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Kao i svaka igra, i Western Impressions je zasnovana na specičnim, praktičnim pravilima, koja je čine jednim posebnim svetom u malom, svetom koji funkcioniše zahvaljujući svojoj celovitosti zatvorenog sistema. Pravila, dakle, mogu biti shvaćena kao granice koje odvajaju svet igre od spoljašnjeg sveta: da bi se igra uspešno igrala, potrebno je prilagoditi se njenim zakonima, što znači obuzdati sve one porive koji mogu predstavljati opasnost po njeno funkcionisanje. Sa druge strane, Western Impressions, kao imitativna igra, nezamisliva je bez sposobnosti uživljavanja u zakone spoljašnjeg sveta, zakone izvan nje same: mi imitiramo bitke, istorijske kontekste, kao i prirodne zakone stvarnosti. No, ova imitacija u mnogim svojim segmentima ne može da bude analogna i zato stvaramo pravila koja predstavljaju neku vrstu prevoda zakona stvarnosti na unutrašnji, autonomni jezik igre. Na primer, nemoguće je pokretati sve gurice u isto vreme, što bi odgovaralo stvarnoj situaciji, ali je korišćenje po jedne gurice istovremeno od strane oba ili više igrača imitacija stvarnog odvijanja događaja. Sva su pravila zasnovana na ovakvom balansiranju spoljašnjih i unutrašnjih zakona. Tako je, pri kreiranju pravila potrebno ispoljiti osetljivost i dovitljivost da se, uprkos neizbežnom  prevođenju, u što većoj meri zadrži „ukus“ stvarnog sveta. U tome je, čini mi se, tajna njenih čari: iz ovakve kontrolisane, artikulisane imitacije stvarnosti dolaze uzbuđenja i zadovoljstva pripadanja, na trenutak, jednoj drugoj dimenziji. Igru Western Impressions su prvi put realizovali Nenad  Jeremić, Vladan Jeremić i Dušan Jevtović 2001. godine. western impressions Nenad Jeremić, Dušan Jevtović As any other game, Western Impressions is based on specic, practical rules, which make it a special world in miniature, a world that functions due to its integrity as a closed system. The rules, therefore, can be considered  boundaries that separate the game world from the outside world: in order to play the game successfully , one must adapt to its laws, which means to restrain all the urges that might present danger to it s functioning. On the other hand, Western Impressions, as an imitative game, cannot  be imagined without the ability to relate to the laws of the outside world, the laws beyond itself; we only imitate  battles and historical contexts, as well as natural laws of reality. How ever, in a number of its segments, this imitation cannot be analogous, and hence we create rules that represent some kind of translation of the laws of reality into internal, autonomous language of the game. For example, it is impossible to move all the pieces at the same time, which would correspond to a real situation,  but using one piece at the same time by both or more players is an imitation of the real sequence of events. All the rules are based on this kind of balancing between the external and internal laws. In this way, it is necessary to demonstrate delicacy and shrewdness in creating the rules, so that, in spite of unavoidable translation, the “taste” of the real world can be kept to the largest possible degree. This is, I would say, the secret of its charm: out of this controlled, articulated imitation of reality come the excitements and pleasures of belonging, for a moment, to another dimension. Western Impressions was rst realised by Nenad Jeremić, Vladan Jeremić and Dušan Jevtović in 2001.

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8/3/2019 Western Impressions Small

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Kao i svaka igra, i Western Impressions je zasnovana na

specičnim, praktičnim pravilima, koja je čine jednim

posebnim svetom u malom, svetom koji funkcioniše

zahvaljujući svojoj celovitosti zatvorenog sistema.

Pravila, dakle, mogu biti shvaćena kao granice koje

odvajaju svet igre od spoljašnjeg sveta: da bi se igra

uspešno igrala, potrebno je prilagoditi se njenim

zakonima, što znači obuzdati sve one porive koji mogu

predstavljati opasnost po njeno funkcionisanje. Sa

druge strane, Western Impressions, kao imitativnaigra, nezamisliva je bez sposobnosti uživljavanja u

zakone spoljašnjeg sveta, zakone izvan nje same: mi

imitiramo bitke, istorijske kontekste, kao i prirodne

zakone stvarnosti. No, ova imitacija u mnogim

svojim segmentima ne može da bude analogna i zato

stvaramo pravila koja predstavljaju neku vrstu prevoda 

zakona stvarnosti na unutrašnji, autonomni jezik

igre. Na primer, nemoguće je pokretati sve gurice u

isto vreme, što bi odgovaralo stvarnoj situaciji, ali je

korišćenje po jedne gurice istovremeno od strane oba

ili više igrača imitacija stvarnog odvijanja događaja.

