the discursive meaning is ... okay, i just need to check out the source material to understand what's going on here, and oh my god it's 426 pages long and only available for reference. well, here it is . . . The Ideology of the Aesthetic
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Show posts MenuQuote from: 24reifying of the signifier
Quote from: 24displacement of discursive meaning with random intensities
QuoteIf gameplay is indeed an instantiation of stuplime sensation, this suggests that we situate video games in the context of the general waning of affect that is said to characterise postmodern experience: a cultural moment where depth is replaced by surface and real affects by simulated ones. [24]
Quote from: 24Fredric Jameson argues that the ethos of work, suffering, and transformation that typified nineteenth-century sensibilities has been replaced, in the postmodern imagination, by play, idleness, and indifference. Terry Eagleton frames the difference between modernist and postmodernist aesthetics in a similar way: 'In the post-war years a different form of aestheticization was also to saturate the entire culture of late capital, with its fetishism of style and surface, its cult of hedonism and technique, its reifying of the signifier and displacement of discursive meaning with random intensities.' (Terry Eagleton, The Ideology of the Aesthetic, London 1990, p.373).
QuoteStuplime affect makes no claims for spiritual transcendence or ironic distance, relying instead on a paralytic tedium: 'Instead of emerging from existential or phenomenological questions ... this boredom resides in relentless attention to the infinite and small'.
Quote[..rather than in classical formations of the sublime,] in stuplime experience, the initial dysphoric affect is not overcome by a competing one affirming the self's superiority, or concluded in a euphoric dissolution of self. Instead, stuplimity draws together boredom and astonishment, it fuses awe to its opposite and holds these opposing affects in tension – an indefinite state without resolution.
QuoteIf the interface works properly[..] the game form itself [and "The extensive gameworlds, dazzling graphics, and sophisticated gameplay"] is rarely available to the player in its entirety. Instead, it is encountered as a series of finite elements, experienced as 'extended cycles of exhaustion and recovery', as tasks are repeated over and over again in order to progress. Rather than a confrontation with the infinite, experience of the game form involves an extended and, at times, deeply tedious engagement with 'the mechanical operations of a finite system'.
[..]stuplimity [the experience of aesthetic awe intertwined with boredom] 'reveals the limits of our ability to comprehend a vastly extended form as a totality, as does Kant's mathematical sublime, yet not through an encounter with the infinite but with finite bits and scraps of material in repetition.'
Quote from: @droqeni want to experience a game like i experience a painting, all at once. gameplay doesn't have to exist in four dimensions. trapped behind walls, behind time, behind gates, behind locked doors. gameplay could be free
QuoteIn its classical form, sublime experience is found only in nature and not in human conceits.
[..] both natural and man-made objects became part of the discourse of Manifest Destiny.
[..] Where the European Enlightenment regarded nature as something to be admired from a distance, early American settlers saw it as an obstacle to be overcome, and public works like dams, canals, and railway bridges, which demonstrated humanity's control over natural forces, were powerful sources of sublime sensation. By the mid nineteenth century, natural splendour and technological accomplishment were firmly linked to each other, and to the ideology of republicanism, as individual experience of immensity and awe was transformed into a belief in national greatness.
Quote from: moochi, 2:08:00-ishI don't know that much :D [..] this idea of making a very short experience that is [..] entirely, very, trying to evoke a particular vibe, but trying to be very [..] encompassing everything? [..] the thing you were saying about the presentation is very important, you're trying to use everything you can in the smaller, the smallest package possible, but like, the more you can do with the smallest package possible [..] Every word you choose, chosen very.. Every thing you put in the game is chosen very.. [something situation? with a lot the situation?]. That's my interpretation of it, I don't remember what they wrote about.
Quote from: hawkdanny, 2:01:30-ishI was posting in paradise recently about Beautycopter because there was this conversation happening about asset flip aesthetics[..] What works and what doesn't, what is valuable. And I was posting about how Beautycopter is a really incredible presentation of a very, of a mostly, uninteresting game design, to me, of fetch quests. [Awake] is not an uninteresting game design, but it is, I think very importantly, equal parts presentation. It's interesting thinking about[..]
Quote from: hawkdanny, 2:03:05-ish[..] I think it is interesting thinking about presentation and aesthetics as part of games, presentation as separate from gamefeel, or juice. It is... interesting to me. I don't have more thoughts on that right now, but this game is making me think about how important the presentation is. And at least, it's doing some stuff with the aesthetics that fold back into the mechanics, like your steps are now important to be able to count them, and the way the audio sounds...
Quote from: moochi, 2:21:00-ishI feel like there are two ways of creating categories. One is something you're striving for, and the other one is "these are a set of restrictions".. and is also something you're striving for