Showing posts with label Marcus Inkpen. Show all posts
Showing posts with label Marcus Inkpen. Show all posts

30 October 2011

"The Path": the ascent beckons

The Path is a collaborative installation organized by Bryn Oh, with Colin Fizgig, Marcus Inkpen, Desdemona Enfield & Douglas Story, Maya Paris, Claudia222 Jewell, Scottius Polke, and Rose Borchovski, working on one of the new sims provided by the Linden Endowment for the Arts (LEA). Taking a break from trying to kill people (Anna's Many Murders, Family Unit) or turning them into target practice (the Avatar Games), Bryn created a scene, and one by one each artist in turn created the subsequent scene and then passed the storyline on to the next artist, an approach to storytelling called an "exquisite corpse" and sometimes used by the Surrealists.
 
The story follows the explorations of The Inventor, who looks like Salvador Dali.** To teleport from each scene to the next, one must find the inventor's head (sometimes you must find the correct head). [Click photos to enlarge.]

Just how The Inventor is an inventor isn't altogether clear: the first scene occurs in his lab (it looks more like a study), where it seems he's primarily engaged in collecting dead specimens, including a grotesque fetus in a jar (which might not be dead). Inventions there are, but they seem neglected or at best, things of his past. The lab is unkempt and in disrepair. There are broken display cases and other equipment. Water either dripping from a slow pipe leak or seeping in from outside has covered the floor with a couple inches of water. Everything speaks of inattention. The Inventor seems to have abandoned everything to its fate. A voice tells us the beginning of the story about an impoverished inventor with a lazy eye.

Scene 1: Bryn Oh

A large hole opens up in one of the walls, with light streaming out. The Inventor climbs up to examine it. It is a portal. He enters. He finds himself in a large space full of holes, dominated by the huge face of The Overseer, who peers through three sets of pince-nez to examine The Inventor, now a specimen himself (albeit a live one). Everywhere there are windows at crazy angles, looking out upon other places, other scenes -- including one with The Inventor and The Overseer, but now at similar proportions, and one opening onto the very scene we're standing in.

Scene 2: Colin Fizgig

The Inventor leaps through one of the portals and finds himself in an austere old hotel (or perhaps office building?), with several long hallways extending outwards; they feel almost infinite, and infinitely closed, as every door (but one) is locked. The Overseer is talking with a repairman called The Doozer ("Fraggle Rock," anyone??) and tries to remind The Inventor of the key in his pocket. The Doozer wryly remarks, "He never remembers."

Scene 3: Markus Inkpen

One of the doors is a portal leading to placeless white space where we follow the key the next scene, where a swarm of spheres surround you, swooping in with an electronic hum like science fiction alien beings. A voice urges you to click them into order to remove them, but more take their place. They contain images, which constantly transform. The voice also remarks on some of images that well up in the spheres.

Scene 4: Douglas Story & Desdemona Enfield

From there we land in a more placid but decidedly not safer realm, ruled over by enormous mechanical spiders with boxlike bodies and a strong dedication to optometry. Beware what you click on. In typically cheeky Maya Paris style, there are brain-warping surprises, such as a barrage of fried eggs. You'll need a wash after that. But think twice about getting one.

Scene 5: Maya Paris

We were slyly warned of this place in the previous scene: the voice sometimes describes the images in the spheres, and observes of one, "A spider safe? Now that's a secure web site!" (That's one of the most dreadful puns I've heard in SL -- below even my own wretched standards. I'm pretty certain Doug is to blame. Or maybe he and Maya cooked it up together. Appalling. I'm so jealous. [EDIT: I have it from a knowledgeable source that the culprit was actually Desde. The source is Doug, so I have my doubts.])

We next find ourselves in an astonishing landscape dominated by a small city of turrets and death's-head plants; in the bay reside giant fish. The city is simultaneously disturbing because of the death's-heads, and utterly wondrous.  Like virtually all of Claudia's work, the city has an organic quality; it feels like it might be alive, indeed the death's-head flowers do as well.  Flores, flores por los muertos.

