space exploration

MMF MMXXIII UPDATE: A CHAT WITH MANUEL GHIDINI

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The Milan Machinima Festival is happy to present Manuel Ghidini’s OccupyCAD, which appropriates and recontextualizes the protagonist from the Occupy Mars video game to suggest alternative possibilities for space exploration and to think about the very notion of “space”. Featured in the Made in Italy program, Ghidini's work will be available between March 19-26 2023 exclusively on the MMF website.

Manuel Ghidini was born in Gardone Val Trompia, an industrial stronghold in Northern Italy, in 1997. Ghidini’s upbringing in the City-workshop of Lumezzane heavily influenced his artistic practice. After completing his studies in Brescia, Ghidini moved to Milan to attend Brera Academy of Fine Arts, where he began to interrogate the perceptive questions of reality. Ghidini’s work investigates epistemology through the visual arts. He currently lives and works in Lumezzane.

In the following interview, Ghidini discusses the main inspirations behind his new artwork:

Matteo Bittanti: How does the artwork’s (re)use of a video game character challenge conventional notions of the representation of space in art, and how does this recontextualization of the character invite viewers to engage with space in novel, different ways?

Manuel Ghidini: The use of a video game and its resources, such as characters and settings, allows one to operate within the original imagery in a subversive way. Video games are an increasingly popular medium, especially among younger people, including my own generation. Video games, like music and film, have always been a great medium for information and propaganda. The appropriation and the reuse of video games and their assets make it possible to move into this sphere. Considering the games’ economic success - they overtook both the film and music industry a while ago -, they are becoming increasingly relevant and decisive in the dissemination of ideas and values in the cultural landscape. They too, like other media, construct narratives and representations of the self and of the Other.

An integral part of our cultural context, video games consciously or unconsciously reproduce the logics that underlie the capitalist exploitation of resources, often constructing the game in a competitive environment based on scores and unequivocal outcomes (note 1). This is not a necessary requirement by any means, but it seems to me that most if not all mainstream games tend to be based on these characteristics. Without competition or difficulty, video games are perceived as boring, thus “failed”.

Therefore, the reuse of game resources allows for the reshaping of their narratives, for a reimagining of their ideology, for a process of deconstruction of their imagery. Such a process allows for a focus on additional issues, giving the work more nuances and layers of meaning. It also stimulates additional interpretive senses.

I see OccupyCAD as an attempt to resurface that discarded but somehow always-already-present element of the original Occupy Mars video game. I refer to the discarded concerning the implications of what the act of Martian colonization, of occupying new spaces, new worlds, new means. Ignoring current global issues, from climate crises to social crises – not addressing the issue of climate change, except by making it the validating justification for abandoning Earth for a new world within a logic of sheer disposability. Considering the large number of young gamers, we can imagine the influence of these kinds of messages. I’m referring to young people who may or may not complete the mission to conquer Mars. Their will, like ours, is decisive. The use of game resources – of the main character in particular – gave me the chance to remove the cosmetics, the facade of the game and to focus instead on the main issue, the perennial race for survival, with its consequences. Working on the discarded, understood as the recovery of an issue, is of primary importance, and has not been addressed properly. I’m attempting to focus on the real problem we face as a species, by deconstructing the narrative.

Beginning with the operation accomplished with OccupyCAD, the reconsideration of aspects and reflections regarding the game, not foreseen in the original, can also arise in the spectator. I was, therefore, attempting to stimulate critical thinking about the existent in innovative ways, even with respect to machinima itself. The reuse of video game elements, thus, becomes a reactivation, a purposeful response and an act of reappropriation. A refocusing on something deliberately ignored by the original video game. An opportunity for reuse, reinterpretation of the video game. An exercise and a call to reimagine the cultural resources contained in a video game (as elsewhere) by reshaping them and being able to subvert them. The gesture of reappropriating and activating in reconstruction, acting and reacting in the cultural space of co-narrative.

Matteo Bittanti: How does OccupyCAD explore the tension between freedom and constraint, and how does the astronaut’s relentless movement within the confined space of the 3D graphics software relate to broader societal issues surrounding control, surveillance, and agency?

(continues)

Matteo Bittanti

Work cited

Manuel Ghidini

OccupyCAD

digital video/machinima, color, sound, 5’ 29”, 2022, Italy


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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.

(continues)

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 MMXXIII UPDATE: A CHAT WITH COLIN STAGNER

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The Milan Machinima Festival is proud to present Colin Stagner's new machinima Pictures of an Exhibition, which invites viewers to embark on a thought-provoking journey through space within Minecraft. Divided into three movements, each accompanied by classical music, this machinima delves into traditional cinematic themes of innovation, tribulation, and contemplation against the cosmic backdrop of outer space.

In his explorations of the conventions and relationships between coding, film, and game design, Colin Stagner seeks to comprehend how the digital realm engenders our lived reality. Hailing from the heartland of the United States, Stagner's practice is one of technological experimentation, with a focus on uncovering the hidden mechanisms that undergird the digital. While some may be tempted to categorize Stagner as an artist, he resists such a label, instead identifying himself as a software engineer who uses his skills to probe the limits of what is possible within the coded world. By drawing on his deep understanding of programming languages and their potential applications, Stagner creates works that challenge our preconceived notions of what is possible in the world of technology.

Riccardo Retez talked to Colin Stagner about Pictures of an Exhibition:

Riccardo Retez: Inquiring into the nature of machinima as a creative practice, I am compelled to ask: what inspired your engagement with this unique medium? Before I delve into the intricacies of your recent work, Pictures of an Expedition, could you describe your personal relationship with machinima? How do you conceptualize this technique, and what purpose does it serve in your artistic vision? Put simply, what is the significance of designing, producing, and ultimately releasing a machinima for you as an artist?

Colin Stagner: My first introduction to machinima was courtesy of the early episodes of Red vs. Blue (Burns, 2003). To produce any film, it is necessary to convince the viewer that the limitations of the medium form a “reality” of sorts. While some films lack sound or color, machinima directors are forced to accept more unusual limitations. In Red vs. Blue, every character must always wear a helmet and hold a weapon. The series embraces these absurdities and plays them for laughs. Interesting constraints make for interesting art.

In an odd but narratively convenient coincidence, I was first introduced to my chosen medium, Minecraft (Mojang, 2010), through machinima. In addition to numerous demo videos, I also recall watching music machinima such as In Search of Diamonds (Dead Worker’s Party, 2010) and others which have been lost to time. These convinced me that the game was worth playing.

At that time, in 2011, I had absolutely no idea that I was going to make a film.

As a software engineer by trade, my only formal education in movie-making was a “Films Appreciation” course from my undergrad years. That and, I suppose, all the films I had ever seen. As this project has taught me, machinima is a uniquely accessible medium for film. There is no need to perfect the kinesthetics of performance or the technical details of sound and image capture. Reducing these barriers expands the range of possible contributors – more artists, more art. The challenge, beyond the physical act of doing, is to create a work that complements or transcends the original “text” of the game and forms a meaningful connection with its audience.

(continues)

Riccardo Retez

Works cited

Colin Stagner

Pictures of an Expedition

digital video/machinima, color, sound, 6’ 07”, 2022, United States of America


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