Inundación! Es un proceso de conversaciones y eventos que comenzó en el año 2000 como una forma de entender ciertos procesos urbanos en Buenos Aires. La primera hipótesis fue abrir un sitio en Internet en el que simplemente se publicaran proyectos o ideas sobre las inundaciones en buenos aires, desde aproximaciones más o menos humorísticas hasta informes técnicos sobre comunidades desplazadas. El sitio intentaba cruzar puntos de vista que, en general, están, o bien organizados jerárquicamente en las acciones estatales, que son las que, se supone, tienen el monopolio sobre las catástrofes en los estados nacionales, o bien dispersos y desconectados. En el año 2002 hicimos un dispositivo de discusión de todas estas informaciones heterogéneas, usando el formato de un juego de mesa como una forma de poner en escena situaciones imprevisibles y catastróficas. Uno de los objetivos de inundación! era establecer en algunos ámbitos públicos, la idea de que un tipo de conversación así era posible, que ciertos temas delicados se pueden “jugar” y que por otro lado el lugar de expertos y no expertos pueda contar con campos alternativos de intercambio. Hoy estamos desarrollando sistemas de simulación mezclados con protocolos de ficcionalización, usando la idea de futuros posibles, que llamamos “escenarios”|.Estos escenarios funcionan como agente provocador de discusiones y conversaciones.

viernes, 18 de enero de 2008

seminario en San Jose, Costa rica. diciembre 06

INUNDACION!

[un juego de M7red]

San Jose, Costa Rica, Nov [29] – Dec [3]

TAKE MATTERS INTO YOUR OWN HANDS!

by Lucy Begg, arch.

Inundacion! is a game about the city and its citizens, played in a workshop format over four days with approximately [twenty] players. The intention of the game is to build an exciting conversation about new urban possibilities and relationships using the scenario of a catastrophic flood as the generator.

Inundacion! is composed of a number of different stages and types of player.

The first stage consists of the creation of the catastrophic scenario and the development of characters who will respond to it. [Five] players plot a scenario of ‘creative destruction’ in one room, using given information, a map and the internet. In a separate room [five] teams of [at least two players] each develop a given character with a particular style and secret objective (combined at random). These characters prepare strategies and tactics for negotiating with the other players when the catastrophe hits, with the goal of achieving their secret objective. They will also have access to the internet and a map. In the meantime [two] news-reporters, one CNN-style and one ‘grassroots blogger’ develop their broadcasting approach - they will be the ones who ferry information between the two rooms as the catastrophe unfolds. Of course, they each have their own political bias too.

The second stage begins when characters receive information from the news-reporters about the catastrophe. At this moment the rounds of negotiation with other players begins. A narrative is developed in reaction to the situation, with players taking it in turn to build on the response of the previous character. Players can interrupt the flow by using a limited number of coins. Each round in this way builds a ‘script’. Between the rounds fresh information about the catastrophe is delivered by the news-reporters. The next round will start from the implications of this news for the existing script. Players will have to decide which news-reporters’ opinion they trust.

The final stage will be a public analysis on the final afternoon of the workshop, where the proceedings of the game will be discussed with the players, m7red and [guest experts], as well as any other interested parties. We hope that this will culminate in a series of fresh perspectives on the city and the involvement of citizens in urban planning processes.

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The Workshop Schedule

Each workshop will be 3 hours.

DAY ONE: Introduction to the Game / Picking of Characters with Objectives and Styles / Initial Character Development / Initial ‘Catastrophe’ Building’ / Creation of Blogs for News-Reporters.

DAY TWO: Character Development / ‘Catastrophe Building’ / Development of Reporting Strategies.

DAY THREE: The Catastrophe Begins! / Delivery of Information to Characters by News-Reporters / [Three] Rounds of ‘Narrative Negotiation’ of [?] minutes each / Recording of the Script.

DAY FOUR: Final rounds of the Game / Revelation of Secret Objectives / Vote on the Most Successful Character / [Lunch]Break / Public Analysis and Party!

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Still to be Decided

>>Who will the players be? Could they include some city officials? Students from a local university? Bienniale participants? (Who are the sponsors of the event?)

>>In which city will the catastrophe unfold?

Buenos Aires? Mauricio and Pio have experience of co-ordinating this situation, but at the same time are tired of it!

New Orleans? Topical city with international imagination of it. A lot of information available and varied and controversial opinions. Stereotype risk, as well as (too) widespread knowledge of what actually happened? Risk that participants will think that game is only about New Orleans, rather than recognising with wider implications? Possibility of a contrefactual account – what if Katrina had unfolded differently? What about the ‘sensitivity’ of situation and the negative perceptions of it being made into a ‘game’? On the other hand the collective imagination of Katrina could generate more energy?

Costa Rica? Transplant of the game to a local situation. Risk of entrenched opinions and stereotypes because of local knowledge? Or attraction of local relevance? Possibility of generating new perspectives on immediate context for both locals and international visitors? Could the theme of the exhibition (Doubtful Strait) gives us some clues?

A ‘SimCity’ abstract city? Escapes stereotype problems (?) but at the same time lacks existing complexities and layers of imagination about it. Problem of how to produce an engaging map of it, rather than diagrammatic sketch. Would it be constructed beforehand by m7red or would the ‘scenario builders’ construct it? No concrete information available but possibility of combining existing flood information from many different places.

Another ‘real’ location?

>>How do the rounds of negotiation work exactly (Pio’s coin strategy?) and how long do they last for?

>>In what format do the news-reporters deliver their information? As a performance, or a written script, or on their blogs?

>>How will the script be recorded and reviewed? By microphone (sound), by video (film), by hand (transcribed)?

>>Which tools need to be developed beforehand by m7red? eg. map, introduction (powerpoint?!), basic information, character options, summary of the rules?

Public Analysis – who will be invited, what format will it use? Is it possible to get local ‘experts’ as a team of advisers to be present during some of the game?

Where can we get a superb bottle of Pirate Rum for the prize for the best character?!

http://www.estrechodudoso.com/artistas/m777.htm

http://www.estrechodudoso.com/