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__NOTOC__
'''Teodora Sinziana Fartan'''
= Rendering Post-Anthropocentric Visions:<br>Worlding As a Practice of Resistance =


[[Category:Toward a Minor Tech]]
<span class="running-header">Rendering Post-Anthropocentric Visions: Worlding As a Practice of Resistance</span>
[[Category:5000 words]]
 
== Abstract ==
This paper formulates a strategic activation of speculative-computational practices of ''worlding'' by situating them as networked epistemologies of resistance. Through the integration of Deleuze and Guattari's concept of a ‘minor literature’ with the distributed software ontologies of algorithmic worlds, a tentative politics for thinking-''with'' worlds is mapped, anchored in the potential of worlding to counter the dominant narratives of our techno-capitalist cultural imaginary. With particular attention to the ways in which the affordances of software can become operative and offer alternative scales of engagement with modes of being-otherwise, an initial theoretical mapping of how worlding operates as a multi-faceted and critical storytelling practice is formulated.
 
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== Introduction ==
Emanating from the fog of late techno-capitalism, the contours of a critical techno-artistic practice are starting to become visible - networked, immaterial and often volumetric, practices of ''worlding'' surface as critical renderings concerned with speculatively envisioning modes of being otherwise through computational means. By intersecting software and storytelling, these practices cultivate more-than-human assemblages that foreground possible world instances - worlding, thus, becomes politically charged as a networked epistemology of resistance, where dissent is enabled through the rendering of alternative knowledge systems and relational entanglements existing beyond the ruins of capitalism.  
 
In the ontological sense, ''practices of worlding'' materialise as algorithmic portals into fictional terrains where alternative modes of being and knowing are envisioned; they refuse to adopt a totalising view of the megastructure of capitalism’s cultural imaginary and instead opt to zoom in onto the cracks appearing along its edges, where other narrative possibilities are starting to sprout and multiply. Through the evocative affordances of software, practices of worlding teleport us forwards, amidst the ruins of the Anthropocene, where “unexpected convergences” emerge from the debris of what has passed (Tsing 205).
 
In their quests for speculative possibility, world-makers are dislodging existing hi-tech systems and platforms from their conventional economical or institutional roles and repurposing them as technologies of possibility which seek to de-centre the dominant narratives of the Western cultural imagination. A reversing of scales therefore occurs, where 'high tech' becomes deterritorialized and mobilised towards the objectives of a 'minor tech', which seeks to counter the universal ideals embedded in technologies through foregrounding "collective value" (Cox and Andersen 1).
 
Consequently, recent years have seen an increased interest in the (mis)use of software such as game engines or machine learning for the artistic exploration of crossovers between the technological, the ecological and the mythical; specifically, through the emergence of increasingly capable and accessible platforms such as Unreal Engine and Unity, game engines have become the creative frameworks of choice for conjuring worlds due to their potential for rapid prototyping and increased capacity of rendering complex, real-time virtual imaginaries. Whilst worlding can exist across a spectrum of algorithmically-driven techniques and systems, it is most often encountered through (or integrates within its technological assemblage) the game engine, as we will see in the course of this paper.
 
In what follows, I aim to at once activate an initial cartography of ‘worlding’ as an emergent techno-artistic praxis and propose a tentative politics for thinking not only ''through'', but also ''with'' worlding as a process that can facilitate ways of imagining outside the rigid narratives of techno-scientific capitalism.
 
I propose that it is particularly through its refiguring of computational methodologies that worlding positions itself as an exercise in creative resistance. Through a refiguration of technology as a speculative tool, worlding offers a potent method for thinking outside of our fraught present by algorithmically envisioning radically different ontologies - these modes of being-otherwise, I contend, also bring forth a new epistemological and aesthetic framework rooted in both the affordances of the technological platforms used for their production and the relational assemblages at their core: the network, in itself, becomes unearthed throughout this paper as the essence of algorithmic world instances and is proposed as a mode of conceptualisation for these practices.
 
Within the context of political resistance, by approaching these algorithmically-rendered worlds through the lens of Deleuze and Guattari’s concept of a 'minor literature' (16), we can trace the emergence of ''minor worlds'' as potent and powerful assemblages for countering the majority worlds of platform capitalism and their dominant socio-cultural narratives - what can these minor worlds reveal about more-than-human collaborations and the critical role of software within speculative practices? How do they become operative as instruments for de-centering the master narratives of our present? What alternative knowledges do they draw upon within their ontologies and what potentialities do they open up for encountering these?
 
Throughout this paper, the worlds conjured by artists such as Ian Cheng, Sahej Rahal, Keiken and Jenna Sutela will be drawn on in order to gain insight into the ways in which worlding at once becomes operative as a form of social and political critique and activates a process of collective engagement with potent acts of futuring, where a co-existence together and alongside the non-human is foregrounded.
 
== Worlding in the age of the anthropocene ==
Today, there seems to be a widespread view that we are living at the end - of liberalism, of imagination, of time, of civilisation, of Earth; engulfed in the throes of late capitalism, conjuring a possible alternative seems exceptionally out of grasp. In his novel ''Pattern Recognition'', which constitutes a reflection on the human desire to detect patterns and meaning within data, William Gibson formulates a statement that rings particularly relevant when superimposed onto our present state:
<blockquote>we have no idea, now, of who or what the inhabitants of our future might be. In that sense, we have no future. Not in the sense that our grandparents had a future, or thought they did. Fully imagined cultural futures were the luxury of another day, one in which 'now' was of some greater duration. For us, of course, things can change so abruptly, so violently, so profoundly, that futures like our grandparents' have insufficient 'now' to stand on. We have no future because our present is too volatile […] We have only risk management. The spinning of the given moment's scenarios. Pattern recognition. (57)</blockquote>
 
Here, Gibson makes reference to the near-impossibility of imagining a clear-cut future in a present that is marred by ecological, political and social unrest - I contend that this fictional excerpt is distinctly illustrative of the affective perception of life within the age of the anthropocene, where the volatility of the present, caused by the knowledge that changes on a planetary scale are imminent, ensures that a given future can no longer be predicted or visualised. Without the ability to rationally deduce a logical outcome, what we, too, are left with is a sort of ''pattern recognition'' - an attempt to find patterns for ways of being and knowing that can become the scaffold for visions of the future; as Gibson foregrounds, today, rather than being logically deducible, the future needs to be sought through the uncovering of new patterns.
 
Just like Gibson's character, we do not know what kind of more-than-human assemblages will inhabit our future states - and it is precisely here that this act of pattern recognition intersects with the core agenda of worlding: how can we envision patterns of possible futures using computation? Within our own contemporary context, where asymmetrical power structures, surveillance capitalism and the threat of climate change deeply complicate our ability to think of possible outcomes, where can new patterns emerge?
 