Scene 6: Claudia222 Jewell

The next stop along the path is another lab ... but this time, it looms over us in gigantic proportions, with The Inventor's face peering onto the beaker and its experiment. The scene is far more dimly lit than most of Scotti's work, but there are still a couple of little jokes: the 64 megaliter beaker was made in the L.E.A., and there are bottles of "foraminifers" scattered about -- foraminifera being a type of plankton called "hole bearers," recalling the space of holes in Scene 2. (Thank you, Wikipedia.)

Scene 7: Scottius Polke

At last we reach the final scene, the most surreal of all. On a sky platform, hundreds of eyeballs reach up like a wave over a suspended, somewhat disassembled figure of The Inventor. Other eyeballs have arms and legs, and a couple of eyeballs follow you around. A Susa Bubble, mustachioed like a Dali, holds another figure of The Inventor like a dolly. In a sort of well, there are beds with numbers on them; one will take you back to the start. Figures from previous scenes, like The Overseer, The Doozer, spiders and some fish, are pinned to some beds a bit like specimens. On another is a suitcase, a pair of red shoes, and a note to remind us that "There's no place like home": is The Inventor, like Dorothy in The Wizard of Oz, in reality asleep? Underneath, holding up the platform is a huge eyeball, with skeleton legs (one ringed with a key) standing on yet another eyeball. The well is in fact inside this eye. Far below is yet another eye and bed, accompanied by a pig.

Scene 8: Rose Borchovski

Artistic collaborations don't always work. Every part needs to be pretty good, which even selecting good artists can't guarantee. Also sometimes the artists just work completely on their own, rather than build a collective whole. Frankly, I came to see The Path with doubts about the project.

But ... taken as a whole The Path is truly a success. First, each scene works very well on its own, and some are outright superb. The starting scene is filled with classic Bryn Oh imagery, but its core purpose is to provide a launching point for a story, and it does that well. I wasn't acquainted with Colin's work (at least to my knowledge), and his scene is wonderfully disorienting. The only previous piece I know by Marcus (for the Shanghai World Expo) didn't engage me, but this one is far more dynamic in the way it draws one's eyes down the corridors. Doug & Desde's swarm of spheres are nightmarish yet tinged with the secretive magic of the crystal ball. Maya maintains her trademark wit and penchant for practical jokes, this time mixed with a bit of the sinister. Claudia's scene is breathtaking -- literally. Scotti's colossal lab is scary but also makes you feel like a little kid on an adventure. And Rose's scene is deep in strangest dreamland. The only markedly weak element is the voiceover storyteller. It contributes to Colin's scene, but its presence is unnecessary and slightly patronizing in the opening scene, and annoying in Doug & Desde's (although I suppose necessary so that visitors know they should click the spheres); fortunately that's the last time we hear it. From then on, with no voiceover to force a interpretation, we are left to our imaginations, and The Path becomes the better for it.

The strongest element, however, is how the scenes link together. As hinted above, some scenes contain images foreshadowing later scenes. A few of Colin's windows open onto upcoming scenes (and even look recursively out upon his own scene). The images in Doug & Desde's crystal balls all foretell places to come. There are eyeballs and eyeglasses aplenty in various scenes. There's even an inconspicuous foretoken in Bryn's scene: a normal-sized version of Scotti's gargantuan beaker. Rose's scene in turn recalls the previous ones. These echoes and foreshadows create a vital coherence.

The Path bears comparison with Dekka Raymaker's excellent We Are Not In The World from about a year ago (as it happens, one of Bryn's Ten Best Builds in 2010), in which a inventor has vanished, leaving various clues behind that show he was looking for an entry into some other dimension; eventually you discover the portal where he departed into some fantastical world, but you can't follow him, wherever he is now. The Path instead provides no explanation for the portal, and the story for us is in where he travels after entering it.

For some reason lately William Carlos Williams's poem The Descent has been on my mind, particularly its opening lines:

          The descent beckons
                        as the ascent beckoned.                 
                                         Memory is a kind      
          of accomplishment,                          
                        a sort of renewal
                                         even
          an initiation [...]

His better days behind him, Williams meditates on what memory now offers. The Inventor's better days seem to be behind him too. But as the images foreshadowing subsequent scenes show, The Path's temporal element is not memory, but futurity. As if to say: at the end, there may be new beginnings.


