Andrijana Sitic

"Save Slate"

Section MS8, Raha Farazmand

Keywords: videogame, memory, analogue, home

By returning to the childhood videogame The Sims 2, this work juxtaposes moments of a past life against the space within the game engine and the space within the self. Between the ages of nine and fourteen, hours were spent constructing realities beyond a physical setting to offset the absences found in Manastirica, Serbia.

In the Sims series, the "blank slate" character allows choices to define the narrative. A character and home are created to include reflections on childhood, scattered across a near-construct of the original home. To achieve this, the game engine is modded to incorporate personal photographs captured within the family compound.

The world is navigated on a CRT TV in its intended quality, maintaining the visual output of memory, while a second screen captures the act of gaming from an external point of view. As digital high-definition translates to analogue, data is lost and the image distorts. This relates to the act of recalling memories, where exact recollections are replaced by traces that lose definition over time. The title Save Slate plays on "Save State"—the ability to log and return to a moment—and "Clean Slate"—starting over without memory—to contrast the permanent digital record against the impermanent, analogue nature of the past.