In the wake of the Anthropocene, feminist critical theory has launched several calls for seeking such patterns with potential to provide a foothold for experiments in imagining future alternatives: from Stenger’s bid to cultivate “connections with new powers of acting, feeling, imagining and thinking” (24), to Haraway’s request for critical  attention to “what worlds world worlds” ("Staying with the trouble" 35) and LeGuin’s plea for a search for the ‘other story’ (6) - an alternative to the linear, destructive and suffocating narratives regurgitated perpetually within the history of human culture. We can, therefore, trace the emergence of a collective utterance, an incantation resonating across feminist epistemologies, emphasising the urgency of developing patterns for thinking and being otherwise - as Rosi Braidotti asks, “how can we work towards socially sustainable horizons of hope, through creative resistance?” (156)
 
In a reality marred by a crisis of imagination, where “it is easier to imagine the end of the world than that of capitalism” (Fisher 1), casting one’s imagination into a future that refuses the master narratives of capitalism is no easy feat, and requires, as Palmer puts it, a "cessation of habitual temporalities and modes of being" ("Worlding") in order to open up spaces of potentiality for speculative thinking - to think outside ourselves, towards possible future alternatives, has therefore become a difficult exercise within the current socio-political context.
 
We can then identify the most crucial question for the agenda of worlding: what comes after the end of our world (understood here as capitalist realism (Fisher 1))? Or, better phrased, what can exist outside the scaffolding of reality as we know it, dominated by asymmetric power structures, infused with injustice, surveilled by ubiquitous algorithms and continuously subjected to extractive practices? And what kind of technics and formats do we need to visualise these modes of being otherwise?
 
Techno-artistic worlding practices attempt to intervene precisely at this point and open up new ways of envisioning through their computational nature - which, in turn, produces new formats of relational and affective experience through the generative and procedural affordances of software. The world-experiments that emerge from these algorithmic processes constitute hybrid assemblages of simulated spaces, fictive narratives, imagined entities and networked entanglements - collectively, they speculatively engage with the uneven landscape of being-otherwise, its multiplicities and many textures and viscosities.
 
== Listening to the operational logic of computationally-mediated worlds ==
To begin an analysis of how worlding attempts to engage with the envisioning of alternatives, we'll first turn to Donna Haraway, who further instrumentalizes the idea of patterning introduced earlier through Gibson: when situating worlding as an active ontological process, she says that "the world is a verb, or at least a gerund; worlding is the dynamics of intra-action [...] and intra-patience, the giving and receiving of patterning, all the way down, with consequences for who lives and who dies and how" ("SF: Science Fiction, Speculative Fabulation, String Figures, So Far" 8). By making the transition from noun to verb, from object to action, worlds and patterns become active processes of ''worlding'' and ''patterning''. In Haraway's theorising of speculative fabulation, patterning involves an experimental processes of searching for possible "organic, polyglot, polymorphic wiring diagrams" - for a possible fiction, whilst worlding encapsulates the act of conjuring a world on the basis of that pattern ("SF: Science Fiction, Speculative Fabulation, String Figures, So Far" 2). Furthermore, Haraway situates worlding as a practice of collective relationality, of intra-activity between world-makers and world-dwellers, as well as between world and observer, through a networked process of exchange. It is important to note that worlding, to Haraway, is far from apolitical: she evidences its relevance by defining it as a practice of life and death, which has the potential to engage in powerful formulations of alternatives - acts which might be crucial in establishing actual future states. As she argues, “revolt needs other forms of action and other stories of solace, inspiration and effectiveness” ("Staying with the Trouble" 49)
 
To gravitate towards an understanding of these other stories, we'll approach worlding in context through the eyes of Ian Cheng, an artist working with live simulations that explore more-than-human intelligent assemblages. Cheng defines the world, as “a reality you can believe in: one that promises to bring about habitable structure from the potential of chaos, and aim toward a future transformative enough to metabolise the pain and pleasure of its dysfunction” ("Worlding Raga") - a world, in this perspective, needs to be an iteration of the possible, one that presents sufficient transformative power for existing otherwise; the referencing of 'belief' is also crucial here as, within capitalist realism, where all "beliefs have collapsed at the level of ritual or symbolic elaboration" (Fisher 8), its very activation becomes and act of revolt.
 
Of worlding, Cheng says that it is “the art of devising a World: by choosing its dysfunctional present, maintaining its habitable past, aiming at its transformative future, and ultimately, letting it outlive your authorial control” ("Worlding Raga") - the world-maker, therefore, does not only ideologically envision a possible reality, but also renders it into existence through temporal and generative programming. Cheng balances this definition within the context of his own practice concerned with emergent simulations, where authorship becomes a distributed territory between the human and more-than-human.
 
It is important to note that Cheng refuses to ascribe any particular form, medium or technology as an ideal template of worlding - rather, discreetly and implicitly, Cheng’s definition evokes the operational logic of algorithms by referencing the properties of intelligent and generative software systems. The definiton's refusal of medium-specificity mirrors the multiplicity of ways in which algorithms can world: whilst many of these worlds initially unfold as immersive game spaces (and then become machinima, or animated films created within a virtual 3D environment (Marino 1) when presented in a gallery environment), satellite artefacts can emerge from a world's algorithmic means of production, often becoming a physical manifestation of that world's entities - taking shape, for example, as physical renditions of born-digital entities, as seen in the sculptural works as that emerge from Sahej Rahal's world, ''Antraal'', where figures of the last humans, existing in a post-species, post-history state, are recreated outside of the gamespace.
 
[[File:Antraal.jpg|thumb|400px|Figure 1: Exhibition view of ''Antraal'' by Sahej Rahal. ''Feedback Loops'', 7 Dec 2019–15 Mar 2020, ACCA, Melbourne. Image courtesy of the artist.]]
 
Transgressions of the fictional world into real-space can take a variety of shapes, depending on the politics and intentions of that world: other examples of worlds spilling out of rendered space and into reality are Keiken's ''Bet(a) Bodies'' installation, where a haptic womb is proposed as an emphatic technology for connecting with a more-than-human assemblage of animal voices and Ian Cheng’s BOB Shrine App that accompanied his simulation ''BOB (Bag of Beliefs)'' in its latter stages of development, through which the audience can directly interact with the AI by sending in app 'offerings', which impress what Cheng terms 'parental influence' on BOB, in order to offset its biases.
 
Consequently, it becomes apparent that practices of worlding are governed by an inherent pluralism - due to this multiplicity of possible tools and algorithms that can operate within the scales of worlding, we are in need of an open-ended definition that can encapsulate commonalities whilst also allowing for plurality of form - I propose here to focus on the unit operations making these worlds possible. From gamespace environments to haptic-sonic assemblages or interactive AI, the common denominator of all these artefacts does not lie in their media specificity, but rather in their software ontology and its procedural affordance, defined by Murray as "the processing power of the computer that allows us to specify conditional, executable instructions" ("Glossary").
 
