Tuesday, November 24, 2009
daisy chains.
Monday, November 16, 2009
young adult friction.
which seems appropriate,
given that i've never really had the time to indulge in film or videos,
i may as well embrace a look which embodies where it all began.
i also enjoy the pains of being pure at heart.
sorry that this embodies every painfully hipster cliche in terms of both video and song choice.
Saturday, November 14, 2009
arcadia.
I couldn't help but thank the gods that there wasn't one of these installed at the Lansdowne one fateful night.
That would have introduced a whole new level of lolz/complication, given that the guitar approach would probably be harder to reject than the killing animal approach.
On second thoughts, either approach would be pretty easy to reject if you consider the quality of the persons pursing our attention.
Snap.
in bed with foucault.
currently chillin' with some tea and some foucault.
Thursday, November 12, 2009
hi.
lose/lose.
So, don't go ahead and try find and download this game. It would be like playing with swine flu or some other type of virus.
But ha! I like the notion of games to reality.
"Lose/Lose is a video-game with real life consequences. Each alien in the game is created based on a random file on the players computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted.
Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player's mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?
Why do we assume that because we are given a weapon an awarded for using it, that doing so is right?
By way of exploring what it means to kill in a video-game, Lose/Lose broaches bigger questions. As technology grows, our understanding of it diminishes, yet, at the same time, it becomes increasingly important in our lives. At what point does our virtual data become as important to us as physical possessions? If we have reached that point already, what real objects do we value less than our data? What implications does trusting something so important to something we understand so poorly have?
KILLING ALIENS IN LOSE/LOSE WILL DELETE FILES ON YOUR HARDDRIVE PERMANANTLY"