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Slow Games, Slow Poems: The Act of Deliberation in "Slow Year"
“Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
essential differences between videogames and other forms of expressive culture, such as
literature, photography, and cinema. But what about videogames in which action looks like
inaction? What about videogames in which action means sitting still? What about a videogame
that purports to be less a game and more a meditation—a work of literature? In this paper
I explore a prominent yet remarkably understudied example of a slow game—a game that
questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, anEric Dean Rasmussen - 21.06.2012 - 12:55
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"A Machine Made of Words by a Machine Made of Numbers"- Authorial Presence in Niemi’s Stud Poetry
Primary Text: Marko Niemi’s Stud Poetry, a demo of which would run during the presentation.
The paper opens with a brief discussion of the inherently conservative nature of the ELO’s definition of electronic-literature and the critical tendencies which this encourages. It has a strong focus on those critics who identify the forms which electronic literature has taken as an extension of modernist experimentation in the Twentieth Century, while disregarding the new possibilities which programmable media furnishes the poet with.
These possibilities are manifest in Niemi’s Stud Poetry, a text which has been consistently overlooked since its publication, perhaps because it presents a challenge to the dominant critical trends. Stud Poetry cannot fully be understood in terms of print-based modernist experimentation, Dada or Burroughs, because it would be impossible to achieve without a computer program. Niemi wrote the code which ‘writes’ each poem/game.
Jill Walker Rettberg - 23.08.2013 - 12:24