would just play thegame, instead of standing on the sidelines heckling --- Interviewer: In fact, killing people --- Helpmann: --- Infact, killing people --- they'd get a lot more out of life.

SURF_IN ON THE WiiNING ATTITUDE

Dr. Jo Maier, design-theorist, irganic.com

Page 14: LS Issue4 Mai07

12

"Ein Medium wird erst dann von einer breiten Masseakzeptiert, wenn die einzelnen Personen lebendeMenschen hinter dem Medium sehen." (Aus einem zürcher Open-Space-Gespräch)

Dies ist eine Beobachtung zum Thema Internet undMedien, beschreibt aber auch einen Transformations-prozess, der in der Spiel(e)kultur vonstatten geht. DasMedium Spiel wird für eine "breite" Masse attraktiv. Personal-Computer/Video-Gaming(PCG)In den 70er/80er Jahren wurde vor allem gegen denComputer gespielt und aus Pong wurde Breakout,aus Spacewar wurde Asteroids und so weiter. DieErfindung lag dabei im Moment, einen Prozess zwi-schen zwei Personen in ein Spiel gegen den Com-puter zu verwandeln. Man erfand die Levels, die ver-schiedenen Enemies und KIs oder auf einen Nennergebracht: PacMan. Aus dem gemeinschaftlich bewor-benen Spielen einer Familie wurde das noch persön-lichere Personal-Gaming. In dieser Art des Spielenswar der Mensch nur als Abstraktum in der Maschinefassbar, nicht sichtbar höchstens als Programmiererund Designer entfernt fass- und wahrnehmbar. DasGegenüber war ein PC oder eine Konsole, die agierteund reagierte. Der Spieler im (PCG) Personal-Com-puter-Gaming spielt in eine Kiste, seine private Kiste(im Gegensatz zum Grossrechner mit seinen MUDSetc). Der Rechner war ein Arbeitsgerät, ein Speicher-medium in einer technikfeindlichen Zeit.

Vom Personal Gaming (PCG) zum Computer Mediated Gaming (CMG)Das Medium wurde dann vermehrt akzeptiert - wie dieThese oben vermutet - als man eine neue Perspek-tive einführte mit Myst oder Doom, wo der Spielerzumindest vermuten konnte, dass sich hinter der Per-spektive ein Mensch zu verstecken schien, bzw. allessich so verhielt, wie wenn es ein Mensch wäre. Die3dimensionale Zentralperspektive war ein Akzeptanz-sprung (Wie schon in RealGamer beschrieben) undgleichzeitig der Start für den Wettlauf um den "Hyper-Realismus". Der Realismusdrang wurde beim Wii nunauch noch auf den Controller übertragen. "Zeit fürInnovationen beim Start einer Konsole" kann man daden MS-Schneidern dieser Welt nur zu rufen. DieFraktion der bürgerlichen Spieler wird es freuen: Dennendlich kann man wie - beim EyeToy - beim Sport ab-nehmen und erlernt sogar noch taktile Skills. Damitmacht Nintendo einen weiteren Schritt in RichtungCommunity-Gaming. Es ist Zeit das Spiel wieder aufden Körper auszudehnen, dem kopflastigen HomoLudens einen Körper zu geben, eine Bewegung. Mandarf gespannt sein, wie die Gameindustrie langfristigmit körperlich Behinderten umgehen wird.

Computer-Mediated-Gaming(CMG)Der massivste Akzeptanzschub ist aber die Vernetz-ung. Der Computer wird dabei zunehmend zu einem

Medium wie Text (Brief, Zeitung) oder Ton beimTelefon oder Bild beim Fernsehenn degradiert. DasMedium Spiel bietet lediglich noch den Spielrahmen(sei es bei Quake, Unreal Tournament, WoW), essetzt die Regeln und überwacht sie, ist ein komplizierteinfaches i (interaktives) Zeichen wie Unreal Tourna-ment oder Doom - „das Spiel ist die Bank“ wie man inMonopoly sagen würde, der clevere Verwalter. Es istder Moment, wo Personen im Multiplayer anfangendie NPC und KIs auszuschalten und nur noch gegensich selber zu spielen. Die Menschen beginnen untersich zu spielen, maximal noch Quests entgegen-zunehmen (wie in WoW), aber prinzipiell geht esdarum, das Spiel miteinander als Gruppenerlebnis zuspielen. Für den Einzelnen erscheint dabei die Weltfairer, berechenbarer und akzeptierbarer. Hinter denanderen interaktiven Zeichen stehen nun Menschen.Das Medium "Computerspiel" wird zu einem Vermitt-lermedium, wie in den anderen klassischen Medien,derer man sich bedient und dabei vergessen dieMenschen das Medium - frei nach dem Motto: Themedium is the message.

