There’s a fascinating thread active in the GAM3R 7H30RY forum discussing the format we’ve designed for reading and responding to McKenzie’s book. There’s a general sense of disorientation, as well as “hyperconsciousness” of one’s reading and commenting behaviors within the book. I take this as a positive sign that we’re pushing uncomfortably at the intersection of print and screen-based reading practices.
A particularly interesting little section:
Ray Cha: We don’t generally navigate websites in the way we read books. Perhaps, what is happening is that, because networked books are still quite new to us, we are hyper-conscious of the way we read them. Once we become more familiar with the form, the technology of the form will become more transparent to us. That is, we never think about how the interface or technology of a table of content or index of a print book works. One day, it will be the same way for the networked book. Dave Parry: I think that is part of what I find so interesting here, this hyperconsciousness provides us with the oppurtunity to make different sorts of textual interventions, and to become aware of others that might become transparent. McKenzie Wark: This is what both attracts me to this process and scares the hell out of me. Its the change in the material and social form that makes one aware of writing and reading as practices, but then one has this giddy sense of writing and reading without the comforting handrails of the book as form.
I think it was Victor Shklovsky who said that we become aware of structure when the roof caves in.
McKenzie composed Gamer Theory in a highly modular structure, which we ran with to the extreme in the card-based design. But emphasizing the chunks in this way — and situating it in a web browser, where people are accustomed to skipping around — we risk giving the impression that paragraphs are self-contained, or that this is a book that can be read selectively.
But this is absolutely a linear work, with an argument that builds through the successive chapters. And so naturally we find ourselves a little confused, at times needlessly debating propositions that are elucidated in subsequent paragraphs, simply because they seemed final in the context of the card. No wonder it scares the hell out of Ken, even as he dives bravely into the unknown: give people a deck of cards and they tend to shuffle it.
Today in Boston, Chicago, New York and San Francisco.
For New Yorkers today (some of us will be there): National Day of Out(R)age – New York City Protest
Location: Verizon World Headquarters
140 West Street at Vesey Street
Date/Time: Wednesday, May 24th 12:30-1:30 (arrive 12:15)
ACE-23 trains to Chambers St.
Organized by the saveaccess.org Coalition with Fairness and Accuracy In Reporting (FAIR), NYC Grassroots Media Coalition, Paper Tiger TV and more!.
The Institute has published its first networked book, GAM3R 7H30RY 1.1 by McKenzie Wark! This is a fascinating look at video games as allegories of the world we live in, and (we think) a compelling approach to publishing in the network environment. As with Mitch Stephens’ ongoing experiment at Without Gods, we’re interested here in a process-oriented approach to writing, opening the book up to discussion and debate while it’s still being written.
Inside the book, you’ll find comment streams adjacent to each individual paragraph, inviting readers to respond to the text on a fine-grained level. Doing the comments this way (next to, not below, the parent posts) came out of a desire to break out of the usual top-down hierarchy of blog-based discussion — something we’ve talked about periodically here. There’s also a free-fire forum where people can start their own threads about the games dealt with in the book or about the experience of game play in general. It’s also a place to tackle meta-questions about networked books and to evaluate the successes and failings of our experiment. The gateway to the forum is a graphical topic pool in which conversations float along axes of time and quantity, giving a sense of the shape of the discussion.
Both sections of GAM3R 7H30RY 1.1 — the book and the forum — are designed to challenge current design conventions and to generate thoughtful exchange on the meaning of games. McKenzie will actively participate in these discussions and draw upon them in subsequent drafts of his book. The current version is published under a Creative Commons license.
And like the book, the site is a work in progress. We fully intend to make modifications and add new features as we go. Here’s to putting theory into practice!
(You can read archived posts documenting the various design stages of GAM3R 7H30RY 1.1 here.)
