Realtime art manifesto

In the last “Indicator”, Ivan Loev referred to a certain “Indi-IGR Manifesto”. I did not disdain to go on the link provided. These two comrades – Auriea Harvey and Michaël Samyn – really blinded something like program work to create game works of art. Only they themselves do not connect the concepts of "game" and "art". They talk about Realtime technology, which allows you to create both games and art.

In general, I translated the manifesto and decided to share with you. It is written in the original form, sometimes complicating the understanding of the meaning. I tried to convey the original shape and idea as accurately as possible.

Realtime art manifesto.

1. Realtime 3D is a means for artistic expression.

Games are not the only thing that can be done using Realtime 3D technology.
Working with commercial games is not the only opportunity open to artists.

Realtime 3D is the most remarkable technology for creativity since the appearance of oil on canvas.
Now this technology is in the hands of the creators of games and propaganda machines.
We must tear this technology from their greedy paws and shame them, creating the most amazing form of art that can transform our planet.
(The name "Game" is completely inappropriate here)

Realtime 3D can be a form of art in itself.

2. Be an author.

Do not hide for the freedom of the user in an interactive environment to hide his responsibility as a creator.
This only reproduces famous cliches.
Do not give the marketers of creative power.
Your work should come from your own vision and should be driven by personal passion.
Be a dictator.
However, cooperate with artists more qualified than you.

Ignore the opinion of critics and fans.
Instead, do a job for your audience.
Accept ambiguity, the scope for creating which Realtime opens up.
Leave the scope for interpretation where it is possible, but keep the focus of the user’s attention on the world that you create.

Commercial games are conservative, both in design and spirit.
They shut up authorship, like nobody ships wandering players in the virtual world.
But the rejection of authorship leads to imitation of generally accepted concepts, television and other masses of media.
Banality.
Refuse pure commercialization.
Separate elements of many commercial games are made skillfully and with care, producing artistic effects.
But, in general, this product is not an art.
Separate commercial games have artistic moments, but we need to go further.

Step one: discard the requirement to make a game.

The rules for creating games and competition will replace expressiveness.

Interactivity strives for freedom.

The gameplay replaces "playing".
There are many other ways of interacting in virtual environments.
We have just started to open opportunities.
Games are games.
It are ancient forms of interaction in our society.
But they are far from the only thing that can be done using Realtime technology.

Stop making games.
Become the author.

3. Create a generalized experience.

Do not capture one thing!

All elements work as part of a single whole.
Models, textures, sound, interaction, environment, atmosphere, drama, history, programming – everything is equally important.
Do not rely on a static image.
Everything happens in real time.
There should be as much visual content as the logical.
Create multi -speaking experience.
Simulate sensory sensations, to output on the screen of which there is no suitable equipment yet.
Let the game experience experience as real
(He does not need to look real).
Do not imitate the media, but develop a unique aesthetic style.

Concentrate on what the user will do most of the time in the game.

The point is not in individual elements, but in the overall environmental effect.
A whole is the sum of parts.
The result of the work is evaluated not by individual elements, but by the author’s handwriting.

Models, textures, sound, interactive design, atmosphere, drama, history, programming.
Together without hierarchy.
No element can be highlighted. Everyone is equally important.
Create multi -speaking experience. Not only a picture.
Or just games.
Or just a soundtrack.

4. Turn the user in the environment.

The user is not an incorporeal creature in the virtual space
He acquires his body in the process of experience.
Avatar is not a neutral face, but the guide that is moving the user
not only through virtual space,
but also through history.
Interactivity is a link between the user and the work.
Provide links
(conceptual and sensual),
to tie the user with the environment.
Refuse abstractions.
Let the user feel at home.
(and then play with his
Or with her
expectations)

Give up the dualism of the body-consciousness.
User is the center of experience.
Think: "Architecture, not:" Film ".

Interactivity is crucial,
In the process of turning on the user in Wednesday.
The user is not incorporeal, but equipped with a device
(as an astronaut costume),
which allows him
Or her
to visit places that would not be available without this device.
You transfer your body with you to this place,
or at least your memories of him.

Strictly speaking, all that our media can reproduce graphics and sound reproduce.
But interaction in real time can help us achieve tactile, taste and olfactory simulation – using graphics and sound.
In fact, feedback involves tactile communication.
Pressing with fingers according to the mouse buttons or the interaction of the hand with the joystick realizes physical communication.
Do not underestimate this connection.
From USB to joystick. Through the hand to the nervous system.
One network.

