Sunday, 24 April 2016

darstellungsmethode

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Formally speaking, cinematic interludes are a type of grotesque fetishization of the game itself as machine. The machine is put at the service of cinema. Scenes are staged and produced from the machine either as rendered video or as procedural, in-game action. Hollywood-style editing and postproduction audio may also be added. So, ironically, what one might consider to be the most purely machinic or “digital” moments in a video game, the discarding of operator and gameplay to create machinima from the raw machine, are at the end of the day the most nongamic. The necessity of the operator-machine relationship becomes all too apparent. These cinematic interludes are a window into the machine itself, oblivious and self-contained. The actions outlined here are the first step toward a classification system of action in video games. Because they transpire within the imaginary world of the game and are actions instigated by the machine, I will call the first categorydiegetic machine acts. The material aspects of the game environment reside here, as do actions of non-player characters. This moment is the moment of pure process. The machine is up and running — no more, no less.

Galloway ///Gamic Action, Four Moments
11

Born and raised by those who praise
Control of population everybody's been there and
I don't mean on vacation

[Chorus:]
First born unicorn
Hard core soft porn
Dream of Californication
Dream of Californication
Dream of Californication
Dream of Californication
--> Objects causing griefing or excessive lag may be returned or deleted with impunity
--> subtle trust movements 
-->
Choose 'Detach' from my menu to take me off.

>this person's griefing me plox ban



--> >Ad hominem as a lifestyle





You are no longer allowed here and have 15 seconds to leave.
-->
: ◕◡ ◕

--> You have been ejected from this land.

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