The Making of Balkan Wars: The Game
Gulsen Bal
In today’s world, one always faces the question of whether borders are still defining the limits of the
global and if this is the case then how globalisation does influence the emigrational/nomadic paradigm…
Unavoidable dynamical fluxus of continuous relocations substitutes the procedures of iteration.
This interaction, as the notion of chaotic itinerancy implies: the forces in play cannot be described by a
fixed constant vectors, characterizes the transformation of the possible into the real within a rhizomic marking.
A becoming unstable of the models are part of an artificial world might be generative for the following becoming stable in the
midst of a response to the notion of ‘progressive’ negation. What remains to be thought is the repetitious desire
to recognise ‘ourselves’ to a double degree. “For in that hybridity of histories and
cultures you have the spectacle of the simulacral... What this […] negations of identity
dramatise, in their elision of the seeing eye which must contemplate what is missing or
invisible, is impossibility of claiming an origin for the Self (or Other) within a tradition of
representation that conceives of identity of a totalising object of vision.”
1The force of cultural difference is, as Barthes once said of the practice of metonymy, the
violation of a signifying limit of space; it allows, on the very level of discourse, a counter
division of objects, meanings, spaces and properties. However “…where do we in that
uncanny echo between what may be described as the attenuation of identity and its
simulacra?”
2Yet, does the existence of the Other depend on the Self or is it the Self which creates
the Other? To see how superficial the discourse of otherness is, it is interesting to see
how the trivial of selfhood is as the Self and the Other are both polarities of the same
ideological construction. The process of “othering” selfhood subsequently is fixed and
identified in identification. So there is no simple Self or simple Other, there are instead
configurations of both as represented through cultural discourse.
However, in today’s art world there is a discourse on otherness, the art of migrations.
The notion of migration has become ubiquitous in the art world. In the discursive space
that was opened by the problematisation of globalisation through questioning what kind
of project then is possible within the space opened up by the new geographies, at the
very point of crossing the borders?
1
ICA Documents 6, The Real Me, Post-Modernism and the Question of Identity, published by Institute ofContemporary Arts, ed. by Lisa Appignanesi, 1987, p.4
2
Ibid., p.8
Gulsen Bal:
This creative project, “The Makingof Balkan Wars: The game”, is a collaborative
initiative of a group of artists that formed out of
necessity to address some particular problems
associated with the production, exhibition and
distribution of works of new media through
employing the real historical game that
transpires new geographies and everyday life.
How do you (re) locate the problematic of this
“situational representation” in the paradigms of
a ‘generative matrix’?
Vassilis Kokkas
: Politics, history, philosophy orthings you can not put into words, whatever the
framework, we all have already noticed that the
media tend to speak in their own ways. In my opinion, both aspects are true: that we
have been taking advantage of what appears in the media as reality, in favour of what
we want to create, as well as that we have been using some accessible media as a way
to deal with what is difficult but necessary to deal with.
The Making of Balkan Wars: The Game
The Balkan Mall, 2003
PC
Alex Spyropoulos
:The Balkana city is full of critique primary focusing on the internalstructure of the Balkan territory, the relations with the internal and external “other”, the
outside pressure and intervention. This last argument is the argument that makes the
Balkan reality very similar to the structure that is used for the construction of a video
game, since Balkanism is one of the primary objectives of many strategic imaginary
constructions. That’s why the video game approach is essential to understanding and
communicating with the Balkan territory -especially if you transform the metaphor to a
god like video game (where the player plays with the avatars while s/he is trying to
conquer the world). The Balkana city is trying to focus on many factors that transform
and create the Balkans: all the empires that ruled the area from the Byzantine era to the
current Occidentalism, the crossroad of the religions, the struggling for self identification,
the social whole that is excluding the person and many more. The new media is just a
vehicle with G.P.S.(Global Positioning System).
