Ghost Games
Portal to a print pal game
Having the basics of the DIY WeeWoodie Rembrandt press now in
place, the designer turns his attention to the next phase for the
PrintmakingWorld Ozine and its several small printmaking presses—defining and development
of ‘Proximates: The print pals game.”
What is Proximates?
This is a social networking game made for people who do hand printmaking.
Nominally it is an extension of the fine art print field, and it originated as
part of my campaign to restore the cultural value of hand printmaking. The
physical platform for Proximates is the small printing presses I began
designing ten years ago—the Halfwood Press as it is known.
These presses took several shapes and attracted hundreds of people. A
couple years ago I got the idea to go back in time to the original designs of
etching presses and I made mini-version of the press Rembrandt probably used to
make his famous (and, also, infamous) prints. I named it the WeeWoodie
Rembrandt Press.
Around five years ago I introduced the concept for an interactive game to
go along with my campaign to restore the cultural value of hand printmaking.
Printmaking is the ancestor of all media technologies and, for that matter, all
technologies that depend on communication of exactly repeatable images by
mechanical means.
In the age of digital communication, all of history that was limited to
mechanical reproduction in the past—picture books, diagrams, magazines, etc.—took
flight to the Internet. It was quite soon that people invented games to play on
computers. The combination of printmaking with digital devices gave us
so-called “digital prints” and expanded artists’ means of expression and
communication.
However, despite the interest in and purchases of our Halfwood Presses, my
goal—restoration of the cultural value of printmaking—eludes me because people
are not aware of the creative possibilities of the act of printmaking. The
creative act of making printing plates, preparing to print them, and pulling
the prints is hindered by its connection to institutionalized printmaking. The
way in which printmaking is defined as a “fine art” gives printmaking a
mistaken identity.
When people think of visual arts, common sense tells them this means
painting and the graphic arts; printmaking is lumped together with other visual
arts regardless of the unique ways in which printmaking evolved. From playfully
or ritually-made handprints on the walls of caves in prehistory evolved the
invention of means by which intentionally made, exactly repeated images can
record their own making and doing and—given the right materials—the act of
creation may transcend hundreds and thousands of years.
If you look at an image of the handprints on today’s computer screen or on
your mobile device, consider that you are seeing 30,000 years of printmaking
but that it is also a moment in time, an almost immediate result of an act of
human creativity. Whether those handprints are “serious” images (like their
adjacent paintings of animals and human figures) or the result of idle play or
entertainment we will never know.
I choose to think they are acts of creativity and mechanical
experimentations with pigments and spray methods and so I associate printmaking
with performance and creativity. Leaping through time and space, today my “game”
I call Proximates is intended to underscore the actions of human creativity
with transcending time and space—not only as a kind of painting and drawing
that can be replicated for commercial profits.
It is particularly for young people who, from the ages of 2 to 18 years,
are learning what they will need to know to understand their own potential in
helping Earth’s human life sustainability. I refer to children all over the
world who can connect to the Internet by computer, smart phone or tablet device
if they learn how to print with a press.
Therefore I invented Proximates; lately my wife suggested I call it “Print
Pals” after the old “Pen Pal” arrangements of our youth. My goal—to restore the
cultural value of hand printmaking—will be assisted by developing Proximates as
part of all the presses I design.
How it works
People schooled in institutionalized and commercial fine art prints have
been taught to follow a system of edition numbers which was invented early in
the 20th Century as a marketing tool. Publishers and art dealers
meant to capitalize on the rarity aspect of one-of-a-kind paintings and
drawings. Rarity is valued among wealthy people because a rare object, such as
a huge diamond or old master painting is tantamount to economic and political
power. It is easy to shift this factor to equate to cultural value because such
rare and beautiful things as works of art have inherent cultural value, too, if
they convey something of the person, the people, the materials and times involved
in their making.
Also, the printing plates change because of the wear and tear of printing
which, in the sales pitch of the publisher and art dealer, means there are
variations in the print equal to deterioration. Therefore, print number one is “better”
than print number 100. The numerals, 1/100 written on the print gives it a
higher economic value. These edition numbers are as good as gold, therefore.
Art is thus reduced to the level of plain metal; the act of human creativity
that might have inspired the original print is lost as the print might be equal
to the value of a gold Krugerrand coin. In this sense, power becomes the basis
of the art, and the cultural value of the “fine art print” becomes—as Walter
Benjamin described it—political.
Therefore, I reject the system of edition numbers and, instead, replace it
with a time-and-space number I call the “moment number.” The moment number is
in two parts: The moment in time that the print was pulled (within a minute in
the 24-hour clock system) and, the second part, the space on the Earth where it
was printed, expressed in degrees latitude and longitude.
The moment number is the basis for Proximates: The print pals game.
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