+Commissioned by Rhizome.org+
Oct 13 ,2006
Interview with Eddo Stern, by Thomas Beard
Last month at Cinematexas, Eddo Stern unveiled Darkgame
(prototype), a
videogame installation in which two participants, playing against
each
other, maneuver avatars around a two-dimensional plane, their
movements
projected against the gallery wall. What's unusual about this
scenario is
that the experience for both parties involves elements of sensory
deprivation. One person is completely "blind," unable to
view the main
interface and responding only to nonvisual cues: the vibrations of
a headset
Stern designed to correspond with the location of the opposing
player, and
related audio signals. And while the other character is able to
see the
action play out in real time, the field of play becomes obscured
when he or
she is hit and small patches of gray begin to expand. Sure to open
up new
avenues for gaming, it's an education of the senses and a truly
heady mod.
Well known for his work on such projects as Tekken Torture Tournament,
where
gamers endured electric shocks relative to the injuries of their
onscreen
fighters, and Waco Resurrection, in which players assume the role
of David
Koresh as government authorities advance on the Branch Davidian
compound,
Stern's art challenges and expands not only our relationships with
videogames, but also the social and political histories from which
they
spring. In this interview, Thomas Beard speaks with Stern about
his latest
work, as well as MIDIs, memes, and the act of straddling the
worlds of art,
industry, and internet culture.
Thomas Beard: Let's begin with Darkgame. How did the piece evolve
and when
did you become interested in this idea of sensory deprivation in
gaming?
Eddo Stern: Well, it's an old idea that I've been sitting on for a
few years
now. Before Waco I wanted to make a game where you can't see but
it got
sidelined. Eventually it evolved into this new gaming concept that
I'm
trying to work with, a kind of empirical role-play. In researching
my
article "A Touch of Medieval," I was getting to this
place where role play
breaks down: the idea of the "real"-non-roleplaying
player, the real
character action, how dexterous their fingers are, or how social
they are or
how aggressive, the idea of real physical and mental abilities
versus the
idea of role playing, how those aspects of the person eventually
come
through into a game and what it would be like to build games
around these
aspects.
Where it happened for me was in Everquest--because I have a really
bad sense
of direction--and in the early days of that game they made it hard
for you
to get around. There were no maps, so basically your memory and
your sense
of direction were all you had. Eventually they developed the
Ranger class,
and they had this ability called tracking. As a Ranger you would
have an
extra interface, like a radar you could use to navigate, and for
me this was
the decisive reason to "roll" that character class, a
class that
artificially compensated for a physical/mental weakness that I
had. I was
kind of like a bionic character; suddenly you're experiencing the
opposite
of what happens in real life, being the guy with the super sense
of
direction who people ask for directions
Two other big inspirations for Darkgame are certain Paul Bowles
short
stories--one is called "The Tender Prey," which has to
do with torture and
exoticism--and JG Ballard's "Manhole 69," which is about
a sleep deprivation
experiment.
TB: Do you see this particular project moving in new directions?
ES: I'm interested in making it a game that blind people and
seeing people,
for instance, could play together, a game where the abilities of
the blind
person would become a benefit in the game, a boon to them, kind of
what I
was talking about before, the relationships of different types of
talents
that people have and different types of disabilities that the
computer
processes into different character types. The game is going to
evolve into a
3D game using Torque, which is the same engine we used in Waco,
and I'm also
going to play around with having the players fluctuate between
deprivation
and full sensory overload, bombarded by too much information. So
for example
having them process mental puzzles or challenges or quizzes while
performing
with hand-eye coordination. That's a part of the game that I'm
pretty
excited about.
You know Open Mind? It's a research project started at MIT,
creating a
database of common sense knowledge for an artificial intelligence
by feeding
it true/false statements, and last I checked they were up to three
quarters
of a million. Curiously, while I was researching this in the
beginning of
this year I found another project online called Mindpixel, which
is
basically the same exact project except it's a corporate venture,
not
attached to a research institute. Something about this idea really
hooked
into me, and at the time I was using the data from the projects to
make up
elements of the overstimulation aspect of the game. So while
you're playing,
for instance, you come up to these big robots or creatures and
they start
bombarding the players with questions verifying truths from the
database. As
you're playing the game you need to respond yes-true, false-true
and the
questions move from being very scientific truths to historical
truths to
religious truths to truths where you really kind of stop in your
tracks.
It also becomes kind of a language poem, this constant staccato of
questions, anywhere from: "The universe is expanding. True or
false?" to
"White is a color. True or false?" So there's this idea
of certain sensory
deprivation where you will lose your vision as part of the
gameplay and
you'll lose your hearing and you'll gain this haptic feedback,
which is the
part that I demoed so far, but you'll also be dealing with this
poetic-cerebral layer. Seems very simple at first but before you
know it
it's a really high computational order, your brain shuts down. I'm
interested in stressing the brain, in this case logically, but
also on a
moral ethical belief level as well with more arbitrary questions
about truth
and what we know to be true.
TB: Along the lines of sensory deprivation and stress, considering
past work
like Tekken Torture Tournament and Cockfight Arena, you have a
longstanding
interest in transforming the experience of gameplay into a
decidedly
physical one. What do you find significant about those more
corporeal
aspects of your work?
