Thursday 13 October 2011

FOCUS

OK been a long time since I posted on here and its about time that I tried to reign in a proposal and gain a much more direct focus in terms of how it relates to my practice as well as my own vested interests.
In response to my tutorial with Lorraine, I cannot just use history as a focus, but as a context, which is more than fine, I think it was just because I had do so so much historical research in terms to verify using New Vegas as a basis for my universal mirror study.
She also mentioned that the hyperreality aspect works hand in hand with the interaction element, but it must have another design related element. So an easy and good way to go about this would be to look at semiotics and how it relates to the branding of products in game. 
Virtual branding must have an effect on us and our purchasing habits, considering that there are so many real world products that are situated in New Vegas, just with slightly changed graphics and name changes. Nuka Cola is a prime example, the funny thing is most of the food is irradiated which supports the notion that most of our food is GM treated or something similar to a minor poison. 
This aside, the amount of in game design that is relative to the propagating of products, be it interactive (food, drink, weapons, armour, clothes) or merely a place or object of high value (space shuttle, minuteman missile, HELIOS ONE, vegas strip) the effect of advertising is the same: it creates a notion of unfulfillment that can only be sated by trying the product, visiting the place or in some cases, picking up a novelty like a t-shirt or snowglobe.
So I suppose this actually holds some amount of weight considering that I could just dissect the entire Fallout inventory and do a largely semiotic grilling of it as well as elaborating on the point by putting it into some form of hyperreal context that is actually a universal mirror for pan-capitalism.


Another idea could be the focus of technology, how technology has shaped and shifted various social factions into evolution or disparity. For the elitist advancement of technology and its preservation, the Brotherhood of Steel would be the focus, whereas on a much further end of the scale would be the tribal people of Zion National Park, UT who rely entirely on their craft skills, survival skills and general know-how of their surroundings.
Although this would be a good focus, and would indeed tie in with the sort of work I am producing in my practice, I am unsure of how it could be directed back to design. Which may lead me to leave this in the ground considering I will only be looking at social theory and technological aspects which probably wont link back into my studio practice. 


Once again another focus could be the propaganda that you see in game, which in itself is intrinsic to products/branding anyway as the same methods are applied, just that the imagery and tone of voice is altered slightly when dealing with products, not people.


So I think ideally it would be best to take a semiotic stance in relation to branding in fallout, as well as linking it into the hyperreal cohesion in our world.

Wednesday 5 October 2011

Cold War Modern: Defense

It is common to say that the effects of the cold war were primarily indirect rather than on the immediate environment or the constructed environment, as the results of the cold war is becoming increasingly visible today as more physical heritage sites are being uncovered.
In Tom Vanderbilt's book Survival City: Adventures Amongst the Ruins of the Atomic America, 2002 his terminology of 'black and white spaces' applied to these sites and areas effected by the cold war help to create a better idea of how both public and private sectors coexisted. Black areas are the secret bases, bunkers, storage facilities, silos and test sites, white were the visitable and visible places/areas open to view, Vanderbilt then says that "the existence of one not only presupposes the other, but they inevitably seep into each other, corrupting both in the process." this means that no matter what 'visible' sites appear to hold innocence to the public would undoubtedly have connections to the secret, subside of the cold war, as if the 'visible' world of progress was a sign of unstoppable capitalism and a denial to nuclear threat. 


"Psychological effect of the invisible of the anxiety of annihilation in the midst of plenty"


Continuing on with Vanderbilt's terminology, we hit a grey area. (HA) Oak Ridge, Tennessee, USA was a place that had a small population and was rife with vast areas of woodland, yet almost overnight in 1942, thanks to all the new construction technologies and resources the 'Atomic City' was constructed. It was kept a secret until the war ended as it played a huge part in the Manhattan Project, as well as being heralded as "the biggest job in quick town building ever attempted in the USA"
Oak Ridge was also home to NORAD, North American Aerospace Defense Command is a United States and Canada bi-national (1954 agreement) organization charged with the missions of aerospace warning and aerospace control for North America. Aerospace warning includes the monitoring of man-made objects in space, and the detection, validation, and warning of attack against North America whether by aircraft, missiles, or space vehicles, through mutual support arrangements with other commands.


