robertogreco + openendedness 3
DAILY SERVING » Summer of Utopia: Interview with Ted Purves [via: http://randallszott.org/2012/05/25/ted-purves-aesthetics-social-practice-personal-economies/ ]
5 days ago by robertogreco
"I feel like a project is successful if we have had substantive encounters with people, if we have created spaces where a kind of exchange—whether it’s family history, or talking about why something should or shouldn’t be in an art museum, or sometimes it’s just swapping recipes—some form of animated or engaged dialogue comes out, or some sort of story emerges. It means we learn something, a story can be brought forward from that, that’s when things are successful. Another high-five moment comes when there is something compelling to look at. A lot of times when you see a social practice show, it’s either a room full of crap to read, or it looks like a place where they had a party and you didn’t get to go. I’ve been to a lot of those, and they’re not satisfying! You either wish they had just printed a book you could take home and read in your own chair—because it’s not very comfortable to sit in a museum—or you wish that you’d been at the party."
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2010
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from delicious
5 days ago by robertogreco
tevis thompson: Saving Zelda
february 2012 by robertogreco
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012
space
play
openendedness
open-ended
autonomy
exploration
memory
spatialmemory
worlds
worldbuilding
nintendo
videogames
gaming
zelda
games
gamecriticism
gamedesign
via:tealtan
tevisthompson
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
february 2012 by robertogreco
Teddy Cruz Presentation - YouTube
july 2011 by robertogreco
"We can be the producers of new conceptions of citzenship in the reorganizing of resources and collaborations across jurisdictions and communities…We could be the designers of political process, of alternative economic frameworks."<br />
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[via: http://www.diygradschool.com/2010/06/professor-teddy-cruz-ucsd.html ]
teddycruz
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sandiego
tijuana
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2009
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sprawl
natural
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art
architecture
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urban
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urbanism
recycling
openendedness
open
vernacular
systems
construction
economics
culture
pacificocean
exchanges
flow
landuse
neweconomies
micropolitics
microeconomies
local
scale
interventions
intervention
communitiesofpractice
crossborder
from delicious
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[via: http://www.diygradschool.com/2010/06/professor-teddy-cruz-ucsd.html ]
july 2011 by robertogreco
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