A working definition for worlding that integrates unit operations with speculative logic can be therefore traced: worlding is a sense-making exercise concerned with metabolising the chaos of possibility into new forms of order through the relational structures enabled by procedural affordances. It involves looking for the logic that threads a world together and then scripting that logic into networked algorithms that render it into being. To world with algorithms is to dissent from the master narratives of capitalism by critically rendering habitable alternatives.
 
Crucial to this definition is an understanding of software as a cultural tool - its procedural affordances, as Murray reflects, have "created a new representational strategy, [...] the simulation of real and hypothetical worlds as complex systems of parameterised objects and behaviours" ("Glossary"). To understand the operative logic that enables procedural worlds, a similar pluriversal analytical model to that proposed by de la Cadena and Blaser (4) becomes necessary for conceiving these ecologies of practice - I propose, therefore, a conceptual model for understanding the symbolic centre of worlding by turning to the ways in which software itself creates and communicates knowledge: the network.
 
Reflecting on Tara McPherson's assertion that “computers are themselves encoders of culture” (36), being able to produce not only representations but also epistemologies, one must wonder, then: in the context of of algorithmic worlds, how do their networked cores become culturally charged? What kind of new knowledges become encoded in their procedural affordances?
 
== Thinking with networks: an epistemic shift towards relationality ==
Another vector through which the nature of worlding can be theoretically approached emerges from Anna Munster’s theorising of networks, particularly her definition of ‘network anaesthesia’ - a term she develops to suggest the numbing of our perception towards networks, making their unevenness and relationality obscure (3). A similar anaesthesia can be identified when working with platformised tools such as game engines, where, as Freedman points out, "the otherwise latent potential of code, found in its modularity, is readily sealed over" - due to code becoming concretized into objects, the computational inner workings of certain aspects become blackboxed (Anable, 137). The trouble with engines is that, in our case, they promote a worlding anaesthesia, where the web of relations at play within that world instance is not immediately apparent due to their obscuring of software.
 
Wendy Chun speaks of a similar paradox to that of the network anaesthesia by referencing the ways in which computation complicates both visuality and transparency. Visuality in the sense of the proliferation of code objects that it enables, and transparency in the sense of the effort of software operations to conceal their input/output relationalities - visualising the network, therefore, becomes an exercises in revealing the inner workings of worlds, one that resists the intentional opacity of the platforms that become involved in their genesis.
 
Munster, too, calls for more heightened reflective and analytical engagements with “the patchiness of the network field” (2) by making its relations visible (and implicitly ''knowable'') through diagrammatic processes. She contends that, in order to decode the networked artefact, we must attempt to understand the forces at play within it from a relational standpoint:
 
<blockquote>We need to immerse ourselves in the particularities of network forces and the ways in which these give rise to the form and deformation of conjunctions — the closures and openings of relations to one another. It is at this level of imperceptible flux — of things ''unforming'' and ''reforming'' relationally — that we discover the real experience of networks. This relationality is unbelievably complex, and we at least glimpse complexity in the topological network visualisation. (3)</blockquote>
 
For Munster, therefore, the structuring of relations and their interconnectedness is paramount to any attempt at making sense of the essence of a software artefact or system. This relational perspective towards networked assemblages opens up a potent line of flight for the conceptualisation of the processes involved in the rendering of worlds - if the centre of a world is a network, that can in itself sustain a number of inputs and outputs of varying degrees of complexity, interlinked in a constant state of flux, then any attempt to understand such a world must involve conceptual engagement with the essence of the network, or the processes through which relations open and close and produce these states of flux. Engagement with algorithmic worlds, therefore, moves from the perceptual into the diagrammatic, from a practice of observation to one of sense-making, involving not only visualisations but also a certain computational ''knowing'', an understanding of relations and flows. I argue here that engagement with worlds necessitates an increased type of cognitive engagement, one that allows us to understand the object of discussion differently, through a foregrounding of relational exchanges.
 
I propose a turn towards cartographing the relations that operate within a world on an affective level, due to the spaces of evocative possibility opened up by a world's procedural affordances. Murray draws on EA's 1986 advert asking "Can a computer make you cry?" to reflect on the need for increased critical attention to be given to the ways in which affective relations form within a procedural space; she argues that "tears are an appropriate measure of involvement because they are physiological and suggest authenticity and depth of feeling" (84), but clarifies that it is precisely the visceral aspect of crying that is of interest - the focus is not on "sad content, but compellingly powerful and meaningful representation of human experience" (85). She observes that, in the domain of video games, whilst there are some experiments with instilling emotion in viewers, these are not yet complex structures of feeling; she calls, therefore, for the development of computational experiences that constitute "compellingly powerful and meaningful representation of human experience", highlighting the crucial importance of affect. By further extending this idea into the territory of worlding, it becomes apparent that structures of feeling are essential for creating worlds that engage in resistance, and identify Murray's call as a core element on the agenda of worlding.
 
Today, we are already seeing experiments in ‘knowing’ networks emerging - we'll circle back to Cheng here, who seems to have stablished a practice of conceptually diagramming his work on BOB (Bag of Beliefs) - one that does not simply relate input to output or technically map, but also pays attention to producing a cartography of the affective relations scripted into BOB's world. By showing increased tendencies towards engagement with not only the network itself, but also the ''networking'', Cheng traverses the crucial space between the perceived (the immediate) and the perceptual (the more esoteric, affectively charged circulations of data within a system), as seen in the examples of Figures 2 and 3, which do not seek to formally capture the elements of a network assemblage, but rather, to create a “topological surface” (Massumi 751) for the experience of that world.
 
[[File:Figure 2. Ian Cheng, excerpt from Emissaries Guide, 2017. (Image courstesy of the artist).png|thumb|560px|Figure 2: "21st century human wmwelt" diagram by Ian Cheng, from ''Emissaries Guide'', 2017. Image courtesy of the artist.]]
[[File:IanCheng BOB'sUmwelt.png|thumb|560px|Figure 3: Ian Cheng's ''Emissary Forks at Perfection Map''. Pillar Corrias London, 2015. Image courtesy of the artist.]]
 
As Munster inflects, the goal is “not to abstract a set of ideal spatial relations between elements but to follow visually the contingent deformations and involutions of world events as they arise through conjunctive processes” (5) - in Cheng’s diagram, we see a phenomenological and epistemological topology of the networking processes at play, where affective relations are beginning to be mapped alongside algorithmic diagramming - in the spaces between memory, narrative and desire, a spectrum of relational flows and possibilities emerge. Demonstrating the essence of the network through its flow of relations, Cheng attempts to diagram the simulation across both affective and technical scales.
 
Thinking ''with'' (rather than simply through) worlding, can, therefore, produce an affective networked epistemology where an increased attention to relationality can cultivate new ways of both seeing and understanding beyond the purely machinic. A question of scale emerges here: how do affective and technological scales become intertwined within computer-mediated worlds? When thinking-''with'' worlds, care needs to be taken to address the affective scale along the technical one - how do these scales have the potential to affect one another and the much larger scale of human experience? This vector of research constitutes a significantly larger line of enquiry, one that I will delegate to worlding's future research agenda -  for now, I'll return to Murray's note on computers and tears and ask: could worlds make us cry?
 
