game | gib theory | |||||||||||
deathjam : julian oliver - brief - deathjam
is a modification of the Half-life gaming engine.
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grab taken in MDL Viewerllllll
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- download - none
yet - notes - the bots
are based on the Phineas and HPB Bots and still need some work.
so far we've only run deathjam five times - i shouldn't have given them grenade launchers, and they need more evasive reponses to the threat of death to keep the spawn cycles less frequent. - appearances - online only |
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Beyond the industrialisation of death in the D-Day Landings and beyond the fetishistic refrains of cinema, deathjam is the absolute 'transport' of the sign 'to kill'. Eclipsing the narratological, empathic, and the strategic, deathjam priveledges the position of the spectator as a transubstantiated subject and witness of the death event. The artificially intelligent agents of the deathjam provide a detached relation to the mortal bind - we are free to switch to any other body at any time, though no body, nor death is any more significant than the next. After death each bot spawns immediately and at the point from which they have always spawned. The iterations and flows of each spawn cumulatively organise the operations of future spawns. This gradual tempering or consolidation of action within the conditions of their predicament will be the only data from which we might draw a morphology - the spawn times become faster - much faster than we can organise, accellerating death into a purely serial and rhythmical array. Deathjam is designed as a kind of laboratory, where we might explore a transubstantiated mortality. Sickened or exhilirated, the Deathjam exists to provide opporunity to investigate the phenomenon of the 'virtual death', and engage with a significant cultural transformation; where the 'experience' of death itself is being actively commodified. The
simulation of death in the first person is a curiously intense focus of advanced
computational systems. Both generative |
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