The MANIFEST – InterActivoGraphy (eng)

Interactivographythe new scientific term or The manifest of love for games

(analytical article, popular science, manifesto)
Theme of the articleInteractivographya new scientific term for the art of digital electronic games.
Poster_title_lowThe author – Dmitry Ghervas (scientist theoretician, game designer, writer, graphic designer)

LinkedIn: http://lnkd.in/bcwr2GP

Facebook: https://www.facebook.com/ghervas.dt

 

Forword by the author:

This manifesto was published online for the first time in the October 16, 2013. Since then I have edited it significantly for a few times, have introduced new writings, and also I made a better translation in English.

Please to treat with respect my work. Your negative emotions and inadequate thoughts please keep for yourself. 🙂

In this manifesto is written about the scientific term interactivography, which represent the art of digital-electronic games (i.e., the art of video games).

I hope that this article-manifesto will help you to better understand the art of video games and its importance in the contemporary era.

Short introduction:

What is the “Interactivography“, why is called so and from where is this name?

– I myself, the author of this term, being scientist theoretician and game designer, am also a big fan of games and even personally try to create something in this area.

When for the first time I made acquaintance with the term “Interactive Art”, which represents the art of games, I realized that with such, not too concretely name, it would be too little and unfair regarding to such a grand forms of contemporary art and an extensive field of culture. So I set a goal to find a more appropriate and logical name, from the point of view of science. Being familiar with this area, I have analyzed different variations until finally reached a concretely term, which would be more correctly signified this art, from its foundation (so to say from the origins) and able to open up inside the given phenomenon – interactivography.

Notes in accordence to the centuries-old tradition, a scientific term should be composed from Latin and Greek words – a thing that I’ve done. 🙂

The formulation:

Interactivográphy (latin: interbetween, activitasactivity, graphicagraphics) is a synthetic form of art on the basis of a computer program, consisting of graphic images, either moving or still, in 2D or 3D dimension, in which the user by with a specific interface and manipulators can interact with the virtual objects, thereby participating personally in the actions from games.

As is known, the product of interactivographic art is the “Game” (Игра, Juego, Jeu etc.), and her user – called “Gamer” or “Player” (Игрок, Joueur, Jucător etc.).

baba_gameIn details:

Interactivography” (in romanian, my native languageinteractivografia), also named “interactive art”, known as an art in which the player is usually involved in some simulations or virtual interactive events, in which has an unprecedented opportunity to participate as a virtual actor at the perpetuating (disclosure) of the artistic or documentary story of the game.

In some games, the user with its actions can to open slightly their story, even to develop (to evolve) the story in his own interests, while having the opportunity to repeat the same action for several times.

Well, in some modern games the user can come to that final, which will depend on his personal actions throughout the game.

To put it simply (if to say more simply), in the modern game, each player can participate in the various imitations of actions, that are inspired from real life or to participate in the invented actions, which can be “clothed” in a story (fiction or not), and where you can feel yourself in the skin of a virtual character by participating in the events of the game as an eyewitness or even as an actor in the main role. It’s almost like if we play in the theater on the certain scene, without knowing the words or story, but along the way we find out everything personally, intervening when we want, and we can even change the final, according to our interests.

Respectively, being a synthetic art (composed ), the interactivography  is like a theater where we are playing as actors and even being filmed in a virtual cinema studios. Also in the games we can dance, to sing, listen to music, to build as architects, to draw etc., to admire beautiful and high art, or just to do silly things (fooling around ) and to wander. -))

 

However, Interactivography  offers for us much more possibilities (opportunities) than theater or cinematography, constantly evolving, and I even dare say that this relatively new form of art is now the most important to humanity, than any other art form !

handisplayBrief history, the tangents:

Since the interactivography  is a synthetic art (composite), it also has a lot of common tangential ties (links) with certain forms of art, mostly with the cinematography.

For example, in the first decade of the cinematography, some critics and artists have argued that this “new” form of art is just a weak imitation of the theater and not be able for more. But with the advancement of technology, in films appeared sounds and music, colors, even the impression of depth (stereovision or the so-called 3D vision), and perhaps over time will appear other sensations (senses), new features and other technical oddities.

Now if we look at the brief history of the games, from the first semi digital consoles (as was Pong, Magnavox Odissey, etc.) and to the last generation of consoles and modern personal computers, we can observe the evolution of interactivography  at full scale, which is still ongoing. We saw the appearance not only of sounds and colors in games, but also a stunning growth of grafics and of different manipulators for interactivity. But most importantly, we saw a stunning growth of products of the interactivography – the games – from simple black and white sports simulators, to the whole artistic or documentary works with budgets of millions, with separate stories like in movies and with photorealistic graphics. Of course, over the interactivographic art was turned aside a whole wave of negative criticism from those, who do not understand and did not like it. That does not mean that such critics will remain in history, but only those who understand this art and adore it. -)

So, the evolution of interactivography depends a lot on the scientific and technological progress, mainly from the digital computerized technology that offers for us not only powerful and more sophisticated equipment, but also new possibilities for interaction in the virtual worlds of the games.

