ARTiculAction Art Review - Special Issuue Aug. 2016 | Page 120

ICUL CTION C o n t e m p o r a r y A r t Mark Franz R e v i e w Special Issue constructions that are antagonistic to a more humanist cause. I try to give credit to viewers by giving enough information to lead them to a narrative, but allow them to make their own assumptions about how that narrative is interpreted. This is where interactivity becomes important. Interactive work often struggles to get past the gamified feeling of winning and losing, but in my work, I want to make that a secondary or tertiary goal. The primary objective is to offer social commentary through interactive environments, graphic elements, and motion design. 24 For this special edition of ARTiculAction we have selected Zelda Deforested, an extremely interesting project that our readers have already started to get to know in the introductory pages of this article. Would you shed light on the genesis of this project? In particular, why did you decide to incorporate references to Nintendo's imagery? Referencing Nintendo’s imagery was a conscious decision as it has powerful nostalgic qualities among certain viewers. The game is a satire and relies heavily on the knowledge of the original content as the meaning comes from the things that