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.
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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