SANGHEE, Conversational Map for Encounters, 2024, Roll paper attached to plywood structure, Stickers, dimension variable ©SANGHEE

(Excerpt)

So the story goes like this: as the electrical signals of hardware and the commands they carry leap into the realm of language and masquerade as software, games are captured by quantifiable cybernetics. Of course, even before games ran on computers and were mediated by video, “play” always contained some arithmetic and rules. Sometimes players, trusting that everyone knows the rules, calculate possible tactics in their heads; other times a moderator thumbs through a rulebook and scribbles down dice-roll math while mediating among participants.

In such situations, the machine steps in as a calculator that can handle arithmetic and rules too strict or complex for the human brain. Over the past century, proportional to computers’ increasing processing power, the scale and density of those rules and calculations have swelled, and thick layers of translation systems have been wedged between machines and humans to mediate their languages. This is precisely where a misalignment between reality and fiction likely arose. In “On Software, or the Persistence of Visual Knowledge,” Wendy Hui Kyong Chun points to two kinds of concealment produced by software’s invention on the hardware side.

One is the language of machines—the electrical signals coursing through logic circuits become like ghosts in the machine rather than the computer’s nervous system once they are abstracted, symbolized, and translated for humans. The other is women’s labor—those astonishing skills that once wove strategies mediating humans and machines are replaced by convenient automated control systems and likewise become ghosts, not bridges, within the system.

With the machine apparatus and its expert interpreters hidden, the computer has become a mysterious object that the average user cannot easily understand beyond accessing interfaces and using software at the surface. No one in their right mind could keep pace with the terrifyingly unnecessary acceleration of information technology. Perhaps computers have long since outstripped games, and at some point games outstripped their users—indeed, perhaps both games and users have been swallowed by computers.

The fiction inside computer games, inflated at the speed of spec escalation, now produces worlds mass-manufactured at a one-to-one scale with Earth—vacuumed out as emptily as outer space, with no need for cartographic reduction. These worlds grant agency or omnipotence either in excess or in a void, streamed at resolutions higher than human vision and powered by economies more volatile than global financial crises. Have we, as users, failed to equip ourselves with imagination commensurate with the processing capacity of these advanced machines, or with the ability to devise arithmetic and rules equal to their might?

In any case, a rift has clearly opened between the material capacities embedded in the devices that run games and the immaterial potentials latent in the games’ arithmetic and rules. What, then, becomes possible with games whose math and rules are simple enough not to require computational delegation? Returning to the exhibition, the story proceeds as follows:

If the hardware running a piece of software called Bugs of Nostalgia is everything that composes the exhibition “Conversational Map for Encounters,” then the map installed in the gallery functions as the interface, and the apparatus that truly operates the software to produce fiction is none other than the artists themselves. Not only because the artists act as GMs within the exhibition—referring to the rulebook and conversing with PLs (players) to literally run the game—but also because this work is as much an interactive performance as it is a mechanical execution.

To make the game convincingly “run,” the GM (artist) not only inputs and outputs sticker-like symbols on the map interface, but also calculates dice rolls, spots the map with light for emphasis, selects BGM appropriate to each situation, and occasionally performs NPCs in a lifelike manner. In a modern computer such arithmetic and rule-processing would be concealed; in “Conversational Map for Encounters,” it is overtly exposed.

The gallery as a sandbox functioning as a single stage, the GM (artist) as hardware exposed on and offstage, and the map as an interface relaying the stage all make visible an operation that constantly synchronizes reality and fiction. In other words, the language that produces fictions worth willingly connecting to—and the labor that operates them—are dragged out into reality rather than hidden behind conveniently automated software.

Thus, the audience, at the PL layer, can watch—and indeed join—the process by which the game Bugs of Nostalgia runs, witnessing in real time how conversation and action generate fiction in reality. Following this participation, a viewer who was a PL finds themself smoothly logged into the fiction of “City P” as a PC (player character)—with neither a computer to delegate computation nor an avatar to delegate agency.

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