English feature

Jan 28 19:55

Travel, games and notgames: An interview with Jordan Magnuson

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In 2010, Jordan Magnuson did something special: He set out on a crazy adventure to travel Asia and make short computer games (and notgames) about the things that impacted him along the way. After 236 days of travel through five Asian countries (Korea, Taiwan, Vietnam, Cambodia and Malaysia), Jordan's adventure of "gametrekking" was completed, as well as 10 games made during and about this journey and the people and places he visited.

I contacted Jordan and asked him a few questions about travel, games and notgames.

VGT: Coincidentally, you and me have some things in common: we both travelled in Asia at the same time, for a similar amount of time. Contrary to me, you had a "mission" - to make games as well as travel. How did that work out? Did you find it difficult to combine the movement of travel with the sedentary business of making games?

Jordan: Overall, the gametrekking journey was incredibly rewarding: as I’ve said in my retrospective, I wouldn’t trade my experiences hitchhiking down the east coast of Taiwan, couchsurfing in the Mekong delta, or visiting the Killing Fields of Cambodia for anything. I love traveling purely for its own sake, but at the same time I’ve done a lot of traveling, so I enjoyed having a particular “mission”, as you put it, on this occasion: I like uncertainty and challenge, and Gametrekking provided me with plenty of both. Even after it was successfully funded, the project was somewhat unprecedented, and a big unknown in a lot of ways, which made things exciting.

Dez 15 17:59

notgames: notagoodidea

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Tale of Tales, the Belgian couple behind experimental games like Endless Forest, The Graveyard, The Path and now Bientôt l'été, are known for their artistic, dreamlike games. In August 2011, they helped curate a small exhibition accompanying the Cologne Games Lab. The show included games experiments like Dear Esther, Kairo, Trauma as well as Amnesia and Tale of Tales' own titles and offered a unique glimpse into a creative games underground. 

The motto and title of the exhibition, and of the games shown in it, was "notgames".  And that's a problem.

Dez 05 19:10

Confessions of a Videogame Tourist

601 Anthemios: Fallout New Vegas

Why play? There are many reasons. This is mine.

Our ancestors are within us. For roughly 200,000 years Homo sapiens sapiens has roamed the planet, and it's easy to forget that we, as our even more remote relatives, are nomads by nature - hunter-gatherers, wanderers, vagrants. It has only been a puny 8,000 years since our style of life has become sedentary, since the concept of 'city' or even 'village' appeared, since both the blessing and curse of 'civilization' were realized. Man is - both physically and mentally - nomadic.

Okt 02 11:38

"Games are a prism with which to see reality" - An interview with David Adler

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Christopher David Sellner Adler is one of DADIU's most successful graduates. In his project for the Danish  games incubator, 1916 - Der unbekannte Krieg and A Mother's Inferno, he has taken the role of Game Director and, with his team of fellow DADIU students, has succeeded in creating fresh, memorable and unsettling game experiences. Born in Copenhagen, Denmark in 1985 to immigrant parents, his family is firmly rooted in cinematography: His German-born father was a cinematographer of both fiction and documentary, while his mother, who is of US origin, primarily teaches production design. Currently David is attending the Danish film school, but for now, his focus is firmly on games.

I had a lot of questions for David, and he took the time to answer at length. Here's the full interview.

Sep 18 01:12

"Great Games transcend Technology": An Interview with a CRPGAddict

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Chester Bolingbroke has set himself a high goal: to play each and every computer role-playing game ever made, in order of publication. His page CRPGaddict chronicles this massive task, and is increasingly becoming a valuable resource for games history as well as starry-eyed nostalgic gamers, hungry for the game experiences of their youth.
 
Since his project's inception in 2010, Chester (who, by the way, keeps his real name a secret) has documented 75 games, starting with Akalabeth (1979). The rules he has set for himself are strict, and his schedule is full: After more than two years, his gargantuan task has led him up to the year 1989. I interviewed Chester for an article I wrote for Austrian online paper DerStandard; here's the full interview.
 
VGT: One could half-jokingly call you one of the few living "game archeologists", documenting these half-forgotten game-experiences for later generations. Would you see yourself as that: a games historian?
 
 Chet: I see myself as an "accidental" game historian. My primary goal is to have fun playing these games, and I would contend that you can have just as much fun playing a 1989 game as you can a 2012 game. The only reason I appear to be a "historian" is because my blog goes in chronological order. If I had decided to completely randomize the order, I don't think most people would see my blog as primarily about history. Nonetheless, I'm happy to uncover historical tidbits--particularly CRPG "firsts"--as I go along.
 
Sep 04 14:40

"Games Are Perfect Artmaking Tools": An Interview with Kent Sheely

456 Robert de Niro in Scorsese's "Taxi Driver", from Kent's project "Zappers" (2011).

Kent Sheely is an American digital artist living in New York City who makes art out of, and about, video games. His work includes real-life installations of Super Mario Boxes, classic war-photography in Day of Defeat and the photography-hack Grand Theft Photo. I wanted to know more about Kent's approach to video games and asked him a few questions by email. His portfolio can be viewed at his site.
 
VGT: Why video games? ;)
 
Kent: When I was a kid, I used to draw up new adventures for my favorite game characters, incorporating their 8-bit worlds into those from my own imagination. I was never satisfied with just playing the games; I was driven to take them to new places. I guess that sensibility just evolved as I grew up and started finding out about other artists who were using video games to create art. They were validating my obsession.
 
Games are perfect artmaking tools, because like art, they already abstract the real world and can provide new perspectives on it. They're also a window into both current and nostalgic pop culture, since they have grown up alongside our current generation. It's an ever-evolving medium. 
 
A majority of my work centers around taking elements from either the real or virtual realm and finding ways to interpret them in the other, like a mashup between simulation and reality. It's that grey area that I find most interesting. 
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Aug 28 09:50

Virtual Light: Exploring In-Game Photography And Photo History

440 Eron Rauch, "A Land to Die In (Every Player Corpse from 1-70)" from A Land to Die In (Detail)

A few weeks ago, LA-based artist, writer and VGT-reader Eron Rauch contacted me to discuss some of the finer points of In-Game Photography. This conversation led me to ask him to collect his thoughts in an essay about the relation of In-Game Photography and traditional photography and art. Here it is.  

If you are anything like me, you had friends who linked Rainer's "The Art of in-game Photography." If you are anything like me, you saw many of your friends duke it out on Facebook and Twitter over whether or not this was a legitimate art — whether it was  even photography.

The arguments, if I may dramatize them like a cheap real-crime TV program, went something like this: It's photography. No, it's not photography. Yes it is. No it isn't. Uh-huh. Nuh-uh. Your mother's not photography. Well your mother was photography last night.

Then: You own the image. No you don't own the image. Yes it is. No it isn't. Uh-huh. Nuh-uh. I own your mother. Well I owned your mother last night.

I have spent too much time drinking coffee and waiting in lobbies in League of Legends (to inevitably have the 5th PUG pick Feeder-Yi). I spent this time mulling over why this video-game-photography-thinger gets people so worked up. Here are two thoughts:

1) Both sides of these arguments seem to have good points.

2) What sides? The history of photography is way too weird for binaries.

The more I turned these two ideas around the more it occurred to me that they were related. Additionally, the more I pondered the original article on In-Game Photography (IGP) and the very polarized reactions it elicited, the more I grew adamant that these strong reactions mean that this subject is a very important notion to ponder and hence make art about.