we have created a way of thinking about art which erases its artfulness. instead of encountering a work of fiction as a work of fiction, we encounter it as a kind of history book for an alternate reality. its very nature *as fiction*, as something which is not and does not pretend to be real, which claims to be neither true nor false, which is outside of our productive world, disappears.
we come to think of ourselves, whether readers or writers, as technicians rather than creators. we reduce the work of to a set of data, and its analysis to data collection. writers are praised for producing data which is more coherent (without plot holes or inconsistencies), and which stands out - as data - from other data (this is the emphasis on unpredictable twists). good analysis of art in this framework focuses on collecting the data (establishing lore and timeline, rating their coherence)
@eel just saying it's such a good instance with fascinating people on it. I'd apply but I feel like I have nothing to contribute
these guidelines for making videogames more accessible could apply to all sorts of UI/UX design when you consider games as a subset of human-facing software
kybernetik moiré ░ she/her
antifascist and queer
also on sunbeam city @eel ☀️
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