Generations is a mobile gaming app designed to be deployed over many centuries. Unlike a conventional video game, it is impossible to finish a game of Generations in your lifetime. The player decides to whom the game will be passed on and if one day they want someone to be able to reach the top of the level. Thus, the work raises at the same time a notion of digital heritage and the player's capacity to build their performance with long term strategy. Can we bequeath a save file in the same manner we bequeath a family photo? Can we have fun playing the game with the objective of allowing a distant heir to see the end of the game?
Designed on smartphone, Generations also raises the question of the obsolescence of particular digital media. Designed for use with today’s technology, it asks what happens in the future when the digital medium itself may seem unfamiliar. What will be the answers brought to this problem by the heirs of a game? Will they choose to export the save files to a new medium? Or will they prefer instead to consider the game and its current hardware as an integral whole, giving it a status of relic? The whole issue of the game is to leave these questions wide open to allow each participant to take a stand on those issues.
Can we bequeath a save file in the same manner we bequeath a family photo album?
One Life Remains is a french collective dedicated to creating experimental video games. Nowadays, it includes a code cowboy, a sound agitator, a philosopher, a curator and a pro gamer. All of them work, in their own way, towards pushing back the frontier of video game paradigms. This approach make them question the status of game controllers, the relation between playing and performing or the patrimonial value of save files. One Life Remains creations are usually exhibited in galleries or festivals.
Hotel rooms are strange. They're cleaned so that we feel like nobody has been there before us - even though we know they have been. They encourage different types of behaviour, like they're separate from our lives - even though we know they're not. Room Number is a game about staying in a hotel, and the other people who have been there before you. One player enters the hotel and visits a room, where they try to find traces of the people who have stayed there before - while also trying to make the most of their time in the room themselves.
What did they do here and what traces have they left?
Holly is a game designer who's particularly interested in games for public space, and work at the intersection of games and other cultural forms. She's led on design for games ranging from the New Year Games, which sent 12,000 players hurtling around the streets of Edinburgh, to How To Be A Blackbird, a half-game half-poem about a small blackbird in a big city. She previously curated the Hide&Seek Weekender on London's South Bank, and consults on other people's games as well as designing her own.