== Rendering resistance: the emergence of minor worlds ==
In an age of anxiety underscored by invasive politics and ubiquitous algorithmic megastructures, the major technologies of the present such as artificial intelligence, game engines, volumetric rendering software and networked systems are employed in the service of extractive and opaque practices. However, as Foucault proclaims, “where there is power, there is resistance” (95): when dislodged from their socio-economical frameworks and taken amidst the ruins of the same reality, crumbling under the weight of late techno-capitalism, these technologies can also become an instrument of dissent - to simulate a world volumetrically, epistemologically and relationally becomes an exercise in (counter)utilising the major technologies of the present in order to produce tactics that lead out of these ruins and into a future dominated by new, pluralistic, decentralised and distributed agencies taking shape according to “ecological matters of care” (Puig de la Bellacasa, 24).
 
To resist, here, means to engage with the broader questions of power and refusal within the context of software practices. Within practices of worlding, this refusal of capitalism’s master narratives in favour of imagining otherwise takes shape through a more-than-human entanglement with technologies that are capable of procedurally rendering a glimpse into alternative modes of being through simulation. As LeGuin proposes, technology can be dislodged from the logic of capitalism and refigured as a cultural carrier bag (8); in this sense, she envisions this refiguration as a catalyst for a new form of science fiction, one that becomes a strange realism, re-conceptualised as a socially-engaged practice concerned with affective intensity and multiplicity. Parallel to LeGuin, Nichols also reflects on the tensions between “the liberating potential of the cybernetic imagination and the ideological tendency to preserve the existing form of social relations” (627). Nichols argues that there are inherent contradictions embedded within software systems, emerging from the dual ontology of software as both a mode of control and a force that enables collective utterance and deterritorialization; he writes of cybernetic systems:
 
<blockquote>If there is liberating potential in this, it clearly is not in seeing ourselves as cogs in a machine or elements of a vast simulation, but rather in seeing ourselves as part of a larger whole that is self-regulating and capable of long-term survival. At present this larger whole remains dominated by arts that achieve hegemony. But the very apperception of the cybernetic connection, where system governs parts, where the social collectivity of mind governs the autonomous ego of individualism, may also provide the adaptive concepts needed to decenter control and overturn hierarchy. (640)
</blockquote>
 
Both LeGuin and Nicholson's perspectives propose a seizing of the means of computation against today’s structures of control - this line of thinking is closely aligned with Deleuze and Guattari's theorising of a “minor literature” (16) - firstly outlined in relation to literature in their book ''Kafka: Towards a Minor Literature'', their understanding of 'the minor' is presented through an analysis of Kafka's literary practice. It is important to note here that the idea of the minor is not utilised by Deleuze and Guattari to denote something small in size or insignificant, but rather the minor operates in a politically-charged sense, where it refers to an alternative to the majority: "a minor literature is not the literature of a minor language but the literature a minority makes in a major language" (Deleuze et. al, 16) - as such, the minor becomes a sort of counter-scale emerging within the overarching political, social, economical and technological scales dominating society.
 
Deleuze and Guattari further trace the contours of three characteristics of minor literature: the deterritorialization of language, the connection of the individual to a political immediacy, and the collective assemblage of enunciation. They identify these three conditions as being met in both the content and the form of Kafka's work: Kafka was himself being part of minority within the context of World War II Germany (through his Czech ethnicity and Jewish belief) and therefore was using the majority language of control (German) to produce literature that gave a voice to the marginalised perspectives of those pushed at the fringes of society. Kafka’s work, therefore, becomes an example of how a minority can de-territorialise a mode of expression and use it to affirm perspectives that do not belong to the overall culture that they are inhabiting. The form of Kafka’s work was also minor in structure, which Deleuze and Guattari identified to be networked, claiming that it was akin to "a rhizome, a burrow" (Deleuze et. al, 1) – the quality of being minor, therefore, does not only involve using master frameworks to express alternative views, but can also include exploring other formats of engagement that are distributed and non-linear. Furthermore, Deleuze and Guattari also highlight the transformative power of a minor literature by way of affective resonance specifically, identifying affect as a core element within minor practices.
 
Perhaps the best way to analyse the concept of the minor as it emerges today is to situate it within the context of resistant technologies. I ask, therefore: what could be a minor tech?
 
The concept of a minor literature suggests that a re-purposing of a majority language into a minor one can be a powerful method for subversion and resistance against dominant structures of power. Minor literature emerges within marginalised communities that hold other beliefs to those of the major culture that they live in, offering alternative narratives through the deterritorialization of major languages into collective modes of expression that challenge dominant discourses.
 
A minor tech, then, would be a technology that is deterritorialised – destabilised from its original position and moved into a new territory of possibility; because minor tech exists within a far narrower space than majority tech, everything within it becomes political; and finally, it presents collective value – the latter, to Deleuze and Guattari, is not necessarily ascribed to the collaboration of several individuals for the production of minor language, but rather to the collective value that minority artwork holds; they further highlight the fact that, conceptually, there are insufficient conditions for an individual utterance to be produced in the context of the minor (whilst Big Tech has increased ability to cultivate talent, individualism and mastery, as well the access to high-end tools, minor tech follows a model that doesn't adhere to the existing patterns of the major and often involves DIY, hacking, self-taught methods and collective sharing of knowledge). Minor tech, therefore, becomes cumulative through this sense of the collectivity forming at the core of its production, which generates active solidarities across communities, practitioners and artefacts - a solidarity that cements itself as a collective utterance.
 
Similarly, the turn towards rendering minor worlds is enabled by the recent deployment of game engine technologies towards critical digital experimentation, enabling artists to produce increasingly complex digital artefacts. Whilst game engine themselves are readily accessible, the majority practices that we can identify have an industrialised, large-scale approach to utilising these, which involves multiple teams working across the production of software in a distributed way, oftentimes split between programmers, who create a game’s system, and designers, who produce assets –this approach is perhaps best seen in AAA productions, which become “collaborative enterprises” (Freedman). Game engines can therefore be considered a majority technology, deeply intertwined with industrialised production methods geared towards economic value and the production of specific, major models of play. Other, more modest, minor ways of engaging with game engines have emerged as a consequence, ones where, most notably, the organisational split between system and asset (or visuality) disappears –attempts at producing minor games are most notably identifiable within indie development communities, however, we can also note the recent emergence of a minor practice concerned with seizing the means of rendering for the purposes of critically exploring more-than-human worlds.
 