In addition, some cinematic techniques are widely used in games such as video scenes filmed live (documentary or with actors) or with the help of virtual cameras filming inside the games itself – the so-called “cut scenes” (also “cinematic sequences”).

The interactivographic genres are also identical with the genres of cinema and theater, even if some people think that in games is more genres. In fact, the “large” number of these genres is dictated by the methods of interactions (i.e., interactive methods) in virtual worlds. I would not enumerate all of these interactive genres. Just I will highlight a few of them:

– For example, if the player can take a gun in his hands and shoot, then this genre is called as “shooter“. If we can drive a car, then this genre is “racing” or “driving simulator“, but if we take a sword and will go with it through the whole game, this interactive genre will be called “slasher“. I can to enumerate still more such interactive genres and subgenres, but nothing in the world will not replace the artistic genres (although they are far fewer in number), such as – comedy, tragedy, drama, melodrama – they are still on the basis for any artistic work of cinematography, theater or interactivography.

So, if cinema has grown rapidly from theatrical art, then the interactivography emerged from these, has grown into an independent art and comprising not only the well-known artistic genres, but also invented its own original interactive genres.

trs_old

Now if you ask “why the term Interactivográphy  is correct from the scientific point of view?”, I will say that the answer is quite simple. – For example, look at what is most important in the art of cinema and what is at its basis – the movement of short fragments of the image to (or from) the video support, creating for us an illusion of general movement of image on the screen, in order to contemplate the film’s action. That is why was named the art of film as cinematography.

Already in video games we interact firstly with the virtual objects from the image, which we see on screen (making various actions, almost like actors), and this interactivity being based on computer graphics. Respectively, from this comes the name of art – interactivography.

Even if this graphics is programmed to interact and also is dictated by the program codes, however should take into account that the games are not just some multimedia applications or for office work, but primarily represent an modern art form, in which the author (game designer, developer, screenwriter ) expresses his artistic vision and philosophy, in front of the spectator-player reveals his own soul, tells the story and shows the fate of some characters. –Is it a simple application? 🙂

. . . . . . . . . . . . . . . . . . . . .

games=then-nowPerhaps someone may ask, “Well, but what about sport games, with simulations of transport and of other things less artistically? Or “games” such as RPG, that take place in real life with real people or paintball competition with shootouts or casino games? What about them?”

About this I will answer you, again referring to the analogy: look at the film production. What we notice?

– There are documentaries which tells about the life of certain people and even in them we see the history of whole nations, we see sports with people in motion or on different transport. Finally, we see a wide variety of events and elements of life and human history and all of this “has collected” firstly on paper by an filmmaker or by an reporter and poured into a logical variation of images, which then we contemplate on the screen.

So, cinematography is a complex art, which consists of artistic films (named by specialists as “fiction” movies – do not confuse with SF! ), documentary films (which are subdivided into simple video reportages, up to serious documentaries”), filmed in according to a pre-written scenarios and with real people in the frame (and more recently, even with virtual people).

What we observe at the interactivography ? Approximately the same situation – there are artistic and documentary works. These works can be accessed on various digital electronic devices by one or more players. These works have a graphical interfaces, all based on 2D or 3D graphics and on programming languages​​.

– All these digital elements have something in common with that what happens in real life, in sports competitions, in casinos and those games that take place in real life is possible to be adhered (added ) to the interactive art? I have only one answer: No!

– The sport, cars competitions, paintball, the casino games, even RPG games realized in reality (made up separately or inspired from interactivographic games) are separate cultural phenomena. They can only to inspire, respectively, can only be as a source of inspiration for game developers.

And concerning the virtual sports competitions, the car simulators or of other types, these phenomena from the world of digital electronic games can be easily added to interaсtivography  as a documentary part of this art. On the other side, some elements of virtual sports may represent an artistic interest and value, for example – a graphical interfaces, game design, and even the methods of interactivity (interaction).

Even if someone thought that I was too unfair to certain phenomena that are very closely related to the digital games, such as the RPG mentioned above, or card games based on the stories (by the way, who do not know, I confirm that there are such games!), in the end, these games can be systematized as “analog games” and can be the artistic and cultural branches, appeared or inspired from the common area and art form – interactivography . It is quite possible that some of these “analog” branches eventually will be able to be transformed into a separate art form, as in its own time was with cinematography, which emerged from theater.

 

 Conclusion:

How strange it may seem but the games for some people can provide not only an opportunity to try something, on which they can not be able in real life, but also a unique feeling of wonder and beauty of the real world. In real life, we often do not notice and not admire the world around us, and only when you completely plunge in virtual world of the game, then we open our eyes to such phenomena as the movements with the hands and legs, the ability to take something or throw, to enable, to disable, to run, to walk, to drive a car, to fly, etc., the light that penetrates between the leaves, the morning fog or dust particles which hover in the sunshine, etc. and in some ways, somehow, rediscovering for each the possibilities and elements of real life, on which sometimes we do not pay attention, and only in the games we see how much are they important and especial.

stl_cool-fpsNotes:

In science there are common terms (and scientific, of course) as the phenomenon  and the object (also named as thing). So, from the scientific point of view, something in this world can be called as phenomenon, but something as object.