In the New York Times own book discussion forum, one rirutsky opines eloquently on the problems with Kelly’s punch-drunk corporate optimism:
…what I find particularly problematic is the way that Kelly’s “analysis”–as well as most of the discussion of it–omits any serious mention of what is actually at stake in the utopian scheme of a universal library (which Borges, by the way, does not promote, but debunks). It has little to do with enabling creativity, but rather, with enabling greater corporate profits. Kelly is actually most close to the mark when [he] characterizes the conflict over digital books as a conflict between two business models. Of course, one gets the impression from some of Kelly’s writings that for him business and creativity are more or less the same thing….
….A more serious consideration of these issues would move away from the “old” binary antagonisms that Kelly outlines (surely, these are a relic of a pre-digital age) and think seriously about how society at large is changed by digital technologies and techniques. Who has the right to copy or to make use of data and who does not? In a world of such vast informational clutter, doesn’t power accrue to those who can afford to advertise? It is worth remembering, too, that searching is not, after all, a value-free operation. Who ultimately will control the searching and indexing of digital information? Should the government–or private corporations–be allowed to data mine the searches that people make? In short, who benefits and who loses from these technological changes? Where, precisely, is power consolidated?
Kelly does not even begin to deal with these sorts of serious social issues.
And from a typically immense Slashdot thread (from highlights conveniently collected by Branko Collin at Teleread) — this comes back to the “book is reading you” question:
Will all these books and articles require we login to view them first? I think having every book, article, movie, song, etc available for use anytime is a great idea and important for society but I don’t want to have to login and leave a paper trail of everything I’m looking at.
Phil McArthur is not a writer. But while recovering from a recent fight with cancer, he began to dream about producing a novel. Sci-fi or horror most likely — the kind of stuff he enjoys to read. But what if he could write it socially? That is, with other people? What if he could send the book spinning like a top and just watch it go?
Say he pens the first page of what will eventually become a 250-page thriller and then passes the baton to a stranger. That person goes on to write the second page, then passes it on again to a third author. And a fourth. A fifth. And so on. One page per day, all the way to 250. By that point it’s 2007 and they can publish the whole thing on Lulu.
The fruit of these musings is (or will be… or is steadily becoming) “Novel Twists”, a ongoing collaborative fiction experiment where you, I or anyone can contribute a page. The only stipulations are that entries are between 250 and 450 words, are kept reasonably clean, and that you refrain from killing the protagonist, Andy Amaratha — at least at this early stage, when only 17 pages have been completed. Writers also get a little 100-word notepad beneath their page to provide a biographical sketch and author’s notes. Once they’ve published their slice, the subsequent page is auctioned on Ebay. Before too long, a final bid is accepted and the next appointed author has 24 hours to complete his or her page.
Networked vanity publishing, you might say. And it is. But McArthur clearly isn’t in it for the money: bids are made by the penny, and all proceeds go to a cancer charity. The Ebay part is intended more to boost the project’s visibility (an article in yesterday’s Guardian also helps), and “to allow everyone a fair chance at the next page.” The main point is to have fun, and to test the hunch that relay-race writing might yield good fiction. In the end, McArthur seems not to care whether it does or not, he just wants to see if the thing actually can get written.
Surrealists explored this territory in the 1920s with the “exquisite corpse,” a game in which images and texts are assembled collaboratively, with knowledge of previous entries deliberately obscured. This made its way into all sorts of games we played when we were young and books that we read (I remember that book of three-panel figures where heads, midriffs and legs could be endlessly recombined to form hilarious, fantastical creatures). The internet lends itself particularly well to this kind of playful medley.
The Institute is on the cover of Library Journal this week! A big article called “The Social Life of Books,” which gives a good overview of the intersecting ideas and concerns that we mull over here daily. It all started, actually, with that little series of posts I wrote a few months back, “the book is reading you” (parts 3, 2 and 1), which pondered the darker implications of Google Book Search and commercial online publishing. The article is mostly an interview with me, but it covers ideas and subjects that we’ve been working through as a collective for the past year and a half. Wikipedia, Google, copyright, social software, networked books — most of our hobby horses are in there.