Zunehmend beginnen Personengruppen zu spielen(an die 10+ Mio), die sonst nicht gegen die anonymeMaschine spielen würden. Es ist der Chat-Moment,dass das Handeln ein Ziel in der Gemeinschaft habenkann (einen Partner, den man kennenlernt odermenschliche Netzwerkpflege oder man will eben Teileiner Gemeinschaft sein). Diese Ziele sind allgemeinakzeptiert und werden meist nicht in Frage gestellt.Die Spielerzahl beginnt dadurch eine Dimension zuerreichen, wo es nicht mehr um den eigentlichenInhalt geht, sondern um den Gruppen Effekt, frei nachLuhmann, dass man Zeitungen meist nicht lese, umzu wissen, was passiert ist, sondern um am nächstenTag in der Community etwas besprechen zu können.

Eine Differenz: Wow vs Second Life - gewollte AnbindungGenau dieser Effekt spielt nun hinein, wenn so etwaswie Second Life die Szene betritt und nun mit Schubvon WoW oder EveryQuest popularisiert werdenkann. Hier gibt es keine NPC (NonPlayerCharacter),hier gibt es nichts mehr das stören könnte, keine imSpiel auferlegten Quests. Kann man WoW nochvorwerfen ein bürgerliches Spiel zu sein, so ist nunSecond Life die logische Konsequenz einesBürgertums und die Reinigung von WorldOfWarcraft(WoW versucht das Handeln von Waffen etc. zuunterbinden). Bei Second Life wird nicht mal mehrversucht eine spielerische Tabula Rasa aufzubauen.Grundkonzept ist es, eine feststehende Verbindungzur Realwelt zu halten, über einen Linden-Dollar-Wechselkurs. Die Akzeptanz von Second Life wirdgesteigert indem das Bürgerliche totalisiert wird, esgeht ums Geld verdienen, um eine kleinen Ausweg

Von PCG zu CMG und das Abfallprodukt 2ndLife

P.M.Ong, Culture & Management Consultant

Page 15: LS Issue4 Mai07

13

aus der Welt und doch die Hoffnung drin zu bleiben.Der Kapitalismus spiegelt sich total im ProduktSecond Life. Jeder einzelne arbeitet darin und produ-ziert Inhalt und bezahlt am Ende des Monates auchnoch Gebühren dafür drin zu bleiben, als ein weiteresMachtelement der Gesellschaft: "Es ist eure kleine Droge, geht da raus und lernt, wases zu lernen gibt: Die Realwelt." Hier kann auch der letzte Rezipient dahinterMenschen und menschliche Gesetzte erkennen, dasMedium kann total akzeptiert werden und erscheintfür die Masse noch als Spiel.

War Snow Crash 1994 noch ein Witz, weil es nichtannähernd an Neuromancer heran kam (der das

digitale Medium ernst nahm), so zeigt sich heute,dass es eine lausige Utopie des Massengeschmackswar, eine Vorstellung des Vorstellbaren der breitenMasse und 2ndLife ist seine Entsprechung.

Als sich Neo in die Lüfte erhob am Ende von Matrix,dachten viele: "Wie kann der Fliegen, wenn er so einegute Engine hat." Heute wissen wir, Neo ist dieVerkörperung des durchschnittlichen Denkens dieserGesellschaft, eine Welt ohne Vorstellungskraft und dieFunktion „fliegen“ seit fünf Jahren ein Knopf amunteren Ende des Bildschirm von Second Life.

Essen wir die bittere Pille. "The desert of the real" istnichts weiter als die Vorstellung der Menschen selbst.

heterotopologies and trialectics of space, knowledge, and power. Michel Foucault

Page 16: LS Issue4 Mai07

14

“So, you’re probably asking yourself how a handsomedevil like me ended up in a place like this with you?”

