anne-marie on 18 Jan 2001 03:35:18 -0000 |
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Re: <nettime> Code as (literary) text |
> >It occurs to me that this sensibility and cultural politics is tied to the >subcultural genre of computer game patches. As you write, "literary, >absurd, hacker-humour still can lead the codes of media reality astray". >There is an archived issue of the Switch journal on-line which deals with >game patches as art form. > http://switch.sjsu.edu/CrackingtheMaze http://www.opensorcery.net It seems like we need to develop more specific words, besides "open source" or "gift economy", to describe the various shades of gray of online "open source" code and content exchanges, from completely open source rpg engines to the symbiotic CLOSED AND open arrangements in shooters, (a lucrative alliance between game engine publishers and game hackers), to the open content exchange(home decoration) logic of the Sims, which nevertheless generate a profit for the game developer, to the completely not-for-profit exchange of Kiss dolls and Kiss players. (These words would describe more general relationships and systems than words that have evolved for certain gift objects like mods, patches, levels, wads, skins etc.) Possible words: multi-sorcery contentswirly codefrogs editorfriendly open architecture engineerable customizable content economy editearizable hackospheres usercreated userdeveloped openaccess superlevel do-ci-do pixelflomarkt stratified editability user engineered entertainment [this word list needs help] Some examples of some "open source" or "open architecture" rpg games are: ["http://www.hypercore.co.jp/software.en.html"--Hyperplay by Hypercore-- a Japanese open source rpg authoring tool "http://www.faraway.co.uk/kalevala/description.html" --Kalevala by Faraway Games-- DM pays for the engine, for players it is free, and if your clan is over 100 Titans you pay] >I am also interested in interactivity as the performance of code. This >entails the construction of software "engines" (versus simple visual or >audio display instructions), where the code imparts "behaviors" to the >audio and visual output. Such "behaviors" are dependent partly on the >input of the viewer-interactor, but also dependent on internal >(non-visible, non-audible) "communication" between software objects that >is also occuring in a dynamic, generative way, affecting the totality of >the work. > Donna Haraway has some nice things to say about software agencies and alliances between human and non-human "kin" in her Modest_Witness@Second_Milleniumu.s.w. book.. I think this "communication" between human and code is embedded even when the human user is not "interactively" involved since the original programmer has created the code through a communicative process with the code(S/he usually repurposes objects made by other programmers when using an object oriented language or at least other libraries when non-object oriented.) When some day code can completely write itself from other code, adapting itself to new situations, then it will be a different story. # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net