SOFIA LUNDARI
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GAMES’VIEWS


The main vista we have of our avatar in video games is from a third eye view perspective. Within this shot the avatar is almost all the time facing the vastity of the game environment, admiring it, giving us its back. Also because avatars have a limitation in their actions, they can only walk in front of them, while, to walk backwards they have to turn around.



When you are lost, what do you do to have a better understanding of the surroundings?

In videogames you often reach for high places, like mountains or buildings. Sometimes I think about how we could map a place in modern society if we had not our phone as a cheat code, no maps allowed, maybe the city would become a blank canvas for writing directions on the walls. We would see coloured arrows on the asphalt of the streets guiding us towards the best restaurant or market in the area. Each one of us would probably have their own symbol carved around places in order to recognise our point of departure.
In video games, rather than following the main storyline have you ever been fascinated by the backgrounds of the digital world? 
You will start to notice all the objects that are not important, all of those abandoned elements, essential to give us a sense of our reality inside the game, but as players we usually ignore them, too eager to finish the story or to kill, we just assume that those environmental elements should be where they are. You can notice them only if you stop and look around your avatar, and with your avatar. What is the best side quest you have been involved in?

OBJ (digital objects) are composed by a source, which is basically the 3d shape, and a texture, a collapsed aereal of the object. Textures are just images wrapped around the 3d skeleton. If you look at a quantum level the analog matter you would see a 3d structure as well, but the texture in this case is given by environmental light and reflection in our eyes, reality is a reaction to something, it is how each one of us perceive it. 

In video games the camera (your pov) interacts with the elements of the environment, it tries to enter into them. Everything is in front of you, but almost anything is traversable, and your avatar too. There is no physicality here.



>>The surface of the ground is invisible from below it […] it lacks the characteristics of being visible from both sides […] the camera can easily penetrate the rocky cliff<< Harun Farocki

The rocks are hollow inside, there is just the appearance of a hard shell which is easily crossed by the camera. In video games your body can change its shape, it becomes anything that your consciousness decides to inhabit.



>>The surface of the water is nothing but surface […]
it floats in emptiness<<
Harun Farocki

The video game lands are closed virtual worlds where our physical laws do not exist or are completely different, sometimes augmented. While we play, the game does not load the whole map, but only the space around our avatar. This means that the space in video games is been created around our avatar as we move, although it exists only if we exist. According to Harun Farocki in Parallel the avatars are looking to escape these worlds, but eventually die. It seems that they stop to exist when they leave the space. What happens to our avatars when we stop playing? 



>>The world ends like a board game<<
Harun Farocki