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Why interactive poetry beats interactive fiction

Behold the city of Galvez: An imaginary urb created by Oscar Guzmán, who did some trippy Photoshopping on sixteen real-life photographs. As he describes it:
Despite having characteristics of a photographic record, the images of Galvez don’t have and never have had a counterpart in the physical world.
The photographic document is a record that remits us to a point in space and time, that is, it’s an index. Therefore, the index of Galvez remits us to the reality of imagination. In this way, Galvez acquires its right to be considered a document of Reality, making it evident the impossibility to create frontiers between the real and the imaginary.
A little mangled, but you get the idea. It reminds me of the visual aesthetic of Riven — a video game that consisted of nothing but static pictures of a world, created via CGI and photomanipulations. I actually wish there were more art projects like this, or at least more games like Riven, because the have a Dali-esque dreamlike quality that really spooks me, in a good way. Indeed, the stationary nature of the images in Riven were a chief part of the game’s allure: They invited you to study each scene closely, in a way that few modern games ever do. Even the most articulated 3D games never quite encourage this scrutiny, because you’re too busy roaming around to sit still for long enough to drink in a scene. In Riven — or with Galvez — the fun is in staring closely at each vista and drinking in the weirdness.
That’s what made the occasional animations in Riven — and in Galvez — so startling: It felt like a picture that had suddenly come to life. I remember when I was walking through the forest in Riven, then turned around and saw a little girl staring at me, who abruptly fled. I nearly jumped out of my skin.
(Thanks to Erik Weissengruber for this one!)
I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.
Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!
The “Milky Way Transit Authority” map
Should automobile software be open-sourced?
My Bookforum review of Jaron Lanier’s “You Are Not A Gadget”
Molecular secrets of the “iron-plated snail”
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January 31, 2010 » 07:29 PM
V. A. To me death seems to be an evil.
M. What, to those who are already dead? or to those who must die?
A. To both.
M. It is a misery, then, because an evil?
A. Certainly.
M. Then those who have already died, and those who have still got to die, are both miserable?
A. So it appears to me.
M. Then all are miserable?
A. Every one.
January 24, 2010 » 03:22 PM
One of the more interesting trends is family, which came in at number five. Specifically, discussion about family, moms, dads, daughters, etc. jumped during 2009. With Facebook users getting older, this isn’t a big surprise. However, the fact that the mention of “kids” jumped by a factor of five this year is rather dramatic. It’s tough to know what this means, though. (via Facebook Unveils Most-Mentioned Topics of 2009
)
January 15, 2010 » 01:36 PM
BEYOND AWESOME. They are announcing a recall of the Plush Uterus “due to a potential choking hazard for children”. To apply for it, “Please send an email to the address below with the subject line, ‘UTERUS OPT OUT’”.
January 14, 2010 » 10:04 PM
“To order, please TYPE “YES” IN CHECKBOX BELOW TO AGREE YOU UNDERSTAND THIS PLUSH MUST BE KEPT AWAY FROM KIDS (it is a sex organ, after all). If it is not checked, WE WILL NOT SEND THE UTERUS.” (via @ibogost)
January 11, 2010 » 01:45 PM
I watched Space: 1999 back in the day, but I swear to god I do not remember this scene.
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