This blog is dying, alone in the wilderness, with all the tools for survival but defeated by cold indifference. Mother nature may look after its own, but the unit of salvation is not the individual. Stumbling blindly through the forest, I seek the life of another whose blood can enrich my iron deficiency. But there are no boars, goats, or rabbits in my blind colour-depleted vision, and I can only stumble back to an infested town, where I succumb to a glitching Z whose arm reaches through the floor boards and causes me to bleed my remaining life away.
I then respawn on the beach, and in a reversal of hatching turtles, I scramble to the hills away from the shore, while snipers sadistically take the easy-pickings, and other turtle+s rush to steal my beans. Such are the South Coast Beans Wars.
DayZ has been around for a while, but I joined in after a number of RPS posts which almost inevitably boosted player numbers into the stratosphere. Like all video games, immersion and experience can be broken at any point by logging out and making a warm cup of tea to take with choice biscuits.
In contrast, a wander across the vast plains of Novaya Zemlya requires foresight and perseverance, but may reward via immeasurably beautiful desolate plains and windswept colonies, and occasional Russian environmental governance, i.e. abandoned works of industrial activity strewn across the landscape. I have not, and know not if I will, traverse the quietest places of the Northern Hemisphere, and am currently chained to drab domesticated Northern English damp, illuminated by an old monitor. But had I to choose a sonic outlet to experience somewhere between this life and the next, then I would listen to Thomas Köner's reflective experience of this place, which for me is but a location for extracting screensavers from Google Earth...
(Source: http://www.panoramio.com/photo/24565158, by mёtra)
Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts
Monday, 16 July 2012
Desolation in Simulation, Demulation in Aural Reprosolation
Labels:
dark ambient,
dayz,
desolation,
gaming,
survival
Tuesday, 12 May 2009
S.T.A.L.K.E.R., Ambience, Immersion
The game "S.T.A.L.K.E.R. Shadow of Chernobyl" itself is unimpressive in terms of plot development, script, and innovation. Its only merit to history is the richness of its atmosphere, which deftly combines the Chernobyl location with the game's artistic inspiration, "Stalker" (1979), directed by Andrei Tarkovsky and featuring a screenplay by Boris and Arkady Strugatsky.
The film is achingly beau

There is little of philosophy in the animated Zone experienced in the gameworld. It is another beast altogether, for in the film there is little concern with survival except in a spiritual sense, whereas in the game all is a tattered world of competing interests and limited resources. Philosophical exchange is traded for economic exchange. There is little of philosophical significance in traditional RPG games, with their various health bars, abilities, and limited carrying capacity. A true philosophical exploration through an interactive world-creation would dispose of interfaces and pistol-spinning and instead focus on imagery and character development. But how to make that into a 'game'?
Indeed, there is little budget for creating multi-million euro interactive installations in a market traditionally dominated by young aggressive males looking to indulge their competitive instincts (me). However, there is the ability to build on the work of such game-makers and transform their products into something else. The modding community has shown repeatedly that this is a viable proposition. The "Priboi Story" is an example of creating a new plot-driven game based on an altered vision. But that is not what I am looking for, as the "Priboi Story" is so close to its source material so as only to contribute to that short temporal phase between official releases from Ukrainian-based GSC Games.
The mod I would like to see happen would bring together a talented group, including a writer and a professor, to draft a vision that combines the ground-breaking realism and beauty of the S.T.A.L.K.E.R. gameworld with art installation techniques to create something moving and reminiscent of the film, yet also exploring new ground and contemporary themes of environmental destruction. To date, all such focus has been on the visually impoverished Second Life and never really taking full advantage of bleeding-edge animation. This is where gaming has the potential to truly transcend art.
Labels:
art,
gaming,
S.T.A.L.K.E.R.,
shadow of chernobyl,
stalker,
tarkovsky,
Сталкер
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