
Ludogrind
Home
Research
Articles
Machinima
News Room
Documentary
Ludocahiers
Ludosmack
-Cultural
Branding
-Grindless Play
Ludotainment
Films
Hype
About
Contact
Updates
12. 12 Grindless Play
11. 12 Primacy
11.10 Better CS
10.15 Play Cycles
9.1 MMovie
8.31 RMT, Gift Giving...
8.27 Invitation
au Voyage
8.27 Research
*Beyond Play
8.25 Machinima
*How
to Get to Iron Forge Airport
8.24 Machinima
*Dude
Where's My Mount:
8.21 Ludosmack
*Cultural
Branding: A Medium and Beyond
External
Links
Ban
Blizzard
Blizzard
CALIT2
Distraction-Economy
Freakonomics
Julian
Dibbell
Kotaku
Lawrence
Lessig
Marcus
Eikenberry
Mark Danger Chen
Markee Dragon
New World
Notes
No Sheep
Philosonomics
Raph
Koster
Rufus
Cubed Productions
Second
Life
Sparter
State
of Play
Synthetic
World Institute
Terra
Nova
The
Forge
The
Cesspit
Thinking
Machinima
Tyler
C
Virtual-Economy
Waterthread
World
of Warcraft
WOW Drama
WowGlider
Wow
Radio

|
|
LUDOSMACK
The path to a global
metaverse seems to be predicated on the ability to build a global
economy, strongly rooted in physical markets and open borders. Virtual
worlds offer the tools to mend cultural gaps and political animosities,
while New Hollywood entertainment poses significant risks. Check here
for uninhibited smack, critique, and analysis. Welcome to Ludogrind's
Jungle.
December 12, 2007
Grindless Play
Replicant of a
Manifesto
We call ourselves players--
as opposed to "gamers," a herd of junkies doing rather well squandering
their time.
We see no connection between truly exhilarating flow and the cunning
and calculation of the profiteers.
We consider the psychological Euro-American MMO-reward drama weighed
down with needy apparitions and childhood greed-- an absurdity.
To the synthetic frontier with its showy geography and to the
mythification of Tolkien lore the players say thanks for the rapid
territory transitions and the quests. Good ... but disorderly, not
based on precise study of locality and immersion. A cut above the
psychological raid drama, but still lacking in foundation. A
cliché. A copy of a replicant.
We proclaim the old MMOs, based on the experience pellets, rote
grinding, repetitive play and the like, to be leprous.
-Keep away from them!
-Keep your minds off them!
-They're mortally dangerous!
-Contagious
We affirm the future of MMO art by denying its present.
"The Grind" must die so that the art of play may live.
We call for its death to be hastened.
We protest against those grind protecting mechanisms which many call
the ladder. The never ending expansion of hegemony, even those ideally
suited to flow, produces not amusement, but distractive work, void of
meaningful achievement.
Drudgery. The ladder should be confined and eliminated from economic
reliance and our pursuit of happiness, before art melts into a sea of
fantasy.
We are cleansing play of tyrannous authority– of autocrats’
unconscionable contracts; we seek our own checks and balances lifted
from nowhere else but the Constitution and the Rights of Avatars.
We invite you:
–to flee–
the sweet embraces of artificial community,
the poison of dungeonous toil,
the clutches of finger-numbing repetition;
to turn your back on PvP,
–to flee–
out into the open, into the four-dimensions of meat space (three +
time), in search of metaversal potential, our own exploration and quest
to find humane sociality.
The “grind” prevents man from being human; it interferes with his
desire for kinship with others and control of the machine.
In an art of play we have no reason to devote our particular attention
to a million mundane key presses and instanced redundancy for
meaningful decision making leads to catharsis.
The quest-givers make us ashamed of humanity’s inability to control
itself, but what are we to do if New Hollywood entertainment’s unerring
ways are more exciting to us than the disorderly freedom of lucid
dreams and the collaborative nature of social players?
Semi-bounded environments that encourage limit-pushing adventure enable
us a joy more intimate and intelligible than that of bars inching
across the screen: surprise.
