Cadre and Montalvo co-present Fuse: conversation, a lecture series of artists in their research residency

Eddo Stern, the featured speaker of this week
Eddo Stern works on the disputed borderlands between fantasy and reality, exploring the uneasy and otherwise unconscious connections between physical existence and electronic simulation. His work explores new modes of narrative and documentary, experimental computer game design, fantasies of technology and history, and cross-cultural representation in computer games, film, and online media. He works in various media including computer software, hardware and game design, kinetic sculpture, performance, and film and video production. His short machinima films include “Sheik Attack”, “Vietnam Romance”, “Landlord Vigilante” and “Deathstar”. He is the founder of the now retired cooperative C-level where he co-produced the physical computer gaming projects “Waco Resurrection”, “Tekken Torture Tournament”, “Cockfight Arena”, and the internet meme conference “C-level Memefest” He is currently developing the new sensory deprivation game “Darkgame”. (Biography from http://www.eddostern.com)
I am glad that I attended this lecture. Though this talk was mainly about Eddo own work, but from there, it associated a lot of issues in which given several of endless topics that have been briefly gone through in the Q&A section. Moreover, he is a very interesting speaker who intelligently expresses his concept with sense of humor.
He mentioned at the very beginning of his talk that he loves to explore the unconscious existent of physical and virtual world, which mean how physical engagement of our body interacts with the virtual context of gaming. He creates game that the input device is not solely the joystick or keyboard, but a wide variety of physical device. the recipient not only experience the virtual spectacle, but the branch of sensory or physical reactions. He aims at exploring in these areas to create experimental games in which tries to provoke an alternatively way of gaming.
“Darkgame is a sensory deprivation computer game”, said Eddo, which means the game tries to remove your senses. The game is now under a prototype status in which consists of three parts, complete redesign of the software transitioning from 2D to 3D, redesigning the game play, and adding networked multiplayer as well as a new design and fabrication of the headgear. The software, in the current stage, is simply a chasing game in which one player as hunter and another as target, and they are running in a huge desert. The core part is the headgear that makes this game transcend from the traditional gaming. Players have to wear the headgear during the game and control their characters to run. As if you are the target, your mission is to escape from the hunter. The headgear, with its octopus like structure that every “arm” is equipped with vibrator, captures data from the software, and vibrates according to the location of the hunter. For instance, if the hunter is behind you, the rear arm will vibrate, eventually your head feel it. The methodology of sensory deprivation of the game is that when the hunter hits the target, the image will turn to a total darkness, and the players are required to get rid of the hunter by the information of the vibration. Thus your sight sensory has been blocked out, and you are now only allowed to make decision base on the sensory from the vibration.

Darkgame does not set his goal solely on the alternative way of playing a chasing game. On the contrary, it is actually exploring the physical and sensory intervention of gaming, and transforms the situation of it. It further experiments on the totally deprivation of sight sensory. Eddo invite blind players to experience the game, and it works. They can make use of the device to do the game so as to deaf player. Therefore, it is actually going through a research studies in which come across with the social issue that open possibility of sensory usage of gaming. Eddo also intends to push the interaction through categorize the vibrations of the headgear by different content. For instance, evil approach will have one kind of vibration and good guy comes with other kind, and so forth.
Then, Eddo opened up a topic about the role-play issue in gaming. We do role-play a character whenever we play any game include RPG. He questioned how much we could really role-play a character. Let’s say if the virtual character gets fear, are you really scared? If you are playing a tennis game, do you really play tennis well? So, for him, there is a kind of disconnection between the real and the virtual. His works Tekken Torture Tournament and Cockfight Arena do address this issue in which the former is about playing Tekken with non-lethal electronic shock to player’s arm once they get hit. The latter is about players whose need to wear a cock-suite (the input device) to really swing their “wings” for sluggish flying and move their heads for fighting. It is pretty interesting to me that players have to physical endure and perform for the game, which in return result in their performance like you really gain plain and lose control of the game, or you get tired when you do the flying. So again, employ the physicality to enhance the immersion of the situation.
Though I think a lot of existing commercial games have been exploring this area for years already like the dancing games, but Eddo do tries to make it in a more experimental way. However, to me, there is always a radical problematic issue in this kind of works is that the media inevitably provides you a safe situation (the works should not harm you in any case.), and it eventually limits the realness of the experience. But, this question is always contradicting, as we push the limit, we risk the players. Eddo gave an example of an art project, which really put someone to real death under game playing. So, should we due with this kind? That’s the endless question. On the other hand, I will question about if we bring playing into a highly physical situation, what is the role of the media? Let’s say, if you play Wii tennis, you move your arm and get tired, why don’t you play the real tennis? In my view, I think the media (game in this case) should precisely create situation that never able to replace by another experience. That is what worth to play.