Menwith Hill, Harrogate, UK

Along with NORAD, there was a military demand for an intricate system that allowed members of the US military to communicate and defend against enemy threats. This came about in the form of the positioning of Distant Early Warning Radomes, invented by Buckminster Fuller whose idea of using the newly discovered fibreglass material which could withstand great amounts of weather without causing so much as a scratch to the Radomes.
DEW for short, the line of defense created was a significant initiative of the cold war, the elctronic grid controlled by SAGE (which later contributed to air traffic control and had its roots in a lot of Tesla's inventions and proposals which were turned down by the government not only 20 years ago) was used to relay information all over the continent and soonafter, the domes were modified to create semi-autonomous sites so as to relieve staff to other duties.
The radome became a symbol of cold war corporate and militant America, contributing to the theory that America are out for full spectrum dominance over the planet, as seen when they propagated them as symbols of liberating technological progress in the war.


"The peculiar mixture of do-it-yourself improv and recycling of scrap materials with up-to-date structural systems and advanced electronics (hi-fis, Tv and film) was typical of hedonistic survivalism of the counter-culture of the second half of the 60s"


Mcluhans global village

Friday 9 September 2011

Cold War Modern: Architecture

Finally got my copy of Cold War Modern Design 1945-1970 (V&A) delivered today which has not only patched up alot of my dissertation research but offered a much better perspective and contextualized approach to the subject matter. Although the majority of the content is art  focused, there is a considerable amount on the cultural, ideological and political mechanisms behind the Atomic Age and the Modern Movement which is essential to my essay.


In the chapter Europe Reconstructed, Europe Divided p42/43 the main focus is on the reconstruction of the war torn countries that were in need of rebuilding their societies based upon the post-war mindset, which differed amongst the countries and their context to the war.
It predominantly focusses on the communist and capitalist ideologies that were causing conflict in some of eastern Europe, especially countries like Russia where the magnificence of communism was required to be implemented into the architectural structure of the major cities. Soviet buildings did not reflect the underlying/predominant ideal that communism was a force that is pushing its society into the new, "long formal avenues with monumental sculpture and buildings dressed with classical columns and lintels - hardly a vision of the future." 
However, the menace of modern architecture was coming from America, following a large smear campaign by the Eastern Bloc - which America realistically pushed the boundaries for modernity - particularly in Germany in 1954 the Handbuch Fur Architekten spoke out against this capito-imperial menace, "As in other capitalist countries, building is predominantly formalist and subordinated to the cosmopolitan ideology of American Imperialism". Architecture is replaced with mere construction, with no real focus on the elegance or aesthetics of buildings but only on their functionality within the emerging movement that hid the 'cold face of capitalism' in the following building plans.


This echoed the 'war psychosis' that followed the war, mass paranoia and panic within the ranks of the military where the military industrial needs were put as priority over the standard social needs of the general populace, this is evident when considering the Danube Steelworks case.
Moving on a little bit to 1952, when the Stalin-Allee was opened, it was meant to be a palace/place of refuge and pride for the workers of the state to reside in. Instead it demonstrated the government's prioritization of housing schemes that demoralized the public rather than motivating them, it revealed the ideological values of the social strata.
Stalin-Allee could be compared to the Fallout Universe's 1952 US Governmental scheme Project Safehouse that exploited the country's need for safe housing, with a promise of modernity and a secured future in which to live. Instead they turned out to be a large series of botched social experiments which mirrors that of what we see here; a change in domestic arrangements and a change in social dynamics.
America with its ears ever present in most of the conversations occuring worldwide, sensed this paradigm shift and started a European tour with their 'living exhibitions' which were used to demonstrate the simple, elegant functionality of a modern living environment.
"Domestic appliances were used to forge connections between individualism reconstruction and consumerism"
It started in the late 40's/early 50's where American companies/governments/corporations would openly invite architects, planners, engineers and other technocrats on extensive study tours to North America which some of the technocrats would be offered jobs or contracts which obviously influenced the designs and products the Americans were eager to sell. Leo De Jonge (architect from Netherlands) was one of these people touring:
"I was not pro-American. And I thought that a lot of the trip was pure propaganda, our presence was supposed to sell the American people on the idea that so much money was going to Europe." which it obviously wasnt, despite the need for rebuilding in Europe the American Dream was still willing to conform to its exploitative, capitalist endeavours.