As part of my research project about “involvement andmeaning-making mechanisms of dramatic computergames”, I’m sketching out a game to illustrate myconcept of the dynamic generation of meaning. Andinevitably, one question occurred right at the be-ginning: Should it be a first person or a third persongame? I caught myself answering this question in-tuitively. Third person, I decided, since I don’t like firstperson games. But is it really the perspective thatbothers me or the games that use it? That got methinking about the relationship between the impliedplayer and his or her avatar. After discussing this withstudents and colleagues, especially Nikolaus König, Iwould like to offer here a personal and deliberatelyfemale view on the question of placeholder design incomputer games.

After thinking about third and first person games for awhile and the different ways they influence the playingexperience, I noticed that the two terms had becomesynonymous in my mind for two distinct strategies ofplaceholder design. Every embodiment of the playeron screen consists of two components: a role that ismore or less clearly defined by the game and the waythis role is interpreted and played by the player. Thestrategy I associate with first person games (but whichis sometimes also employed in third person games) isto minimize the gap between the player and the roleshe takes on screen. The strategy I associate withthird person games is to offer the player a clearly de-fined identification possibility, including a visible ava-tar with a personal history and strong personalitytraits. Sure, more and more games allow the player tochoose between third or first person perspective, butthat does not really change the strategies thesegames employ to draw the player into the world.

The “first person strategy” (fps) tries to lure the playerinto the world by blurring the boundaries betweenreality and virtuality. Much emphasis is put on agency,on the illusion of reaching through a portal (ratherthan sitting in front of a computer screen) and mani-pulating the game world with your virtual arms. Theless you are distracted from this process of becomingpart of the game, the better – or so goes the argumentfor fps. For this reason only parts of the body arevisible (except for cut-scenes and when passingmirrors etc.), and sometimes you are told that youhave lost your memory, making it plausible that at firstthe player is disoriented and a little lost. The effectshould be (almost) total immersion. But the chance to transform into a game charactercan quite easily become an insurmountable chal-lenge. Whether or not it is met strongly depends onthe player’s affinity to the role the game offers and the

things this role allows the player to do. For me, thismakes the fps used by current games quite un-attractive, because I find it hard to adopt the rolesthese games currently offer. I have no affinity to shoot-ing a gun just for shooting’s sake. Give me a story, astrong character to identify with, and maybe it willmake sense to me. Also, the roles suggested by fpsgames are mostly male, the hands you see belong toa man. Yes, I can role-play a man. No problem. I havedone it many times before. But I cannot cope with toomuch freedom. I need the constraints of a story and aclearly defined role to give in to the illusion of beingsomeone else. I need some input to get my imag-ination going, to know who I am and how I am sup-posed to feel.

Fps does not care how the character feels, because ittries to create the illusion that there is no differencebetween character and player. “This is you”, itsuggests, “now, imagine how you would feel!” And thisis where it becomes most problematic, because of thetranslation processes taking place when playing videogames. One aspect of this translation process is thatplayer input, be it a mouse-click or joystick manipula-tion, is translated into on-screen action (like shooting,running, pushing, climbing). That is ok, because it iseasy to make the mental connection between oneaction (click) and its on-screen response (boom). Butthe translation process also works on an emotionallevel. Games are all about experience and emotions.Now fps – aiming at a minimal gap between playerand role – raises the expectation of making the(assumed) emotions of in-game character and playermatch. This is impossible, however, regardless ofwhich strategy you use. It is not a matter of intensityeither, but of principle. The assumed emotions experi-enced by the character who is falling into the abyssare, by their very nature, different from the emotionsthe player responsible for missing the ledge will feel inthe moment of disaster. Instead of intense fear, shewill probably feel frustration or anger. Now, as I said before, fps emphasizes agency, andgames relying on the pleasures of agency do notneed an avatar at all. But for the game-play to com-pletely take over and push the fiction into thebackground along with questions like “who am I, whyam I here and what does it all mean?”, the fictionalworlds of these games are too vivid, too concrete. Ifeel alienated by a World War II setting, and I find ithard to play the role of an undefined soldier, becauseit is so far away from who I am in real life. For the translation process to work I need aninterpreter, and in tps games I get one. Strongcharacters like Ash, the chainsaw-swinging super-market attendant from the “Evil Dead Series” servethis function. You do not see through them, the wayEspen Aarseth suggested once: “(t)he dimensions ofLara Croft’s body (...) are irrelevant to me as a player,