Sva su pravila zasnovana na ovakvom balansiranju

spoljašnjih i unutrašnjih zakona. Tako je, pri kreiranju

pravila potrebno ispoljiti osetljivost i dovitljivost da

se, uprkos neizbežnom  prevođenju, u što većoj meri

zadrži „ukus“ stvarnog sveta. U tome je, čini mi se,

tajna njenih čari: iz ovakve kontrolisane, artikulisane

imitacije stvarnosti dolaze uzbuđenja i zadovoljstva

pripadanja, na trenutak, jednoj drugoj dimenziji.

Igru Western Impressions su prvi put realizovali Nenad

 Jeremić, Vladan Jeremić i Dušan Jevtović 2001. godine.

western impressionsNenad Jeremić, Dušan Jevtović

As any other game, Western Impressions is based on

specic, practical rules, which make it a special world in

miniature, a world that functions due to its integrity as

a closed system. The rules, therefore, can be considered

 boundaries that separate the game world from the outside

world: in order to play the game successfully, one must

adapt to its laws, which means to restrain all the urges

that might present danger to its functioning. On the other

hand, Western Impressions, as an imitative game, cannot

 be imagined without the ability to relate to the laws ofthe outside world, the laws beyond itself; we only imitate

 battles and historical contexts, as well as natural laws

of reality. However, in a number of its segments, this

imitation cannot be analogous, and hence we create rules

that represent some kind of translation of the laws of

reality into internal, autonomous language of the game.

For example, it is impossible to move all the pieces at the

same time, which would correspond to a real situation,

 but using one piece at the same time by both or more

players is an imitation of the real sequence of events. All

the rules are based on this kind of balancing between the

external and internal laws. In this way, it is necessary

to demonstrate delicacy and shrewdness in creating the

rules, so that, in spite of unavoidable translation, the

“taste” of the real world can be kept to the largest possible

degree. This is, I would say, the secret of its charm: out of

this controlled, articulated imitation of reality come the

excitements and pleasures of belonging, for a moment, to

another dimension.

Western Impressions was rst realised by Nenad Jeremić,

Vladan Jeremić and Dušan Jevtović in 2001.

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pravila igre /

rules of the game

Each game is played by six players, and each one

represents an Indian tribe, or a group of Americans

(army, cowboys, etc.). In accordance with some specic

predeterminations, each player is partly instructed to act

predictably, but depending on the circumstances and their

personal discretion, they can make certain choices (for

example, in some cases they will be free to choose who to

attack and with whom to form an alliance, while in others

it will be dened beforehand).

Western Impressions belongs to real-time games, which

implies that all players are moving simultaneously, without

waiting for the opponents to move. The exception is a

situation when one player is attacked by two or more other

players. As it is physically impossible for him to defend

himself at that time, he must be attacked in succession. Inaddition, player’s potential physical remoteness from the

attacked toy cannot present an advantage for the attacker,

 because he must always wait for his opponent to be ready,

that is to say immediately present.

Opponent’s toys “are killed” with weapons that the toys

possess: archer shoots arrows (real miniature bows and

arrows are used), warrior with an axe or soldier with a

sword kill by direct contact with the given weapon and

so forth. Beside manual weapons that they own, soldiers

also use cannon. In any case, there are no symbolic hits or

 blows: in order for a toy to be “dead” or “wounded”, it must

 be really hit or struck.

The rules of realism must be strictly obeyed. This

mostly refers to the way the toys move (they must not

 be abruptly relocated, jumped around with etc.). It is

important to understand that here, as in any other game,

the real player is the one that tries to achieve the best

possible result, while obeying the rules. In this sense,

there is no dierence between this game and any sport

competition or chess.