Consequently, we see the emergence of collective efforts to utilise game engines critically within a context of techno-artistic practice, where the technology becomes minor through its harnessing towards the production of minor worlds, where the entertainment-focused properties of commodified games are replaced with experimental assemblages and their affect constellations. Attentive to the properties of a minor language formulated by Deleuze and Guattari, today’s turn towards the production of virtual worlds as sites of alternative possibilities is reterritorializing the existing entertainment-centric and economically-driven mode of existence of immersive game productions. Within the parameters of the game engine itself, the various features, interfaces and functionalities of mainstream game design software, which are geared towards competitive ludic productions, become subverted or dislodged from their privileged status.
 
When the majority language of the game engine is deployed into the minor territories of experiment and social critique, the connection of the audience with political immediacy is facilitated through the experimental readings that are enabled via computational speculation. As Haraway reminds us, dissent needs “other stories of solace, inspiration and effectiveness” (2016, 49). Pushing beyond the transformation of given content into the appropriate forms expected of major games, these worlds take shape within the territory of the minor, where experimental and non-linear formats that operate in networked and multifaceted ways become materialized. Following in this line of thought, a minor world aims to disrupt established norms and open up new possibilities for social and political transformation - Deleuze positions the minor relationally, claiming that it has "to do with a model – the major – that it refuses, departs from or, more simply, cannot live up to" (Burrows and O’Sullivan, 19).
 
The emergence of minor worlds, therefore, poses relevant questions about the ways in which collaborating with machines gives rise to practices of techno-artistic resistance that seek decolonial, anti-capitalist and care-driven ways of being. When applied to practices of worlding, the concept of the minor highlights the collective agency of artists in constructing alternative worlds that challenge dominant narratives and ideologies - minor worlds represent a rupturing with the ordinary regime of the present through their undoing and reassembling of the operative logic of reality. Their use of algorithmic processes and tools such as game engine technologies or machine intelligence can result in radically different modes of existence from those dictated by the cultural narratives of capitalism. As Deleuze and Guattari infer, minor practices provide “the means for another consciousness and another sensibility” (17).
 
One example of envisioning another sensibility through a refiguration of more-than-human relationships can be found in Sahej Rahal’s work ''Antraal'', which explores what it would mean to live as the final humans, now turned into a-historical machines that roam the Earth. In this work, a virtual biome shows strange-limbed non-human actors roaming a video game simulation, operated by artificially intelligent algorithms that act counterintuitively to one another. Marred by the paradoxes scripted in their code, these beings exhibit chaotic behaviours as their machine intelligences struggle, their ontologies lying far outside human-centred thought capabilities - we can see or hear what they are, but we can only assume what they might be. As Negarestani observes, these last humans ‘have refused and subverted the totality of their contingent appearance and significance of their historical manifestations as mere misconceptions of what it means to wander in time, as an idea and not merely a species’ (24), existing in a state that refuses the current epistemological framework of humanity. Rahal's use of video game engines and artifical intelligence allows for thought to be casted speculatively, into a future where existence is dislodged from today's temporal and ontological frameworks and re-established according to different parameters.
 
[[File:Antraal Gameworld View.jpg|thumb|400px|Figure 4: Sahej Rahal, ''Antraal'', Still from immersive gameworld, 2019. Image courtesy of the artist.]]
 
Another experiment in exploring more-human alliances take shape in the work of Jenna Sutela, via the project ''nimiia cétiï,'' which envisions a language existing outside the master parameters of human expression by deploying intelligent algorithms in the role of a medium that co-interprets data from the Bacilus subtilis bacteria, said to be able to survive on Mars, with recordings of Martian language received from the spirit realm by the by the French medium Hélène Smith. Zhang points out that “Sutela channels the language of the Other to muddy the waters of human sapience, reminding us in synthetic, spiritual and alien tongues that we hold a monopoly over neither intelligence nor consciousness” (154) - ''nimiia cétiï'' is, in essence, a minor language that is at once an exploration in seeking other modes of expression and a vestige to the possibilities that lay beyond the frameworks of language cultivated throughout human history.
 
Both previous examples stand as visions projected from outside our Anthropocentric moment – they refuse the current narratives and knowledge systems of capitalism and attempt to use intelligent technologies or game engines to explore what a more-than-human assemblage could look, sound or ultimately feel like.  In this convergence of artistic practice, software and politics, worlding through algorithms offers a pathway towards ways of being and knowing otherwise, through a re-purposing of the majority of computational and algorithmic tools surrounding us today into a minor language, able to render affective world instances. As Kelly observes, these artists ‘embrace technological development in their lives and work, but in a manner that is cognisant and critical of the frameworks that have developed within the tech industry’s supposed focus on human-centred advancement, which is inevitably driven by the demands of capital’ (4). Worlding, therefore, becomes a political act that aligns with the principles of minor literature in terms of its transformative potential. It invites us to challenge dominant modes of representation, question established boundaries, and imagine new possibilities. By constructing alternative worlds, these artists aim to challenge dominant narratives, ideologies of power, and structures of control and prompt audiences to envision different social, cultural, and political realities.
 
== Conclusion ==
To conclude, we can begin to acknowledge that practices of worlding emerge as dynamic forces concerned with reshaping our understanding of technological, cultural and political structures.  By harnessing the power of the majority tech operating in society, artists engage in a process of world-making that transcends traditional boundaries and opens up new possibilities for creative expression and political resistance. Drawing on the concept of a minor literature put forth by Deleuze and Guattari, we can situate worlding as a politically charged act of subversion and empowerment, by understanding it as minor practice in relation to the majority (or master) structures and narratives that perpetuate inequality, injustice, and oppression.  Moreover, the harnessing of algorithmic technologies for speculatively rendering worlds can provide a fertile ground to explore modes of being otherwise, through the creation of immersive and interactive experiences of a different lifeworld, thus enabling artists to engage audiences in critical reflections on power dynamics, social hierarchies and more-than-human alliances. 
 
Worlding disrupts the established order of things by refusing dominant narratives and offering counter-hegemonic visions of the world - it gives voice to other, more-than-human perspectives and challenges oppressive power structures - as Kathleen Stewart puts it, worlding allows for “an attunement to a singular world’s texture and shine” (340), an ability to not only envision , but relationally tune into a space of possibility, to hold open a portal into another cosmology. In this way, worlding becomes a form of resistance, enabling the creation of alternative realities and fostering the potential for social transformation through inviting audiences to critically engage with new possibilities for social or ecological change. 
 
So, I close with a question, which sets up my research agenda: how can we situate and conceptualise these acts of worlding through an understanding of their relationship with software and affect, and how can the resulting networked epistemologies shape a politics of worlding in tune with what Zylinska defines as a minimal ethics for the Anthropocene? 
 
== Works cited ==
 
<div class="workscited">
Anable, A. “Platform Studies.” ''Feminist Media Histories'', vol. 4, issue no. 2, 2018, pp. 135-140.
 
Andersen, Christian Ulrik, and Geoff Cox. "Toward a Minor Tech". ''A Peer-Reviewed Newspaper'', edited by Christian Andersen and Geoff Cox, vol. 12, no. 1, Apr. 2023, p. 1.