I also think the article serves as a nice complement (and in some ways counterpoint) to Kevin Kelly’s big article on books and search engines in yesterday’s New York Times Magazine. Kelly does an excellent job outlining the thorny intellectual property issues raised by Google Book Search and the internet in general. In particular, he gives a very lucid explanation of the copyright “orphan” issue, of which most readers of the Times are probably unaware. At least 75% of the books in contention in Google’s scanning effort are works that have been pretty much left for dead by the publishing industry: works (often out of print) whose copyright status is unclear, and for whom the rights holder is unknown, dead or otherwise prohibitively difficult to contact. Once publishers’ and authors’ groups sensed there might finally be a way to monetize these works, they mobilized a legal offensive.
Kelly argues convincingly that not only does Google have the right to make a transformative use of these works (scanning them into a searchable database), but that there is a moral imperative to do so, since these works will otherwise be left forever in the shadows. That the Times published such a progressive statement on copyright (and called it a manifesto no less) is to be applauded. That said, there are other things I felt were wanting in the article. First, at no point does Kelly question whether private companies such as Google ought to become the arbiter of all the world’s information. He seems pretty satisfied with this projected outcome.
And though the article serves as a great introduction to how search engines will revolutionize books, it doesn’t really delve into how books themselves — their form, their authorship, their content — might evolve. Interlinked, unbundled, tagged, woven into social networks — he goes into all that. But Kelly still conceives of something pretty much like a normal book (a linear construction, in relatively fixed form, made of pages) that, like Dylan at Newport in 1965, has gone electric. Our article in Library Journal goes further into the new networked life of books, intimating a profound re-jiggering of the relationship between authors and readers, and pointing to new networked modes of reading and writing in which a book is continually re-worked, re-combined and re-negotiated over time. Admittedly, these ideas have been developed further on if:book since I wrote the article a month and a half ago (when a blogger writes an article for a print magazine, there’s bound to be some temporal dissonance). There’s still a very active thread on the “defining the networked book” post which opens up many of the big questions, and I think serves well as a pre-published sequel to the LJ interview. We’d love to hear people’s thoughts on both the Kelly and the LJ pieces. Seems to make sense to discuss them in the same thread.
This past weekend, I saw a remarkable film: “Three Times,” by Taiwanese director Hou Hsiao-hsien. It’s a triptych on love set in Taiwan in three separate periods — 1966, 1911, and 2005 — each section focusing on a young man and woman, played by the same actors. Hou does incredible things with time. Each of the episodes, in fact, is a sort of study in time, not just of a specific time in history, but in the way time moves in love relationships. The opening shots of the first episode, “A Time for Love,” announce that things will be operating in a different temporal register. Billiard balls glide across a table. You don’t yet understand the rules of the game that is being played. Characters gradually emerge and the story unfolds through strange compressions and contractions of time that comprise a weird logic of yearning.
This is the first of Hou’s films that I’ve seen (it’s only the second to secure an American release). I was reminded of Tarkovsky in the way Hou uses cinema to convey the movement of time, both across the eras and within individual episodes. There’s much to say about this film, and I hope to see it again to better figure out how it does what it does. The reason I bring it up here is that the third story — “A Time for Youth,” set in contemporary Taipei — contains some of the most profound and visually arresting depictions of the mediation of intimate relationships through technology that I’ve ever seen. Cell-phones and computers have been popping up in movies for some time now, usually for the purposes of exposition or for some spooky haunted technology effect, like in “The Matrix” or “The Ring.” In “Three Times,” these new modes of contact are probed more deeply.
The story involves a meeting of an epileptic lounge punk singer and an admiring photographer, while the singer’s jilted female lover lurks in the margins. Hou weaves back and worth between intense face-to-face meetings and asynchronous electronic communication. At various times, the screen of the movie theater (the IFC in Greenwich Village) is completely filled with an extreme close-up of a cell-phone screen or a computer monitor, the text of an SMS or email message as big as billboard lettering. The pixelated Chinese characters are enormous and seem to quiver, or to be on the verge of melting. A cursor blinking at the end of an alleged suicide note typed into a computer is a dangling question of life and death, or perhaps just a sulky dramatic gesture.