U svakoj igri učestvuje po šest igrača, koji svaki

predstavlja po jedno indijansko pleme, odnosno

grupu Amerikanaca (vojska, kauboji itd.). U skladu

sa nekim specičnim predodređenostima, svaki

 je igrač delom upućen da se predvidljivo ponaša,

no zavisno od sticaja okolnosti i njegovih ličnih

nahođenja, može praviti određene izbore (na primer,u nekim slučajevima će biti slobodan da bira koga će

napadati, s kim će sklapati savez, a u drugim će to

 biti unapred zadato).

Western Impressions pripada real time igrama, što

podrazumeva da se svi igrači kreću istovremeno, ne

čekajući na potez protivnika. Izuzetak predstavlja

situacija kada je jedan igrač napadnut od dvojice

ili više njih. Pošto je on u zičkoj nemogućnosti dase tada uspešno odbrani, napadači će ga napadati

naizmenično. Takođe, eventualna zička udaljenost

igrača od napadnute igračke ne sme da bude prednost

za napadača, jer on treba uvek da sačeka da protivnik

 bude spreman, odnosno neposredno pisutan.

Protivnikove igračke „ubijaju se“ oružjem koje igračke

poseduju: strelac ispaljuje strele (za šta služe pravi

minijaturni lukovi i strele), ratnik sa sekirom ili vojnik

sa sabljom ubijaju direktnim kontaktom datim oružjem

i slično. Osim ručnog oružja koje poseduju, vojnici

koriste i top. U svakom slučaju, nema simboličnog

pogotka ili udarca: da bi neka igračka bila „mrtva“ ili

„ranjena“, mora zaista da bude pogođena ili udarena.

Pravila realizma se moraju strogo poštovati. To se

odnosi najviše na način na koji se igračke pokreću (ne

smeju se naglo premeštati, skakutati sa njima i slično).

Važno je shvatiti da je kao i u svakoj igri i ovde pravi 

igrač onaj koji, držeći se pravila, nastoji da postigne što

 bolji rezultat. U tom smislu, nema razlike između ove

igre i bilo kog sportskog takmičenja ili šaha.

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scenario igara /

script of the games

All four games function as separate, but together they

make a whole, in the way that the results of the previous

games determine to a certain degree the starting

conditions of each following game. In this way, we get

a cycle of events that, in a simplied way, imitates the

history of Indian wars in the Wild West: from inter-tribal

conicts, spurred by appropriation of horses, to conicts

with the settlers and the nal struggle for survival.

Historical-geographic facts have been acknowledged to a

degree that will give the game certain credibility, while

not jeopardizing its functionality.

Sve četiri igre funkcionišu kao zasebne, ali zajedno

čine jednu celinu, na taj način što rezultati prethodnih

u izvesnoj meri određuju početne uslove svake sledeće

igre. Tako dobijamo jedan ciklus događaja kojim se,

na uprošćen način, oponaša istorija indijanskih ratova

na Divljem zapadu: od međuplemenskih sukoba,

podstaknutih prisvajanjem konja, do sukoba sa

naseljenicima i konačne borbe za opstanak. Istorijsko-

geografske činjenice uvažene su u meri u kojoj će igri

dati izvesnu verodostojnost, a da pritom ne ugroze

njenu funkcionalnost.

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In the southern prairies live the Pueblos in the southwest,

the Comanche in the east and the Kiowa in the northwest.

The Pueblo Indians are peaceful in the beginning (they

ght only in self-defense), tied to their territory, and

they own many horses. Their village is well fortied.

The Comanche and the Kiowa want to get hold of their

horses (they can try to do this independently or jointly),

so their attacks on the Pueblos represent the rst phase

of the game (which can even last until the end if they

haven’t been successful). If at least one of these tribes

gets its hands on ten horses, it can become aggressive

either towards its competitor (Comanche towards Kiowa

and the other way around), wanting the entire southern

prairies for itself, or these two tribes can join up and start

conquering the northern prairies. This is the second phaseof the game. The Pueblos stay peaceful and tied to their

territory until they lose seven warriors. When (if) this

happens, they also become an aggressive, warrior tribe.

In the northern prairies live the Pawnee in the southeast,

the Cheyenne in the west and the Sioux in the northeast.

