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It’s common practice in games to write up a “post-mortem” of a project after it has been completed. Here the launch of a game is treated as the death of the development project; the social life of the game as it is circulated in the wider world and played by people unknown to the developer is figured as a kind of after-life.
An alternative to the “post-mortem” was proposed by, I think, Anna Anthropy, who began to use the term “post-partum” instead; the release of a game is a birthing, its development a kind of pregnancy, the software beta a fetus whose basic characteristics are identifiable but whose body is still preparing for extrauterine life, under the care of its developer.
[su_animate type=“fadeInUp” delay=“1”]From the 12th to the 14th May (i.e. this Thursday to Saturday) I am putting on a small exhibition of art games at the Buzz gallery in Rotherham for three days. It’s an informal little installation that I’m doing thanks to Rotherham Open Arts Renaissance, which has made some town-centre space available to members for short residency-like activities. One of the games I’m showing is Orchids to Dusk by Pol Clarissou.
[su_animate type=“fadeIn” delay=“1”]//eventbrite.com/tickets-external?eid=25032806799&ref=etckt[/su_animate] [su_animate type=“fadeInUp” delay=“1”]From the 12th to the 14th May (i.e. next Thursday to Saturday) I am putting on a small exhibition of art games at the Buzz gallery in Rotherham for three days. It’s an informal little event that I’m doing thanks to Rotherham Open Arts Renaissance, which has made some town-centre space available to members for short residency-like activities. One of the games I’m showing is Strawberry Cubes by Loren Schmidt.