a version of this existed for a few months last year but it was static. it was HTML with writing and pictures and videos and sounds. i had this feeling that the code should be as important as the content, that structurally each piece in relation to each other piece shouldn't change, that the mazelike quality should emerge from me intricately arranging paths through it. like classic hypertext
Windrush Art Kid Oligarch
She closes the window. I wasn't paying attention anyway, I'm getting cold, and the birds are nowhere to be seen. I go inside.
currently
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It's
dusk
in a snowy forest and I'm playing with a fox.Thank you, Jack
He was a proper old-fashioned London geezer (cringe word, hate it, can't think of a better one, worst of all it's the correct word), kind of East Endy, kind of Real London, the kind you don't really meet but if you do it always feels like an uncanny immersive theatre experience. They're anachronistic. They only belong in the London collectively imagined by people who don't spend any time in it.
Actual born-Londoners aren't LARPing like this, they sold their shite family home for a million pounds and moved to Malaga years ago. They have their culture and they've taken it elsewhere.
theres a kind of a cowardice to generative art that i want to avoid though. i want the kind of relationship to this thing that a game designer has to a game engine
Thank you, Jack
what do you think my name is
was it worth it
yes
so i or you can author smaller fragments that get arranged
I know that if I try to make this entry any more than it is I will ruin it.
hello reader,