Since the taste and smell can be reproduced, they can be quickly included in our technology.

Virtual space is not necessarily https://noverificationcasinos.co.uk/review/funbet-casino/ alien to us.
Against:
It can reflect something.
References to the real world
(nature, as well as culture)
(both conceptual and sensory)
create connections between the environment and the user.
Since interactivity is crucial, these connections are very important.

Let the virtual world be perceived by the real, although it does not have to look like this.

Develop a unique language for Realtime 3D and do not fall into the trap.
(do not let the old become a new content)
Imitate life, not photography, or drawings, or comics, or even old-scoured games.
Realism is not identical to the photo-realism!
In a multisiceur environment, realism is a multi -speaking experience:

There must be a feeling of reality.

5. Give up dehumanization: tell stories.

Stories Funds people in culture,
(and destroy the alienation that generates aggression)
stimulate their imagination,
(and therefore improve the ability to change)
allow them to know themselves
and connect to each other.
History is a vital element of society.

Accept non -linearity.
Let go of the idea of ​​the plot.
Realtime Nelineen.
Tell the story with interactivity.
Do not use game videos to story history.
Do not create a "drama manager": let go of the plot!
The plot is not compatible with real time.

Think poetically, not prosaically.

The ancient Greek philosopher Aristotle recognized six elements of drama.
Plot – what is happening in the game, the order of events,
– Only one of them.
After the plot goes
Topic
or the main idea of ​​the work
CHARACTER
personality or role of the actor
DICTION
choice and presentation of words
Music/rhythm
sound, rhythm and melody of what is said
PERFORMANCE
Visual elements of the work.
All of them can be useful in creating non -linear experience. Except for the plot.

But Realtime offers additional elements that can easily replace the plot.
Interactivity
The direct influence of the viewer on the work
Immersion
the presence of the viewer in the work
The audience of one
Each production of the work is made for one person who is in solitude in his house.

These new elements make the viewer an active participant in experience.
They do not reduce history, but enrich it.
Realtime allows us to tell stories that have not been told earlier.

Many incredible fantasies about art can now be realized.
Now we can “enter” the picture and become part of it.
Now sculptures can come to life and talk to us.
Now we go on stage and take part in action.
We can live lives in the role of romantic characters.
Be a poet
or muse.

Do not neglect the story in Realtime.
Realtime allows us to create ambiguity and use the imagination in the construction of experience.
Accept the ambiguity:
She enriches.
Realtime tools allows you to tell history as it cannot be told in any other language.

But Realtime is not suitable for a linear story of stories:

Love non -linearity!
Refuse the plot!

Realtime is a poetic technology.
Fill in the virtual world with elements of the story that allow the player to create his own story.
Imagination moves history in the user’s mind.
It allows the story to penetrate the surface and take stories a place in the thoughts and memories of the user.

Most of your story should be told in real time using interactions.
Do not use game video or other devices.
Do not try to create a plot on the fly:
Let go of the plot,
The plot is incompatible with Realtime.

Do not squeeze Realtime to narrow frames.
Stories in games are not impossible or inappropriate, even if "all the thing is in gameplay".
People need stories, and they will find stories in everything.
Use it as your advantage.
Yes, "It’s all about gameplay",
If you expand the gameplay to denote all interactions in the game.
Because it is through this interaction that the story will be told in real time.

The situation is a story.
Choose your characters and the environment gently
so that the situation immediately provoke associations in the minds of users.

6. Interactivity strives for freedom.

Do not make games.

The design based on certain structural rules and traditional elements replaces expressiveness.
And often, by irony of fate, the rules replace playfulness
(playfulness is necessary for artistic experience!).

Express yourself through interactivity.
Interactivity-a unique element of Realtime environment.
No other environment can create the best conditions for her.
She should be the center of your work.

Rule number one for interactive design:
What you pay most of all when creating a game should be the most interesting in the process of creating.

That is, if the creation of movement between puzzles takes a lot of time, then this movement should be more interesting than puzzles.

7. Do not create contemporary art.

Contemporary art, as a rule, is ironic, cynical, self -fingering, is afraid of beauty and meaning, technology and fights with artistry.
In addition, contemporary art is a marginal niche.
His audience is in another place.
Go to them, and do not expect them to come to the museum.
Contemporary art is a style, genre, format.
Think!

Do not be afraid of beauty.
Do not be afraid of pleasure.

