Wednesday, February 22, 2017

Feb 22 Homework (Paper, Lecture Response, Public Art)

Samantha Spreitzer
ART 381
22 February 2017
Game Paper
Cities and Stories
            In our world, cities tell a story. There are cities that have histories that span thousands of years, and one can often read that history in the city itself, from ancient ruins to modern architecture. Even within the past few hundred years, such distinct architectural styles emerged that one can often date a building by looking at it—provided, of course, they know their architectural history. Cities are not, obviously, the only things in this world we live in that tell stories. Books have been doing so for thousands of years (and people even longer), and so have movies and TV shows, among other media. But now, one of the most popular forms the story can take is a video game. They offer endless possibilities, limited solely by the imagination of whoever is making the game. Some games offer no story at all, like the classic game Pong, yet others are built around epic stories, like Mass Effect. While there are plenty of people who do not particularly care for the stories a game may offer, I personally am more invested in that than anything else.
            That might be why it is interesting and somewhat surprising to me that, prior to starting to write that, I had thought little about the story for my city in-game. I had ideas about what would be there and where things would go that I had even laid out in a way that made sense for a story, but I had simply not given it one. Now, however, I have started to see something come together. I envisioned it as a journey from old to new, with the very oldest being crumbling ruins of something that once was and the very newest being a somewhat futuristic-looking castle. I now see my city as a place that stands as a testament to the passage of time. Perhaps, at one point, everything there was a part of the style of the crumbling ruins, even up to the castle. But, over time, things have changed. I see the castle as a sort of ground zero, if you will. With successive periods of time and architecture, things have been torn down and rebuilt, starting with the castle and moving outwards, but always leaving something behind of the old at the edges of the rebuilding. Thus, time seems to move forward if one walks towards the castle and backwards if one walks away from it. It is, then, like the ancient cities of the real world, preserving the old whilst still creating and showcasing the new, often also with important structures. But perhaps, now that city has left just enough of things behind to lead to the castle, it now acts as model, like a physical timeline more than a place for people to actually live. It could very well be a tourist attraction, even, with people that work there dressed in clothes to match the times of their respective areas and offering history lessons, like there are today with old attractions. But in the end, maybe none of that matters at all. Video games can, at least in my own opinion, often be considered a form of art, and one of the best things about art is all the different things different people might see in it. The artist themselves often has an idea of what they are making, but a viewer might look at it and see something completely different, which is still most often entirely valid—granted so long as the viewer can take into account the artist’s original intent if it is important to the piece. So too in video games, where a story can often be set but the details might not be filled in, or there might be room to consider something else completely, which players often do. Thus, in this game and city of my creation, I would welcome the perspective of those who play it who might see something I had never even considered but that show it in a whole new light.
            Artists, even when given the same basic outlines or restrictions, will often find such different ways to represent their ideas that one can see how incredibly different we all think. These cities will be a testament to that, to what we have learned, to what we want, and to the stories we wish to tell. I fully expect everyone’s cities to be, for the most part, entirely distinct from each other, to the point where we may be able to see a screenshot and know exactly whose city we see. We are all creating our own little gamespaces, to borrow from McKenzie Wark, our own versions of utopia and dystopia that come from the things we have each experienced, our own stories. And I, for one, cannot wait to see the things we each tell.

Works Cited
Wark, McKenzie. Gamer Theory 2.0. Cambridge, MA: Harvard UP, 2007. Future of the Book23 
        Apr. 2007. Web. 20 Feb. 2017.

Lecture Response:
       Before this week’s lecture, I hadn’t given much thought to public art in regards to incorporating it into my city, at least not consciously I suppose. I had sketched a basic sort of statue idea that I’ll likely now use for my public art piece in my city. But public art in general has always sort of fascinated me. I love the idea of creating art for art’s sake and letting the public get to see it. Being able to interact with it brings it to a whole new level for me. I love interactivity in almost all things (and now it makes the learning style test I took in middle school make more sense, with me being a ‘kinesthetic learner’). Visual arts forms that are just that are fine and I have no issue with them, but being able to interact with art makes you feel closer to it, more connected in a way. So when public art does that, it’s my favorite type of public art.

Public Art:

No comments:

Post a Comment