DISEÑO DE VIDEOJUEGOS Y PRAXIS ARTÍSTICAS DISRUPTIVAS Xxi Xx (Eric Zimmerman , Enaisladoslaborato [Fig

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DISEÑO DE VIDEOJUEGOS Y PRAXIS ARTÍSTICAS DISRUPTIVAS Xxi Xx (Eric Zimmerman , Enaisladoslaborato [Fig DISEÑO DE VIDEOJUEGOS Y PRAXIS ARTÍSTICAS DISRUPTIVAS El impacto de Internet en la creación digital en la creación El impacto de Internet Lara Sánchez Coterón · @laracoteron Doctora en Bellas Artes especializada en arte interactivo y diseño de juegos (UCM, 2012). Fundadora y diseñadora de juegos del colectivo artístico YOCTOBIT. Desde 2008 ha sido comisaria de diferentes programas culturales sobre juegos experimentales como NotGames Fest (Alemania, 2015) o los encuentros de Diseño y Cultura Digital #EDCD en Medialab Prado (desde 2013). Como docente imparte asignaturas de Diseño de Juegos en el Grado de Videojuegos de ESNE y en el Máster de Videojuegos de la UPM. Puntualmente colabora con otras instituciones académicas relevantes impartiendo seminarios y talleres sobre estas materias (UIMP, 2015). ANUARIO AC/E DE CULTURA DIGITAL 2016 73 Jugar a juegos no es ninguna redundancia con- Game art como subgénero ceptual, sino la aseveración que pone de mani- del new media art fiesto la diferencia entre la actividad lúdica y el objeto diseñado. Jugar a juegos supone someter A mediados de los años noventa artistas, comisa- esa actividad lúdica a una serie de reglas, me- rios y críticos comienzan a utilizar el término new cánicas y retos, en ocasiones negociables, pero media art para referirse a proyectos artísticos que predeterminados mediante parámetros formales se crean y desarrollan utilizando nuevas tecnolo- de diseño. Debemos tener muy presentes estos gías digitales (Manovich 2001, Wardrip-Fruin y matices a la hora de establecer relaciones entre Montfort 2003, Tribe y Jana 2006). Diferentes los juegos digitales y el arte, un ámbito fuerte- autores aluden a obras que recorren el amplio mente impregnado por la acción, la actitud y la territorio de las prácticas de las nuevas tecnolo- experiencia lúdicas como esencia de la propia gías mostrando un excepcional grado de sofisti- creación artística (Huizinga 2008). cación conceptual, de innovación tecnológica o de relevancia social y que exploran las posibilida- Podemos afirmar que los videojuegos, como des culturales, políticas y estéticas de estas instancias digitales de los juegos, son posible- herramientas digitales (Tribe y Jana 2006: 6, 7). mente los artefactos culturales contemporáneos Ese territorio del new media art implica interacti- más singulares y complejos, la forma cultural vidad, uso de redes y computación y con fre- predominante del siglo xxi (Eric Zimmerman cuencia tiene más que ver con el proceso, con 2013). Intentar analizarlos como dispositivo conjuntos de comportamientos, que con el cultural responde al deseo de reconocerlos objeto (Graham y Cook 2010). como forma artística que deriva de la pulsión humana de jugar, una necesidad equiparable al acto de componer música como construcción cultural relacionada con el placer de escuchar sonidos, o crear narrativas y filmar cine vincu- lados al impulso humano de transmitir historias (Costikyan 2013). Debemos tener en cuenta que los juegos digitales nacen al amparo del surgimiento de los sistemas computacionales, a principios de la segunda mitad del siglo xx, en aislados laborato- rios científicos de investigación[Fig. 1], en una época en la que el arte y la contracultura occi- FIG. 1: Spacewar! (1961) uno de los primeros videojuegos de la dentales, mucho más maduros, se rebelan contra historia, desarrollado en el MIT por Steve Russell, Martin Graetz las convenciones y cuestionan lo establecido. y Wayne Wiitanen, montado en un ordenador PDP-1 (Computer Durante estos primeros años los videojuegos History Museum, California). pasan inadvertidos, relegados a meras curiosi- Es en esta época, a medidos de los noventa, dades tecnológicas, y no es hasta tres décadas cuando comienza a fraguarse el game art como más tarde que la sensibilidad artística comienza subgénero del new media art. La iconografía de a reparar tanto en su calado social como en su los videojuegos se había convertido ya en parte especificidad y complejidad como medio cultural. del capital cultural común, en ese conjunto de iconos que los artistas podían esperar razonable- mente que su audiencia reconociese (Mitchell y Clarke 2003). Además de esta referencialidad, El impacto de Internet en la creación digital en la creación El impacto de Internet 74 DISEÑO DE VIDEOJUEGOS Y PRAXIS ARTÍSTICAS DISRUPTIVAS · LARA SÁNCHEZ COTERÓN Game art como subgénero que podríamos catalogar como cosmética, los este modo, el auto-hacking que llevo a cabo del new media art videojuegos comenzaban a proporcionar una rica la empresa dio paso a una amplia batería de veta de temas interesantes y relevantes para los contenidos creados por los propios usuarios, que A mediados