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Luis Hernandez Galván
Writer: Marissé Aguilar       Edited by: Sylvia Borda
Oversaturation

Luis Hernandez's views some of his ideas concerning the relationship between space and time as being driven by concepts, echoing physics, wherein each are not different from each other. In this way, the artist explains how the game reflects as humans, who have a determinate life span, experience space and time as a limited resource.

"The idea of space time within Oversaturation is basically subject to moddings and it is to be further explored under different contexts. The binary, as downloaded for the Internet has a specific speed and the structures grow and solidify within a given time, while the cube saturates in no more than 2 minutes per round. Time, duration and speed, are the key factors in the game experience. I wanted this specific configuration to allow new users to get the right feeling of finishing a game in little time, basically because of concerns of media time. Also, as above stated, speaking about the looping a game like this can present, as you play it over and over, [it] encourages considerations of time, duration and speed, which are to be set by the user. You can mod all those parameters in the game by opening the correct files and throwing away the gltronPrefs.txt file, located in the ~/library/preferences directory, to build yourself an affordable custom model."
Luis Hernandez's dialogue about his work served as an exchange about his ideas as well as a resource which formally spoke about his conceptual practice in his piece Oversaturation. The concept of playing is an important factor for Luis Hernandez's piece (and this also transpired in our conversations together. ) For Luis play "constitutes cultural forms and modalities of meaning that facilitates the norms and codes of societal semiotics."2 Thus the verb, to play, as an action is delimited by a mediated communication and a predetermined agenda, our conversations worked within these definitions too. Our paradigmatic question and answers were predetermined by the very understanding of what was being delivered and reflected what our current local geography were and how these influenced our thoughts. Like gaming, our interactions and experiences of the world are predetermined by a structure, a specific context, and our performance is entangled within a number of variables. On this occasion, Luis Hernandez comments on the formal choices reflecting how his videogame works within these bounds. Saturated realities are indeed as an interface whether offered by a game or experienced in real life; the production of game music is a mediated communication; thus, all these elements and conceptual ideas reside and rely on a relationship between time and space-the mediation between a video game or life is just another pre-determinant structure.

 

Footnotes:
2 Kampmann Walther, "Playing and Gaming, Reflections and Classifications [1]", referring to Johan Huizinga in Homo Ludens (1938), http://www.gamestudies.org/0301/walther/

 
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