= Rendering Worlds =
Bellacasa, María Puig de la. ''Matters of Care: Speculative Ethics in More than Human Worlds''. University of Minnesota Press, 2017.
A Research Agenda for the Cartographing of Computational Worlding Practices


Author: Teodora Sinziana Fartan
Braidotti, Rosi. ''Posthuman Knowledge''. Polity Press, 2019.


Keywords: worlding, algorithmic storytelling, container model, virtual elsewheres, critical rendering
Burrows, David, and Simon O’Sullivan. ''Fictioning: The Myth-Functions of Contemporary Art and Philosophy''. Edinburgh University Press, 2019.


== Abstract: ==
Cadena, Marisol de la, and Mario Blaser, editors. ''A World of Many Worlds''. Duke University Press, 2018.  
This paper formulates a strategic activation of the artistic practice worlding by setting up a research agenda to map its open-ended entanglements of practices and processes spanning storytelling, computational code, fiction, data flows, networked processes, virtual architectures, mysticism and ecological thinking. Through the integration of LeGuin’s container model with Deleuze and Guattari's concept of a ‘minor literature’ and Anna Tsing's theory of scale, an investigation into the multidisciplinary theoretical underpinnings of worlding practices is launched, with particular attention to how of the affordances of software can challenge dominant narratives and offer alternative scales of engagement. By exploring the intersections of these frameworks and their implications, an initial mapping of how worlding operates as a multi-faceted, critical and anti-colonial storytelling practice is envisioned.


== I. Introduction ==
Cheng, Ian. ''BOB: Bag of Beliefs''. Simulated lifeform, 2018-2019.
''Imagine an empty grid. A flicker. One single coloured pixel appears. Bytes are stirring. Imagine more and more pixels blinking to life, filling the plane, melting into arrays. A three dimensional mesh emerges, amorphous. A raw scaffold. In an electrically-charged, networked order of here and there, affection makes way where vision cannot. Inputs call out to outputs; data streams flow in the two-way traffic of the interface. So long as the algorithm is processing, an Elsewhere opens.''


Cheng Ian. ''BOB Shrine''. Software Application, Version 1.7, Metis Suns, 2019.


What does it mean to ‘world’ an instance of a world? To think it, to carefully plot it out,  then render it alive and, finally, entangled in its web of relations, feel it through the affordances of its interfaces? What kind of entanglements of practices, philosophies and technologies need to be activated in order to conjure such complex imaginaries, where new scales of engagement operate? The possible answers to these questions will most likely be, themselves, intricate webs of philosophies, practices and techniques, bound together by mystical energy - this paper, therefore, sets out to formulate a research agenda for the exploration of such answers, aiming to situate worlding as a complex artistic practice traversing storytelling, computational code, fiction, data flows, networked exchanges, virtual architectures, mysticism and ecological thinking. By opening up such a process of mapping, this text aims to activate the term ‘worlding’ within the context of the computational affordances involved in the immersive, relational and affective rendering of a world instance. 
Cheng, Ian, et al. ''Ian Cheng: Emissary’s Guide to Worlding''. 1st ed., Koenig Books and Serpentine Galleries, 2018.  


Algorithmic renderings of possible worlds are increasingly emerging today as a critical storytelling practice concerned with the conjuring of portals into virtual elsewheres: fictional terrains where alternative modes of being and knowing are envisioned. Materialising through the data exchanges of networked algorithmic structures, these speculative imaginaries enmesh new possibilities for agency and embodiment within the inexhaustible capacity of the virtual. This paper formulates a strategic activation of the term worlding by setting up a research agenda to map its open-ended entanglements of practices and processes spanning storytelling, computational code, fiction, data flows, networked processes, virtual architectures, mysticism and ecological thinking.  
Cheng, Ian. ‘Worlding Raga: 2 – What Is a World?’ ''Ribbonfarm'', 5 Mar. 2019, https://www.ribbonfarm.com/2019/03/05/worlding-raga-2-what-is-a-world/.  


This is, therefore, a study of “what worlds make worlds<nowiki>''</nowiki>, as Haraway puts it (12), of what new imaginative ontologies become possible on the shores of virtual terrains. What kind of seeds grow into virtual cosmologies, and how?
Chun, W.H.K. (2004). “On Software, or the Persistence of Visual Knowledge.” ''Grey Room'', no 18, Winter 2004, pp. 26-51.


This paper argues that technological scale sets ideal conditions for the emergence of computational life worlds, enabling these ontological experiments to exist as immersive continuums of data exchanges through their real-time processes. Moreover, it contends that these critical renderings of speculative virtual imaginaries are increasingly emerging today as a form of collective utterance, a minority language that responds to the current states of emergency that we find ourselves in socially, politically, ecologically and technologically. This recent crystallisation of worlding as an immersive, experiential storytelling practice situates itself within the political context of resistance through its yearning for modes of being-otherwise that seek, as Stengers urges us, to imagine “connections with new powers of acting, feeling, imagining, and thinking” (24) and then prototype, develop and render these into being.
Deleuze, Gilles, et al. "What Is a Minor Literature?". ''Mississippi Review'', vol. 11, no. 3, 1983, pp. 13–33. JSTOR, https://www.jstor.org/stable/20133921.


A question, therefore emerges: how can we position and conceptualise these novel modes of expression that operate within the scales of virtual spaces and their underlying networks of exchange? How can practices of worlding enable us to abandon “habitual temporalities and modes of being”, as Helen Palmer puts it, and think beyond ourselves, speculatively, towards possible futures and fictions?
Deleuze, Gilles, and Felix Guattari. ''Kafka: Toward a Minor Literature''. First Edition, vol. 30, University of Minnesota Press, 1986.


== II. On Worlding ==
Fisher, Mark. ''Capitalist Realism: Is There No Alternative?''. Zero Books, 2012.
Before we move any further into this exploration, the contested nature of the term ‘worlding’ needs to be addressed - both ‘worlding’ and its close etymological relative ‘worldbuilding’ surface within different (and often disparate) academic disciplines, contexts and practices. Particularly the latter, a highly prevalent term within fantasy fiction, games design and creative writing disciplines, tends to revolve around exhaustive how-to approaches to constructing a fantastical universe, that often view the structuring of a world as a process of conquering, as LeGuin agrees (7).


‘Worldbuilding’, in its current mode of existence, often refers to an extensive authorial process that aims to ascribe reasoning to all aspects of a fictional world, in order to increase the audience’s sense of perceived realism; it often follows the belief that when a fictional world is perfectly conceptualised, the audience should have no gaps left to fill in relation to its ontological structure. Darko Suvin emphasises the process of world-building as beginning with a “fictional (‘literary’) hypothesis and develop[ing] it with totalizing (‘scientific’) rigour” (6). This rigorous world-building is also central to the literary tradition of fantasy and science fiction, in which “an alternative society is described in totalizing detail” (Cuffman, 3). This cementation of a perspective focused on logical realism, has, in turn, resulted in the production of exhaustive lists, sets of questions and templates for an author to answer when devising a possible world, in order to clarify its context and improve its sense of realism - a never-leave-any-stone-unturned type of practice emerges here, which aims to encapsulate and quantify this process of fleshing out a world until it feels sufficiently ‘real’ to those coming into contact with it.  
Foucault, Michel. ''The History of Sexuality''. Volume I, Vintage Books, 1978.