For its inability to foster the zen of play, WE temporarily exclude
quests as a means towards flow.
Our path also leads through the poetry of machines, from the bungling
farmer to the arrant warden.
In revealing the machine’s intellectual soul, in causing the player to
love his sport, the hacker his circumvention of limitation, the
mountaineer his discovery, the cheat his own game–
we also introduce creative joy into all mechanical labor,
we also bring collaborative brethren into closer kinship with machines,
we also foster new compatriots through cultural refinement of market
capital.
The new player, free of unwanted constraints and control, will have the
rested ability, the practiced mastery and attention to partake in
intellectual play, and he will be the gratifying buyer of our games.
Openly recognizing the theater of machines, the delight of mechanical
acting, the perception of the beauty of participatory processes, WE
sing of machinima culture, we compose film epics of revolting peons and
farmers, we delight in the movements of orcs and humans and the
gestures of community that free the soul.
Everyone who cares for his play seeks the essence of his own
performance.
Play’s unstrung nerves need an autonomous system of immersion.
The synthetic universe does not serve the needs of players; Economic
conditions and the nature of specialization make it prohibitively
expensive for many experimenters and players to create alternate realms
independently. Only cheaper amateur modification tools will serve the
working class.
We deplore the way New Hollywood gaming misses its opportunity to
combine entertainment with education.
Mystic boundary-pushing, interaction, and communication; these are the
three components of play worth time, money and knowledge.
The verbal extract of interaction through an exciting oral
story-telling tradition is what’s required of play to overcome visual
limitations and text-based adventure.
Grindless play is the art of revealing the value of cultural
entertainment in an era of relentless capitalism on the vast hyperstage
where all the men and woman are truly players in harmony with the
properties of human imitation and natural love.
Community can be neither created nor destroyed, constantly in the
process of becoming, undergoing transformations as players come to
shape their very existence, carrying real world aspirations and
practices with them. It is they which draw the flow to kinetic
resolution, revealing an underlying conservation of synthetic
energy.
The organization of game-making is the facilitation of play, a diverse
offering in the rules of constraint within and beyond the specificity
of earthland realms.
In each plurality, there is a base-line, customization, and a threshold
(expressed in varying degrees) of interaction, protecting against the
tyranny of the majority.
A community is made of choices, just as choices are made from
customization.
A player who has conceived an alternate reality or machinima epic
should have readily accessible outlets so as to give it life on screen
and in the matrix, should favorable technical conditions be present of
course.
The most omniscient guardians cannot, of course, replace this
flexibility, just as bright-line rules do not replace the
balancing-tests of interpretation and thus should be assiduously
avoided as ill-suited to govern even playful simulations and notions of
fun.
To represent criticism in the name of artistic sensitivity, we need
creative imagination.
We are in search of a magic circle that never ends.
We network, we create, we share... cultural output– games and
play,
moments beyond utility, seizure of an instant,
in reclaiming the spectacle, decommodification and
narrative exchange,
to the ecstasy, the impossible, vertigo, and the
future;
memories bend, yearn, insist, return,
multiply, annihilate and escape through time.
Play is, as well, the art of inventing games in wandering space in
response to the demands of the soul; it embodies the players’ dreams–be
he scholar, artist, designer, or critique; it is the realization by the
heart of that which cannot be realized in life.
Simulations in hyperspace. Freedom through gift-giving. Paradoxical
rationality. A channel for excess production in the ether.
We greet the cultured fantasy of playful reciprocity.
Our gifts, sacrificial circulation, take off into the storied realms on
the powerful wings of escaping necessity.
We believe that the struggle carries on, poisoned by exploitation, but
the time is at hand when we shall be able to hurl drudgerous
entertainment into the space of history, reigned in by our pixilated
lassoes.
Hurrah for simulation, rejecting all that is authority (code, rule, and
organization).
Hurrah for the defenders of play, propelled and driving remembrance,
exhibition, hospitality, and the rebirth of aura; all that is mundane
melts into digital play; the blinding grimaces of toxic migration and
deafening cries of Sisyphean toil.
|

|