None of these tribes has horses yet. The Cheyenne and

the Sioux are ghting over the sacred Black Hills in the

middle of the prairies, while the Pawnee (distant relatives

of the Aztec) attack any tribe of these two or the ones in

the southern prairies, in order to acquire prisoners and

sacrice them in their elds. This is the rst phase, which

can even last until the end, unless there is an invasion from

the south. The second phase, therefore, begins with the

arrival of the Kiowa or the Comanche (or both joined tribes),

whether it’s an attack on one of the northern tribes, or

forming an alliance. In order for a northern tribe to agree to

an alliance with the newcomers, it must receive a gi of at

least ve horses. In this way, the second phase of the game

develops when the events are transferred from the southern

prairies to the northern ones, which can result by wars in

the north or in the south.

uvodna igra (otvaranje): pojava konja

/ introductary game (opening):

emergence of horses

U južnim prerijama žive Pueblo na jugozapadu,

Komanči na istoku i Kajove na severozapadu. Pueblo

Indijanci su u početku miroljubivi (ratuju samo u

samoodbrani), vezani za svoju teritoriju i poseduju

mnogo konja. Njihovo selo je dobro utvrđeno. Komančii Kajove žele da se domognu njihovih konja (mogu to

da pokušaju samostalno ili udruženi), tako da njihovi

napadi na Pueble predstavljaju prvu fazu igre (koja

može da potraje i do kraja ako nisu bili uspešni).

Ukoliko se barem jedno od ova dva plemena domogne

10 konja, ono može postati agresivno ili u odnosu

na svog suparnika (Komanči u odnosu na Kajove i

obrnuto), želeći čitave južne prerije za sebe, ili se ova

dva plemena mogu udružiti i krenuti u osvajanjesevernih prerija. To je druga faza igre. Puebli ostaju

miroljubivi i vezani ta svoju teritoriju sve dok ne

izgube 7 ratnika. Kada (ako) se to desi, i oni postaju

agresivno, ratničko pleme.

U severnim prerijama žive Poni na jugoistoku, Čejeni

na zapadu i Sijuksi na severoistoku. Nijedno od ovih

plemena još uvek nema konje. Čejeni i Sijuksi u

sukobu su oko svetih Crnih Brda u sredini prerija, dok

Poni (daleki rođaci Acteka) napadaju bilo koje pleme

od ova dva ili od onih u južnim prerijama, kako bi

pribavili zarobljenike i žrtvovali ih na svojim poljima.

To je prva faza koja može potrajati i do kraja, ukoliko

ne dođe do invazije sa juga. Druga faza, dakle, počinje

dolaskom Kajova ili Komanča (ili oba udružena

plemena), bilo da dođe do napada na neko od severnih

plemena, bilo do sklapanja saveza. Da bi neko od

severnih plemena pristalo na savez sa došljacima,

mora da dobije na poklon barem 5 konja. Tako druga

faza igre nastaje prenošenjem događaja iz južnih

prerija u severne, što može rezultirati ratovima na

severu ili na jugu.

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tvrđava larami (dan 2) /

fort laramie (day 2)

Two tribes that have suered the greatest losses in the

introductory game are eliminated and substituted with

Americans, which consist of two groups: the army and

the Texans. The Texans live in a farm in the south of

the southern prairies, while the army lives in the FortLaramie, in the north of the northern prairies. Indian

tribes are positioned according to the found circumstances

from the previous game. The American presence imposes

new game conditions. The Texans have displaced the

 bualos from the southern prairies, so the tribes that live

there must attack their farms, in order to seize cattle. The

only possible exception can be the Pueblos, if they have

survived thus far and this as a peaceful nation. In this

case, they too, like the Texans, are located in one place and

raise cattle, so they also become a target for other tribes.

Logically, then they can become allies.

In the northern prairies, the army from the Fort is

preparing the eld for the inow of settlers, which means

it can tolerate the presence of only one tribe in this

territory. Therefore, it is logical for it to oer alliance to

one of the tribes, so they can banish-destroy the others

together. Otherwise, there is impending danger for the

army that two or three tribes, depending on how many

of them there are in the northern prairies, will join forces

against it. The tribe to which the army has oered alliance

needs to choose a side.