The complication I highlight here is that the definition of the ‘real’, as well as the mode to attain this perceived ‘realism’, becomes hinged on a particular perspective of totality and an accompanying set of specified methods, which  often result in the generation of cookie-cutter patterns for thinking worlds through. Similarly to Virgina Woolf’s botulism that LeGuin draws on (2), a confined space of the imagination is starting to take shape, which steadily ferments a noxious narrative. A problematic practice, therefore, arises through the tendency to apply the rule-sets and protocols of this approach to worldbuilding to all fictional practices. Through its quantification of process and its attempt to establish master strategies for maximum realism, this generalised application of worldbuilding functions to produce “closed-network, rockstar-isms that separate forms that are otherwise matrixed, networked, open” (Scavo, 2). Whilst leaving little to nothing for a reader to envisage could hold some sort of practicality within various strands of fiction, it is also an approach that evades critical and imaginative engagement with a holistic, multi-faceted process of world-making. As Kenndey points out, “you can find any number of well-intended world-building guides which say, menacingly, something like ‘Always start with a map and a timeline’”(1), prefiguring a defined format to go about making a world: a correct pattern, a best practice, a guaranteed to succeed method - all chillingly reminiscent of LeGuin’s Ape Man, these protocols result into a master narrative of their own.  
Foxman, Maxwell. "United We Stand: Platforms, Tools and Innovation With the Unity Game Engine". ''Social Media + Society'', vol. 5, no. 4, Oct. 2019, https://doi.org/10.1177/2056305119880177.  


Furthermore, in the etymological sense, the compounding of the word ‘building’ onto that of ‘world’ serves to further complicate matters - ‘building’, which can also be understood as ‘forming’, ‘manufacturing’, ‘producing’, ‘erecting’ or ‘constructing’ carriers with it the traces of colonial and extractive practices of terraforming and industrialisation, which are put into practice through the attempt of streamlining and strategizing the fabrication of worlds; this circles back to LeGuin and the idea of a story as something “to conquer” (7), of an imaginative space as something to overcome, quantify, compartmentalise and then “build” according to a master plan. Moreover, this is darkly reminiscent of the role of worldbuilding played as a colonial strategy within early modernity, where “explorers and colonialists built their own worlds, using what ancient authors and Renaissance navigators had to say to invent new maps of very old worlds<nowiki>''</nowiki> (Kalvey, 3).  Through their attempts to impose a world model over an existing reality, the practice of worldbuilding was heavily used within the colonialist struggle to ‘build’ new social orders - as Kalvey points out, “exploration and colonialism, both of which exploded during the sixteenth and seventeenth centuries, are evidently related to world-building” (1), through their use cosmological imaginations as justifications for colonial practices.
Freedman, Eric. "Engineering Queerness in the Game Development Pipeline". ''Game Studies'', vol. 18, no. 3, Dec. 2018, https://gamestudies.org/1803/articles/ericfreedman.  


Such a terminology, therefore, not only becomes politically problematic, but also constricts the practice of worldbuilding to an activity of assembling or compiling - this is an approach that is literally interpreted the context of video games and digital design, where the notion of worldbuilding is oftentimes directly interpreted as the labour of assembling digital objects into a more complex three-dimensional scene, and the world reduce to the visual or volumetric complexity of the backdrop.
Gibson, William. ''Pattern Recognition''. G.P. Putnam’s Sons, 2003. https://archive.org/details/patternrecogniti00gibs/.


But what of symbolic meanings and metaphors? What of the possibilities for the visitors of these worlds to infer, speculate or derive? What of the conceptual, philosophical, algorithmic processes that surround the building blocks of narrative and their presumed clarity? What of processes that, rather than aiming to impose, structure and uphold a master plan, are open-ended, matrixed and inclusive? Who chooses what a ‘complete’ world is, and to which extent does fiction need to be explained, or ‘built’ ?
Gregg, Melissa and Seigworth, Gregory J. ''The Affect Theory Reader''. Duke University Press, 2010., https://doi.org/10.1515/9780822393047.


I propose, therefore, to dispense with the prefix ‘building’ and its colonial legacy and suggest the use of the term ‘worlding’ instead for addressing those active processes of virtual speculation that are guided by fluidity, open-endedness and a principal focus on affective relations, embodiment and interactive affordances, rather than concentrating on full-scale, intensive, almost-industrialised processes of building a reality. ‘Worlding’, therefore, is put forward to situate those practices that come closer to LeGuin’s “strange realism” (9) than the mimicking of the megastructures that govern our own current reality.
Haraway, Donna J. "SF: Science Fiction, Speculative Fabulation, String Figures, So Far". ''Ada: A Journal of Gender, New Media, and Technology'', no. 3: Feminist Science Fiction, November 2013. DOI:10.7264/N3KH0K81


The alternative term proposed, ‘worlding’ is not a novel concoction - initially established by Heidegger, ‘worlding’ was introduced to be illustrative of an ongoing ontological process - ‘world’ is turned into the active ‘worlding’, therefore making the  transition from noun to verb, which in turn signals a move from passivity to activity, from world to an active process of world-making - as Watts affirms, “the ‘activity’ contained in the term ‘worlding’ expresses the energetic aliveness – the presencing of an environment that is a process in constant flux [...] The term “worlding” suggests that each environment in which we find ourselves simultaneously embraces, encapsulates and signifies our entire world of experience”.  
Haraway, Donna. ''Staying with the Trouble: Making Kin in the Chthulucene''. Duke University Press, 2016.


This verbification of a noun in order illustrate an etymological transition from a passive state to an active process is further reflected in contemporary theoretical thought by other practitioners exploring the domain of speculative possibility, such as O’Sullivan and Burroughs, who propose the transition from ‘fiction’ as noun to its verb form ‘fictioning’: “by using the term fiction as a verb we refer to the writing, imaging, performing or other material instantiation of worlds or social bodies that mark out trajectories different to those engendered by the dominant organisations of life currently in existence” (1) - we can therefore identify a shift of focus surrounding speculative realism, a strategic move towards emphasising open-ended, dynamic practices that exist in constant states of becoming.
Keiken. ''BET(A) BODIES''. Haptic wearable womb, 2021.