Conrad Hilton (of HIlton Hotels)  gives a shining example of this, in the late 1950's, when US businesses sought to capitalize on the economic recovery, Hilton wrote in his autobiography that each of his hotels were a 'laboratory' that people could 'inspect America and its ways at their leisure'. Describing international hotels - such as the Berlin Hilton - and those in areas considered 'hot' by the cold war as 'bulwarks against the communist threat' but the reality was that a more visible Americanization of the European cityscapes occurred, with corporate headquarters and air-conditioned hotels.

Moving away from America and its plentitude, we now look at a much more cohesive basis for Project Safehouse; Unite d'Habitation in Marseilles which was essentially a 'social condenser' inspired by previous soviet architectural designs, it was meant to produce new socialized domestic spaces that could either destroy or isolate the private world of the bourgeoisie,"the cultural cold war forged weapons from modern home furnishings" it boasted a whole host of services and commodities such as a swimming pool, launderette and a daycare centre which would have easily provided the standard of living needed in modern society. A complete world, offering the community services needed for modern living - 'a monument in which everyday life of the home is elevated to the level of public monument' by means of creating a visual, social and cultural landmark that will forever be embedded in the population's mind just like those structures that mark the monumental loss of life, but instead perpetuate a capitalist ideal with a neo-imperialist overtone.


Sunday 10 July 2011

America aciremA

I bought and have started to read through America by Jean Baudrillard (1) in order to support opinions of my own as well as offer up a more in depth critique of the subject I am studying. 
When Baudrillard arrived in San Diego in 1975 he was there to keep with and update Robert Frank's mission statement, 'that California was a testing ground of simulation'(2) the experimental side of which was found in the desert. From previous research and posts, this becomes self evident of the American psyche, which better place to test or simulate man's ideas of destruction, creation and replenishment of natural resource
Baudrillard found on his travels that the vast, arid desert was becoming his heartland, as an absolution from 'historical or cultural comparison' thus renunciating the idea of American culture which in The Americans (Robert Frank 1958) is apparently 'born here and spreading everywhere', the New World - as America used to be called - held a view of their country being the New Europe
As Donald Rumsfeld famously referred to the UK and Europe as Old Europe (3), a stance of bad attitude inherited from the second World War that Americans occupy the highest moral ground in every aspect of cultural endeavour, whereas in the earlier years of the country's birth, America often gazed at the supremacy of culture and sophistication that was Europe.
This is highlighted in almost every film ever made, the increasing or pent up paranoia of persons in authority as well as the conditioned masses.


After much research into both timelines, comparing what events link to other events, I have opened up an even bloodier side to the US that I was ignorant of until I found out about it all. Mainly looking at the birth of the free market, shock economy, Tesla experiments, and the progression of military projects, its hard not to find something that is referenced to on Fallout: New Vegas, especially in some of the chapters in America. 
I had a choice between Fallout 3 which was set in Washington DC or Vegas, however seeing that Vegas was more of a 'utopia' of greed and the by-product of the 'American way of life' I thought that it would be the more appropriate option this as well as the abundance of quotes and opinions shared by Baudrillard it became apparent that this was the logical choice.


Mormons play a huge part in the Fallout universe, as the founding fathers of the Legion were Mormons, as well as a section of the faith branching off to form the Followers of the Apocalypse, a humanitarian faction who "don't worship so much as follow a set of principles. We want to bring peace back to this wasteland. The world tends toward destruction, so we try to make a difference.' which fundamentally follows the original christian values without the extreme action of a fundamentalist religious sect. They often offer their services to stranded wastelanders or roamers regardless of creed, colour or belief which as Baudrillard so eloquently put 'It is the capitalist, transsexual pride of a people of mutants that gives the city its magic, equal and opposite to that of Las Vegas, that great whore on the other side of the desert.'
Followers of the Apocalypse Logo


Legion Logo

( I will touch upon Desert for Ever as I have yet to read its entirety )
Baudrillard begins to explain the genealogy of the desert in all its primal forms, stating that 'meaning is born out of the erosion of words, significations are born out of the erosion of signs', this in essence refers to the denaturalisation of sites/areas that were once ancient sedimentations but repressed by humans to cultivate meaning: Natural Parks (Grand Canyon) 

Funnily enough, Baudrillard has written paragraphs on some of the places that are intrinsic to the Fallout story.

