World of Warcraft

ARTICLE: FILIP KOSTIC IS GAMING THE ARTWORLD

VRAL is currently showcasing Filip Kostic’s 2019 game video Filip Kostic VS Filip Kostic in a brand new format. To contextualize this specific artwork as well as the artist’s oeuvre, we will be discussing a series of artworks influenced, inspired and/or developed with video games and game tools, such as the Unreal Engine. Today we are happy to present Booty Bay Open Studios (2020).

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Kostic’s amusing Booty Bay Open Studio is a fascinating intersection of art and gaming unfolding through the virtual persona of “Jerrysaltz the Undead Warlock,” clearly modeled after Jerry Saltz, America’s preeminent art critic. Situated in the fantastical realm of World of Warcraft, this avant-garde initiative poses compelling questions about the valuation and interpretation of art within a simulated, magical world. Employing a diverse toolkit of visual aids – ranging from in-game photography to meticulously constructed diagrams, mind maps, and charts – the project engages participants in an enthralling artistic journey in a land ruled by Orcs, Goblins, and Warriors.

The setting for this experiential foray into art criticism is the fictitious Booty Bay Studios, hereby described as an iconic trading hub, renowned as the largest of its kind in all of Azeroth and the Horde territories. The experience transcends the usual paradigms of art exhibits, turning into what can only be described as a whimsical, yet incisive, art crawl. But the true depths of the project’s humor and subtext can be fully grasped only by those proficient in two distinct dialects: the specialized lexicon of WoW’s geography and gameplay mechanics, and the nuanced vocabulary of contemporary art critique.

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Matteo Bittanti

Work cited

Filip Kostic

Booty Bay Open Studios, digital video, color, sound, 7’ 18", Serbia, 2020

All images and video courtesy of the artist


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MMF MMXXIII UPDATE: A CHAT WITH BABAK AHTESHAMIPOUR

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The Milan Machinima Festival is proud to present Babak Ahteshamipour’s In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words (2022) which appropriates and repurposes one of the most popular massively multiplayer role playing games of all time, World of Warcraft.

Babak Ahteshamipour’s practice is based on the collision of the virtual vs actual, aimed at correlating various topics that are not directly connected at first glance from cyberspace to ecology and politics to identity exploring them via MMORPGs/video games, social media and online integrating themes of co-existence and simultaneity in response to the futuristic anthropocentric urge of technocracy to focus on posthumanism. He has exhibited and performed at Centre Pompidou (Paris, France), New Art City (online), The Wrong (online), Sub Rosa space (Athens, Greece), ERGO Collective (Athens, Greece), arebyte (online), Biquini Wax ESP (Mexico City, Mexico), Experimental Sound Studio (Chicago, Illinois) and elsewhere. He has released music on the independent cassette label Industrial Coast and his music has been played on radio stations such as Noods Radio (Bristol, U.K.), Radio Raheem (Milan, Italy), Fade Radio (Athens, Greece) and Radio alHara. Originally from Iran, Ahteshamipour lives and works in Athens, Greece.

Matteo Bittanti discussed In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words with Babak Ahteshamipour. Below is an excerpt:

Matteo Bittanti: What inspired you to use World of Warcraft as the primary medium to create this specific artwork, and how did you navigate the complexities of appropriating and repurposing such a well-known, sprawling online video game?

Babak Ahteshamipour: World of Warcraft is one of my favorite video games and the one I’ve spent most of my time playing so I couldn’t not incorporate it in my artistic practice, since it has shaped my identity and life in many ways. I used to play it as a kid, as a consumer , without stepping back to study its narratives, gameplay, experience and demographics. So in my broader artistic practice that includes research on ecology, politics and cyberspace I dived in to experience it as an adult and artist with a focus on those perspectives. The first thing that hit me in the face was the forced binary a player is succumbed to, that of choosing whether to play Horde or Alliance and the dual propaganda that involves this when the different stories unfold during the gameplay. Each faction has their own truth and biases towards the other and tries to brainwash their members with politics into believing the other is an enemy — a common excuse to start a war. The second thing that struck me down was despite this very dense and imposing narrative there were plenty of neutral characters that would show up during the storyline from time to time and point out that their conflict is futile and that there is no such thing as good or bad, rather that both factions have positive and dark sides. This characteristic of the WoW presenting micro-narratives to battle the main narrative reminded a lot of RL (real life), and I was amazed how many different branches unfold from the main storyline. Another thing that impressed me was how female characters were presented in the context of the game, for instance there were plenty of independent strong female figures, such as Aegwynn, Jaina, Tyrande and Sylvanas that were also reactive towards patriarchal oppression, but nevertheless there was also a lot hypersexualized portrayal of female bodies, or the heteronormative presentation of binary genders was from time to time has been very present in the game. Such an example would be the city of Shattrath with a population of 80% male bodies, which they are training for war and it gestures towards how war is male thing. The community that played the game also has a variety of opinions regarding people who identify themselves as females, some of course are very problematic, but nevertheless gaming has always been dominated by white male heterosexuals with traits of toxic masculinity just as Tanja Välisalo and Maria Ruotsalainen point out in their publication “Sexuality does not belong to the game” : Discourses in Overwatch Community and the Privilege of Belonging. Angela Washko’s The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft also points to this dimension of the community of WoW through virtual performances where they would discuss the in-game oppression of women. In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words was created in the context of larger exhibition entitled LFM for TCOBAC: Looking for more for The Citadel of Blossom and Calamity which incorporated spell icon paintings, sculptures of the titles of some of the spells, a modified Gargoyle painting and various objects, and was presented at Sub Rosa space, from 14th of May until 28th of May of 2022, Athens, Greece. All these topics were addressed through the exhibition in more in-direct ways. The main theme of this machinima and the exhibition that came to be eventually was regarding escapism, climate crisis and the carbon footprint of cyberspace, things that were hard to appropriate WoW to talk about. Of course in the game there were plenty of references to ecology such as the Tauren and Night Elves’ respect to the “mother Earth” (Azeroth) and druid class, but I appropriated WoW in terms of that it is deserted — their subscriptions have been decreasing rapidly —, it’s a cultural product that that presents a virtual exotic world to escape from reality to and be an avatar, and it does have a carbon footprint as being a massively consumed product in terms of servers, water cooling systems, computers and so on.