Stewart Ziff
: Babel like world of multi-linguistic,multi-theocratic, oppositional forces in which
there are no evident pathways to any evident
goals and in which there is a no obvious
distinction between either ‘good’ or ‘bad’ and
constructive or destructive action. The heroic
and the despotic become one in labyrinth of ever
shifting historical reference.
Ilias Marmaras
: Well. There are many problemsrelated to this question, concerning both “old art’’
practices and new media ones. P.C tries to focus
within some of them. For instance, technological
innovations have established new rules for engagement with a public that has become
accustomed to increasingly frenetic and effortless media. The amply demonstrated
utility of the new media for the purposes of marketing now motivates creative practices
that short-circuit, parody, deflate, and digress from the imperatives of consumption.
While relevant distribution systems are clearly in a state of flux, historical parallels with
the emergence of film and radio would lead us to believe that this fluid condition will not
last. What would it mean for digital media and distribution systems to assume a stable
configuration? Would such a configuration be something other than an apotheosis of
marketing? Would it more resemble extreme sports, violent video games, or the archive
of artefacts that are conventionally known as cinema?
Stelios Giannoulakis
: Distribution structures tend to violently enclose creativity in formsthat may use some kind of artistic pretext but generally remain determined by a web of
interests clearly detached from the need for artistic expression itself. Turning this
situation on its head, P.C. uses the idea of the network itself as the material to be
reprocessed, articulated and structured within the process of artistic creation.
Gulsen Bal:
The production of objects gives way to “a growing multitude of imageobjects”whose immediate reality is their symbolic function as image, how the
emergence of virtual reality can be defined in relation to the concepts of the image as
representation and image as simulacrum?
Vassilis Kokkas
: In the moment you enter intoThe Game, you will notice how we’ve used
representations of reality mixed up and redefined
in a way that speaks for itself, i.e. a typical Balkan
rural landscape with hills, (simulacrum) is covered
with artificial 3D bodies and synthetic sounds,
which create a fantastic situation, a reflection of
reality.
Ilias Marmaras
: The main problem to face is notso much the problems of linguistic categorisation
but the separation between noise and information.
Nina Vagic:
What we experience as a real spaceor object is actually the product of complex mental processes and the virtual reality is an
extension of consciousness… So the ‘virtual images’, in a way, by paradox, are
supposed to be more ‘absorbing’ and more ‘expressive’… and the real objects are the
once to be elaborated consequently by ‘virtual perception’…
Gulsen Bal:
What is the idea of creating a game like platform based on real timehistorical facts in which the chosen storyboard territory towards the conditions specific to
the Balkan Peninsula? What are the issues at stake in this territory that that might
characterise the “Balkanisation” in a simulated Balkan reality?
Vassilis Kokkas
: Again, we treat these aspects in a totally subjective way. We work alot on the axis of the Balkans being a fantastic creation par excellence.
Alex Spyropoulos
: Had it been easy for a player to learn how to behave and act in asimulated Balkan Reality from this game, then there wouldn’t be any Balkan problem at
all in the region. We have often faced very sensitive matters concerning minorities and
identities while us creating the game. If one considers that around 700.000 people died
in the past decade in the former Yugoslavia, it becomes apparent that it is impossible to
learn how to behave and act in the region without actually leaving there or in a region
with similar “sensitivities”.
Ilias Marmaras
: We must not forget that we are dealing with the map and not with theterritory. Balkan Mall is not a documentary that deals with the physical reality. We are
concerned mostly with the intention of the user/spectator toward the media space,
his/her believes about information streams and reality. Comprehension can be an
element of a game, war is something different.
Nina Vagic:
The chosen territory is Balkan Peninsoula, for a simple reason – there is noother territory in the world that rich in wars and conflict. There are some 55 counted, until
today, and ‘tomorrow is another day’, you know… Maybe by the time of printing this txt,
this number will change… This is ‘Balkan reality’. There is no reason to invent or to
imagine… You just fallow the real facts and there is a storyboard! The ‘Balkanisation’ in
this simulated parody-like Balkan reality means that you have to find the way, by
choosing a way to survive…
Gulsen Bal:
What is the axis of political/social vector as an agenda in this context?Vassilis Kokkas
: A truly non-linear vector.Ilias Marmaras
: We are talking about new media,technology, distribution systems and Balkans.