For example, football is a phenomenon (sports and cultural), and the ball – an object (that we use to play, of course). So, this in what are you playing is correct to call not as toy, but as game. It’s because from a scientific point of view (and rightly so! ), the game is a phenomenon  and the toy – it’s an object.

For example, such well-known devices as “PlayStation Portable” or “Nintendo DS” are toys (i.e. objects). And that in what are you playing, using them – is the games (i.e. phenomena).
So please, do not confuse one with the other! -)

. . . . . . . . . . . . . . . . . . . . .

And still – there are two types of worldviews – objective  vision and subjective  vision. With the most simple words they can be described as follows: some people see the world as it really, actually exists (especially the scientists, business people, etc.) – so, this is the objective  vision; others see the world as they themselves wish it (religious believers, the majority of philosophers, etc.) – so, this is the subjective  vision.

I, the author, define myself as a person from the first group.

For other people I advise firstly to identify their worldview, then you can start to analyze something seriously and draw conclusions.

angry_cofeeAdequate time for play:

We’ve noticed that many of the players too much time spend with their favorite games – from 10 hours and more. Some players in general spent a few days on the game, even without resting.

I recall one fatal case when one avid player died after several days of continuous play, without rest. In what he played does not matter. The problem is that this player in general did not have a normal education (upbringing) regarding the time for play, the rest time, regarding the physical and mental health, neither for personal life.

Concerning this theme appears an elementary question: How much time should be given for the game?

I paraphrase a little bit: How much time is normal to play?

I personally (the author of this article), being an inveterate player, came to a conclusion a long time ago about this theme and I’ve already answered to this question for myself, which is wrenching for some people. My recommendations are the following:

 

2 hours per day (only! ): on working days (usually Monday to Saturday);

5 hours per day (only! ): on days off or weekends (either Saturday or Sunday);

8 hours per day: only for professionals who deal with the analysis of games (creating of reviews, video or text, etc.), respectively for game developers, journalists or scientists who study games. And for cyber sportsmen (of course, if they identify themselves in this way).

Eight hours is adequate working time for a day. If you work more than 10-12 hours, it already can lead to serious health problems.

 

So this is the normal time of play – from 2 to 8 hours per day, depending on the circumstances. I even recommend to play more often, but spending for this occupation a suitable amount of time! And it always will charge you with a positive and constructive energy, reduces the stress, a bit detaches you from routine, even helping to see your own problems in a different light on the way to solving them, will help you to prepare for serious projects or intensive work.

And it is not a joke, but is quite serious. Memorize, please:

– Yes, the game can help you easily solve the problems!
– Yes, the game can charge you with a positive and constructive energy!
– Yes, the game can help you to gather your thoughts for intensive work!

Be careful, please, because health is very valuable, and life is given by nature only once. It is understandable that if you lose your life and health, then you will lose the opportunity to play in a lot of games that appear throughout the time. -)

Keep in mind how many hours is normal for playing, and this time will work in your favor!

portal_catsAddition to notes:

Yes, by the way! Some outside observers negatively criticize the games for the fact that many zealous players forget about their health and fully devote themselves to the game, also commit evil acts, which are seen in some games.

OK, I will respond in such a way: in what consists the blame of the games!? As if in the world is not enough fans of any series and scary movies, of any (stupid or not ) TV shows? And these fans are ready all night to watch the TV set and to guzzle popcorn with sandwiches, filling their body and soul with any muck. The amateurs who spend their time in vain and to the detriment of their health will exist anywhere and anytime, and absolutely
not dependent on the form of art, the products of which they “consume”.

Everything consists in the man himself, in his family and in society, the product of which he is himself. If for a certain person not have instilled a sense of measure, the knowledge and a feeling of caring about his health, the tolerance and respect for other people, then this is the problem both of this person, as well as of the society, to which he belongs. And do not implicate the forms of art in their problem, but try to explain humanly, normally and logically, let them to learn how to live with a measure to everything, with taking care of himself and loved ones!
– Play, enjoy, live full and do not forget about measure!
Your friend, Dmitry Ghervas. -)

 

 

Archetypical Classification of the Video Games” (the following article of the author): https://gamedesigninfo.wordpress.com/2015/06/10/eng-archetypical-classification-of-the-video-games-part-1-2

Game Design: the revealing of phenomenon” (the following article): http://gamedesigninfo.wordpress.com/2014/04/06/game-design-the-revealing-of-phenomenon

 

Information and contacts:

Group on Facebook “Interactivography – the art of games” : https://www.facebook.com/groups/interactivography/

Facebook: https://www.facebook.com/ghervas.dt

Twitter: https://twitter.com/DmitryGhervas

LinkedIn: http://lnkd.in/bcwr2GP

GameTalents: http://www.gameplaytalents.com./talents/detail/game-designer-writer-cg-designer

E-mail: ghervas-dt@mail.md

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