Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Saturday, August 20, 2022

updated
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old, and new, and old, and old.

Paul Schrader,

I recently watched a demonstration by the guys from Rockstar Games who did the Western video game Red Dead Redemption. They said that all new technology is essentially run by techies. And then at some point, somebody comes in from another field and makes it universal. And they were hoping that we were getting to that point with video games. We’re not there yet. It’s still in the realm of the techies.

Interview at the NYRB, with Gabriel Winslow-Yost, of the NYRB, published alongside his essay/review of/on the game The Stanley Parable. The NYRB interviews itself: the interviewer, Daniel Drake, is interviewing his boss. 

...I’ll sidestep the question, as you do in your essay, of whether or not video games are art to ask instead: What dimension do video games act along that elevates them above other games, or makes them an art? I typically find, after playing a game, even my favorites, that I come away less interested in the world and more interested in the game and the obsessive reward-seeking it fosters.

I didn’t mean to sidestep it so much as take it for granted: they are obviously art! But I also think that making arguments about why they are is kind of a mug’s game—if you believe they are, you’re better off by just demonstrating it, taking games seriously by talking about them the way you would any other artwork.

I do think playing many of them can feel all-consuming, and sometimes that can be pretty gross. Video games have access to compulsion—that kind of deep-seated slot-machine feeling—and the mindless cleaning-up-the-kitchen zone-out in a way that other art forms don’t. But I think that’s also one of the things that makes them especially interesting, when it’s deployed well. A good game can turn compulsion and mindless acquiescence in interesting directions: forcing you to disobey, as something like The Stanley Parable does, or forcing you to go along with something obviously objectionable, as a number of games have done. (Things like Spec Ops: The Line, say, which pretended to be a run-of-the-mill macho military shooter, but then made “your” character commit a war crime and descend into madness.)

"that can be pretty gross." the language of preadolescence. There's no question that games are an art form; it's a question of what sort, and of maturity. 

More generally, video games are better than books or movies or whatever at depicting feelings related to your own actions: compulsion, triumph, regret, unease.

The discovery of the other, not in infancy but the cusp of adolescence. I'll take what I can get.

I'm remembering something from years ago. I thought it was Rosalind Krauss, ("Video: The Aesthetics of Narcissism") but it isn't. Or maybe I was extrapolating and arguing with the essay? A treatment for narcissism involving the patient sitting in front of a monitor with a video camera above it—now it would be your computer. The image of is no longer a reflection, and the disconnect forces a break. 

Winslow-Yost is describing the same process. Again: Robert Wilson, T.S. Eliot etc. The gradual acceptance of the physical body, of the self among others, of time, of death. The discovery of experience. And it all goes back to my essay from 1987. And it's all here.

repeats: Addiction by Design

As recently as the mid-1980s, machine gamblers who wished to continue play when they ran out of money were required to leave their machines, make their way to an automatic teller machine (ATM) on the casino floor to acquire cash, and finally, purchase rolls of coins from cashier cages or change attendants roving the floor with coin carts, before returning to play.

...By 1997 it had become possible for players to directly access their checking accounts from the machines, transferring up to $1,000 per day in the form of play credits. Nevada deferred approval for this technology in 2003, for it came too close to violating a state law that bans the merging of ATM functions into slot machines (on the reasoning that this might facilitate “impulse play” and exacerbate problematic gambling behavior). But given the numerous jurisdictions without this legal obstacle, gambling technology companies have continued to develop systems that allow direct access to finances from machines.


I was in Las Vegas in 2008 working a trade show with some friends. On the last night we went out. I told Natasha years later that on that night I loved Vegas. Around the high rollers and their servants and hangers on, I almost forgot the misery I'd watched for four days. For the first time I felt no pity: I was free.  The dealers. the bartenders and the strippers were all top shelf and well-paid. It brought me back to childhood and the Here-You-May-Do-Anything Inn. In Mahagonny the only crime is to be broke.

We started out at at tourist bar on the strip. It was depressing. J's brother asked the bartender where he went to drink. "The biggest room in the house." He drank at home. J spent the time playing blackjack on the built-in screen under his shot glass at the bar. He was glassy-eyed, focusing inward, calculating, "wired in". We knew not to interrupt. After a half hour the bartender payed him and we left. 

Click the fucking links. 

Drake's first paragraph.
The New York Review of Books expanded its purview beyond books almost immediately, with a pointed review of “non-books” by John Hollander in the very first issue,...

