Realtime Art Manifesto
So I just stumbled across the Realtime Art Manifesto, presented last month at the medi@terra art festival by Auriea Harvey & Michaƫl Samyn, creators of the Endless Forest. Having finished reading it, I'm left feeling invigorated (which is what a manifesto ought to do to you).
If you are interested in creating interactive worlds/systems/experiences, read this. If you're not satisfied with what the big budget developers are feeding you, read this. If you wanna elevate the medium, go on and read the damn thing.
Realtime is a poetic technology
Sounds nice, right? There are a lot of good little nuggets here. I found a lot of it dovetails nicely with my intentions and goals for my thesis. But then, some of it I can't entirely abide by. Take Point 7's condemnation of game-related art in the contemporary art world:
Make art-games, not game-art.
Game art is just modern art
-ironical, cynical, afraid of beauty, afraid of meaning.
It abuses a technology that has already spawned an art form capable of communicating far beyond the reach of modern art.
Made by artists far superior in artistry and skills.
Game art is slave art.
Yep... they just went there. I think there is plenty of room for game-art and art-games, but their distinction is still relevant. As much as I may love Brody Condon's narcotic flying Elvises, in forsaking its medium's interactivity, it has more to do with video art than the burgeoning realtime medium whose technology it employs.
I'm sure a number of designers here at the IMD are going to take issue with this one:
The game structure of rules and competition stands in the way of expressiveness.
Interactivity wants to be free.
I could rip out half a dozen other little catch phrases, but taking them out of context might soften the blow. Read it and let's discuss.
found via abstractmachine by way of processing blogs

at November 13, 2006 1:27 PM