SOFIA LUNDARI
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GAMES’VIEWS


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



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

In videogames you often reach a high place, like a mountain or a high building. To explore the background of video games rather than following the story, allow us to notice all the objects that
are not important, all of those abandoned elements. They are essential to give us a sense of reality inside the game, but the players usually ignore them, to eager to finish the story or to kill, we just assume that those environmental elements should be where they are, I find it fascinating.
Using Blender for 3d modeling and animations, I learned how OBJ (objects) are composed, they have a source, which is basically the 3d shape, and then they have the texture. a collapsed aereal of something. Textures are images wrapped around the skeleton of 3d objects.

Interacting with the elements of the environment the camera tries to enter in them. Everything is in front of you, but almost anything is traversable, and your avatar too.



>>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 rock is hollow inside, there is just the appearance of a hard shell which is easily crossed by the camera.



>>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 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.



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