beyond extraction
Araucanía and antofogasta’s geological narratives
in daily memoriam
Miami Vice and Violent Architectural Drawings
My architect friend works long days in the office drafting plans and elevations. They also play videogames avidly. At night they close Rhino & Autocad and open other drawing editors, still clicking, scrolling, rotating, zooming in modeled spaces. Let’s follow their set of deliverables.
Traipsing through Boston in 1783
The historical film is a journey into the past. You watch as known narratives or even alternative ones unfold, catching a glimpse of idiosyncrasies, and at times, judging historical accuracy. So if the historical film is a journey into the past, then the historical game, in this case Assassins Creed III, is an experience of that past through the lens of a participant that has a hand in the unfolding of those narratives, occupying space and viscerally reacting to the events that have been coded in.
A Brief Attempt to Diagram Homes in Open World Games
In an open-world game where you can own homes, what exactly do you experience as a player? What do these homes provide after stripping away our actions in real life, such as eating, cleaning, or sleeping? Here, the definition of home is literal: It does not imply the symbolic meaning of belonging to a player community. Home, here, is also interchangeable with a plethora of synonyms, such as a safe house, hideout, base, home plate, garage, HQ…