de los años noventa artistas, comisa- creadores. se convirtieron en nuevos niveles disponibles en rios y críticos comienzan a utilizar el término new Internet para que cualquiera pudiese descargar- media art para referirse a proyectos artísticos que La actitud y la experiencia lúdicas son la los y modificarlos. se crean y desarrollan utilizando nuevas tecnolo- esencia de la propia creación artística. gías digitales (Manovich 2001, Wardrip-Fruin y Los videojuegos son los artefactos culturales Aquí nació el nuevo modelo […] sociocultural que Montfort 2003, Tribe y Jana 2006). Diferentes contemporáneos más trasciende la clásica relación entre productores autores aluden a obras que recorren el amplio singulares y complejos. y consumidores […]: los productores definen territorio de las prácticas de las nuevas tecnolo- la estructura básica de un objeto, la liberación gías mostrando un excepcional grado de sofisti- El game art, como otras corrientes de new media de algunos ejemplos y las herramientas para cación conceptual, de innovación tecnológica o art, utilizaba tecnologías emergentes con fines permitir a los consumidores construir sus propias de relevancia social y que exploran las posibilida- artísticos. En ese sentido, los avances en hard- versiones y compartirlas con otros consumidores. des culturales, políticas y estéticas de estas ware y software de los ordenadores personales (Manovich 1998.) herramientas digitales (Tribe y Jana 2006: 6, 7). jugaron un papel muy importante en la aparición Más tarde lanzaron una versión comercial Ese territorio del new media art implica interacti- de esta corriente de trabajo en la década de completa y corregida del juego. Se trata, pues, vidad, uso de redes y computación y con fre- 1990. También el hecho de que esa generación de un momento histórico. Esta decisión estraté- cuencia tiene más que ver con el proceso, con de creadores había crecido directamente vincu- gica de ID Software aporta una serie de concep- conjuntos de comportamientos, que con el lada a los ordenadores y los videojuegos de los tos y herramientas determinantes para la objeto (Graham y Cook 2010). años ochenta (Tribe y Jana 2006: 10). creación de nuevos discursos artísticos. La iniciativa generó a partir de mediados de los Estrategias de la industria años noventa un gran cuerpo de creaciones cultural del videojuego experimentales, como modificaciones de niveles como desencadenante de de juego (en adelante, mods), machinimas (crea- producciones artísticas ción de piezas audiovisuales producidas a partir de escenarios, personajes y entornos de video- Un claro hito dentro de la historia del game art juegos) y otros formatos creativos relacionados proviene de la industria cultural del videojuego con los juegos digitales. de esa época. El videojuego Doom (1993), de ID Software, fue pionero en un nuevo modelo económico y social, planteando una iniciativa que se adelantó casi una década al fenómeno del contenido generado por los usuarios (crowd- FIG. 1: Spacewar! (1961) uno de los primeros videojuegos de la sourcing). ID Software lanzó una versión reducida historia, desarrollado en el MIT por Steve Russell, Martin Graetz y gratuita del juego a través de los canales de y Wayne Wiitanen, montado en un ordenador PDP-1 (Computer History Museum, California). shareware en Internet y otros servicios online. El resultado de esta novedosa táctica fueron más Es en esta época, a medidos de los noventa, de quince millones de copias del juego original cuando comienza a fraguarse el game art como descargadas en todo el mundo (Manovich 1998). subgénero del new media art. La iconografía de los videojuegos se había convertido ya en parte Gracias a ofrecer su software liberado, junto con del capital cultural común, en ese conjunto de una descripción detallada de los formatos del FIG. 2: Fotogramas del machinima The 1k project de BlackShark, 2006. iconos que los artistas podían esperar razonable- Película grabada editando mil carreras diferentes en el editor de replay juego y con un editor de niveles, ID Software mente que su audiencia reconociese (Mitchell y del videojuego Trackmania Sunrise. promovió que los jugadores ampliasen su propio Clarke 2003). Además de esta referencialidad, producto, creando nuevos niveles de juego. De ANUARIO AC/E DE CULTURA DIGITAL 2016 75 Los videojuegos: motivo, recurso En el mismo sentido, encontramos propuestas y herramienta para artistas audiovisuales como Estrecho Adventure (1996), de Valeriano López. Una pieza de videocreación con Podemos afirmar que la confluencia de los estética de videojuego que versa sobre la inmi- factores sociales y culturales anteriormente gración procedente de las costas norteafricanas enumerados, junto con una sensación general en el sur de Andalucía. Readyplayed (2006), de de entusiasmo y fascinación por el potencial de Ludic Society, es otra videocreación en este caso
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