there's been a lot of conversation around "Théâtre D’opéra Spatial", the AI-generated image that won a prize in Colorado recently, but what i'm interested in doing is looking at this piece and saying "if this is art, what is it doing"
so lets try! (cw racism in art)
the painting depicts a figure in white robes staring at an orb in front of her. the orb, buffeted by the architecture of the room, contains a city within it. a figure in red robes stands off to her side. around her are more figures, shrouded in darkness and digital noise
the immediate comparison i'm drawn to is the sublime, specifically the composition of The Wanderer Above A Sea Of Fog — this is useful since AI cannot articulate human emotions, and it thematically supports the sense of awe throughout the piece
but where is her awe directed?
the title of the piece (needlessly and pretentiously French for "Space Opera Theater") gives us a clue, as does the aesthetic of the piece, the faded markets and the vaguely-geometric swirling tiles overhead. which is to say, it's drawing on the french orientalist tradition
the piece utilizes details and color in a similar way to the 19th century orientalist style as described by Edward Said, that is to say, the imaginary of intricate geometrical detail and color which is designed to invoke foreignness
it uses detail to dazzle us without meaning
in the orientalist style, they would frequently mix and combine many different styles of levant and egyptian architecture and culture without regards for what it meant or where it came from, just like how AI art will recombine meaning without its context
this piece is about a figure attending a theater where a "foreign" & exoticized world is displayed in miniature for her sublime awe, to turn meaning into shapes and dreams for her to gasp at without ever comprehending, because it's an opera of spatiality
in short, this AI art piece is disquieting not merely because of its AI-ness, but rather because the art itself is built on an orientalist symbolic language (which is arguably a flaw of a database built on 19th-century paintings)
i realized this in a conversation with a friend and thought it was potentially very illuminating so i thought i would share this analysis! please know this isnt formal and is rather off the cuff, so view it like the sketch of an argument rather than the claim itself
postscript: i think "awe" and "dread" are common AI art emotions to depict because we have a large cultural repository for showing those sensations without facial expressions or detailed emotion, in part bc british people are really uptight — AI art struggles with "grief"
post-postscript: i am extremely cautious to moralize about a medium, and im not interested in sitting here and saying "AI art is bad." i am much more interested in saying, "if this is art, what do we see? what happens when we look at it as art?"
PPPS: if you think the opera is the figures in front instead of the city-orb, thats okay! i dont think that contradicts the formal part of my analysis, and i go into more detail on that here. it was arguably a mistake to use conceptual qualities like that
an easy pitfall when analyzing abstract art is to be like "and that's a person, and that's a place" even tho abstract art can still possess those qualities, and i think AI art blurs that even further because its intentionally suggestive of bodies & locations
lots of people assuming my opinions in the replies
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i got absolutely sick of writing about British People so ive changed the setting of 7 part pact and i am extremely enjoying the decision
fuck the english, its time to write about earthsea
im very into the idea of an "optional picklist" — a list of statements which are all treated as true unless the player has time to quibble and choose which are best, reflecting zooming in on a particular concept in the game space
hey everyone , its been a while since ive actually told the story of how i got here. i figure, in this strange limbo time im in while i wait for the next chapter of my life to start, i should tell a lil story — some come gather round and i'll explain how i became a game designer
i grew up in the Catskill Mountains of upstate new york, the foothills of the Appalachians, the place where Rip Van Winkle slept. my parents were artists, and i was a tomboy daydreamer of a kid — hanging out in the library and exploring the creek by my house
i always really loved games, and because my house was in the middle of the woods and i wouldnt own a laptop until i was 16, i got Really into make-believe with friends. a lot of "superheroes and supervillains" sorta stuff, playground adventures, etc.
i dont really feel comfortable or trusting when someone calls their art "wholesome" or implies moral purity
i am equally troubled when pop culture talks about a work using a lens designed to strip away nuance and reduce a work to its most surface-level elements
the context for this is a massive amount of site-wide discourse/years of irl cultural debate within marginalized communities that i cannot practically sum up for you, so please dont ask me "why do u dislike the label wholesome!"
one of our writers (the outstanding @bignoseagenda) has made a set of playlists for the residents of yazeba's bed & breakfast!! i'll link to each one in the thread below, and feel free to listen to them for some pre-crowdfunding Vibes
Gertrude's playlist is GO THE DISTANCE, about her running from her parents and finding a new home here youtube.com/playlist?list=…
or; why we’re making the scariest choice possum creek has ever had to make.
(PLEASE READ THE WHOLE ANNOUNCEMENT!)
about a month ago, Kickstarter betrayed indie creators. They announced blockchain integration, and in doing so burned multiple decades of goodwill and fucked over a lot of people
(i talk more about the pressures facing indie creators in this podcast)
like most creators in ttrpgs, im in a terrible spot — go to a new platform and risk everything, or stay with a greedy cruel kickstarter?
up until a couple weeks ago, i thought our next project was trapped on that platform.
when we talk about lyric games, more than unplayability or expression or whatever, the important part to me was the exploration of the importance of the authorial ability / prosaic quality of game design
like the heart of the entire lyrical experiment was, to me, about going "once we have removed the mechanics from the game — left with the indentation of rules — what are we left with? what can we create in this indentation?"
and obviously lyric games werent the only sort of games or adventures or modules to tinker around with that and they certainly wont be the last, but i think thats a common hallmark in ttrpgs informed by lyric games