09 Reading (For Week 10)

We are moving away from networks to think about technical, aesthetic, computational sorts of things. About making content using computers that is computer specific (as opposed to using computers to do what we’ve always done). This week, two readings from the one anthology. This anthology is edited by Victoria Vesna, a media artist who is very interested in databases. The readings are from Lev Manovich, one of the most influential writers and makers in this area (he has recently been instrumental in establishing the new field of ‘software studies’), and Bill Seaman, an artist and theoretician interested in cognition, computing, and creative practice.

Essential

Manovich, Lev. “Database as Symbolic Form”. Database Aesthetics: Art in the Age of Information Overflow. Vesna, Victoria, ed. Minneapolis: University Of Minnesota Press, 2007. Print. 39-60. (PDF)

This is what became a chapter in his seminal The Language of New Media and is about the relationship of narrative to database. The work is more refined later, but it being a bit less refined here is useful to see the ideas a bit rougher.

Extra (but very very useful in relation to the Manovich)

Seaman, Bill. “Recombinant Poetics and Related Database Aesthetics”. Database Aesthetics: Art in the Age of Information Overflow. Vesna, Victoria, ed. Minneapolis: University Of Minnesota Press, 2007. Print. 121-140. (PDF)

A different take than what Manovich takes but the idea of a recombinatory practice is one of the foundations of networked experience and making. Nothing is fixed done in place or sequence in networked practice, and so it is always about recombinations of….

Games

Prani on games, winning and narrative. Re The Sims, you play it as a game, it has rules, and winning (as much critical writing points out) equals maintaining a family in ‘health’ etc. You can game it, but it is not a story. It is trivial to make games that you can’t necessarily win, but they are still rule governed, procedural (e.g. turn taking) and about the accruing of points, even where the game doesn’t call them point (in The Sims it is a house, income, job, and other middle class things). Stories don’t let you accrue health points, gold, power up, form clans or guilds, barter, and so on. And while some games have narrative the issue is whether narrative is fundamental to games. That is the debate, not whether a game might use some narrative but whether it is fundamental (can you have a game without a narrative, if yes therefore narrative isn’t what we need to use to understand what games really are).

Kimberly picks up similar points and uses Mario Bros as an example. The issue though is that saving Princess Peach doesn’t
‘matter’ to the game play. In other words Mario Bros is a successful game not because of its story, but because of its game play, which uses some very simple things to provide a frame for the game play. Afer all, it’s a pretty long reach to claim that Mario Bros is a good game because it is such a good story. It’s a good game because of the quality of its game play, the story, if we treated that as legitimately a narrative we’d have to recognise pretty quickly it is even less sophisticated than most stories told to children. (We have to save Princess Peach – why? i.e. as a ‘story’ what is the narrative motivation and justification here?) Similarly the motivation is to level up, not save the Princess, levelling up comes first (who asks how many characters have you rescued versus what level?) and the Princess is some decoration. Finally the multiple endings described by Kimberely are not hypertextual (this post and another on Maths and English and finally the one on Ted Nelson where I use some diagrams to explain hypertext are useful.

Ella too, suggesting Tetris is a narrative because there is a goal and you need to progress toward it. Let’s get academic here, there is no viable definition of narrative that says it is progression towards a goal. This is, though, a strong definition of what a game is. When we read we might aim to finish the book (a goal), but that is not what a story is, that is what you need to do to read the story. To think finishing = story would be the same as saying reading (since we need to read the novel) = story. It doesn’t. The phone book is not a story.

Recommended

Molly picks up my post about recommendation systems and notes that she hates the ads on Facebook but likes Spotify. Exactly, the former is only selling ads, not recommendations of what other people like you liked. (Though imagine an ad engine that worked like that?!)

Anna D has notes from the unsymposium, including reputation networks, games and narrative. Gabrielle has three take away ideas. Hypertext and games, writing hypertext, and IBG (Internet before Google).

Hubs

Jackie has a nice post about hubs, networks and their emergence. Emergence is a specific term that means something that seems to be chaotic in fact has a structure, which emerges out of the complexity and chaos, over time. Molly as a good overview of hubs and networks and how they grow. Note, what is joined (linked) is not random, which means a link expresses an intelligible connection (e.g. this is related to that). And as a result clusters form. This happens on the web. It happens in hypertextual work that you make yourself. Molly also has a really good outline of power laws and bell curves. Kimberely notes the point that heavily linked nodes tend to be linked to more often. This promotes the power law imbalance, but also is why you link to the tail (so is for example one reason why these posts keep linking out to you). It really is a bit like not trying to be friends with the most popular kid in school but making friends with people less popular because they are worth knowing. Denahm has a really good illustrated post on this stuff, read it.