**Last year I revealed that Bryn's RL identity is Salvador Dali, or Dali 2.0, so I take this artistic decision as either a coy exercise in self-referentiality, or a thoroughly improbable demonstration that even the most minor critic may affect art. Or maybe Bryn's just messing with me. Or it has nothing to do with me. No, that's not possible ... is it?

03 June 2010

Shanghai World Expo: Island Four, Marcus Inkpen's "no sound"

Marcus Inkpen's "no sound" sim is dominated by a large tower composed of ramshackle rooms piled on top of each other, somewhat reminiscent of Breughel's "Tower of Babel." You can click the lights on and off in the rooms, creating an appearance of activity and life within the tower, but really it's quite empty.

A road supported by a high bridge (looking a lot like a Roman aqueduct) runs through the tower, but the road has crumbled away at both ends. You can switch the streetlights on and off, again creating an empty sign of life. Inside the building, there's a path slowly spiraling up that leads up to a room with a chair, and another path heading back down to ground level where you find a small courtyard with a dead fountain. The tower's interior reminded me a bit of places in Spain and Italy.







Across the water, facing the tower, is a large old Victorian mansion, perched precariously on a ledge extending from a hilltop. It is empty of furniture -- just a maze of ghostly abandoned rooms. But clearly, it was once as opulent as the rooms of the massive tenement are tiny, crowded and dilapidated. These are the remains of a long dead class divide.



The sim also has a couple of large, twisted, dead trees; but as far as I could tell, not the Whisper Tree found on the other World Expo sims. There are Windlight settings so you can see the ruins in a nice gloomy light. You'll find the setting information in the information card about Marcus Inkpen, contained in the general card about the World Expo sims.

I have contradictory reactions to this piece -- or to borrow a phrase, I have an opinion, but it's wrong.  Maybe I just didn't get it. Did I miss something? It's a ruin. As ruins go, it's relatively interesting, if you're interested in ruins. And apparently many people are: the sim attracts more visitors than the others in the Shanghai World Expo, and the visitors seem more varied as well, ranging from Gorean warriors to a schoolgirl playing an electric bass to a couple of street urchins to a neko with a shopping bag to one of those distressingly anorexic models that clutter SL to a Japanese guy straight out of a manga to a rather ordinary-looking woman who evidently decided this was a good place to try on clothes. I think she was there for an hour, while I meandered about trying to find something that might illuminate why I was there. Something to interact with. Something that teleported me. Something that transformed itself. Something that wanted to eject me. Something that would surprise me. Something. There are a few doors you can open and shut. I found a flower that you can close and then make bloom. I clicked on a huge number of lights hoping to find one that was different. That woman was still there exploring her inventory when I gave up. I went back a few more times to see if I might stumble on something, but no luck. To be blunt, I was bored.

So I mulled over the question, why is it called "no sound"? Well, there's no sound. But thinking a bit metaphorically, I noticed how often it reminded me of something else (Breughel, aqueducts, etc). It has no sound, but it has echoes of other things? Maybe that's what the artist was after? If so, then I'll applaud him -- but in the same soundless vein, I'll do it with one hand clapping.

Okay, well maybe Marcus Inkpen's ruins aren't my cup of tea. Let's get down to brass tacks: what difference does it make what I think? Reality check! As I mentioned, Island Four draws more visitors than the other sims in the Shanghai World Expo. I visited it four or five times hoping to find something to hook me, spending a half hour or more each time -- but not once was I alone on the sim for more than a few minutes. Not once! And isn't that more important than whether I happen to like it? If the sim has succeeded in attracting people and bringing their attention to SL art (of whatever sort), then it has succeeded in a very important way. And if its visitors go on to explore the other World Expo sims, I'll have to applaud with both hands.

But I'm not sure how it can do that. Some of the World Expo sims have pedestals near the landing point where you can get notecards and landmarks for the rest of the sims. Unfortunately, this one doesn't. You can roam around here all day and never know there are four other sims to explore.

Shanghai World Expo: Island Four, Marcus Inkpen's "no sound"