Marijam Did, an independent publisher from Verso Books, is actively promoting her latest work, “Everything to Play For: How Videogames are Changing the World,” by engaging in live streams with renowned game designers. These sessions aim to explore the intersection of video games, art, and societal issues, providing audiences with in-depth discussions and gameplay experiences. Beyond mere promotion, Did’s initiative fosters a community of gamers and thinkers interested in the broader implications of gaming on culture and politics.
Robert Kurvitz, the game director of Disco Elysium, participated in one such stream where he played the original Fallout. His enthusiasm for the game underscored the intricate storytelling techniques employed in Fallout, particularly its use of environmental narrative elements like the discovery of a dead body in a Vault suit. This approach, according to Kurvitz, establishes a profound connection between the player and the game’s world from the outset.
What Makes Fallout 2 Preferred by Marx?
When asked about which Fallout game Karl Marx would prefer, Kurvitz confidently stated, “Second Fallout definitely,” highlighting its focus on trade and social economics. He contrasted it with Fallout 1, describing the latter as a “perfect mood capsule” with a more apocalyptic tone. Kurvitz emphasized that Marx would likely respect Fallout 2 for its deeper exploration of societal interactions over the more straightforward annihilation depicted in the first installment.
How Does Fallout Serve as Gesamtkunstwerk?
Kurvitz referred to Fallout as a Gesamtkunstwerk, a term denoting a work of art that synthesizes multiple art forms. He praised the game’s audio design, noting the “wonderful violent sounds” that enhance the immersive experience. Despite its depth, he acknowledged Fallout’s capacity for engaging gameplay beyond intellectual contemplation, making it accessible to a broader audience.
What Role Does Art Play in Gaming Communities?
Discussing the value of art in gaming, Kurvitz compared it to a bonfire that brings people together for meaningful conversations. He suggested that the true essence of art lies in the interactions it fosters among its audience. Did echoed this sentiment, remarking on how games like Disco Elysium create connections among players, enhancing the communal experience of engaging with art.
In addition to the streaming events, Kurvitz and other members of the ZA/UM diaspora have established a new studio, Red Info. They are currently navigating legal challenges with Studio ZA/UM over the rights to Elysium and have recently submitted a copyright for a project titled Corinthians. Meanwhile, Studio ZA/UM continues to market merchandise, including a “poverty-chic Disco Elysium” plastic bag, highlighting ongoing tensions within the community.
The collaboration between Marijam Did and game designers like Robert Kurvitz illustrates the evolving relationship between video games and broader cultural and political discourse. By leveraging live streams and interactive discussions, they are bridging the gap between game development and critical analysis, encouraging a more nuanced appreciation of video games as influential cultural artifacts. This initiative not only promotes Did’s publication but also enriches the dialogue surrounding the impact of gaming on society.
- Marijam Did streams with game designers to promote her book.
- Robert Kurvitz discusses Fallout’s narrative and political themes.
- New studio Red Info faces legal issues with Studio ZA/UM.