Hollander 

The “non-book” has been a successful commodity for a long time. It now appears to have become a genre as well. The class of non-books includes the whole range of coloring books, photographs of infants, animals, or Famous Paintings being forced to say things by means of captions or balloons, the doctored news photographs, etc. Picture prevails over text in the non-book, and yet the result is not a book of pictures. It may have originated in the bound volumes of cartoonists’ work and the “grown-up” comic strip collections (Barnaby, Pogo, Peanuts), but it does not contain cartoons. It is a gimmick in book format. There are often non-books on the best-seller lists, and lately they have been appearing for children as well.

It is a deplorable tradition. And yet,...

"It is a deplorable tradition." The "non book" predates the "book" by years, if not decades. From snobbery to slumming, but slumming is snobbery. 

Winslow-Yost has the look of an Aspie who's beginning to outgrow his childishness, but only just. The New York Review of books or movies or whatever... 

Monday, May 16, 2022

CNAS Gaming Lab on Meet the Press
In a special collaboration with NBC’s Meet the Press, The Gaming Lab at CNAS executed a strategic-operational game to provide critical insight into how a potential war with China over Taiwan could unfold, and how the United States and its allies and partners could defeat an attack on Taiwan by China. This special edition of Meet the Press Reports shows how wargames can help policymakers better understand the dilemmas and impacts such a conflict could have on the Indo-Pacific. Watch the episode from NBC to see a CNAS wargame in action and put yourself in the shoes of a high-ranking defense official executing a military strategy.

July 2013, Foreign Policy: U.S. Repeals Propaganda Ban, Spreads Government-Made News to Americans
For decades, a so-called anti-propaganda law prevented the U.S. government's mammoth broadcasting arm from delivering programming to American audiences. But on July 2, that came silently to an end with the implementation of a new reform passed in January. The result: an unleashing of thousands of hours per week of government-funded radio and TV programs for domestic U.S. consumption in a reform initially criticized as a green light for U.S. domestic propaganda efforts. So what just happened?

The Atlantic Council: The Art of Future Warfare.


"To add to the military metaphors: Soldier of the judicial press (Bertin). The poets of strife. The litterateurs of the advance guard. This habitude of military metaphors denotes minds not military, but made for discipline, that is, for conformity, minds born domesticated, Belgian minds, which can think only in society."

Monday, August 03, 2020

more of the same Jilani's geek sense of nuance.
Polygon, the gaming website from Vox.

Games need to return to black-and-white morality: Tales of good vs. evil are more relevant than ever
Gray morality presents a worldview that states these two poles aren’t that different: a perspective that actually widens the disparity in our fractured world. Our lives are already gray, and these shades seem to keep getting muddier. 
The distrust of black-and-white tales may stem from their prominence in many child-friendly franchises: Mario saves the princess, while Bowser kidnaps her. Guybrush Threepwood of Monkey Island fame rescues his lover as the earnest, wannabe outlaw, the antithesis to LeChuck’s scheming, undead pirate captain. Samus Aran blasts aliens to smithereens, versus the ghastly Mother Brain, who’s the ... brains behind the machinations of Metroid, I guess. 
Tales of black-and-white morality feature enemies that have always been bad, and will always be bad. While the heroes are good, and always find a way to succeed despite the odds, even if they have to strain against their own moral codes.
The author, a "non-binary"[?] corporate gamer geek from Singapore, an authoritarian corporate utopia.
Reminds me of Cyrus Eosphoros, "Kayla" Schierbecker,  and Justine Tunney.

Schrader, again
I recently watched a demonstration by the guys from Rockstar Games who did the Western video game Red Dead Redemption. They said that all new technology is essentially run by techies. And then at some point, somebody comes in from another field and makes it universal. And they were hoping that we were getting to that point with video games. We’re not there yet. It’s still in the realm of the techies. 
Farrell, again
John Gray on the disappearance of utopian dreams of social reform in science fiction here. His taste in SF is excellent and he has several good lines.
The role of science has been to gauge the limits of the species, with new technologies and extra-planetary environments being used as virtual laboratories for an ongoing thought experiment. If the mainstream novel employs the lens of the commonplace career – birth and education, marriage and divorce, ambition and failure – SF has pursued the inquiry by abducting the human animal and placing it in alien environments.
is particularly nice. It captures real (if not universal) differences without fetishizing the one as better than the other.
India was an alien environment for the British; Indochina was an alien environment for the French; Africa was an alien environment for the entirety of Europe. Henry Farrell can't deal with Palestine but he can justify "thought experiments" on Mars. Fantasy is escape. It's evasion.

Science Fiction was created by men trying to get away from the alien environment populated by their wives.
Engineers of shit.

Sunday, April 12, 2020

If he deletes it the text will stay on the page.

A few days ago Philip Mirowski opened up a draft of a paper for comments. I'd already made mine before I read the above.

