Tag Archives: Task 1

A Look Into How The Short, “Terminal Bar” Was Made.

The making of this film is a story of a son bringing life to a project that his father had during his time at working the “Terminal Bar”. Culminating into a five-part series of films and a book displaying Sheldon Nadelman’s work in a creative format.

Stefan Nadelman had grown up with his father telling stories and developing photos of the patrons that he served in the Terminal Bar where he had worked in the 1970’s. After college Stefan saw new perspective on these photos. Stateing “It was a gift and I’d known it for a long time” (Belle, 2008) “in 2000 I took it upon myself to digitize all of his black-and-white photographs” (Nadelman, 2014). This all in preparation to present to his father for the film and to also to animate on “Flash” and “Final Cut” for the motion graphics (Belle, 2008). “I sat him down in the family room, fitted him with a microphone and hit record on a tripod-mounted camera, dropped the print outs of his Terminal Bar in front of him” (Nadelman, 2014). Upon doing this Nadelman recorded the stories about these characters and the development of this bar in New York.

It took over thirty years for Sheldon Nadelman’s work to see the light of day through his son’s short film, I think the thing to take away from this in regards to a project is to listen to people around you. The inspiration to create a project based on a story in somebody’s life could be in plain sight waiting to be used.

 

Belle, M. (2008) DN079 Menomena Evil Bee Stefan Nadelman, Directors Notes. [Podcast] 13/03/2008. Available athttp://https://ia601305.us.archive.org/15/items/DN079MenomenaEvilBeeStefanNadelman/DN079_%20Menomena%20Evil%20Bee%20-%20Stefan%20Nadelman-02.mp3 [Accessed 29/11/2017].

Nadelman, S (2014) Terminal Bar: A Photographic Record of New York’s Most Notorious Watering Hole. San Fransisco: Chronicle Books.

Postmodernism in Games Design

What are the key components of postmodernism, and what games do you think exemplify this in their design decisions?
Postmodernism is difficult to define, in the sense that its definition rejects long-held and traditional values that have helped to define society for centuries. Springing off the back of the modernist movement – which heavily featured elements of surrealism and abstraction – the essence of postmodernism was concentrated around scepticism and the rejection of big ideologies and grand narratives and allows for variation of opinion from individual to individual. The formal definition of postmodernism, therefore, leans towards an “eye of the beholder” attitude, but generally involves adherence to the idea that the human condition is a result of its past, rather than pieces slotting together in some “master plan”.
In terms of the arts, postmodernism presented itself as a counter to traditional narratives and ideas. Works of art and literature became purposefully redundant to make a statement in an ever-changing world. What was once “low-brow” work could be reinvented as something high-brow and introspective, something that reacted to the state of the world but rejected ideologies and frequently reason.
If we can consider games as an art-form, then it’s no surprise that postmodernism reared its head within this industry too, or perhaps was inherently tied to it as postmodernism rose up at the time that technology began to.

Bioshock Infinite 2013

An obvious and continually referenced example of postmodernism in gaming is Bioshock Infinite. The game introspectively and openly acknowledges the tropes and issues involved in interactive narratives, in the illusion of choice through choices, despite the fact that ultimately, all choices were manufactured and all outcomes were designed. Infinite openly remarks on the illusion of choice within the game; all choices made by the player end up being insignificant to the main narrative, effecting minuscule cosmetics of characters if anything at all, while the player is pulled along on a narrative that they have no control over. Instead of trying to convince the player that they are in control, the game almost taunts them in proving to them that they are not. Moments such as a coin flip resulting in the playable character Booker DeWitt calling out heads when the player themselves might be thinking of a different response is intended to highlight how technically out of control the player is in the grand scheme of things. When Booker chooses to throw a ball at a mixed race couple tied up on a stage the player (hopefully) disagrees with this decision, and they are made aware once again that they are controlling a character that has been written and designed by someone else. The whole game in itself becomes an introspective examination of the video-games industry by constantly self-referring to the techniques its using to create a brilliant and engaging narrative.

Booker DeWitt flipping the coin in Bioshock Infinite

While there are plenty of games that touch on postmodernism in their ideals or lack thereof, I think it’s Bioshock Infinite that truly exemplifies the movement in its design decisions, giving the player stark and uncomfortable moments where they are made aware of their lack of control, and their lack of involvement. Moments where they are shaken from well-written characters and beautiful, immersive visuals by a sharp reminder that they are only a person controlling a game, designed and produced by someone else, and their involvement in its play has no meaningful difference on its outcome. In my opinion, postmodernism at its finest: disconcerting and altogether redundant.
Helpful links:
www.allaboutphilosophy.org/postmodernism.html
www.screwattack.roosterteeth.com/post/51230202
www.the-artifice.com/three-postmodern-games-self-reflexive-metacommentary

Caroline Perkins: Task 1, Passport: Identity and Obscurity

PASSPORT

I separated the information into two categories,  what I can’t change, and who I have become.  The watermark is made up of images of my finger prints and pictures of me in different stages of my life. On the surface of this printed paper I put things that I had done that symbolised things that I have experienced and things I am interested in.

At the front of the passport I placed a recent picture cut into strips to obscure my identity.  I disagree with the concept of passports they restrict and separate humans by birthplace and nationality.  

Inside I put representations of clay pots as I used to be a ceramicist.  I heard the news of Hugh Heffner’s death on the day of the project and it reminded me that, I’m ashamed to say, I worked for Playboy  I believe that Playboy stands for the subjugation of women by the patriarchal society and the constraints that put on me.

The three symbols for the male represent the three men in my life: my partner and my two sons.

This project is only a start as it has unveiled areas of my life I would like to explore further things in my memory that I have buried or hidden from myself.