Episode III of the summary/translation of Laura Baigorri' essay for GAME as CRITIC as ART. 2.0. (see Part I and II.)
Educating with games. Against the simplification proposed by the game industry
The works previously mentioned explore the three main strategies adopted by the creators for the creation/modification of computer games. The following games, although they are game mods using weapons, elude explicit violence to show the player a multiple and exhaustive vision on an aspect of the everyday life of a population.
- Nina Czegledy and Maia Engeli's Medieval Unreality (2003) is a project aimed at initiating an artistic discourse on Albania’s "Blood Feud" by editing the first-person shooter game "Unreal Tournament". In the '90s, Northern Albany faced a series of kidnapping and murders between families, due to an ancestral code of conduct. Although it was abolished during the Socialist Period, the economical collapse of the the State in 1989 gave free way to the re-introduction of the archaic rules and social relationships, but also rancors and vengeances. That year, about 1500 families (800 children) wouldn't venture out of their house.
Medieval Unreality wanted to use games to re-establish the contact between barricaded families and the rest of the world by using virtual media: art, culture and new technologies. The first phase called "E-mail from the Medieval Ages": providing isolated families with 100 computers with Internet connection.
The second step was to start a debate on Albania’s "Blood Feud", through the modification of Unreal Tournament. The game environment was plain geometry and behaviour, all white without decoration. The participating artists had to add images, costume players, and edit the game space itself. The goal was to achieve an artistic expression in this quite unusual format.
- Escape from Woomera (2003): a Half-life mod designed ...