Salt Lake City:
The Mormon's Makkah, a heartland of wealth, rich-living, puritanical conquistadors that have their own law, constitutions and an archive of desert tunnels that predate the American acquisition of land.

Alamogordo:
Is the site of the first atomic bomb testing, miles of White Sands composed against the pale blue skyline of mountains, peace only disrupted with a trigger that 'the blinding artificial light of the bomb against the blinding light of the ground'.

Torrey Canyon:
Is home to the Salk Institute, home of all of the Nobel Prize winners for biology as well as the  'Minos... Palace...' for future biological breakthroughs that is constantly redefining the commandments of contemporary biology.

Baudrillard then goes on to comment on these sites as 'capitals of fiction become reality' as the sublime and extraterritoriality along with the earth's geological grandeur combine together with man's nuclear, orbital, high grade computer technology. This gives footing to the constant changing, yet unyielding nature of the desert, the inhumanity of mankinds ulterior, superficial world suddenly finds its aesthetic form: the ecstatic form of disappearance.




I leave you with a fantastic quote from America, and the trailer that fits perfectly and could have been composed by the man himself:


"There is nothing more mysterious than a TV set left on in an empty room... Suddenly the TV reveals itself for what it really is: a video of another world, ultimately addressed to no one at all, delivering its images indifferently, indifferent to its own messages (you can easily imagine it still functioning after humanity has disappeared)"


















(1) J. Baudrillard (1988) Verso publications, British Library Cataloguing in Publication Data


(2)

Thursday 7 July 2011

Nikola Tesla: Godfather of Modern Physics

The spread of civilization may be likened to a fire; First, a feeble spark, next a flickering flame, then a mighty blaze, ever increasing in speed and power.” - Nikola Tesla


Nikola Tesla was an incredibly influential physicist who was born in the wrong time period, viewed as an eccentric in his later years for his seemingly controversial inventions and experiments such as the Death Ray (which influenced generations of sci-fi fans)


Tesla's importance to both worlds is huge to say the least, starting out as Edison's apprentice then rapidly overtaking him in the field of physics, for example the war between AC and DC (Alternating Current and Direct Current, Tesla's was AC) which inevitably sparked off Tesla's career and the start of a new era for motor and electrical systems worldwide.


In February 1882, Tesla discovered the rotating magnetic field which led onto the A.C. induction motor then his polyphase alternating current system used to light the world today and started the industrial revolution at the turn of the century.


Amongst a host of other inventions and breakthroughs Tesla is the father of tv, radio, flourescent lights, laser beam, remote control, wireless transmission of electricity, robotics and vertical take off aircraft as well as foreseeing interplanetary communications and satellites. Fallout is based around Tesla's inventions all working as expected and his physical theories were correct, these include the Vertibird, Laser Rifle, Power Armor, HELIOS 1 and Mr Handy, to name a few.


Vertibird

Laser Rifle



HELIOS 1 

Helios 1 is a good example of Tesla's great vision for the world to have a sustainable, renewable energy source that has no negative impact on the environment except during its construction. Tesla had visions not only to utilise the sun, but was the first to propose wind and hydroelectrical power as a versatile means to end/cut down on fossil fuels, being a man dedicated to inventing for the better of mankind his view was that.. 'Science is but a perversion of itself unless it has as its ultimate goal the betterment of humanity.'(1
This state of mind is constantly referred to within the entirety of the Fallout series, many of the characters talk of him as some sort of god whereas all the ex-US government affiliated personnel disregard him as a fraud, yet hail Hertz and Marconi as the true pioneers of physics.


