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| alexandermrl. (2015.) ]]from https://lab.facepunch.com/rust/c4tb/help_show_me_some_good_examples_of_the_rust_community/page/3 |
This is the second in a three-part series that breaks down elements of
Rust, comparing the online game and social network to the physical reality we
experience day to day. Last week examined how power shapes our experiences
before we’re even born. This week we examine how players of Rust make sense of
their geography and how it relates to the concept of the flaneur.
Historically, the concept of the flaneur stems from 19th
Century France, to a time when the increasing population in Paris meant that
anonymity amongst a crowd became possible (Walter, 2009). The mix of dense
population and confining architecture of arcades meant the flaneur could take
in their surrounds at a leisurely pace, unconcerned about their place within it.
The flaneur was a by-product of abundance, urban expansion and modernity.
In modern times, the flaneur has a different meaning, Gaylene (1997,
para. 1) proposes an evolution of the flaneur that exists specific to cyberspace.
The new flaneur can enter onto a webpage anonymously, stroll through without
purpose or direction, and then simply vanish again. In Rust, players are another
evolution of the flaneur.
Rust, being an online sandbox game, is purpose built not just for the anonymous
purposeless strolling, but also for anonymous purposeless construction and
destruction. While Gaylene was referring to web browsing as the new frontier
for the flaneur, the online game is the next frontier yet again. This is a
literal landscape the player must navigate and impact. Reminiscent of the
allegory of the cave (Huard, 2007), every object in this landscape is a
symbolic copy of an object that exists in the physical world. It is a digital
manifestation of those Parisian arcades, where the objects are only of symbolic
value and everything can be both seen and
impacted with no material consequence to the physical world.
Rust is also, as the author of Neuromancer
William Gibson expressed, an “infinite cage.” While seemingly allowing for
free expression, it is still bound by those who have constructed the space in
the first place. The developers dictate the absolute and relative limits that allow
for the game to function. The world of the game is constructed like a map, with
a subjective intent for the player (Wood, et al. 2006)
As an adaptable place, the players of Rust often push the limits of
the restrictions, as Certeau (1984) once noted: ‘Confronted with a technical
infrastructure and a set of “rules of the game,” tactical players may enroll in
gentle forms of subversion to make the prefabricated space more “habitable” and
better suited to fulfill their needs.’
Overall Rust is one of many
online games, both observable and malleable. It is the next frontier of the
flanuer. But if Lee’s (2013) Ted talk is anything to go by, there may be
another frontier very soon where the barrier between reality, and what can anonymously
be observed and impacted, may dissolve even further.
References
alexandermrl. (2015.). #1 Standing on top of the world. [Image]. Retrieved from https://lab.facepunch.com/rust/c4tb/help_show_me_some_good_examples_of_the_rust_community/page/3
Certeau, M. (1984). BA1002:
Our space: Networks, narratives and the making of place, lecture 4: Power. [PowerPoint
slides]. Retrieved from http://learnjcu.edu.au Gaylene, B. (1997). Passages of the Cyber-Flanuer. Retrieved from http://www.raynbird.com/essays/Passage_Flaneur.html
Huard, R. L. (2007). Plato's political philosophy: The cave. New York: Algora Pub.
TED, Lee, J. (2013, February). Reach into the computer and grab a pixel [Video
file]. Retrieved from https://www.ted.com/talks/jinha_lee_a_tool_that_lets_you_touch_pixels#t-285389
Walter, B. (2009) A Turtle on a Leash. Retrieved from
http://www.onewaystreet.typepad.com/one_way_street/2009/10/a-turtle-on-a-leash.html
Wood, D., Kaiser, W. L., & Abramms, B. (2006). Seeing through maps: Many ways to see the world (New ed.). Oxford: New Internationalist.
http://www.onewaystreet.typepad.com/one_way_street/2009/10/a-turtle-on-a-leash.html
Wood, D., Kaiser, W. L., & Abramms, B. (2006). Seeing through maps: Many ways to see the world (New ed.). Oxford: New Internationalist.

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