|
|
:01.2003 Anne-Marie Schleiner
http://www.opensorcery.net
----------------------------------------------------------------------------------------------------------
Anne-Marie Schleiner is considered one of the most important representatives of the gaming modification scene. Noteworthy among her curated work is the 1999 exhibition Cracking The Maze, which marked a turning point in mod culture. Among her personal work we can highlight The Velvet-Strike Team, an anti-militaristic project created along with Joan Leandre and Brody Condon. It was conceived as a series of sprays that can be used as graffiti on the walls of the videogame Counter-Strike, in which players repel a terrorist attack. Anime Noir, designed with Melinda Klayman is her first incursion into developing new games and delves into the cybersex universe obliging the user to embrace the exercise of seduction. In 2001 Anne-Marie Schleiner selected Snow Blossom House for Sónar, a compilation of interactive games by well known digital creators based on erotic themes and strongly influenced by Japanese hentai culture and the kiss dolls.
Anne-Marie Schleiner interviewed by Pedro Soler for SonarOnline.
- How did you get interested in games and their modification? I wanted to make my own game and realized it made more sense to start with a game modification on an existing game engine. While working on my first mod I would search on the Internet for shareware apps to do various things and became aware of other game modders and the whole spectrum of various mods.
- You, along with other artists, did a series of counterstrike modifications .. can u tell more about these ? did they get adopted by counterstrike gamers?
They were both adapted by counter-strike gamers and, alternately, hated by many. I have never done a project with so much negative feedback. We recieved death threats and hate mails from every concievable direction. I think a big part of the negative reaction to "Velvet-Strike" was anger over a woman becoming involved in what has become a very male culture. Another faction were "patriotic" American boys who percieved our project as an affront on America. Our project was a series of anti-war protests and interventions. Of course others were positive or at least interested. And even the negative feedback I consider a success because it forced people to define their positions and also forced some strange people to come out of the woodwork.(The sorts of people you see in Michael Moore's "Bowling for Columbine") Like Brody has said, I think one of the most interesting parts of the project is the "flamer gallery" on our site with samples of hate mail.
- What led u to develop your own games ?
I developed Anime Noir with Melinda Klayman because I wanted to try developing a game from scratch for once instead of a mod. With mods I usually feel like at some level I am accepting a paradigm set by the preexisting game engine and we wanted to start with our own rule systems and make a game that was not entirely bound to a preexisting genre, reacting against it, or in some kind of closed dialogue with it. Also Melinda was the perfect partner for the Anime Noir project cause she brought performative art and erotic fetish expertise to the project. (Anime Noir is an erotic role playing game set in a Japanese Anime Universe.) We also had this idea of turning it into a commercial success, (another reason for developing our own game as opposed to a mod), but, although we had a lot of outside interest in it and a few potential investors, neither of us has had time to leave our artistic and academic interests enough to devote ourselves to being business type people. (Not that this is entirely out of the question still.)
- Do games modifications or "artists games" only circulate in artistic circles or do they get adopted in the gaming community in general ?
Game modifications are often made by people who dont necessarily consider themselves artists so much as wanna-be game designers. (For example Counter-strike which is a Half-life mod.) Some mods become very popular for numerous reasons, game-play(Counter-Strike), interesting thematic environments(Pencil-Whipped), funny curiousities (Chicken Doom). I think it also depends on how open-minded gamer communities are. Some people just want to play the same type of games over and over again with slight variations in environments and characters. Other people are hungry for new types of games. "Artist games" as opposed to mods are sometimes quite popular outside of the art community. Eric Zimmerman's "Sissy Fight" is a good example. Also, we get 20-50 requests to play our game "Anime Noir" every day... unfortunetely we havent had time to run the servers for it lately. - Do you feel that the concept of computer gaming is changing, that maybe we are getting closer to a new vision of what is or could be a computer game?
Yes, I think computer games are becoming an adult creative medium, like film or literature. As people grow up playing games they dont just stop at a certain age. Creative people who live and breathe games also want to make new kinds of games. - How do you feel about your double role of artist and curator, are they complimentary or opposite roles?
Often I feel like being a curator is sort of like being a meta-artist in that I come up with a specific theme for a show and then try to find art to fill it in, which may not even exist yet, (which is why on occasion i have made art under pseudonyms for shows that i have curated.) I think being a net curator gives you more flexibility to blur these roles. In some sense I am a collaborator with the other artists in the show more than their curator. I am a little conflicted lately though. For instance Velvet-Strike, what was I? - What are your 3 favourite commercial games ? 3 favourite artistic games / modifications? and why?
Three favorite commercial games:
Rez--beautiful fluid movements and representation in a highly advanced non photo-realistic way (so many games pursue the holy grail of photorealism and neglect to explore other forms of visual representation.) -> Rez Alice --Nice psychodelic level design. Plus I love the thumbalina level where everything is oversize in relation to Alice(why arent more games influenced by fairy tales?) ->Alice Counter-Strike--exciting fps team game play. ->Counter-Strike
There are other games I could put in this list, (and also inbetween artist and commercial like su-tools new game) but since I have sometimes only seen demos, not actually played them yet maybe I shouldn't.
Three favorite artistic games/mods:
Retroyou--R/C you couldnt ask for a better artistic use of racing games ->Retroyou Jodi--SOD Classic Jodi mixed with a classic FPS (Wolfenstein) -> Jodi Brody Condon --Adam Killer-- Beautiful explorations of violent digital carnage. -> Brody Condon
View
site
----------------------------------------------------------------------------------------------------------
|