ES: I think one of the quests for game designers is to enhance the
gaming
experience beyond these familiar experiences, categories. The idea
of action
is one that they've always done, the pleasure of action, that's
sort of the
main genre really. But game designers have gradually expanded the
play arena
to humor, games that make you laugh, to competition, to social
games like
The Sims, to nurturing games where you're building things. But for
example
horror poses a problem where cinematic devices used in horror
movies simply
don't work in games. I always find that horror games are really
not that
scary. The idea of genre that's inherited from film in the game
design
thinking process presents a lot of challenges, like drama or true
suspense
and horror. And I wanted to see if there's a way to design games
that move
into psychological realms of horror and suspense, beyond the
boundaries of
irony and cinematic cliches.
For me one place to reclaim a wider range of experience was to
incorporate
the body. In a way the body allows for an undeniability of certain
emotions,
fear is one that I've worked with, as well as surprise, anxiety
and
embarrassment. Tekken was trying to create an experience that can
be quite
scary for some people and that really heightens the gameplay. The
idea of
anxiety and stress in the face of physical harm, and the process
of
overcoming that, allowed a much more compelling experience for a
lot of
players. Cockfight was a more casual piece, there's a social
element there
of course, the physicality of the game allowed for players to
really perform
beyond the confines of something predefined and preprogrammed.
TB: I was also hoping we could talk about music. In a video like
Vietnam
Romance, for instance, there seems quite a bit invested in the pop
mythologies of the songs you make use of and the powerful sway
that the
nostalgia they evoke holds over us. What kind of role do you see
these
soundtracks playing in your pieces, both individually and as a
whole?
ES: I use sound in two ways primarily, often simultaneously. I use
music
ironically and sometimes very unironically, employing their
emotional force.
Sheik Attack is a piece where the music is central to creating a
rift
between the more neutral, more mechanized visual footage that you
see for
most of the video, so most of the footage that's very lo-res is
accompanied
by very rich, baroque music that has a historical and political
significance. At that time it was the most powerful tool I found I
could use
to metaphorically recreate this relationship between the emotional
weight of
utopian Zionism and growing up under its powerful ideology, and
the reality
of manifested Zionism which is much more rough and harsh and harder
to come
to terms with. The richness and warmth of the music and the cold
tinniness
of the visuals mirror this relationship and constantly temper each
other.
Then in Vietnam Romance it's quite a different relationship
because I used
MIDI tracks. When you have a very emotional song and then strip
out all the
lyrics, all the human voice, but leave the melody, your preserve
the
emotional gush but also introduce a feeling of alienation. Somehow
I feel
this is the emotion of nostalgia. Regarding the use of MIDIs, I
once saw
Alexei Shulgin use them in his show and that really inspired me,
his use of
a hollowed out emotion, a hollowed out Russian nostalgia for
America.
And in the new piece I'm kind of going in a different place with
the music.
I was at the MacDowell Colony earlier this year and I heard a
great musician
who was there at the time, Elizabeth Brown. She played a beautiful
piece
that was Theremin and flute, pure sci-fi emotion, but not in the
way that
cheesy Theremin music can be. I was overcome by it, and in
Darkgame, I am
going for a science fictiony, yet politically referenced world.
This whole
recent history of post 9/11 events feels like science fiction to
me. There
was something about the way 9/11 happened that was so over the
top, so
fantastical, as I am sure many people feel, and images from Iraq
and
Afghanistan are still resonating on that layer, like a giant
statue of
Saddam being felled is so linked for me to JG Ballard's story
"The Drowned
Giant."
TB: Exactly, as though the past five years has just been one long
alternate
history story.
ES: Or the high-tech marine with the laser counter and F16s flying
over him
riding on a horse in Afghanistan. That was just crazy. The whole
conflation
is the visual inspiration for me towards the feel of the world
that I want
to recreate in Darkgame. Elizabeth Brown's music for me is that, a
strange
connection of science fiction and history, the sort of reality
we're
experiencing now.
TB: From film festivals to commercial galleries to conferences and
seminars
of various stripes, you've exhibited in a number of very different
forums.
Have you been struck by any interesting differences or
similarities in how
your work has been received or experienced from venue to venue?
ES: Yeah, it's interesting. The art world I think is somewhat
aware of
gaming art but is really fighting to process it on its own
terms--of genre
or its historical lineage as fitting it into a movement--and I
think pop art
is where it ultimately will fall. On the same hand, that fascination
with
pop exists in a parallel non art-world world, internet meme
culture, which
to me is really interesting. Recycling icons and mutating them
through flash
animations and Photoshop and what they now call mashups--All your
base are
belong to us, Punch a Spice Girl--is totally alive and well on the
internet
as digital folk art. Tekken was targeted in some ways for that
audience, so
once we did it we put up a little QuickTime movie and it had
gotten picked
up by Memepool and Metafilter and Fark and other Slashdot-like
sites. It's
funny that something like Tekken can work on both worlds at the
same time,
net meme culture and within a history of body art and performance
as well.
Showing Waco at E3 was exciting, having the industry take a look.
I think
with games there's potentially a more complex relationship than
we're used
to with, say, products that you buy as gadgets versus fine art
objects. The
idea of a game busting into a gamer community, a game that's very
different
from what they're used to but that still adheres to some rules and
standards
of game design and gameplay technology, that's where I am most
happy to be
now. I can see game projects like Tekken and Waco and hopefully
the new game
project feeding back into a much larger awareness of what can be
done both
with gaming and art.
+ + +
Thomas Beard is a writer and curator of film and electronic art.
From
2005-2006 he was Program Director of Ocularis, a non-profit media
arts
organization based in Brooklyn. Prior to that he served as a
programmer at
Cinematexas, and has organized screenings and exhibitions at such
venues as
Aurora Picture Show, Chicago Filmmakers, MassArt Film Society,
Pacific Film
Archive, and the Museum of Modern Art, New York.