However, there is truth in HELIOS 1, because in spain there is a fully operational solar power station in Andalucia, which is more or less exactly the same as the one in Fallout...'With a power capacity of 20 megawatts, double that of PS10, PS20 should produce enough clean energy to supply 10,000 homes.' This power alone would be sufficient enough to power a bleak New Vegas strip and even a half cocked military base in the desert, which can transmit vast amounts of electrical energy wirelessly over vast distances, not too dissimilar from Tesla


Although it is most probably Nevada Solar One a huge sprawling solar power station situated east of Barstow, CA, USA which was the first test of a large-scale thermal solar power tower designed by the Department of Energy and proposed for construction by Southern California Edison, but doubles up as a relay to orbiting satellites such as Europe's first military optical recon satellite, Helios 1A


This is referenced in Fallout when the player first finds HELIOS 1, the atmospheric phenomenon created by dust particles and the light are clearly visible, leading the player to a series of access terminals allowing the player to take control of the power station, giving access to its unique orbital death ray and to channel the energy to various areas of the Mojave Wasteland.


References:

http://www.solaripedia.com/13/31/solar_one_and_two_(now_defunct).html

http://aboutfreeenergy.com/

http://www.teslaenergy.org/intro5.html




Saturday 2 July 2011

Timelines

In order to see if there are similarities within Fallout and our reality I have to have a good long look at the Fallout timeline and ours respectively. 


1942 - Sierra Army Depot begins construction. Situated in Herlong, California, it is a United States Army post that offers '36,000 acres of high desert terrain we are able to provide distinct storage advantages of ample space, low humidity and low precipitation; excellent for the long term storage of mechanized vehicles located here.'  as well as the safe disposal of depleted uranium and in their own words they 'have a highly dedicated staff of expert and skilled machinists, craftsmen, equipment operators and support personnel that are vital to the current and future Army needs. This type of expertise allows us to receive store, maintain, and ship material anywhere or anytime in the world - ON TIME.' The people who run this place have been living on site for quite a few generations (1950s when the housing scheme started) and is run entirely by the US Army and overseen by the US government (part of the TOCOM LCMC branch) it also offers a variety of services, these include:



  • Inland Petroleum Distribution Systems
  • Water Support Systems
  • Force Provider 
  • Army Field Feeding Systems 
  • Large Area Maintenance Shelters
  • Landing Mat Sets
  • Bridging 
  • Reserve Component Hospital 
  • Decrement Associated Support Items of Equipment - (non-medical)
  • Receive, store, issue, renovate, and demilitarize (disassemble) depleted uranium rounds
Besides this long list of services, the depot was and still is a huge military storage facility, during the 1970s and 1980s, SIAD was also used for the storage of unarmed nuclear weapons. These weapons and their storage and maintenance areas were protected by the 980th Military Police Company as a part of DARCOM.
Leading us nicely into the Fallout timeline, in 1945 3 years after the SIAD was created, the Los Alamos Nuclear research Facility opened, as well as the Manhattan Project.


1969 - After WWII the US Government turns the 50 states in 13 commonwealths  to ensure economic stability after the War. But due to backlash from the commonwealth the tensions rise in the nation when the commonwealth puts their own ambition before the economic stability of the country. The national flag is changed to reflect this and depicts fourteen stars - thirteen in a circle to represent the commonwealths and one in the middle to represent the federal government and the nation as a whole. This was the year (in our world) that Richard Nixon becomes president of the USA.

2042 - Mr House (in the real world Howard Hughes) founds Robco which are a US based company specialising in domesticated products, whereas in game they develop robots to aid 
humans in domestic chores.
Howard Hughes was a man


2051-2052 - This is where it starts to get juicy. USA begins putting pressure on Mexico to protects its investments in their oil supply, citing the political instability and pollution as a threat to nationality. The United States government enter Mexico to oversee all of Mexico's oil refineries. They also cite the political instability and pollution as a threat to nationality creating huge costs to Mexico's economy.