HANDSOME DEVIL

Doris C. Rusch, game scholar

Page 17: LS Issue4 Mai07

15

because a different looking body would not make meplay differently.(…). When I play, I don’t even see herbody, but see through it and past it.” (Aarseth 2004,p.48). Playing the “S-Mart-Ass” Ash certainly makesyou play differently. Running for shelter screaming orducking cowardly behind corners just wouldn’t do.Auto-talk utterances like the one used as the title heregive you a pretty good idea of the kind of guy you areplaying, thus altering the whole experience of anotherwise quite conventional game. A cheesy one-liner like: “When you’ve just emptied two barrels of ashotgun into the face of your favorite bartender, youcan pretty much bet that happy hour’s over...”certainly shapes your perspective. By helping meunderstand who I am in the game, tps helps me toestablish a stronger connection between the way thegame-play makes me feel and the way I am supposedto feel as the character I am playing.Of course, role playing games (and somehow I amstrongly inclined to include games like “Hitman” and“Max Payne” here) take this a step further, setting anidentification process in motion that becomes evenstronger during play instead of wearing off. I play ahigh-elf ranger in Everquest 2, named Theaora. Theclass description – ranger – is a description of person-ality traits as well as a hint of the kind of abilities onewill have when playing this class. Subtlety andcunning translate into long-range and stealth attacksand attacks mounted when behind the target. Usingthe ranger-specific attacks in the right order duringcombat is awarded with much better results thanignoring them. By playing by the rules of the rangerclass, little by little you become the subtle andcunning bastard the designers have intended theranger to be. You go nowhere without using stealth,sneaking up behind an enemy becomes secondnature. (Looking at your character certainly is anotherimportant aspect of role-playing.)

Personally, I will probably always prefer third personstrategy to first person strategy, because it allows meto explore not only a world, but also a character. As faras my game sketch is concerned, I’m still not sure.The relationships between player types, their avatarsand preferred perspectives have to be explored morethoroughly before we really understand what workshow, for whom and under which circumstances.

References

Aarseth, Espen (2004): Genre Trouble: Narrativismand the Art of Simulation. In: Wardrip-Fruin, Noah /Harrigan, Pat: First Person. New Media as Story,Performance and Game. CambridgeEvil Dead: A Fistful of Boomstick: THQ, 2003Everquest II: SOE, 2004Hitman – Blood Money: IO Interactive, 2006 Max Payne: Rockstar Games, 2001

Page 18: LS Issue4 Mai07

16

“Play is a free activity, standing outside ordinary life,as being not serious but at the same time absorbingthe player intensely and utterly. It is connected with nomaterial interest and no profit can be gained by it. Itproceeds within its proper boundaries of time andspace according to fixed rules and in an orderlymanner. It promotes the formation of social groupingswhich tend to surround themselves with secrecy andto stress their difference from the common world bydisguise or other means.”

Master Huizinga may have been right in terms of playtheory, but if we try to apply this definition to today’svirtual online gaming worlds, we might indeed needsome adjustments. Online gaming worlds arebecoming ordinary life. Connected to material inte-rests they even generate their own economies. Timeand space seem limitless. Users are absorbed moreand more by their avatars’ identities, by their 'secondlife', by their new characteristics and behaviouralpatterns. Immersive game environments are fascina-ting and promising and maybe seem closer to realitythan ever. Pas mal! But, what about real play? Real players? Where are they today?

