Clearing the clouds, clouding the clear

For today’s class we all played Jason Nelson’s four part game series “Arctic Acre Oddities and Curious Lands.” In these games Nelson uses glitch aesthetic to overturn a lot of standard notions about how a video game should deliver meaning and how one should function. Instead of making anymore generalizations right now about all of the games I’ll take a look at the individual games in an attempt to offer some insight into these complex, dense works.

Nelson describes the first game, “game, game, game and again game,” as a “digital poem/game/net art work hybrid,” which is as good a description as any for this unorthodox work. In this game the player controls a black and red/yellow circle with squiggles coming off of it. I’ll call it a cell because the squiggles look like flagella or cilia and because it’s a simple way to refer to the sprite. The cell can only move left or right and jump. The game progresses by “collecting” (moving onto) objects, which in turn cause other text(in the general sense) to appear on the screen. The score at the top of the screen changes whenever an object is collected. The score is tabulated in indecipherable  symbols, so the goal of the game is not to collect points, but to explore Nelson’s text. Throughout the 13 levels Nelson shows the absurdity and fallibility of human belief systems by presenting nonsensical takes on various belief systems. For example in “the capitalist level” moves the cell up a stepped graph collecting shining dollar signs, much like real capitalism where the object is to acquire ever increasing amounts of money. The dollar signs are depicted in black and red, which is interesting because black and red can be used to reference anarcho-syndacalism, an ideology explicitly opposed to capitalism. Once the cell reaches the top of the graph, the only place to go is down. Capitalism’s infinite growth model is impossible, once the highest point has been reached there’s nowhere to go but down.

In “game, game, game and again game” the crude nature of Nelson’s design mocks the sleek look institutions put on (think priests in robes, stained glass windows, businessmen in suits, corporate logos) to assert their authority and hide their contradictions. The unpolished look also serves to contradict the expectation that the creator of a work should be giving the reader/player a determined meaning to latch onto. Nelson challenges us to devise thoughts or meanings of our own from the chaotic whirlpool he throws at us. In the first level of the second game “i made this, you play this, we are enemies” incorporates smooth designs into the glitch aesthetic. When the words “buy” or “sell” are collected clip-art-like images of a shield reading “simple is bleak is hypnosis”, flowers, and stars (one even says “smooth brands”) appear. The shield’s message could be a comment on those who criticize Nelson’s work for being simplistic, such a view is “bleak” or boring – showing the critic is unwilling to engage the work enough to extract some kind of meaning. Such critics are “hypnotized” by their pre-existing notions of what a video game should be.

Another aspect of the second game’s design I found fascinating was the use of websites for backgrounds. As objects are collected the backgrounds become more and more vandalized this mimics the sensory and information overload often experienced while surfing the web. Throughout the games as more text (in both senses) appears other parts of the game are obscured. For example, when the pop up videos appear they prevent the reader/player from reading certain parts of the text. These games are not only inaccessible in the non-commercial/non-mainstream sense, Nelson makes it difficult to access, i.e. to interpret, his work.

In the third game “Evidence of Everything Exploding” the artistic movement Dadaism is explicitly mentioned. This is significant because Nelson’s works is a great example of Dada, which uses technology that would be completely alien to the innovators of Dada in the early 20th century. One goal of Dada is to destroy or subvert traditional meaning with seemingly destructive techniques like collage in order to suggest and create new meanings. Nelson accomplishes this by subverting various ideas about video games, thereby leaving us to invent our own interpretation.

In the fourth game “alarmingly these are not lovesick zombies” the reader/player is given the most agency, the cell sprite from the first game returns with a red protrusion, it now can move in all directions and shoot. The score is kept in actual numerals, but once again serves mostly as a way to progress in the text. Advancing through this game requires the reader/player to die, half the levels are death levels and half are living levels. This challenges the traditional role of death in video games where death is something to be avoided. In between levels Nelson kindly gives us a “video theory of games” – videos where he gives his unique explanation of various aspects of video games. These videos give one meaning to “Arctic Acre” as a whole, but whether or not this meaning is satisfactory is open for debate, if it needs to be debated at all. It is a common assumption that reading or watching an interview with an artist will help clarify parts of their work. Nelson does subvert this expectation, but by subverting it the way he does he ends up clarifying the ambiguous nature of the games.