Considering these matters, I would reverse the
question in order to reload the meaning: what is not
political/social in such a context?
Nina Vagic:
The whole project is based on thelocal political/social issues. Even the works are
chosen fallowing these criteria. It is a try to
revaluate the territory and to offer ‘The Balkan’ way
of seeing things in this context… to propose to
change a long time Balkan status of being an object
to the status of the subject in international relations,
even though approached through virtual means…
Gulsen Bal:
This creative project, “The Making of Balkan Wars: The game”, beenmounted in several different venues. Could you tell us about this within context of the
cultural and artistic dynamics?
P.C:
Personal Cinema calls for the emergence of both representation and distributionsystems that are responsive to the local, the individual, and even the unprofitable.
Personal Cinema is concerned with the presentation of multimedia works such as films,
videos, documentaries, video games, CD-ROMs, software, etc., within the framework of
independent production and practices that are different from those that are applied by
the film industry and the commercial media in general. Personal Cinema organizes
projects and events that engage the critical mind of the public, suggesting alternatives to
the new global homogeneity. It focuses attention on problems that concern the local
territories and tries to explore the different cultural characteristics that constitute the
social identity of the individual. Moreover, it works to develop public contexts for minority
groups to express and represent themselves.
“The Making of Balkan Wars: The Game” is a Personal Cinema project primarily focused
on the social and cultural issues within the Peninsula and on the creation of networks
between artists, art critics, writers and curators from South eastern Europe. It proposes
some new media works created by 51 participating artists investigating the Balkan
territory and way of life.
Both geopolitical war games and epic strategy
video games are interrelated in this multi-media
project. While virtual battle scenes are celebrated
for their extreme realism, contemporary warfare
has begun to resemble science fiction. The reality
(or virtual reality) presented by official narratives
and industrial entertainment does not adequately
describe the experiences of the people who are
caught in the actual war games. In the real-time
of CNN, and in video games, the simplification of
cultures and history is itself a form of violence.
“The Making of Balkan Wars: The Game” is
intended to counteract the sensational spectacle
of war presented by the media by deconstructing
stereotypes, focusing on the distortion of identities
and revising the dominant logic of
explanation.
Gulsen Bal:
An apparent overwhelming interest in the art and culture of the Balkansseems strangely coincide with the disappearance of this region out of the headlines of
political news. Are these Balkan exhibitions, within which some of them was organised
by well-known European curatorial ship such as “In Search for Balkania”, “Blood and
Honey”, “Future’s in the Balkans and In the Gorges of the Balkans, a Report,” just a
fashionable trend which will be soon paid back by another one?
Vassilis Kokkas
: That might be, and we will follow with interest what will happen to it.Ilias Marmaras
: So, at the same time we see a difference between the worlds ofmainstream media and the art world. We see that their attention does not always
coincide (yet). Regarding the enormous difference between the influence exerted from
television to the public and that of exhibitions like ‘’Gorges of the Balkans’’, I don’t feel
very embarrassed of this fashionable trend. After all, for some of us-at least- that we are
leaving at the Balkan Peninsula, in one way or another Balkans is a permanent trend.
Nina Vagic:
After China Balkans, and than who knows what? Maybe… Non of thementioned curators is from the Balkans, so as the consequence they have different
approach and interpretation of the Balkan art and issues. It is a part of general politics -
the European integration of the region. For us it’s different. We are experiencing this
reality directly, and it is a constant thing, it was like that before and after entering of
Balkan Art in the west - European art scene. For us it is not the fashion moment for
shore, it is ‘our blood and our honey’…