Microsoft game design expert Jonathan Baron said if you created an
online game that made people feel useful, you’d rule the world. I
don’t know if he meant planet Earth or one of those “worlds” known
as virtual places where gamers make their homes. He specified that all
kinds of people could be made to feel useful, and this is one of the
keys to the success of games.[i]
His words rang true for me, because I experience this need to “be
useful” every day in my real life. In my past life I enjoyed that
feeling, although now I realize I was so close to my value in teaching
college that I couldn’t appreciate what a pleasure I was experiencing.
It was almost twenty years ago that I resigned from formal college
teaching, yet not a day has gone by that I didn’t think back about the
best of times I enjoyed when I was teaching.
There’s still an afterglow from those years because occasionally I
reconnect with former students, and I can see that something they
learned in their art classes (including mine, I think) has kept them
going for up to thirty or forty years. What’s missing in my life,
though, is the face-to-face encounters with students in the context of
printmaking. Printmaking—the fine art of making plates and printing
them by hand—is my native art form, and teaching the quirky,
complicated processes was my specialty.
So when I read Jonathan Baron’s words, they rang true, for it is
to restore my usefulness in the age of digital reproduction that is my
aim. My target is to have the pleasure of both face-to-face meetings
plus the benefits of using digital technologies in such ways as to
enhance both the personal and the distant relationships that the online
education world is making possible.
For years I have been working on the graphic user interface (GUI)
for a game that I think would serve as the intermediary for an online
printmaking class. I’m writing this essay to see if I’m ready to
describe it. For over a month I’ve been meeting and talking with a
college professor at Shoreline Community College; I’ve also been using
the college’s multimedia lab to familiarize myself with their
operating systems, software and networks.
In two weeks I plan to attend classes as an auditor, and this is the
next phase of my field research on how to structure an online art course
in printmaking that will augment the students’ experiences in their
normal, face-to-face courses and lead us all into a highly effective,
new way of teaching, learning, researching and practicing fine art
printmaking.
Thus, I’ll enumerate the method to create “living prints”
online and up close.
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Learn to use computers and the Internet, e-mail, imaging, and
necessary software.
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Learn the art, craft and design of a non-toxic printmaking
process such as Japanese woodcut
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Teach participants to use a video game interface that encourages
community agglomeration around both games and printmaking
-
From this initial community, form an alliance that owns this
course and sustains it.
While the above four steps may seem too easy to be possible, given
that no one thus far has attempted to do this, they are sufficient as an
outline for the moment.
What I learned from reading Jonathan Baron’s words (and the book
in which his essay is published) is that online games are a new medium.
We’re in the Keystone Cops phase of this medium, he wrote, so we have
a lot of work in front of us before the dimensions and usefulness of
online games (and game-based learning).
Baron gave us a table of contrasts where he showed the difference
between standalone, single player games and online, massively
multiplayer games. The game I have in mind is not for “masses” of
players. I think only 20-50 people will play in a given sequence.
Nonetheless, I was struck by the wording Baron used in his table. His
words actually described that I felt was life in the printmaking
division of the UW Art School.
It could be, then, that these words could serve as the “text” to
introduce a reader to the idea of a highly effective online hybrid art
course in printmaking.
He wrote massively multiplayer online role playing games (MMORPG)
are:
-
A social activity
-
Played by yourself but you’re not alone
-
A product of who you, the player, are
-
Another world
-
Directed by the players
-
Collection of players’ motives
-
Mastery of posed challenges in the beginning.
For each of the seven lines above I could write a chapter on the
comparison based on real, face-to-face courses I taught at the UW Art
School in the halcyon years between 1966-1985. I could interpolate the
student and the player, turning the art world, and the art school, into
a game.
This essay cannot go into greater detail now as to how to create a
“Living Prints” course, but it is a beginning. I’m grateful to
Dick Davis, the professor at Shoreline Community College for helping me
reach this point in the development of an online experience in art.
[i] Baron, Jonathan. Glory
and Shame: Powerful Psychology in Multiplayer Games. Chapter 15,
Developing Online Games by Jessica Mulligan and Bridgette Patrovsky.
New Riders. IN. 2003.
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About the Author: Bill H.
Ritchie, Jr. is an Itinerate Professor of Art in Seattle. He taught 19
years at the UW as a professor of art, traditional printmaking and media
arts. Resigning at 43 to start his own learning, research and production
company, he created Emeralda in 1992, a game strategy he likens to a
fantasy region accessible only by computer. He invented rules-of-play
and an operating system he wants to be an online interactive game.
He’s immersed himself in a virtual promised land in the age of digital
reproduction. For further information via e-mail: Ritchie@seanet.com,
and see the professional Web site at www.seanet.com/~ritchie.
The company’s name is Emeralda Works, 500 Aloha #105, Seattle, WA
98109. Telephone (206) 285-0658. This article’s statistics are: 1067
Words. 5129
Characters. 2
Pages. ios30904
How To Create Living Prints Online. ©2003 Bill H Ritchie, Jr.
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