This however, is not a rare occurrence, the USA have in the past put pressure on Mexico concerning their natural gas and crude oil resources considering that the Mexican government rely on the industry for 35% of total government revenues, including taxes and direct payments from Petroleos Mexicanos (Pemex) as well as Mexico being the third largest foreign crude oil supplier to the US.
On May 8th 2003, a group of American Republican congressmen approve a bilateral accord with Mexico, American invested into the opening of Pemex, the Mexican oil company as well as an agreement on migration.
The Organisation of the Petroleum Exporting Countries (OPEC) is a permanent intergovernmental Organisation created at the Baghdad Conference on Sept-10-14 1960 they meet to regulate and observe crude oil prices in order to keep prices fair worldwide.
In 1982 though, there was one country that stood independently against OPEC, yet kept its prices close to the OPEC regulations that of course was Mexico, in the New York Times it stated, 


"Government critics have argued that membership in OPEC would be desirable because it would decrease the nation's economic dependence on the United States, which buys about half of the 1.4 million barrels of oil that Mexico exports daily." November 30 1982


To combat this, in La Jornada (left-wing publication) Mexico City, Mexico, May 12, 2003,they went on to say that one of the reasons that Mexico did not join OPEC was because of the American pressure exerted by OPEC officials as well as investors in the oil companies of the North. On an economical note, if Mexico had of joined OPEC they would have sold oil to the USA on a preferential basis, this allowed the USA to purchase Mexican oil at a good price and increases reserves. On a long-term basis, and in due time would of allowed it to bring down the price of oil on a global level, which just goes to show that the American republicans (who are known for their hate for Mexicans) are trading oil for migration despite the fact over 4.5 million undocumented workers play a part of the USA's huge food trade, not too far away from Spain being the main exporter/manufacturer of the UK's food.




2052 - The tension in the world in the past century causes most of the worlds petroleum reserves to dry up thus starting a war between the European nations and the Middle East when the ME decided to drastically increase oil prices. This in turn causes the USA to forcefully annex Canada. 
OPEC's history covers the 'war' (debate) between the EU and neighbouring Middle East nations over oil prices, Canada on the other hand is a whole new bag. 
A brief internet search shows many plans, ideas, websites, forums, blogs all about or in favour to annex Canada, except after a CNN poll it was revealed only 4 out of 10 Americans wanted to actually annex their peaceful Northern neighbours, whereas out of 6.7 million Canadians 19.9% of the populace were for the proposition.
There is a whole heap of information for this argument that I dont have time to read through, reading the analyses I can conclude that there has always been a shaky relationship between Canada and the USA that tends to go back to nationality, resource, public policy, legalisation issues, firearm control and a multitude of private sector issues including various ideas to privatise public services. The Fraser Institute is a conservative and libertarian think tank based in Canada (yet privately invested by Americans) that promotes free market principles. This is one of many examples that show the permeation of American ideas, values and ideals that have been shaping Canada for since October 10, 1849. Sir Wilfred Laurier said from his speech in Boston in 1891 - "I am a subject of the British Crown, but whenever I have to choose between the interests of England and Canada it is manifest to me that the interests of my country are identical with those of the United States of America. " 



2066 - China invades USA from Alaska for resources and thus starts a war with the US. This is also the time when the Vaults were built, to the public they were bomb shelters that could hold 1000 people in each, but little did they know that they were actually social experiments by Vault-Tec (in collaboration with the US government).

2077 - The war reached it's climax when the US and China dropped nukes on each other, this is also the time when the Vaults locked up completely. The war, although called the "Great War" only lasted 2 hours before both nations were reduced to nothing.

Whichever game you play let it be Fallout, Fallout 2 or Fallout 3 or New Vegas, they all follow this timeline.









References:

Mexico's oil industry - James A. Baker Institute  for Public Policy


Mexico's 1982 Economic Crisis - University of Texas at Austin


Canada's Trade Laws - NAFTA, World Trade Laws

Thursday 30 June 2011

Background

The Fallout universe is a pseudo-historical RPG littered with relics of our reality, cultural conflict and a grim look at what could be a not so distant future. Stuck in a cultural limbo in the time period of the 1950's, with a mindset of paranoia that echoes the cold war, it offers an alternate timeline after world war 2, a country torn apart by conflict not only alongside neighbouring nations, but internally as well. This game does not take place in the 50's, but is a reimagining of the world similar to a "what if" scenario where 50's technology came into fruition so flying cars, robots that look like boxes, food in pill form etc. The timeline between our world and their world splits after World War II, except they had rapidly advanced their technology as in our world.