"Democracy, Expertise and the Post-Truth Era: An Inquiry into the Contemporary Politics of STS Version 1.1"
It's a draft and I won't copy his words, but he begins with a quote.
One part of the US vote was a loud vote against expertise. Clinton became, among other things, a symbol for technocracy... Views and debates within STS about the nature of expertise seem oddly irrelevant in this context. The differences between accounts of expertise in realist terms (Collins and Evans, 2002), as institutionally constituted parts of larger regimes (Jasanoff, 2004) or as discrete networks (Eyal, 2013), while stark for readers of this journal, are subtle given the wholesale rejection of expertise by voters and the more selective rejection of expertise being continued in some announced appointments. It seems that optimism about the coexistence of democracy and expertise may be misplaced... (Sismondo, 2017)
The whole thing is a joke. No discussion of what the supposed "experts" achieved, or failed to. No reporting of fact. The history of ideas is rationalism built on priors and hot air. Nothing on the record of Volcker and Rubinomics, Greenspan/Ayn Rand, Krugman, Rodrik and Deaton, Tyler Cowen and Tom Nichols. As for "democracy" I brought up my old standbys: Latour is a neoliberal Catholic and The Church is a monarchy;  Feyerabend belongs with de Man and Robbe-Grillet; democracy is relativist as to truth but strict as to form; lawyers are orators not philosophers. "I began to find myself in a dangerous situation as an advocate. I came to believe in the truth of what I was saying." etc. Weber and Kafka. The absurdity of thinking of science as intellectual as opposed to technical. Engineers themselves aren't considered intellectuals, but engineering is seen as a model for intellectual activity, "creating concepts" etc. Game designers are seen as intellectuals, builders of virtual worlds, like philosophers' possible worlds. Science fiction is fantasy. Fantasy is not observation. From my comments:
Science is empiricism. The current wave of "science denial" is a backlash against rationalist bullshit claiming to be science. Shiller and Fama won the non-Nobel prize in economics in the same year for making diametrically opposed arguments. "Teach the conflict"? Angus Deaton won for discovering what they teach in every introduction to systems engineering: efficiency and stability are in inverse proportion. Or as they teach you in kindergarten: don't put all your eggs in one basket.
I should have included Schrader

"The Post-Truth Era." And when exactly was the "Era of Truth"?
What Exactly is neoliberalism? etc.

new tag for Video Games

Tuesday, December 03, 2019


Avant-Garde is Kitsch: An Essay on Modernism and Modernity in Politics and Culture
Academia.edu, or here

It's book length now. If I hadn't pissed off Sahlins it would've been published by years ago, but it would have been much shorter and not nearly as good. It's still not done but it's close.

I waste my life on this or something else.

It would be nice if someone at least gave me a response other than "It will never pass peer review", or that I should send to "X", who then says I should send it to "Y".

The sources of the image, because now I have to explain all my jokes.

A few changes. Now I'm taking a break.

If the intellectual model of fine art remains intellectual design (and the logic of original intent) the popular model is now theatrical design. There’s a relation: the children of conceptualists have returned to an art-making process the only way they could, as furniture makers.  There’s a similar culture of “crafting” in academia, of grad school knitting circles, economist coffee connoisseurs, philosopher illustrators and wood carvers. None of this amounts to much, or won’t until the preoccupations outpace the ideas.  The best example of this, going back to the beginnings of conceptualism, is Adrian Piper, who has had careers both as an artist and as an academic philosopher.  But her best, most tortured, work documents the sleep of reason, undermining all of her ideological pretensions.  Her work is the poetry of confused rage.  The new culture of crafting by comparison is another form of naïve decadence.  For academic crafters, knitting circles are the closest they’ll come to hammering out scenarios for The Wire.  But our more committed culture of geek enthusiasm is Fin-de-siècle Vienna restaged in ignorance, the overdetermined attachments of people desperate to escape their isolation while simultaneously seeing that isolation as a function of Truth. It connects to the art of the closet, without the humor or sadness. We now have a variety of geeks outside of science and tech, all with the moral philosophy of Asperger’s patients: so fixated on their manias that the only way out is the dream of the hive, the ultimate overdetermined community. Our culture is full of stories of dystopian worlds made by our idealism; contra the church, homosexuality is normal human behavor, and against all philosophers who followed Socrates, the distinction between dialogue and rhetoric is spurious. 

Paul Schrader tells a story.

I recently watched a demonstration by the guys from Rockstar Games who did the Western video game Red Dead Redemption. They said that all new technology is essentially run by techies. And then at some point, somebody comes in from another field and makes it universal. And they were hoping that we were getting to that point with video games. We’re not there yet. It’s still in the realm of the techies.[i]

Video games are dystopianism without the sense of loss. To take them beyond the realm of the techies would be to take them beyond the enthusiasts, the optimists, and to those who can introduce tragedy: out of the realm of games and into the realm of art. Schrader’s point of course is that if we’re not there yet, we will be. 

