Difference between revisions of "Valve"

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[[File:Valve2012-18.jpg|200px|thumb|left|The Grey before giving birth to a new small city]]
 
[[File:Valve2012-18.jpg|200px|thumb|left|The Grey before giving birth to a new small city]]
  
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==Description==
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Valve (Awake) was a larp campaign played in three consecutive summers, comprising of altogether nine events in 2011–2013. The first year of Valve received support from the Alvar Aalto Foundation and Ropecon ry. The basic idea was to study whether immersion to a character would alter the way the players perceived their everyday surroundings. The main subtext for the campaign came from [https://en.wikipedia.org/wiki/Pedro_Calder%C3%B3n_de_la_Barca Pedro Calderón de la Barca]'s play, [https://en.wikipedia.org/wiki/Life_Is_a_Dream Life is a Dream] (1635). The campaign was designed to combine three separate storylines with each utilising their distinct but intertwined fantastic settings.
  
Valve (Awake) was a larp campaign played in three consecutive summers, comprising of altogether nine events in 2011-2013. The first year of Valve received support from the Alvar Aalto Foundation. The basic idea was to study whether immersion to a character would alter the way the players perceived their everyday surroundings. The main subtext for the campaign came from Pedro Calderón de la Barca's play, [https://en.wikipedia.org/wiki/Life_Is_a_Dream Life is a Dream] (1635). The campaign was designed to combine three separate storylines with each utilising their distinct but intertwined fantastic settings.
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The first of the storylines was science fiction, summoning inspiration from such sources as classical Greek tragedies and albums of the prog rock band Coheed and Cambria. The world and people in it were salvaged from a wrecked starship by that ships AIs, whose original purpose was to perform a prophetic algorithmic drama on the ship. After the wreckage these special AIs, now freed from ships bounds, began to bend the whole planet to their cryptic dramatic whims. The other two storylines were more mythical in nature, drawing inspiration from world creation myths and gnosticism.
  
The first of the storylines was science fiction, summoning inspiration from such sources as classical Greek tragedies and albums of the prog rock band Coheed and Cambria. The world and people in it were salvaged from a wrecked starship by that ships AIs, whose original purpose was to perform a prophetic algorithmic drama on the ship. After the wreckage these special AIs, now freed from ships bounds, began to bend the whole planet to their cryptic dramatic whims. The other two storylines were more mythical in nature, drawing inspiration from world creation myths and gnosticism.
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In Valve many different larp techniques were tested, with varying degrees of success. There were for instance live sound design, scuba diving, theatrical experiments, modern dance, fireworks and van kidnappings. The campaign was played in various surroundings at Helsinki, including museums, galleries, streets, parks, private apartments and office buildings. The 10-meter dragon built in an abandoned railway tunnel was noted by the street art community [http://www.woostercollective.com/post/the-dragon-in-the-helsinki-railway-tunnel The Wooster Collective], which included it to its blog. The campaign was documented extensively with video and photography and so far one short film apart from the introduction video has been completed from the material.
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Photographs in the gallery are from several games of Valve and are all taken by photographer Tuomas Puikkonen.
  
In Valve many different larp techniques were tested, with varying degrees of success. There were for instance live sound design, scuba diving, theatrical experiments, modern dance, fireworks and van kidnappings. The campaign was played in various surroundings at Helsinki, including museums, galleries, streets, parks, private apartments and office buildings. The 10-meter dragon built in an abandoned railway tunnel was noted by the street art community The Wooster Collective, which included it to its blog (http://www.woostercollective.com/post/the-dragon-in-the-helsinki-railway-tunnel). The campaign was documented extensively with video and photography and so far one short film apart from the introduction video has been completed from the material.
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==Introduction video==
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{{#evu:https://vimeo.com/311758505
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}}
  
[https://vimeo.com/311758505 Valve Introduction]
 
  
<gallery>
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==Photo gallery==
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<gallery mode=slideshow>
 
File:Valve First.jpg
 
File:Valve First.jpg
 
File:Valve-eka2.jpg
 
File:Valve-eka2.jpg

Latest revision as of 01:20, 27 January 2020

Valve
Valve2012-40.jpg
Techniques
Information
Date2011 (2011)-2013 (2013)
Duration9 events
LocationHelsinki, Finland
Participants30–50
Credits
Designed by
The Grey before giving birth to a new small city

Description

Valve (Awake) was a larp campaign played in three consecutive summers, comprising of altogether nine events in 2011–2013. The first year of Valve received support from the Alvar Aalto Foundation and Ropecon ry. The basic idea was to study whether immersion to a character would alter the way the players perceived their everyday surroundings. The main subtext for the campaign came from Pedro Calderón de la Barca's play, Life is a Dream (1635). The campaign was designed to combine three separate storylines with each utilising their distinct but intertwined fantastic settings.

The first of the storylines was science fiction, summoning inspiration from such sources as classical Greek tragedies and albums of the prog rock band Coheed and Cambria. The world and people in it were salvaged from a wrecked starship by that ships AIs, whose original purpose was to perform a prophetic algorithmic drama on the ship. After the wreckage these special AIs, now freed from ships bounds, began to bend the whole planet to their cryptic dramatic whims. The other two storylines were more mythical in nature, drawing inspiration from world creation myths and gnosticism.

In Valve many different larp techniques were tested, with varying degrees of success. There were for instance live sound design, scuba diving, theatrical experiments, modern dance, fireworks and van kidnappings. The campaign was played in various surroundings at Helsinki, including museums, galleries, streets, parks, private apartments and office buildings. The 10-meter dragon built in an abandoned railway tunnel was noted by the street art community The Wooster Collective, which included it to its blog. The campaign was documented extensively with video and photography and so far one short film apart from the introduction video has been completed from the material.

Photographs in the gallery are from several games of Valve and are all taken by photographer Tuomas Puikkonen.

Introduction video


Photo gallery