In today’s episode, language blows about the room, the latter’s surfaces pulsing, oscillations occurring in rapid unit time intervals. Nothing works anymore; media bubbles have us quarantined. The ungraspable totality leaves us lost by the river, our hours stolen away from us, leaving us little time to think. Consciousness drops anchor, sinks part of itself down into objects. I’m also trying desperately not to get sucked back into another asceticism. Object-worlds: can’t live with ’em, can’t live without ’em. (Thanks, folks, I’ll be here all night.) Friends throw shade, say “Take a look at yourself.” None of this happens: I’m just making it up in my head. Isn’t that sometimes a fantasy of ours? The DIY primitivist aesthetic. By Season Four, the characters on Halt and Catch Fire have become the early 90s Silicon Valley types hallucinated into being via Wired magazine. One of these days, I’ll get around to writing something about videogames and their relationship to the psychedelic aesthetic. Osamu Sato’s LSD: Dream Emulator will certainly figure prominently, as will Fernando Ramallo’s Panoramical.
Tag: videogames
Tuesday August 22, 2017
Mushrooms tolerate me — exert a strange power over me, even — as I bend the knee to pet them. A couple around the corner have a painting hung upside-down in their living room of an Edenic or maybe immediately post-Edenic Adam and Eve, the two figures clutching one another, bodies pale and unclothed. And the co-signer, the Ectoplasmic Lending Center: what about its contribution? These are the kinds of conversations I have with myself, given the magical thinking of my upbringing. “On the charted route,” my friend says, “you usually miss all the cool funguses.” It happened thus: I walked right into them. They announced themselves. My escort surrendered and was marched off, hands and feet in chains. The game-world at this point underwent a reprogramming. Imagine consciousness withdrawing from immersion in events on a screen. Dis-identification, while yet a perspective persists, there to do the leaping between realms. Freddie de Boer calls it “the perspective that does not understand itself to be a perspective.” To what extent is my writing “place-based”? Is “place-based” the same as “starting from and concerned with the everyday”? Or is the best writing that which transports, that which is most at variance with place, if by this latter we mean the “as-is”? No lion need resurrect itself. Call it what it was: expenses paid round-trip. I am becoming a gummy multi-vitamin kind of guy. A piece of bread floats through the frame: I ingest it. One can orbit blissfully through space if one tries. But I barely have time to reconnect my models each morning come breakfast. A podcast I listen to introduces me to Dr. Angelica Ortiz de Gortari, a psychologist who researches what she calls “game transfer phenomena.” These phenomena — digital ear worms, closed-eye visuals — involve many of the same processes that we associate with altered states of consciousness: trance, immersion, absorption, hypnagogia, dissociation, dreamwork. De-realization of reality. How might this complicate our understanding of the relationship between games and reality, and between perception, cognition, and behavior? What happens when language use evolves dialectically with experience, but in ways that evade the user’s desire to communicate — leaving only a kind of meandering amidst fragments? The dream has always been to become authors of our own sensations — lucid to a point of real agency. How else would I ever muster any narrative consciousness, or the ability to perform authorship with a swagger? Sometimes you simply have to trust yourself to wing it. You throw the dice, in agreement that if you lose, you’ll try again. The mind invents an imaginary soundtrack, some echoey, reverby, anxiety-stoking industrial act that never was — so why can’t it invent other such short fictions? I mustn’t let frustration with writing become my content. Remember the haze that overtook vision during the afternoon of the eclipse.