The enclaves of post-industrial capitalism are surrounded by audiovisual panoramas that have emerged from European and American avant garde experiments in composition and multimedia experience. 1960s experiments in democratic media...
moreThe enclaves of post-industrial capitalism are surrounded by audiovisual panoramas that have emerged from European and American avant garde experiments in composition and multimedia experience. 1960s experiments in democratic media choice, exemplified by the work of John Cage, were transformed within the hyper consumerism of the 1980s, and are now consolidated as commerce within a contemporary algorithmic culture. This essay plots the emergence and commercialisation of interactive music and multimedia - from the 1960s American avant garde, to the globalisation of popular entertainment.
Visions of a panoptic media culture can appear as oppressive and dystopian, but all-encompassing media events designed by composers and artists during the 1960s were initially intended as participatory, democratic forms of art, in opposition to perceived fascist modes of top down communication. The practice of creating visual panoramas is not new, but American artists and composers associated with the counterculture used emerging technologies to create more fully panoptic and panaural multimedia experiences. John Cage and Lejaren Hiller’s 1969 event HPSCHD was designed to surround audience members with media choice, in order to encourage a sense of democratic participation. Media historian Fred Turner coined the term ‘democratic surround’ to describe these new experiences - performative, multi-image, multi-sound source environments, designed to model and produce a more democratic society. The commercial potential of an all encompassing, immersive media experience was quickly realised, and the primacy of reproducing experiences of democratic choice was replaced with a more total but constrained field of consumer choice. Contemporary mass media is directly connected to the democratic surrounds, but is also an expression of something different - a ‘commercial surround.’ We are surrounded by sound and vision but not in the way that John Cage or La Monte Young envisioned.
Our current field of panoptic and panaural choice has developed from the collision of avant garde compositional practice with technologies of visualisation and audio production that became more accessible during the postwar period. More than any other medium, video games most fully reproduce the encompassing ideal of the postwar American avant-garde, transfused with the relentless commercialism of the 1980s. Game sound and music is dynamic, it adapts in response to the actions of the player, creating uniquely individualised soundtracks never to be repeated again. Video games surround the player with choice too, but the impetus to design these enveloping audiovisual environments does not come from the confrontation with fascism - it comes from an overarching media and consumer culture. Avant garde experiments in participatory art, and interactive music in games share a genesis in the politics of media participation that developed after World War II, but also in the logic of consumerism and computerisation. The modularity and automation of new media that presents a panorama of uniquely individuated audience experiences is not new, but the meaning of media interaction has been radically transformed within a hyper consumerism that developed towards the end of the millennium.
By drawing these ideas together and placing them at an intersection between media modes and practices it is possible to understand interactive game music as a vector for ideological expression, where the concepts of ‘choice' and ‘participation’ are reimagined as components of contemporary multimedia consumer culture.