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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
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