Waco Resurrection is a work that highly addresses the cultural issue. If I remember correctly, I have briefly read this project when I was an undergraduate student. Revisiting the 1993 Waco, Texas episode, gamers enter the mind and form of a “resurrected” David Koresh through a specially designed voice activated, surround sound enabled, hard plastic 3D skin. In an attempt to defend the Branch Davidian compound against internal intrigue, skeptical civilians, rival theologians and the inexorable advance of government agents, each player on the network plays as a ”Koresh”. Ensnared in the custom “Koresh skin”, players are bombarded with sounds of government psy-ops, internal voices and the clamor of battle, and empowered to voice messianic texts from Koresh’s exegesis of the book of revelation, wield a variety of weapons from the Mount Carmel cache and influence the behavior of both followers and opponents by “radiating” charisma. Waco Resurrection draws on the rhetoric of conspiracy theory, cult activity and apocalypticism to investigate the Waco siege as a cultural milestone. It addresses the multi-layered dynamics of a 51-day media-event that served to mobilize the militia movement, radicalize Timothy McVeigh and cause a re-evaluation of the role of religion in society. (Description from http://www.eddostern.com/waco_resurrection.html)
Eddo mentioned he would like to do experiment on the role of game characters, and tries to get rid of the traditional design of game character of hero and devil to create an alternative character like David Koresh. In order to strengthen the cultural aspect in the game, he not only employs the character of David Koresh, but also imposes the historical mythology of Davidian into the game. For instance, you can preach the rivals to become your army. So the content and the gaming are associated with the historical background. More interestingly is that players have to voice out the some speeches of Koresh to empower your virtual Koresh. This highly political act reminds players a universal memory especially for Americans. Moreover the ambiguity of the interaction between the serious political context and the playful game is how this work intellectually challenges our perception.
Riding on the concept of Waco, Eddo further his exploration on the fusion of documentary and game. He pointed out that there is possibility to use game as a media for documentation. The Waco project is exactly addressing this issue that embedded with a strong cultural discourse in a game/gamers driven narrative structure. Eventually, he wants to break away from the traditional genres of game to create another genre for gaming. This is pretty interesting that he is trying the expand the media into another kind of existents while gaming like cinema that somehow its own unreleased possibilities are being blinded by the commoditized game business.
Finally, Eddo further discusses the cultural and social issue of gaming, particularly in online game. Formerly in game design, we pay a lot of afford to create interesting narration in order to amuse and capture players. However, he said that the narration of the game itself is no longer the core part of the online gaming, because when the gaming relationship transformed from human-to-computer to human-to-human, the narration already embedded in the community of a group of online gamers. Additionally, the narration is not only something that you perceive, but also about you physical or mental experience. For instance, the feeling of guilty and embarrassing when you are unsuccessful to some tasks or being defeated by others. In certain extend, player immerses in a floating structure of narration as a participant or an outsider. It has opened up the form of narration in gaming in which more socially and lively related with unpredictability and humanity.
Off the lecture, I had met Eddo in the after-party, and he has described much further about his cultural concern in gaming. He took World of Warcraft as an example; the virtual society there is creating a lot of interesting stories. For instance, in a community, there was a player who passed away in real life, and then a group of people started a virtual funeral in a space in WOW where numerous players came to join it. Moreover, there are a lot of cultural phenomena like the commons of the character setup of people in different countries are varied. Some of his examples were about the ways of playing WOW, some areas are all about flighting, but some places are just people come and chat. There was a player perform a repeating funny way of death in one particular place. Therefore, people are creating their own ways of playing, and the phenomena are very interest that a lot of cultural information providing us to explore. And, when it comes to a research studies, we can associate a lot of interesting discussions.
I was very glad to have a chance to meet Eddo. I really like the way that he explores the possibility of game. Moreover, expand and transcend game, as a media, to diverse possibility. His concern on this media is not solely in one particular angle, but multi-dimensions. In his lecture and our chat, he informed me a lot about the contemporary possibility of game, which given me a lot of information to further my interest in this media. Thanks.