Daniel thinks about link decay. He’s right, links decay over time. The web is an amazing system which we take for granted, but it doesn’t break when pages or entire sites go away (and you get a 404 error message). Try reading a book with missing pages. A TV show with missing segments. It is an extraordinary model that can tolerate things dying and disappearing. Again, this is the opposite of previous media. Rebecca wants to know if a network has a boundary, and outer edge. The sort of network being discussed here is called a scale free network, and as the name implies, no. The web has no outer edge, there is no reason it can’t keep on growing.

More Unsymposium Thick Description

No idea where Nadine pulled these from, they read like some odd episode out of West Wing, but a weird list of coincidental things in history, some of which make you go, “really?”. It isn’t that one caused the other, but in thinking of history as linear the simultaneity of the world gets completely lost. History didn’t happen then, it must be with us now in some way (history is what is remembered now of then). Intertwingled. All the way down. David thinks about hypertextual reading for things that aren’t hypertext (we do this with most of our media these days) and the importance of the link. A link is treated by Google as a sort of endorsement, that a link from that term or phrase, to that page, means there’s probably some relation between the link text and the destination, and this is a very important part of how Google ‘understands’ the web as a reputation network – links to a page build its reputation. Brittany has a brief but useful list of points to ponder.

Tiana wondered about games and narrative. Let’s be clear. There are three things that matter to this question. Play, games, and stories. Every known culture has had each, but they are not the same as each other. I can play without needing to win. I can play with stories, I can play with words, I can play games. Games are things that, like play, have agreed upon (if temporary) rules, but games are ends directed, games are things you win. Remember play does not have to include winning, games do. Stories we read and try to understand. They can be playful (in English we use the same word for play as in children playing, and playing a game, other languages use different words for this), and we can play with language or film in telling these stories. But when we ‘use’ a story we don’t play it like a game, there is nothing to win. (And I can play many video games that have stories and win them, paying little if any attention to the story.) Games don’t need stories to be games. They can use stories, sure, but they don’t need stories. Games, not video games, but games as a general category. As I used as an example, Tetris. The argument isn’t about whether games can use stories (that’s a trivial argument), it’s whether narrative is fundamental to games. My view is that if you can have games that don’t have any ounce of narrative in them (which is different to what we might narrate about them afterwards) then narrative is not a fundamental requirement of a game. They’re different sorts of things. They can be mixed, but so can oil and water.

Networky Networks

Cuong on the long tail, and particularly notices Anderson’s comments about scarcity. This is something that the first and second lectures picked up on, where I pointed out that I came to university because of scarcity (library, films, experts, technologies) but that this scarcity is gone, so why come now? Same argument Anderson makes about going to the video store. Tony discusses the long tail, and is surprised at the mention of Kazaa, this just shows how quickly things change here, where we often measure an internet year as a dog year, so 1 year online = 7 years in the real world. Why? This reflects the pace of change and development online. Anita discusses the 80/20 rule and scale free networks, wondering if they are natural. They are, which is part of what these people demonstrate, our bodies, for example, turn out to be scale free networks with a power law distribution in terms of the number of proteins (which are out basic blocks) and how many of these different proteins are involved in how many reactions. A small number (crazy small) are involved in a heap. Nature, including us.

John and Andrew

Tess on some ideas that come up for her from the Potts and Murphie reading. Technology, society, culture, chicken or the egg? Arthur (who neatly notes that the author’s name’s could well be RMIT’s ‘private’ cafe) discusses the reading in relation to defining concepts of technology. That technology is not a tool, but a system is important (and so it is good to think about what a system is, and what that means). On the other hand we have culture, which today, is very hard to conceive of outside of a relation to technology (indeed someone like Jacques Ellul argues that culture is now a part of technology, not the other way round) – a proposition that first struck me as odd, and counter intuitive, until I thought about it and parked my cultural assumptions at the door. Georgina on the Watts reading does a similar move when she writes of technology that “[i]t’s oddly becoming a natural element of our world”. Yep, and it is odd to say that but really, how can we possibly think otherwise? What untechnologised moment have you had, anyone?