Nine thirty on a Wednesday morning. The city bustles with trains, trams and pedestrians commuting to work, school or study. The sun shines down on Melbourne town and offers up the fresh possibilities of a new day.
The students trickle in; 9.27, 9.29, 9.35, and so on. Slowly, slowly, the little classroom on level two fills as seats are taken around two tables pushed together, forming a square in the centre of the room.
Not all symposium leaders are present, but the discussion begins nonetheless. The cohort are distinctly quiet this day. Are the readings too complex? Are they too far removed from our ways of thinking? Or are we simply just too damn tired to raise our voices?
Eyes are held awake – literally, by the strength of a thumb and pointer finger. Stretch, skin, keep those eyelids concertinaed, stuck near their eyebrow friends.
Someone speaks of Deleuze. My notes say he doesn’t like the way language has developed. He moves towards factoring option into language.
Another one speaks. Understanding seems profound, yet upon later consultation, its instigator admits to only a partial grasp of the concepts buried within.
We move to Manovich – digital media theorist and artist. A theory and practice, coinciding quite strongly.
And then Elliot suggests: narratives can only be recognised internally, cognitively.
It’s certainly something to consider. Are stories prewritten, there for consumption? Or are we all actors in their creation as our open eyes scan pages, ears listen, brain and mind comprehend?
We proceed to games. Modern games primarily present a diegetic environment, sometimes with a narrative emerging. Is this like the Sims?, I wonder.
Linear games have a highly systematised narrative and the game becomes about the narrative itself. We discuss EVE Online:
‘a Massively Multiplayer Online Game (MMORPG) that takes place approximately 20,000 years after our times in a galaxy on the far end of the universe…EVE is a single “shard” world [meaning] everyone who joins EVE becomes a part of the same world and the same community…In EVE you are free to choose your own destiny, [free from restrictions of] predefined character classes or professions.’
So EVE presents us with a second life as similar or far from our own as we please. In EVE, players may find a new sense of agency, or purpose. We are free to construct a narrative internally, and execute it within the ‘confines’ of the virtual world.
Conversation peaks and wavers again. Ten fifteen, more bodies in the room. By 10:30, symposium done, group work begun.
And we consider another future where, much like in Her, computers are intelligent, and we learn from one another. Our relationship becomes reciprocal. Just how far off this world is, only time will tell.