[i]  Paul Schrader, "Game Changers: The Birth of Narrative", Film Comment, July-August 2014

My first mention of the Schrader story here

Wednesday, November 19, 2014

The Art of Future Warfare Project [new link] A project of the Atlantic Council
[original url and header: "the art of the future", archive.org.] 
Vision
A world in which artists — writers, illustrators, directors, videographers — and creativity enjoy a valued place in the defense establishment’s planning and preparation for the future of warfare and social conflict; in where unconventional, imaginative thinking and expression contribute meaningfully to the study and professional conduct of diplomacy, defense policy, and military operations; in which fiction about future wars hold a regular place on the reading lists of military professionals.

Mission
The Atlantic Council’s Art of Future Warfare project is driven by the Scowcroft Center on International Security’s mandate to advance thinking and planning for the future of warfare. The project’s core mission is to cultivate a community of interest in works and ideas arising from the intersection of creativity and expectations about how emerging antagonists, disruptive technologies, and novel warfighting concepts may animate tomorrow’s conflicts. We will create a platform for this community — the Art of Future Warfare web site, activate social media around this mission and host live events. The project will curate artistic renderings of future warfare through crowd-sourced “war-art challenges,” and publish collections of these works. The project also will cultivate an audience within the traditional defense community for this creative approach to understanding the future of warfare and social conflict.
August Cole
Dave Anthony and Call of Duty
Dave Anthony, former writer and director for the megahit video game franchise Call of Duty, wants the U.S. government to explore stationing soldiers in schools.
repeats and repeats. Instrumentalism and illustration, left and right, literally. "It is painful to note that we find similar errors in two opposed schools: the bourgeois school and the socialist school. ‘Moralize! Moralize!’ cry both with missionary fervor."

Fascism is military moralism. Conceptualism is reactionary, always. It's fantasy.

"Literature as art is the discussion of values as manifest in actions. That the actions are fictional is irrelevant."

The element of fantasy is secondary. More repeats, and relevant.
"But art is not essentially content. Art is essentially form. Art is object, not subject."
So Ursula Le Guin, [archive.org] a fantasy author, of all people, is the first to say the obvious.
also
War can be used as entertainment in two ways by two groups of people: those who treat it as a game played by choice -a deadly game but one that can be left and rejoined- and those who know only war. The most important difference is that the former have never been the victims of a war, only the warriors. They didn't learn to kill by feeling pain.
Jack Webb, cardboard, and "Collegiate Gothic"

Tuesday, November 04, 2014

Paul Schrader,
I recently watched a demonstration by the guys from Rockstar Games who did the Western video game Red Dead Redemption. They said that all new technology is essentially run by techies. And then at some point, somebody comes in from another field and makes it universal. And they were hoping that we were getting to that point with video games. We’re not there yet. It’s still in the realm of the techies.
repeat

Dungeons and Dragons and Philosophy
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.
Tolkien is Tolstoy; Derrida is Proust; Deleuze tops The Rolling Stones and The Journal of Philosophy will be remembered after HBO is forgotten.

More than anything it reminds me of bin Laden's predictions of a Caliphate. Sept 11, 2001 marked the beginning of the end of political Islam.

Conceptualism is the intellectualism of preadolescence: imagination before experience, before the influence of sex, and the knowledge of death. The philosophy of D&D is post-war rationalism seen through the eyes of the readers of L. Frank Baum. It's T.S. Eliot without despair and Borges without Nihilism. It's the pathology of cute, and the optimism of the designers of World of Warcraft




Tell me about it, assholes
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If the videos die: Gears of War (Mad World)
Nas, The Message. "I never sleep, cause sleep is the cousin of death"

Saturday, April 28, 2012

Dungeons and Dragons and Philosophy
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.
Tolkien is Tolstoy; Derrida is Proust; Deleuze tops The Rolling Stones, and The Journal of Philosophy will be remembered after HBO is forgotten.

More than anything it reminds me of bin Laden's predictions of a Caliphate. Sept 11, 2001 marked the beginning of the end of political Islam.

Conceptualism is the intellectualism of preadolescence: imagination before experience, before the influence of sex, and the knowledge of death. The philosophy of D&D is post-war rationalism seen through the eyes of the readers of L. Frank Baum. It's T.S. Eliot without despair and Borges without Nihilism. It's the pathology of cute, and the optimism of the designers of World of Warcraft




Tell me about it, assholes
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If the videos die: Gears of War (Mad World)
Nas, The Message. "I never sleep, cause sleep is the cousin of death"