z on Thu, 25 Apr 2002 18:14:02 +0200 (CEST) |
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Re: [Nettime-bold] Re: RHIZOME_RAW: GENERATION FLASH (3A / 3) |
john, i am not sure about the revolutionary aspect of flash--- the aesthetic sensibility revealed in flash, is an extended tradition from mtv and commercials , not so new whatsoever, in fact that plastic look and feel plus easy accessibility is very much in tandem with the philosophy of the late capitalism's all encompassing consumerism / entertainment implication. imagine every artist becomes a flash guru --- it sure is revolutionary, but then it depends on what do you mean by revolution. the new art mantra may be: sit back, enjoy. marcuse has long been castrated. z John Klima wrote: > napier wrote: > > > > > > Lev Manovich wrote: > > >Programming liberates art from being secondary to commercial media. > > > > As much as I'd like to believe this... > > > > Progamming may produce new forms outside of commercial media, but > > programming puts the artist into new relationships with other existing > > forms. If I dabble in 3D rendering then my work could be competing with > > Pixar, Toy Story, and Shrek. Can I accomplish what teams of Silicon > > Graphics programmers can pull off? No, but that's not my role as an artist. > > it's impossible to attain the level of scale that a pixar team attain, > but you sure as hell can try, and in my mind, one probably should. there > was a time in the not so distant past that all software was created by > only one or two individuals. as the technology became more able, it > required larger and larger groups of people to take advantage of the > abilities. visi-calc, the first spreadsheet program, was coded by one > guy. ms excel is a whole company in and of itself, more or less. but it > all seems mostly a measure of scale. an independent artist can't create > shrek, but they can create a scene from shrek. an independent artist > cant create the sims, but they can invent a new gaming paradigm. this is > in line with pat lichty's alpha-rev manifesto which makes a lot of sense > for the individual artist. software art as prototype. in a sense, this > describes netomat, starting as an individual's art project, it expanded > to the point where it is now a viable company. > > the reason why flash is so compelling is that at this point in time, the > best commercial flash actually lags behind the best non-commercial > flash. and whats really interesting, is that the lag is both in function > and in content. non-com flash often exhibit the highest degree of tech > sophistication available, in service to an intent far more compelling > than a nike ad. its as if time were turned back and we are all coding > for a 8086 processor again. one person can code wolfenstein in flash. > > last week i was out in LA and i had a long conversation with a student > who was trying to produce a game with some of his friends. they naively > thought it would be possible to design and build a fully functional top > shelf game in a semester. well, i told them that it actually *is* > possible if you chose your platform carefully. i told them to build a > game for the gameboy console. its basically the same challenge one faced > when writing a game for an 8086. there's only so much you can do, so > there is only so much you have to do. flash is sorta the same. it then > becomes up to the individual artist to decide when they have exhausted > the possibilities of their platform. with the highest level > environments like flash, this happens sooner. in C/C++ it never happens, > or if it does, you have exhausted the possibilities of the medium > itself. but thats not to say that flash tech will not someday be as > utile as C/C++. > > i've been working with two guys from parsons on a semi-commercial game > project. last year they created in flash, a functioning but simple game > with a fairly complete back-story, so i invited them to assist on this > project (and yes, i'm paying them for the trouble). we are using flash > to create a series of animations as part of the demo/proposal to garner > further funding for the project. it is quite obvious that the game > could never be built in flash, flash is slow as piss and games need to > run fast. but its great as a rapid prototyping tool, it more than > adequately describes the look and feel of the final game, and best > thing, it allows us to quickly try out new things. though not the final > product, flash is integral to the process. the guys i'm working with, > though big fans of flash, want to get into deeper code, they see it as > essential to the realization of their vision. > > so what i'm trying to say here is that flash is a really really really > good entry point into the realm of programming, and in fact for some > individuals it may be all they ever need. however i think most if not > all the young people who are using flash now, will shortly discover that > it wont work for "such and such" a project, and they will have to bite > the bullet and "upgrade" their tech. that flash exists as an entry point > is only a good a thing. that flash allows for more time spent on an > aesthetic and less on a functionality is also a good thing. that a > generation of people are ubiquitously involved in both an aesthetic and > a functional investigation is a great thing, borderline revolutionary. > > best, > j > > _______________________________________________ > Nettime-bold mailing list > Nettime-bold@nettime.org > http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-bold _______________________________________________ Nettime-bold mailing list Nettime-bold@nettime.org http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-bold