Create art games, not games art.
Games Art are just contemporary art-
ironic, cynical, fearful beauty and meaning.
Games art are slaves of art.

Realtime- Wednesday longs for your contribution, your vision.
Real people are starving from meaningful experience.
And more than that:

Society needs you.

Modern civilizations degrade with great speed.
Fundamentalism.
Fascism.
Populism.
War.
Environmental pollution.
The world collapses, while artists turn their thumbs in museums.

Step into the world.
In the personal worlds of people.
Share your vision.

Connect.
Connect.
Communicate.

8. Refuse conceptualism.

Make art for people,
not for documentation.
Make art experience,
not a material for reading.
Use the language of your environment to allow people to understand it.
The user should never read descriptions or manuals.

Do not parody things that surpass you.

Parododies of commercial games are ridiculous if their technologies, the level of skill and performance do not correspond to the original.
Do not take the position of the Anderdogs: exceed them!
Go through their heads!
Dominate them!
Show them how to do it!

Return artistry back to art.
Refuse conceptualism.
Make art for people, not for documentation.
Make art experience, not reading material.

Use the language of your environment to allow people to understand it.

The user should never read descriptions or manuals.
The work should speak with its meanings.

9. Take technology.

Do not be afraid of technology
And, most importantly, do not make works of art about this fear.
It is useless.
Technology is not nature. The technology is not God.
This is a thing.
People made for people.
Take it. Use it.

Software is infinitely reproducible and easily distributed.
Give up the concept of deficiency.
Accept the abundance that provides us with digital technology.
Realtime uniqueness lies in experience.

Give up intermediaries: deliver your products directly to users.
Do not rely on galleries, museums, festivals or publishers.

Art based on technology should not be about technology:
It should be about the life, death and states of man.

Accept the technology, make it your!

Use cars to make art for people, and not vice versa.

Create software!
Software is infinitely reproduced
(there is no original; uniqueness is not required-
Uniqueness lies in experience)
The distribution of software is easily carried out through the Internet or portable data carriers
(without elitism, without museums, galleries or festivals, from the Creator to the audience without intermediation – and from the audience back to the Creator, through the same distribution means).

10. Develop punk economics.

Do not shy away from competition with commercial developers.
Your work offers what they do not do:
Original design,
Deep content,
Alternative aesthetics.
Do not worry too much about the grinding of the project.
The main thing is to achieve a common picture.

"Reduce the volume, increase quality and density"
(Fumito away)

Make short and rich games:
Think in the style of Hike, not the epic.
Think poetically, not prosaically.

Take a punk aesthetics.

But do not fall into deep dependence on state or other industry financing:
It is unreliable.
Sell ​​your work directly your audience.
And use alternative distribution methods that do not require huge sales volumes to cover losses.

Consider the options for independent publication and digital distribution.
Avoid retail and trade and traditional gaming publishers.
This is a very long way,
which requires hundreds of thousands of sales from you to return the money invested.

Do not allow institutional or economic control of your intellectual property, ideas, technologies and inventions.

Do not fall dependent on state support or world art.
Sell ​​your games!
Communicate with your audience directly:
Get rid of intermediaries.
Let the audience support your work.

In the final DLC for Call of Duty: Infinite Warfare, you will have to get away from the otherworldly space creature

Although it is already looming on the horizon Call of Duty: Wwii, Publisher Activision has not yet paid off all debts to users Call of Duty: Infinite Warfare. The company released a trailer for the final addition from the seasonal subscription for the 2016 shooter.

DLC is called RETRIBUTION and, like www.nonukcasinosites.co.uk/review/mr-jones-casino/ previous additives, will expand the competitive mode and cooperative. Four new cards will appear in the multiplayer:

● Carnage – post -apocalyptic racing track on the coast of California. There is a fiery trap where you can fry other players;
● Heartland – rethinking the Warhawk card from Call of Duty: Ghosts. Simulation of a small American town with an ice cream store and a generator of black holes;
● Altitude-high-class shopping center somewhere on the edge of the universe;
● Depot 22 – Medium -sized map with three lines suitable for battles at medium distances.

Well, the cooperative campaign Zombies on Spaceland will replenish the head of The Beast from Beyond. The main characters found themselves on an isolated military base on a distant frozen planet. There they meet former base workers – infected hordes of zombies. In addition, the other creature will follow the heels – the main danger of The Beast from Beyond.

On PlayStation 4 Addition RETRIBUTION Starts on September 12th. On other platforms – a little later.