What’s especially interesting is that the most expressive speech in “A Time for Youth” is delivered electronically. Face-to-face meetings are more muted and indirect. There’s an eerie episode in a nightclub where the singer is performing on stage while the photographer and another man circle her with cameras, moving as close as they can without actually touching her, shooting photos point blank.
But it was the use of screens that really struck me. By filling our entire field of vision with them — you almost feel like you’re swimming in pixels — Hou conveys how tiny channels of mediated speech can carry intense, all-consuming feeling. The weird splotchiness of digital text at close range speaks of great vulnerability. Similarly, the revelation of the singer’s epilepsy is not through direct disclosure, but happens by accident when she leaves behind a card with instructions for what to do in case of a seizure, after spending the night at the photographer’s apartment. This all strikingly follows up the previous episode, “A Time for Freedom,” which is done as a silent film with all the dialogue conveyed on placards.
It’s one of those things that suddenly you viscerally understand when a great artist shows you: how these technologies spin a web of time around us, sending voices and gestures across space instantly, but also placing a veil between people when they actually share a space. In many ways, these devices bring us closer, but they also fracture our attention and further insulate us. Never are you totally apart, but seldom are you totally together.
“Three Times” is currently out in a few cities across the US and rolling out progressively through June in various independent movie houses (more info here).
This Spartan Life, our favorite talk show in Halo space, just posted a hilarious video blog entry making the case for network neutrality. In some ways, this is the perfect medium for illustrating a threat to virtual spaces, conveying more in a couple of minutes than several weeks worth of op-eds. Enjoy it now before the party’s over.
(In case you missed it, here’s TSL’s interview with Bob.)
Ray, Bob and I spent last week out in Los Angeles at our institutional digs (the Annenberg Center for Communication at USC), where we held a pair of meetings with professors from around the US and Canada to discuss various coups we are attempting to stage within the ossified realm of scholarly and textbook publishing. Following these, we were able to stick around for a fun conference/media festival organized by Annenberg’s Networked Publics project.
The conference was a mix of the usual academic panels and a series of curated mini-exhibits of “do-it-yourself” media, surveying new genres of digital folk art currently proliferating across the net such as political remix movies, anime music videos, “digital handmade” art projects (which featured the near and dear Alex Itin — happy birthday, Alex!), and of course, machinima: films made inside of video game engines. As we enjoyed this little feast of new media, I was vaguely aware that the Tribeca film festival was going on back in New York. As I casually web-surfed through one of the panels — in the state of continuous partial attention that is now the standard state of being all these networky conferences — I came across an article about one of the more talked about films appearing there this year: “The War Tapes.” Like Gunner Palace and Occupation Dreamland, “The War Tapes” is a documentary about American soldiers in Iraq, but with one crucial difference: all the footage was shot by actual soldiers.
Back in 2004, director Deborah Scranton gave video cameras to ten members of the New Hampshire National Guard who were about to depart for a yearlong tour in Iraq. They went on to shoot a combined 800 hours of film, the pared-down result of which is “The War Tapes.” Reading about it, I couldn’t help but think that here was a case of real-life machinima. Give the warriors cameras and glimpse the war machine from the inside — carve out a new game within the game.
Granted, it’s a far from perfect analogy. Machinima involves a total repurposing of the characters and environment, foregoing the intended objectives of the game. In “The War Tapes,” the soldiers are still on their mission, still within the chain of command. And of course, war isn’t a video game. But isn’t it advertised as one?
Time Square, New York City (the military-entertainment complex)
There’s something undeniably subversive about giving cameras to GIs in what is such a thoroughly mediated war, a sort of playing against the game — if not of the game of occupation as a whole, then at least the game of spin. “I’m not supposed to talk to the media,” says one soldier to Steve Pink, one of the film’s main subjects, as he attempts to conduct an interview. To which Pink replies: “I’m not the media, dammit!”
In the clips I found on the film’s promotional site (the general release is later this summer), the overriding impression is of the soldiers’ isolation and fear: the constant terror of roadside bombs, frantic rounds fired into the green night-vision darkness, swaddled in helmets and humvees and hi-tech weaponry. It’s a frightening game they play. Deeply impersonal and anonymous, and in no way resembling the pumped-up, guitar-screeching game that the military portrays as war in its recruiting ads. This is the horrible truth at the bottom of the “Army of One” slogan: you are a lone digit in a massive calculation. Just pray you don’t become a zero.
