Jason Nelson’s “Game, Game, Game, and Again Game” utilizes some of the same aspects as his other work, “The Bomar Gene”. Both creations incorporate multiple different forms of media, generating an amalgamation that is puzzling both in appearance and in its context. With “The Bomar Gene”, viewers can only speculate as to what each “gene” means based on its presentation on the screen and the different elements contained within it. However, after watching the interview with Nelson, it seems that the genes can only truly be understood by him. Most of them are references to Nelson’s own childhood and family members, and upon hearing this I realized that my own speculations about what a few of the genes meant was – in truth- a load of crap. I was frustrated by this realization, and felt that I had been the butt of Nelson’s joke – but then again, so is everyone else who reads too much into his work. After watching the interview, “The Bomar Gene” transformed from a perplexing cipher to a critical commentary on its audience. I think, perhaps, in his effort to confuse us, Nelson also wanted to point out that maybe some art isn’t as sophisticated as some people think it is or should be. “Game, Game, Game, and Again Game” similarly pokes fun at its audience. The more desperate we become to understand it, the more we play into Nelson’s hand. We can try to interpret the home movies that pop up occasionally, but only Nelson knows their significance (or maybe even satirical insignificance) in the piece. I think that Nelson is fascinated with altering the events of his life into seemingly non-sensical pieces of electronic media for his audience to attempt to dissect.
Moving on from my own bitter frustration with Nelson’s methods, I think that “Game, Game, Game, and Again Game” is a hybrid of both the conventional and counter game that we discussed in class. It challenges the ideologies of both, sometimes fusing the opposing characteristics together. In terms of its image, “GGGAG” rejects transparency and favors the foregrounding of its construction. As a result, this adds a sort of messy aestheticism to the piece, while simultaneously providing the user with gameplay. The graphics may be poor in comparison to conventional games, but they are still functional (just under their own “rules”). Like counter games, “GGGAG” uses visual artifacts such as squiggly circles and hand drawn bombs. There is no representational modeling beyond the outlining of certain recognizable shapes like buildings, doors, and crosses. Also, “GGGAG” makes use of invented physics. There is no linear path to follow, instead, the user’s “character” moves up and down and sideways and backwards to get to his/her destination (the glowing door). Like conventional games, “GGGAG” employs interactivity. Depending on what visual artifact we come in contact with, the landscape of the game changes. Distracting text suddenly appears, random home movies begin to play, etc. I would argue that our relationship to these changes in the game is one of non-correspondence. Though the game relies on our interaction for it to move and progress, it doesn’t assist in our interpretation of it. In Super Mario Bros., when we hit a block and a mushroom is produced we are “super-sized”. In contrast, the visual artifacts produced by our actions in “GGGAG” neither help nor hinder the playing of the game. They simply exist as modes of distraction from the assumed objective (get to the end). In this sense, “GGGAG” does display gamic action. There is an objective to reach the glowing door in each level, until we reach the final level and finish the game. However, its rejection of formal and conventional gameplay lends it the radical action of counter games. “GGGAG” calls attention to itself as a game, in effect critiquing our own definition of what constitutes as a “real” game – a complex mission? precise objective? impressive graphics? multiple levels? choice in direction and decisions of character? “GGGAG’s” interplay of the characteristics of both conventional and counter games brings us to this very question. Again, displaying Nelson’s work’s self-deprecating humor. In making fun of itself, it makes fun of the conventional genres to which we compare it.