1st assumptionBack to the streets, to the banlieues of Paris andanywhere in the world. “The suburbs in France andelsewhere are not built for living but for playing, eitherwith cars or bikes or with your own body as a gamecharacter.” The building jumpers are players of to-day’s lives. Props can be added to them as it happensin the MMORPGs. Their play level can be indicated bya game status bar. A real life clip is then made, mas-sively re-pixelated where play can regain its philo-sophical notion, as it is preserved for all the realplayers found in real cities today. [the Ludic Society: ready played, video installation]

2nd assumptionIn our own ‘real identities’: Big white letter signs canbe created with your name, in a size appropriate toyour body type. Like in WoW or SL, you are then ableto move inside a city with your name on top of yourhead. Others can address you and talk to you usingyour name. Anything is possible, as it is in onlineworlds. From the artists statement: You will only needanother person, a friend to kindly carry the sign foryou so that you can move freely. [Aram Bartholl: WoW, performance]

3rd assumptionTo the margins, to exception zones where real peoplelive and real video games are designed. In Madrid, agroup of young Moroccans created a video gameabout their lives with the assistance of the collectiveFiambrera. But play is for real, and it is given as a tool

to people to recover control over their own lives andenvironments. [Fiambrera: Bordergames, real lifeworkshop & videogame]

4th assumption To geopolitical ex-war zones, where people form col-laboration networks. Artists, art critics, writers, cu-rators from Southeastern Europe contributed projects,experiences and beliefs for the creation of TheMaking of Balkan Wars: The Game. Focusing on thesocial and cultural issues of the Balkan Peninsula, thevideo game created, counteracted the sensationalspectacle of war as this was presented by the media,deconstructed stereotypes, focused on the distortionof identities, and revised the dominant logic of ex-planation. With avatars inspired by classical Balkancharacters representing local prejudices and beliefs,users were taken on a journey to test their balkan-isation. [Personal Cinema: The Making of BalkanWars: The Game, online 3D multi-user video game]

5th assumptionTo the military virtual training where interventionreverses the rules. In a game that thousands of youngAmericans log in to and play, Joseph Delappe gets inand with his login name ‘dead-in-iraq’ types names,names of real soldiers that died in Iraq. Hisintervention has been considered as spam and anti-national and has annoyed users. But at the sametime, it has been a political anti-war action in apropaganda game, where play takes the form of aperformance and reminds users of reality and of thereal players in the war outside. [Joseph Delappe,Dead-in-iraq, on line gaming intervention]

All assumptions stand. Life and play, play and lifehave always merged and will continue to affect oneanother. Virtual worlds will continue to expand, to gainusers, to offer exciting experiences. And at the sametime, artists following their famous predecessors ofthe 20’s and 60’s, the Dadaists and the Surrealists,the Situationists and Fluxus, can see beyond thedominant media structures and use play as a meansof reversing the rules and present alternative ways ofplaying and perceiving. Stereotypes are challenged,hierarchies are hacked and rules are broken. Theinspiration, however, is always out in the streets.

“Everyday life is not everything – although its osmosiswith specialized activities is such that in a sense weare never outside of everyday life. But to use a facilespatial image, we still have to place everyday life atthe center of everything. Every project begins from itand every realization returns to it to acquire its realsignificance. Everyday life is the measure of all things:of the fulfilment or rather the non-fulfilment of humanrelations; the use of lived time; of artistic experimen-tation; of revolutionary politics.” Guy Debord

Five Assumptions for Real Play

Daphne Dragona, game arts curator

Page 19: LS Issue4 Mai07

Issue # 1 (2005) Issue # 2 (2006)

Issue # 3 (2007) Issue # 4 (2007)

www.odysseykunst.com

Odyssey (120,48,26)

The Ludic Society, as an international association ofcurrently 45 members, provokes a novel disciplinearound the conceptual disjunction of game and play.

The live online event of the LS magazine #4 releasetakes place at Odyssey, a widely known arts andgame repository in Second Life, hosted by codeperformers and designers.The experiment is supported by the Second Liferesearch group of IAD/Gamedesign, HGKZUniversity of Arts and Design Zurich.

Ludic Society Magazine #4www.ludic-society.net Editors: Jahrmann/ Moswitzer, Zurich 2007

private publishing housePrinted by Ropress

Proofreader: Aileen DeriegGraphics: Max Moswitzer

ISBN 3-902389-01-X

Poorhouse (170,161,57)

Page 20: LS Issue4 Mai07

reses

Show the Stinky Finger to 2nd Life GlobalisationShow the Stinky Finger to 2nd Life Globalisation