Storified for convenience. I think. Because there are many tweets, click the big Read Next Page button when you reach the end.

Update May 2018: Storify shut down. I exported the tweets, but it may be buggy. Thanks for reading this livetweet thing, all these years later!

  1. ░░░ GAME IDEA ░░ ░░░░ JUST WHEN YOU THOUGHT YOU WERE OUT ░░░░░ THEY PULL YOU BACK IN ░░░ ░░░░░░ AND IT FEELS GREAT ░░░░░░░░ TO STILL BELONG
  2. Today is @pippinbarr 's job talk and somehow that puts me in a festive mood! As @ginaharaszti would say, "a hatful of shit," Pippin!
  3. "That word-game-is something I want to complicate by the end of the talk. Hopefully it will become less clear." -@pippinbarr
  4. Amongst other things, Pippin wants to examine how we think of games as a medium for an art practice.
  5. Pippin comes from a gallery art world - his parents were art collectors and early adopters of technology.
  6. Pippin then studied philosophy and computer science -- > while(true) { philosophise(); }
  7. "Computers and computation and the things that they enable are things that we need to think philosophically about." @pippinbarr
  8. "We need to concern ourselves how to ask questions through software and with software."
  9. Pippin started by investigating "values of interaction" in productivity software - how hierarchies of information are communicated.
  10. Pippin is very interested in the way metaphors are expressed in visual and textual interfaces, in the terminal or on the desktop.
  11. The way commands are named in the commandline tend to be very metaphorical, and help us examine our own relationship with computers.
  12. His work ended up leading him to videogames, thinking of them as interfaces running on hardware, looking at different scales of interaction.
  13. One of the early games @pippinbarr looked at was Grand Theft Auto San Adreas and investigated how interactivity communicated its values.
  14. Pippin was also interested in trying to play GTA SA in ways that subvert or run counter to the criminality values embedded in the narrative.
  15. The game was built to force you to be a criminal, no matter what, or your character would starve.
  16. There was no way to unlock the landscape of the game if you refused to act as a criminal in GTA SA or move through the narrative.
  17. Pippin is interested in how interactions shape experiences, specifically.
  18. After a while where Pippin got sick of academic writing, he then started writing about the expressive possibilities of games.
  19. He ended up writing a book called "how to play a videogame" about some of the wonderful little moments that he would uncover in games.
  20. In hindsight, returning to his computer science roots was a key moment of his practice, and he started building things. @pippinbarr
  21. .@pippinbarr approaches his work as a technologist, an artist, and a philosopher.
  22. Pippin started making games as all of the pieces of his upbringing and academic journeys came together. His first game was Guru Quest.
  23. All of @pippinbarr's games sit at a crossroads of all his interests and other weird stuff.
  24. Calling something a game is a Trojan Horse, because maybe it's a game or maybe it's something a little different.
  25. There's definitely a difference between saying "hey come play my game" versus "Hey come play my interactive artwork"
  26. The first @pippinbarr game I ever played was The Artist Is Present and I do recommend it. Please go check it out.
  27. There is now a slide in @pippinbarr's talk where there are only two words: "ecological validity"
  28. The responses to Pippin's work and games have been very varied and sometimes interesting - he is trying to draw on those reactions.
  29. Pippin has created many different versions of Pong to figure out how the games affect the players emotionally.
  30. Games become more than something the artist just sets free. Ends up creating connections between people, not least the player and creator.
  31. It's not usual in games studies to make games as a method of investigating games-this is something @pippinbarr is trying to change.
  32. .@pippinbarr is awed by how here in Quebec "research creation" is actually a thing and he thinks it's marvellous and is trying to get that $
  33. Pippin's games get portrayed as Fine Art and while he thinks that is good he didn't initially seek that out.
  34. Games do have sex appeal to museums and galleries because they might draw in them young folks with their newfangled media.
  35. Though Pippin had to contend with the fact that galleries and museums kind of killed **the thing** about his work (interactivity).
  36. ...Cue animation of Prometheus getting his liver eaten out by an eagle...
  37. Pippin's work frequently moves through the very abstract to the very silly to the very, very serious.
  38. ...Until everything feels hopelessly arbitrary or confusing... but this process is also thought-provoking.
  39. The next slide section is called "The Computer Is Present" - Pippin interested in the technical tools and their philosophical implications
  40. Is it brave for the computer to try to solve chess? It is solving chess for you, until its processor heats up and dies, but it's all for you
  41. Your computer is going to melt before it solves chess. Probably.
  42. "I don't necessarily like people all the time." @pippinbarr
  43. "I don't know why, but I posted (Leaderboarder) on Reddit." @pippinbarr
  44. Nobody wanted to play the game, but they would just break the game.
  45. This was especially interesting because Leaderboarder was made in Javascript and people REALLY went to town on it.
  46. People would create programs that would fight each other while playing the game.
  47. The scripts people made ended up playing the game, and there were barely any people playing, yet it was still a shared experience.
  48. It felt like playing with machines and cyborgs.
  49. "I'm equally inept at everything so that's why I work alone. Ineptly." @pippinbarr
  50. Pippin has made 36 versions of the game Breakout and he is trying to turn popular videogames into versions of Breakout.
  51. Pippin is really intrigued by the ideas of translation and adaptation.
  52. Pippin is also working with the Initiative for Indigenous Futures to share game and design knowledge to imagine indigenous futures.
  53. Pippin's working now on a project about a future where technology doesn't necessarily want to exterminate humanity but wants to ignore us.
  54. GAME IDEA: YOU NEED TO RELAX BUT THERE IS NO RELAX BUTTON
  55. Pippin is now answering questions and I'm going to flee because my class ...starts... in four minutes in another building :D