Mitch Said studied a BFA at the Wits School of Arts and went on to a very successful MA in Digital Arts. Mitch is on a short visit and will be sharing with us his projects and experiences of the NY University, ITP program.

Mitch Said studied a BFA at the Wits School of Arts and went on to a very successful MA in Digital Arts. Mitch is on a short visit and will be sharing with us his projects and experiences of the NY University, ITP program.


I subscribe to this feed, and so read the post a few days ago but have refrained from commenting while I waited to hear what others have to say.
My initial reaction to The Graveyard was an extremely positive one - I thought it was a great look, one which has inspired another project I’m working on at the moment, and I’ve shown it to numerous people, some of which have ‘got it’ and some which haven’t. Ok, no I haven’t bought the full version (and haven’t watched the death sequence on youtube either), but I understand why some people don’t get it.
I think the term ‘interactive’ is such a difficult one anyway, because by it’s nature as a piece of computer software, it is by definition ‘interactive’ (see Lev Manovich for more info on that concept if you’re interested) and although I have certain problems with this argument, in those terms The Graveyard is certainly interactive. It could indeed be argued that it’s not a ‘game’ in the traditional sense of the word, however I would strongly argue that it is indeed an ‘art game’ (www.selectparks.net for more info on this if needed although Kai already refers to it in this capacity). The other alternative is that I guess to some extent it could be considered ‘interactive narrative’ although I have less experience in this argument since it’s not really my area.
I won’t deny that I have certain criticisms of the game (yes I’ll still call it that regardless) but the frustration that is a part of this game and the way that the game itself plays on that is in itself interesting.
An imperfect experiment? Yes, perhaps, but is any experiment ever really perfect? I think the important criticism to take away from this is that it’s a stepping stone to something else. No, you won’t grow if everyone only praises you, that is true, but what I DO like about Kai’s review is that although she clearly doesn’t empathise with the character, doesn’t enjoy the gameplay and regards this game largely as a failed experiment, she does say,
“In any case, it’s worth admitting that I admire Tale of Tales’ willingness to use the medium of video games to convey emotions other than “fun”. In fact, I wholeheartedly encourage other developers to do the same – we can certainly do with more “art games” in this comparatively superficial landscape of ours. The fact that The Graveyard was, in my eyes, an imperfect experiment in some areas by no means implies that we should simply go back to killing things and solving Sudokus.”
She doesn’t like the game and yet she still finds something positive within it. Just saying a game is bad without saying why you think so means you haven’t actually bothered to engage with it on any level, and Kai has obviously tried to engage with it somewhat because she justifies her response to the piece, whether as a game or as an interactive painting, narrative, whatever. I saw another review on YouTube where the guy’s rationalisation about why the game was bad was because “games are about high scores”. To me that’s not a review, that’s an uninformed opinion.
Just because I appreciate the concept over the actual interactivity (or relative lack of in this case) doesn’t mean that I’m under the illusion that everyone thinks this game is great, but I don’t think the authors are under the impression that everyone would like their work.
Just a thought - use it, don’t use it…
For map and directions please visit http://digitalarts.wits.ac.za/artworks/
and see under “contact us”.
Snack-o-tainment, is what they call it in the the USA. Culture on the go, bite-sized chunks of diversion which consumers can gobble down using their iPods or cellphones. In Japan, perhaps because of their respect for miniature forms (think Haiku), where a reduction in size is not assumed to be a dumbing-down, they are less condescending towards packaged bits of culture. Although soap opera series made for mobile are hugely popular in Japan, the NTT DoCoMo mobile literature site, Maho i-Land, reportedly has six million members, and carries more than a million mobile novels.

Now Mobfest, a South African company dedicated to mobile media, has boldly launched an initiative to put freshly written novels in daily "textisodes" onto the screens of local cellphone users. From the 7th of July, readers simply have to register via the Novel Idea site, or simply SMS the word NOVEL to 33879, and will then receive daily episodes of the story which they have selected. A real strength of the project seems to be that they have signed up six impressive local authors, who have written tales specially crafted for the mobile medium. The authors who have contributed work to the first round of mobile literature are:
Diane Awerbuck (award-winning author of Gardening at Night),
Lauren Beukes (author of hot new futuristic novel Moxyland),
Richard de Nooy (Six Fang Marks and a Tetanus Shot),
Robyn Goss (And So Say All of Us…),
Sarah Lotz (Pompidou Posse),
Henrietta Rose-Innes (The Rock Alphabet),
Stephan Simm (aka “Miss Kwa Kwa”),
Zukiswa Wanner (The Madams),
Sam Wilson (Urbo).
Mobfest are also admirably upfront about all the costs to the user of the service. The registration process SMS costs R1.50 and the only subsequent charges are those added by the user’s network for data services. This might, however, be the achilles heel of the South African service. The local networks obstinately persist in treating data as a luxury product for high end (usually business) users. By comparison, Japanese operators such as NTT DoCoMo, switched to flat rate some years ago. The effect of this rate reduction on the Maho i-Land mobile literature site was very significant with a huge leap in membership and the number of novels posted.
Strength to Mobfest and their new initiative.
Daniel Hirschmann, the ATjoburg contributor (and provider of hosting space for this blog) will be returning to South Africa to exhibit his recent digital prints as part of a three artist show at the Resolution Gallery in Johannesburg which opens on July 10th 2008. This is Daniel’s first show of prints and from the evidence of the images on his Flickr page should be really interesting viewing.
Daniel writes:
The prints are made using software created in Processing that allows gestural manipulation of photographic images - resulting in these rather densely textured prints.