Trauma links battlefield and household simulation games through shared emotional metric. Battlefield trauma is overlaid on a domestic floor plan. Trauma, visualized as a glowing red sphere gradually moves and expands like a contagion. The tends toward minimum energy (characters within the game become immobile) as trauma mounts. The networked game worlds are both generators and barometers of trauma.
Prisoner is a multi-tiered penal simulation. Each game console occupies a place on vertically arranged platforms. Within the game system, prisoners are moved from holding, isolation, and interrogation in an effort to extract information. Different prisoners respond to different in-game actions. Once a story is obtained by the right action it can be checked against others. Decoding puzzles requires various kinds of interventions, at the right time, to identify matches within the prisoner network. Nonetheless, the true pattern is never confirmed. Patterns can also emerged as a consequence of the extraction routine making the true source of the information inconclusive and endless.
Maiden Flight is a “building” simulator / game system. A space station is assembled depending on the snacking behaviors in secondary a networked game. Consumption of a “couch potato” avatar facilitates the growth of the space station. When the avatar exercises, however, parts of the space station are destroyed, which is represents by the launching a volley of cruise missiles.
Dark Network is a game system comprised of two game worlds: M and Cruzaders.
M is a puzzle that is won by balancing orbiting commodities around the earth. Goods on intersecting paths can be knocked from orbit to orbit. When all the goods are sorted so that a single color occupies each orbit, the puzzle is completed.
“Interlopers” are elements that periodically appear on random orbits. Interlopers include the thief, the anarchist, the steamship, and the factory. The thief will steal or eliminate any good that comes in contact with it. The anarchist will block an orbit. The steamship will spontaneously transfer intersecting pieces from orbit to orbit. The factory will reproduce or clone any piece that passes through it.
The factory and steamship are beneficial, whereas the thief and the anarchist can render the puzzle unsolvable.
Cruzaders is a game of skateboard tricks and conquest. Players compete for dominance through combat and skate boarding. The terrain and city of the Cruzaders world (which facilitates the range of skate board tricks) is initially built up, transformed, and leveled by the shifting of goods within M. At the outset of the game, the tricks performed by the avatars are influenced by M as well.
Crossings synchronizes two intersecting game world loops. The first is a racing loop with an SUV that winds through a countryside track. The second exists in the same world but reflects the perspective of the wildlife. Deer populations cycle within the adjacent forest. The first game seeks to achieve a good race time, the second game has a slower pacing. At various “deer crossings” the game worlds meet, sometimes with tragic consequences. In these cases, animal populations are modified by race times.
Budaechigae or “army soup” is a spicy dish popularized during the famine conditions of the 1950-53 Korean War. The ingredients, which include C-ration leftovers, were traditionally gleaned from the garbage outside American bases. The soup is a cultural hybrid and a marker of disparity, which evokes both sentimental feelings and disturbing memories.
This game system is a collaboration with Korean artist Sunny Kim and explores the historical roles, the role of uniforms, strategies of adaptation and survival.
RGB is comprised of three networked video games. The “rules” of each game world is different but dependent on the others.
The “Green” game console runs a game in which a boy and his sister compete with dogs for survival in a land fill. “Blue” is an urban puzzle of macromanagement. “Red” is a simulation flight of the Mars global surveyor satellite. Over time, the agents in the games “learn” from each other and work to achieve a balance of resources.