ENG 730: Atari, Design Constraints, and Ecology

Thinking through Bogost and Montfort’s Racing the Beam, I was reminded a bit of some of the conversations we had last class regarding design and the material constraints that technology imposes.

I think the role of hardware struck me particularly with questions of porting. As they write regarding Pac-Man‘s port to the Atari, “Porting a graphical video game from one computer platform (the arcade board) to another (the Atari VCS) does not demand a change in fundamental or representational of functional mode.  Both versions are games, rule-based representations of an abstract challenge of hunter and hunted. Where the two versions diverge is in their technical foundations–in their platforms” (67).

This is a key observation, as it hits at the material implications of replicating player experience or game cohesion across platforms. The invention process of remaking a game for a different system requires ample creativity when the systems are different enough–particularly in graphic affordances and machine communication.  In this way, the designer is not making new content or rules, but they are making a new means to express the content or rules, a new way to interface with the machine to attain a similar end. With this situation in mind, I think about parallels with translation or transcription, but I wonder how far those alphabetic, or at least textual, metaphors can apply in this case. In both cases, one is working in different systems, but the technology of a semiotic system differs from the technology of a video game hardware.

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CCR 633: Multimodality, Part 2

Chapter three begins with the “prosumer,” an idea that Alexander and Rhodes borrow from Daniel Anderson. The “prosumer,” they describe, is “a convergence of the consumer and the professional in terms of new media tools” (106). Many new media tools allow consumers, formerly just receivers, to produce products, thereby acting as professionals. This, in turn, allows a more critical focus on production, as it is no longer black-boxed behind the usual channels, but in the hands of the consumer.

This similar idea–that of consumer as professional or producer–also connects with the Situationalist notion of “détournement,” a form of “pillaging or appropriation,” as Frances Stracey describes (qtd. in Alexander and Rhodes 112).  The Situationalists argued that capitalism had the constant need to project a “spectacle” of needs that inspire consumers to thirst after products, so people should critically produce to counter this.

Alexander and Rhodes connect these ideas to current DIY movements, but emphasize the “critical” dimension of this production. In other words, it’s not simply enough to be critical, in a humanities sense, or to produce; one must use production in a critical way, engaging in multimodal production through new media tools. They provide the example of images that grew in “excess” from their work that argue their work or ethos as “queer rhetoric” scholars in different ways.

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Civilization, Ideology, and Informatic Control

One of the elements I find most interesting is the distinction between ideological critique and the algorithm, which Galloway, in particular, describes, but also seems to inform Friedman.

When describing playing Civilization, Galloway notes the “soft racism” and questionable God view that informs the game, like the problematic “attributes” given to civilizations–like how the Aztecs aren’t “industrial–or the absence and simplification of many civilizations. To Civilization‘s defense, subsequent additions have addressed some of these issues, like the inclusion of more civilizations, like Polynesia, and dropping essentialist attributes for more civilization-specific qualities.  But, things like the progress narrative, the valuing of military dominance, the potential simplification of ethnicities, and the role of commerce and territory still pose potential problems, ripe for ideological critiques.

Galloway moves from this into what he calls the “third level” of critique, “informatic critique,” which he describes as a “formal critique rooted in the core principles of informatics that serve as the foundation of the gaming format” (99). He asks, “whether it [Civilization] embodies the logic of informatic control itself” (101). Though I still had some trouble ultimately figuring out what Galloway meant by this, I think it reflects the way a phenomenon gets enacted by a computational system.

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CCR 633: Labels, Emergency, and Ontology

Early on in her introduction for Scripts, Grooves, and Writing Machines, Lisa Gitelman states a thesis that also expresses a methodology and worldview regarding textual machines:

Edison identified his phonograph as a textual device, primarily for taking dictation. With this mandate, the invention emerged from Edison’s laboratory into and amid a cluster of mutually defining literacy practices, texts, and technologies, among them shorthand reporting, typescripts, printing telegraphs, and silent motion pictures. Even Edison’s own famous light bulb, now a universal icon for “I have an idea,” had to make sense within an ambient climate of textual and other representational practices, a climate it would, in fact, have an ample share in modifying. (1)

In many ways, this connects to many of the questions already taken up in the class, like the role of sociotechnical systems or alphabets as technologies  or the notion of ambience and complexity. Here, in particular, I am definitely feeling Rickert and Heidegger: that the phonograph emerged from and became intelligible through a “world” [Welt] of already existing relations. For example, as Gitelman argues, shorthand, or “phonography,” as a technology set the stage for the phonograph. Without this already circulating ambience, the phonograph would not have had the same intelligible impact.

On the one had, this sort of claim reminds me a bit of Steven Johnson’s “adjacent possible,” an idea that certain networks, ideas, and materials need to be in place in order for an idea to take root. Often, as he points out with Charles Babbage’s  “computer,” an idea that is ahead of its time dies out. It needs to still be in stage of possibility, but such a possibility must be “adjacent” to the present and the local.

But the role of labels, as Gitelman details, provides an interesting complication. As she writes, “The label is a vital cultural nexus, a point where producers meet consumers, where owners meet spectators, where novelty and originality enter the commonplace of the market and commodities perform” (151). I want to spend some time with this idea.

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CCR 633: The Cherokee Syllabary and Writing Technologies

If I could summarize my main takeaway from Ellen Cushman’s Cherokee Syllabary, it would be the way it showcases–through a particular case study–how people, technology, language, and writing interact with one another and the values or worldviews of  a given context. Tracing the formation of the writing  system as a written syllabary, to typefaces, to unicode and other digital materialities, the linguistic history also aligns with nation forming through newspapers and other technological, rhetorical interventions.

Similar to other readings, Cushman’s Cherokee Syllabary shows how language doesn’t inhabit a vacuum. Like Rickert’s contention, Sequoyan and the Cherokee language feels somewhat ambient, fitting into a broader context of identity and material. As Cushman writes, describing digital teaching materials, “Students hear, see, and experience the Cherokee language and writing system as complimentary and mutually sustaining. The also learn something of the Cherokee worldview implicit in each word and phrase written in the language” (215).

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