Amongst a host of other events that scatter the timeline perhaps one of the most important events was the energy crisis that caused the Resource War which unsurprisingly brings to light a global interest in reality; the acquisition of resources, renewable energy and the global plight of capital.


People of distinction who feature in-game have had a profound effect on our world as well, such as Nikola Tesla, the physicist who revolutionized how we utilize electricity, Howard Hughes aka Mr House, an industrialist, aviator, philanthropist, hotelier, engineer and an incredibly successful business magnate. Most of the characters in-game are all viable representatives for their real counterparts, not only adding to the game's complex structure, but offers the player some form of education whilst enjoying it.


Objects play an incredibly huge part to the games success, being able to construct weapons, helpful inventory items and in one game mode depend entirely on your wits and survival know-how. The integration of commodity items takes a playful turn, as their functions are regressed  instead of performing their tasks normally they would be incorporated into either an aggressive implement or an item that will benefit you rather than complete some form of mundane or pointless task.


So essentially the best way to approach this essay would be to divide all the key areas of study into easy to digest chapters that will lead into one another to avoid distraction from the main question.

Wednesday 29 June 2011

Notes

Ok So I started shooting emails back and forth between me and Richard. This is what we had to say...


Right, well if you can throw yourself back a year to what my proposal was...
Joking, the title was "to what extent are transgressive next-gen computer games real?"

So this would be comparing timelines in both the real world and the virtual plane to see if there are any connections in social, cultural or military values. Investigating and analysing  the social hierarchy, politics and subsequent relationships relevant to each games timeline and 'timeline' respectively, looking at the connections between the real and virtual.

Also the technology, adaptation of mankind to new surroundings, as well as studying the interaction and relationship between player/character, how emotive responses to situations in-game have effects on the player as a person.

Some theory I will be using will be Ludology, Hyperreality, Virtuality, Ideology and Immersion.

But I was thinking that maybe toning the essay down a tad to make my workload more manageable as a whole, maybe something like comparing certain games to art, questioning the aesthetic of virtual simulation as well as giving games the philosophical platform they deserve. 

I have included some images from the game the original proposal was written for to give you an idea about what it is I am writing about.

I also found a site with all the in-game poster designs that will give you a much better idea, http://fallout.wikia.com/wiki/Category:Fallout:_New_Vegas_posters


Thanks Rich,

Tom



I like the topic, but not the title- computer games are obviously not real. Baudrillard would probably call them first or second order simulations. The more interesting question, revolving around the concept of hyperreality, would ask whether computer game worlds are informed by, or inform, reality. Put another way, does the simulation create it's own reality.

This should make a good dissertation. Get some introductory guides toBaudrillard. You'll also need to fill in a proposal form, which you can get from Yasmine

Richard





So first things first, read an introduction to Baudrillard! 

Wednesday 8 June 2011

First Impressions

Following on from my last essay on Baudrillard, hyperreality and Philip K Dick, I have a rough idea of what I want to do my essay on. Last year, my proposal was accepted, 

'to what extent are next-generation computer games real?'

Richard Miles' feedback outlined some more key sources to read concerning the impact of new technologies, the impact of said technologies based on textual experiences and to look at the emerging discipline of Game Studies, which will be vital as a methodological approach to my dissertation.
He mentioned that looking at a some case studies based on close readings of seminal computer games would help my essay from being too general.

So as a start, looking at some case studies concerning games, as well as starting some of the key texts highlighted by Richard.

I need to narrow down my essay title as well, but we will see as I go on what sort of things I will be studying in greater detail. At the moment possible titles are: 'Is the Fallout universe different from present day?' ' In the Fallout universe, how has the American dream survived for so long?' or 'To what extent does Fallout coincide with our reality?'
Obviously I will make sure I have a much more focussed title in a few weeks hopefully!