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Matteo Bittanti

Work cited

Babak Ahteshamipour

In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words

digital video/machinima, color, sound, 9’ 16”, Iran/Greece, 2022


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MMF MMXIII UPDATE: BABAK AHTESHAMIPOUR'S IN SEARCH OF...

It’s the end of the World (of Warcraft) as we know it

Featured in the Neo Avant-garde program of the Milan Machinima Festival MMXXIII, Babak Ahteshamipour’s In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words (2022), appropriates and repurposes one of the most popular massively multiplayer role playing games of all time, World of Warcraft. Ahteshamipour’s video is the outcome of a lengthy and intricate production phase, beginning with the creation of an alter ego, a Blood Elf Warlock, which was then “evolved” through the process of leveling up. This was necessary for the artist’s avatar to access all areas of the game, allowing the player-director to explore different scenarios, regions, and dungeons, and capture footage. The absence of a recognizable body onscreen makes the experience both disembodied and immersive, allowing the viewer to project their identity onto the protagonist.

In the video, Ahteshamipour comments on escapism, particularly the idea that gaming is a form of entertainment that provides players with alternative situations, “fun” challenges, and entire worlds to their ordinary lives. In today's world, this tendency to escape real life is becoming increasingly popular as the planet deteriorates due to climate change, environmental catastrophes, air pollution, and micro-plastics rendering Earth increasingly inhabitable. Silicon Valley companies have been pushing for metaverses and simulations, while video game companies and social media platforms have been encouraging users to drop out and log in. The planet is dying, but this simulated world looks so good on the screen.

The video shows pristine vistas, stunning sunsets, purple skies, and outstanding forests devoid of humans, making it a modern kind of folklore, a cult-like system of beliefs in which legions of gamers venerate virtual gods. In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words is part of a larger installation featuring paintings, sculptures, and objects, much like Ahteshamipour's previous work, Paleontology of non-existence.

Matteo Bittanti

Read an interview with the artist

Work cited

Babak Ahteshamipour

In Search of the Banned Dictionaries that contain the Words for the Things You Wish You Could Express

Digital video/machinima, color, sound, 9’ 16”, Iran/Greece, 2022

ARTICLE: IT’S THE END OF THE WORLD (OF WARCRAFT) AS WE KNOW IT

THE WORLD IS DYING, BUT WHY BOTHER? I’VE MADE IT TO LEVEL 70 IN WOW!

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World of Warcraft, one of the most popular massively multiplayer role playing games of all time, has been appropriated, hijacked, and repurposed by Babak Ahteshamipour for In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words (2022). The outcome of an extended production phase which began with the creation of an alter ego — a Blood Elf Warlock which was then “evolved” through a process leveling up — the video is equal part documentation and self expression. Such a complicated and time-consuming procedure was necessary for the artist’s avatar to access all the areas of the game, so that the player-director could explore different scenarios, regions, and dungeons, and capture the salient footage. As you know, machinima is hard work. Interestingly, the “action” is presented not from the customary third person view of the game, but from the first-person perspective, usually associated with first-person shooters. The absence of a recognizable body onscreen makes the experience at once disembodied — and thus uncanny — and more immersive, because the viewer can freely project their identity onto the protagonist, whomever they may be. Ahteshamipour calls this state of affairs “transcendental”, as identity becomes inseparable from the act of viewing: the player-spectator is, at once, the all seeing eye of a demiurge.

The artist describes In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words as a commentary on escapism, in the sense that gaming is generally perceived as a form of entertainment that provides players with alternative situations, “fun” challenges, and entire worlds to their ordinary lives. This tendency to escape real life is becoming more and more popular as the planet is dying before our eyes: climate change, environmental catastrophes, air pollution and micro-plastics are rendering Earth increasingly inhabitable (“DOOM”). It comes as no surprise as Silicon Valley companies are pushing hard for metaverses and simulations: incapable or unwilling to change the status quo - because it’s not economically advantageous — video game companies and social media platforms have been systemically encouraging users to drop out and log in: the planet is dying, but this simulated world looks so good on the screen:

“It is so cool to pretend to love the sight of a dying world from a privileged perspective”.

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Matteo Bittanti

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