Dva plemena koja su najviše stradala u uvodnoj igri

 bivaju isključena i zamenjena Amerikancima, koji se

sastoje od dve grupe: vojske i Teksašana. Teksašanižive na farmi na jugu južnih prerija, a vojska u

tvrđavi Larami, na severu severnih prerija. Indijanska

plemena raspoređena su prema zatečenom stanju

iz prethodne igre. Prisustvo Amerikanaca nameće

nove uslove igre. Teksašani su potisli bizone iz južnih

prerija, te plemena koja tamo žive moraju da napadaju

njihove farme, kako bi otimali stoku. Izuzetak mogu

predstavljati jedino Puebli, ukoliko su opstali do sad i

to kao miroljubiv narod. Tada su i oni poput Teksašana,

locirani na jednom mestu i uzgajaju stoku, te tako i oni

postaju meta drugih plemena. Logično, tada oni mogu

postati saveznici.

U severnim prerijama vojska iz tvrđave radi na

pripremanju terena za priliv naseljenika, što znači da

može da toleriše prisustvo samo jednog plemena na

ovoj teritoriji. Tako je logično da ponudi savez jednom

od plemena, da bi zajedno proterali-uništili ostala.

U suprotnom, vojsci preti opasnost da se dva ili tri

plemena, koliko ih u severnim prerijama bude, udruže

protiv nje. Na onom plemenu kojem je vojska ponudila

savez je da se opredeli za stranu.

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kauboji na putu (dan 3) /

cowboys on the road (day 3)

The tribe that has suered the greatest losses in the

previous game is replaced by cowboys that start from the

far southeast, towards the northern prairies. There they

will form an alliance with the army from the Fort (whither

they should deliver the cattle). The army, if it hasn’t

managed to succeed in the previous game, continues to

wage war against the Indians, allowing the presence of

only one tribe. When the cowboys arrive, they will help

the army in their endeavor.

In the southern prairies, the Indians can continue to ght

against the Texans, but while the cowboys are passing

through this land, leading cattle, the Indians gladly attack

them as well. The Texans then readily come to their

assistance, because all Americans have the common goal

to establish dominance, in order to reach the nal victory

in the nal game.

Pleme koje je najviše stradalo u prethodnoj igri

 biva zamenjeno kaubojima koji polaze sa krajnjeg

 jugoistoka, ka severnim prerijama. Tamo ih očekuje

savez sa vojskom iz utvrđenja (gde treba da dopreme

stoku). Vojska, ukoliko to nije uspela da ostvari u

prethodnoj igri, nastavlja rat protiv Indijanaca,

dozvoljavajući prisustvo samo jednog plemena. Kada

kauboji stignu, pomoći će vojsci u tome.

U južnim prerijama može biti nastavljen rat Indijanaca

protiv Teksašana, ali dok ovom zemljom prolaze

kauboji, vodeći stoku, Indijanci i njih rado napadaju.

Teksašani im tada rado priskaču u pomoć, jer svi

Amerikanci imaju zajednički cilj uspostavljanja

dominacije, radi konačne pobede u završnoj igri.

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gvozdeni konj (dan 4) /

iron horse (day 4)

Whatever the result of the previous game, the one

that has suered the greatest losses (be it American

or Indian) is replaced by Americans – bualo hunters,

which travel by train. The railroad starts from the far

southeast and goes towards far north, passing by the

Fort. Along the way, they stop to exterminate bualos.

The Indians realize that the extermination of bualos

means nal defeat from them, so they try to stop the

advancement of the “iron horse”. The army and other

Americans help the train’s progress.

Kakav god da je rezultat prethodne igre, onaj ko je

najgore prošao (bio Amerikanac ili Indijanac) biva

zamenjen Amerikancima – lovcima na bizone, koji

putuju vozom. Pruga polazi sa krajnjeg jugoistoka i

ide na krajnji sever, prolazeći pored tvrđave. Usput

oni se zadržavaju da bi tamanili bizone. Indijanci

shvataju da će sa istrebljenjem bizona doživeti konačni

poraz, te pokušavaju da zaustave napredovanje

„gvozdenog konja“. Vojska i ostali Amerikanci pomažu

napredovanje voza.

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Igra Western Impressions je realizovana 2011. godine

u okviru izložbe Za male i velike u Salonu Muzeja

savremene umetnosti u Beogradu u saradnji sa

Kulturnim centrom Beograda.

Fotograja: Marija Konjikušić

In 2011, Western Impressions was realised within the

exhibition For Kids and Adults in the Salon of the Museum

of Contemporary Art in Belgrade, in cooperation with the

Cultural Centre of Belgrade.

Photo by: Marija Konjikušić