SHAPE UP!: No Exit

Ian here—

A quick break from the regular flow of student blog posts to announce that the fifth episode of the Shape Up! series is posted. It is on Save the Date and Elsinore, both games that I have taught before but never written about myself on the blog before, despite them being favorites of mine. More videos in this series are forthcoming, although it will be awhile before I can return to the one-a-month schedule.

Full script below the jump.

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An exploration of “Photograph and Screen” in Stanley Cavell’s The World Viewed, and “Nana, or the Two Kinds of Space” in Noël Burch’s Theory of Film Practice

Catherine Hessling as Nana

By Nick Nowicki

We will first focus on “Photograph and Screen” in which Stanley Cavell discusses the different “realities” and “worlds” that viewers are presented in paintings, photographs, and films. The painter chooses a world to show his audience: one that may not exist in reality and is limited by what is present on the canvas. Photographs, on the other hand, are strictly images of the world. So, any question the viewer might have about what is obstructed in the frame or what lies outside the frame have definite answers. Cavell claims that the “implied presence of the rest of the world and its explicit rejection, are as essential in the experience of a photograph as what it explicitly presents,” (Cavell, 24). What do you make of this claim?

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Here on My Side of the Screen

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(I’m officially retiring my usual “Ian here” greeting, as, in the absence of student posts, there will be no one but me posting on this blog for the foreseeable future.)

Early in his book Pilgrim in the Microworld, a phenomenological account of videogame expertise that stands as landmark work of first-person game criticism, David Sudnow attempts to describe, to a presumably completely ignorant reader, the experience of playing Breakout (Atari, 1972). “There’s that world space over there, this one over here,” he writes, “and we traverse the wired gap with motions that make us nonetheless feel in a balanced extending touch with things.”[i]

Today, the term “wired gap” is archaic—we sit comfortably in the age of wireless game controllers. But the general logic of this gap, and how it is traversed, nonetheless persists. On the one side, we have the electronic world represented on the screen. On the other side, we have ourselves, cordoned off from the world of the game by virtue of being flesh-and-blood. If we act upon that other world from our side of the screen, it must be by virtue of some sort of electronic input device: keyboard and mouse, DualShock 4, Wii Remote, Jungle Beat bongo drum, what have you. Wired or not, the relationship we have with that world on the other side of the screen is necessarily mediated by technology: sever that particular link, and our involvement with it ceases.

Not all games follow this logic, however. In this post, I’ll be looking at three games, all of which came out around 2012–2014, that ask you to do more, as a player, than simply manipulate an electronic interface. These games have a different sort of contract with their player. They ask you agree to more wide-ranging sets of behaviors over on your side of the screen, which, by their very nature, cannot be regulated in strict procedural terms. These are games that re-map the points of contact between our fleshy, spacious realm and the realm of bits and pixels.

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Lesson Plan: Harun Farocki’s Parallels I–IV

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Parallel II (Harun Farocki, 2014)

Ian here—

So, a disclaimer: This is not a lesson plan, not precisely. I did in fact teach Harun Farocki’s Parallels series for the final class session for my SAIC writing seminar “Moving Images and Arguments.” But since it was the final class, and since we were in a phase of the course in which my top priority was guiding students during revisions of their final essays, our discussion of the videos wasn’t nearly as detailed and rich as what you see reflected here.

Really, these are notes toward a future lesson, delivered under ideal circumstances. Although it was outside of the scope of my “Moving Images and Arguments” course, what I am most interested in about the Parallels videos are the connections Farocki draws between the videogames’ imperfect simulations of reality and the problem of philosophical skepticism. Although present to some extent in Parallel I (2012), the specter of skepticism is most pronounced in Parallel II (2014) and Parallel III (2014). I was deep in the midst of writing my dissertation in 2014, and didn’t end up seeing IIIII, and IV until 2016. This was a shame, because problems of skepticism actually play a large role in the first chapter of my dissertation, and it turns out that I missed the chance to incorporate an analysis of these videos into that discussion. Parallel II and Parallel III form the main inspiration for this post, as a way of making up for that lost opportunity.

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