Yet naturally, they find their own games to play within the game. One clip shows the tiny, gruesome spectacle of two soldiers, in a moment of leisure, pitting a scorpion against a spider inside a plastic tub, reenacting their own plight in the language of the desert.
At the Net Publics conference, we did see see one example of genuine machinima that made its own spooky commentary on the war: a hack of Battlefield 2 by Swedish game forum Snoken that brilliantly apes the now-famous Sony Bravia commercial, in which 250,000 colored plastic balls were filmed cascading through the streets of a San Francisco.
Here’s Battlefield:
And here’s the original Sony ad:
McKenzie Wark doesn’t address machinima in GAM3R 7H30RY (which launches in about a week), but he does discuss video games in the context of the “military entertainment complex”: the remaking of postmodern capitalist society in the image of the digital game, in which every individual is a 1 or a 0 locked in senseless competition for advancement through the levels, each vying to “win” the game:
The old class antagonisms have not gone away, but are hidden beneath levels of rank, where each agonizes over their worth against others in the price of their house, the size of their vehicle and where, perversely, working longer and longer hours is a sign of winning the game. Work becomes play. Work demands not just one’s mind and body but also one’s soul. You have to be a team player. Your work has to be creative, inventive, playful – ludic, but not ludicrous.
Video games (which can actually be won) are allegories of this imperfect world that we are taught to play like a game, as though it really were governed by a perfect (and perfectly fair) algorithm — even the wars that rage across its hemispheres:
Once games required an actual place to play them, whether on the chess board or the tennis court. Even wars had battle fields. Now global positioning satellites grid the whole earth and put all of space and time in play. Warfare, they say, now looks like video games. Well don’t kid yourself. War is a video game – for the military entertainment complex. To them it doesn’t matter what happens ‘on the ground’. The ground – the old-fashioned battlefield itself – is just a necessary externality to the game. Slavoj Zizek: “It is thus not the fantasy of a purely aseptic war run as a video game behind computer screens that protects us from the reality of the face to face killing of another person; on the contrary it is this fantasy of face to face encounter with an enemy killed bloodily that we construct in order to escape the Real of the depersonalized war turned into an anonymous technological operation.” The soldier whose inadequate armor failed him, shot dead in an alley by a sniper, has his death, like his life, managed by a computer in a blip of logistics.
How does one truly escape? Ultimately, Wark’s gamer theory is posed in the spirit that animates the best machinima:
The gamer as theorist has to choose between two strategies for playing against gamespace. One is to play for the real. (Take the red pill). But the real is nothing but a heap of broken images. The other is to play for the game (Take the blue pill). Play within the game, but against gamespace. Be ludic, but also lucid.
This is the “cover” (it’s an email mag) of the latest issue of artkrush. Part of a 2004 installation by Moroccan artist Mounir Fatmi called “The Connections.”
Connections is the outcome of a reflection which began in the early Nineties, at the time of the war in the Gulf…. At that time, the operations Desert Storm and Desert Fox, preceding the last operation which could be named “Desert, full stop”, established the era of a media oriented war, therefore a war of image, on the very spot of the Revelation, that of the three sacred books, a historic place dedicated to communication. They clearly showed the lack of means of communication and even the lack of communication power of the Arab countries as well as the resurgent fear of technology.
In our calendar, that of Hegira, we are today in 1420, eternally nomads. Our roots are clearly set in the future, as the Arab poet Adonis wrote it. For me, it is an attempt to enter this desert, this collective memory, to remove sand from objects which may lose their identity through the changing of material but will still keep their memory.
I’ve become all but unable to think of the objects around me except in terms of Actor-Network theory, as sort of depositions or instantiations of a great deal of matter, energy and information moving through the world. And of course, a book is nothing but a snapshot in that regard; you have to do a lot of extra work if you want to prise out and examine the flows it is a part of, or even those it has set up.