Gaming place

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q3apd, by delire + pix, uses player location, view angle, weapon state etc in Quake as an input to Pure Date (which, FYI, is an audio tool). Different mods can be used for different kinds of av performance.

Then there's Michael Portnoy's Bierz Ulice (This Block Is On) - a month-long set of games played out on a street in Warsaw that turn it into a "secret playground" of surreal interactions with strangers. My favorite:

GET A FREE POSTCARD FROM BEHIND THE SECOND DOOR OF CHMIELNA 9, MUZA. GO SIT IN THE LOBBY AT CHMIELNA 15 .
A)WRITE RUMORS ABOUT THE STREET AND LEAVE IT IN THE EMPTY POSTCARD RACK OR
B)WRITE INSTRUCTIONS FOR A CONVERSATION OR INTERACTION BETWEEN TWO PEOPLE (EX: "HELLO STRANGERS! PLEASE TALK ABOUT..., "), WALK UP TO TWO PEOPLE TOGETHER ON THE STREET OR SEATED IN A CAFE. GREET THEM, HAND THEM THE CARD AND DEPART.

Compare Both of these (yes, extremely dissimilar) projects create performances using games and place. Contrast For the former, playing a game (QuakeIII) creates a sense of movement within and between engineered virtual locations; for the latter, a specific place ("Chmielna Street") inspires games of "social engineering." I've been talking about games a lot these days, especially in conjunction with the word "location." I suppose the point of this little compare-and-contrast exercise for me is to remind myself how variable our definitions of "location-based" anything can - and should - be.

[Also: I just heard about Pacmanhattan, a running game of PacMan played on the gridded streets of New York. Yes, it's an ITP project - from Frank Lantz' game design class.]

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