“Brainstrips” – A Multi-Genre “Knowledge Series”

Brainstrips, by Alan Bigelow, is a “3-part knowledge series” incorporating elements of comics, hypertext, and kinetic poetry (although in this work it would be more accurately described as kinetic prose.) Bigelow mixes different forms of electronic literature to create unique artworks, his multi-form/multi-genre work “American Ghosts” has already been covered on our blog. The first link above sends you to the entire series, the individual parts can be accessed from Bigelow’s website. The three parts: “Deep Philosophical Questions,” “Science for Idiots,” and “Higher Math” take a humorous and irreverent look at philosophy, science, math, and consumer culture.

When accessed from Bigelow’s website the first section, “Deep Philosophical Questions,” a quote from Ambrose Bierce’s Devil’s Dictionary appears above a loading bar. It reads, “Philosophy, n. A route of many roads leading from nowhere to nothing.” This quote sets the stage for the first section, in a Derridean move  Bigelow shows how philosophy is ultimately pointless because it is just a bunch of words that may make logical sense within the context of philosophy itself, but have little effect on changing reality in a meaningful way. Once “Deep Philosophical  Questions” is loaded a screen with comic art and a menu with links to six philosophical inquiries appears. Each of these links lead a different comic strip, which explore the concept at hand, once they are exited they can only be accessed if a new game is started. Sometimes an answer is given, such as in the “What is Art?” lexia, which defines art as “a mathematical equation applied to different experiential contexts” thus making artists (including Bigelow) obsolete. Others end ambiguously and/or absurdly and leave the reader just as puzzled as before, the “Do trees have rights lexia?” focuses on two explorers who want to but mahogany trees from the natives who then attack the explorers. This strip ends with a woman waking up and revealing the whole situation was just a dream. Like dreams, studies in philosophy can yield some interesting thoughts, but if used to strictly interpret the real world can lead to misguided or ridiculous interpretations. ”Is color real?” breaks the fourth wall with two characters commenting on their existence within a comic strip.

Once all the links have been clicked through, a link to a “Special Advertising Section” replaces the questions. This leads to a lexia spoofing advertisements, with the heading “Invent Your Own Philosophy!” Using language and imagery associated with advertising, this page mocks the ideology of consumerism. The abundant choice in consumer goods creates an illusion of choice, where every selection does nothing to change the underlying choice made in every consumer purchase – the choice to perpetuate consumerist structures by purchasing consumer goods. Once the magic button is pressed the words “Thank You!” appear on the screen and then fades to black, mirroring the emptiness of choice within a consumerist context.

“Deep Philosophical Questions” is the most overtly comic part of “Brainstrips.” All the lexia, excluding the main menu and the final advertising section, feature sequential art where time elapses in one space via the separation of that space int different panels. The other two sections “Science for Idiots” and “Higher Math” also start with hypertext menus featuring different links that can only be accessed once per playthrough. Inside these links the reader clicks through different screens by using arrows at the bottom, an act which is a form of animation. In all three parts images and text move on the screen, which I why I would define Bigelow’s work as kinetic prose. The final two sections also contain quizzes featuring absurd questions and equally absurd answers, which the reader can obviously not answer correctly no matter what choice is made. Showing that in the end the search for ultimate knowledge and “Truth” is hopeless as humanity is within a context where concrete answers to many questions just do not exist.

*In this post I have offered a rather bleak view of humanity and symbolic systems, suggesting that humans’ symbolic forms of communication are all ultimately flawed and pointless. This is partially due to Bigelow’s subject matter and my own interests in deconstruction and being hypercritical. However, it should be noted that the very fact that we as humans can think and feel so many things the way we do in unique ways is beautiful and downright awesome even if they ultimately have no point. I’d even say the lack of ultimate truth and meaning is an enormous drive behind human creativity and makes everything humans do all the more beautiful.