Moreover, for Heidegger, ‘worlding’ is an open negotiation without a clear cut definition - there is no universal or fundamentally superior understanding  of worlding, no master key or best practice for engaging in this process, but rather Heidegger acknowledges the open-ended nature of worlding and its multifarious character. Worlding “suggests that each environment in which we find ourselves simultaneously embraces, encapsulates and signifies our entire world of experience” (Watts) and therefore functions as an “opening of meaning” (Marx, 184); it is defined not by the specific assemblage of things, but rather by the relations existing between them, the world being understood as an “open relational context” (Singh, 217).
Kelly, Miriam. “Feedback Loops”. ''Feedback Loops'', ACCA Melbourne, 2020, pp. 22-26.


Furthermore, when situating the work of art, Heidegger relates this to a process of worlding, by claiming that a work of art “sets-up a world. The work holds open the open of the world”, (Heidegger, 29), therefore acknowledging the worlding possibilities of artistic experiences and artefacts, which are able to conjure possible realities with their own complex assemblages of sensations, perceptions and relations.  
LeGuin, Ursula K. “The Carrier Bag Theory of Fiction”. ''Dancing at the Edge of the World: Thoughts on Words, Women, Places'', Ursula K. LeGuin, Grove Press, 1989. pp. 165 – 171.


Since Heidegger’s analysis, the understanding of ‘worlding’ has been appropriated within many other theoretical contexts, such as to theorise colonised space (Spivak), to discuss women’s experiences of the international (Pettman) or to address the phenomenology of movement (Manning), to name a only very few examples from the term’s expansive repertoire of uses within the landscape of theoretical thought. Consequently, the term ‘worlding’ exists within a rich web of theoretical contexts and its definitions, understandings and applications as a mode of thinking vary; perhaps this is illustrative in itself of its multifaceted character and open-ness - how many worlds can be held open at once? And how many ways of experiencing the world are there?
Marino, Paul. ''The Art of Machinima: Creating Animated Films with 3D Game Technology''. 1st edition, Paraglyph Press, 2009.


An argument can be made here that the term worlding’s myriad uses are reflective of its nature as open-ended process - within this constellation of meanings, however, a common thread remains in the sense of worlding always being approached as an active process, as dynamic entanglement of forces concerned with either a form of world-making or one of sense-making. I’d like to move now towards a clearer delineation for the first item on the research agenda mapped in this paper, which is an activation of the term ‘worlding’, particularly as it is understood within this paper’s own theoretical constellation, where it is intertwined with techno-artistic collaborations, computational processes and the affordance of virtual imaginaries. In doing so, I’ll circle back to Heidegger and the functioning of worlds as openings of meanings, in which we are fully encapsulated, and therefore propose that we think of virtual worlds in a similar fashion: as instances of worlds where, through the affordances of the virtual (that is, through interfaces, data flows and networked protocols), we are able to be immersed and embodied in ways that allow for perceptual entanglement with that particular world; as Kathleen Stewart puts it, worlding can be seen as “an attunement to a singular world’s texture and shine” (340), an ability to envision and attune into this space of possibility, to hold open a portal into this particular cosmology.  
Massumi, Brian. “Deleuze, Guattari, and the Philosophy of Expression”. ''Canadian Review of Comparative Literature/ Revue Canadienne de Littérature Comparée''. Sept. 1997, pp. 751–783. https://journals.library.ualberta.ca/crcl/index.php/crcl/article/view/3739.


Worlding is approached here as an open practice, with particular attention Singh’s definition of world as a relational context - I contend that the fictive spaces of the virtual, coupled with the possibilities opened by algorithmic structures, allow for the formation of complex relational webs within virtual world instances and that this relational aspect needs to be foregrounded within the process of worlding an instance of a world. It is important to further note that complexity here does not refer to a totality of meaning or extent of representation of a world, but rather suggests an affective complexity, underscored by the relations at play within a virtual world.  
McPherson, Tara. ''‘U.S. Operating Systems at Mid-Century: The Intertwining of Race and UNIX’''. Race After the Internet, Routledge, 2011.  


Taking all this into account, I propose a definition for worlding as algorithmic practice - a definition intended to be fluid and expandable:
Munster, Anna. ''An Aesthesia of Networks: Conjunctive Experience in Art and Technology.'' MIT Press, 2013, https://doi.org/10.7551/mitpress/8982.001.0001.


Worlding is a sense-making exercise concerned with metabolising the chaos of possibility into new forms of order that communicate otherwise through relational structures. Worlding is the act of looking for the logic that threads a world together and then scripting that logic into a networked system of data flows that render it into being. To world with algorithms is to critically render instances of worlds where speculative alternatives to our fraught present materialise through the entanglements of immersive, interactive and intelligent technologies.
Murray, Janet. "Did It Make You Cry? Creating Dramatic Agency in Immersive Environments". ''Virtual Storytelling. Using Virtual Reality Technologies for Storytelling'', edited by Gérard Subsol, Springer, 2005, pp. 83–94. Springer Link, https://doi.org/10.1007/11590361_10.


One may wonder why the choice was made not to attach another prefix or an entire word to that of worlding: why not ‘algorithmic worlding’, ‘computational worlding’ or another term illustrative of technological mediation? To offer an explanation, I’ll need to turn towards our own world and the paradigm of our contemporary condition: the ubiquity of computational technologies. These processes necessary for worlding a virtual world (spanning software, data, interfaces, hardware, algorithms, rendered entities and virtual spaces) are explicitly embedded within the human condition today; we come into contact with them daily through our interactions with our increasingly computationally-mediated reality. To engage in worlding, therefore, is, as Damani puts it, to “invoke the core dilemma of the contemporary condition: how does one live a sovereign life when more and more of it is surveilled, constrained, and monetized through the instruments of asymmetrical power structures?” - to world, therefore, requires active engagement with the human condition as it takes shape enmeshed within platform capitalism, enclosed by algorithmic super structures. I argue that today, to world implicitly involves engaging with the computational structures that are so deeply rooted in our daily existence. As Haraway anticipates when welcoming the new worlds opened up by feminist science fiction in the 1970s and 1980s, their authors were “story-tellers exploring what it means to be embodied in high-tech worlds” (173).
Murray, Janet. “Glossary”. ''Humanistic Design for an Emerging Medium''. 20 May 2023. https://inventingthemedium.com/glossary/.  


== III. In Search of Virtual Elsewheres ==
Negarestani, Reza. “Sahej Rahal: A Life That Wanders in Time”. ''Feedback Loops''. ACCA Melbourne, 2020, pp. 22-26.
Another vector through which the emergence of computer-mediated worlding can be traced is the notion of a virtual ‘elsewhere’ - as Berry, Kim and Spiegel theorise in their introduction to Electronic Elsewheres, “places are conjured up, experienced and produced through media” (Kim et. al., 8) - I contend here that algorithmic technologies give rise to a new typology of ‘elsewhere’ as virtual renderings of spatial relations, enabling new forms of liveness that move beyond the lively presence of television into embodiment and agency.  


Virtual elsewheres, therefore, are conjured into being through acts of envisioning that are underscored by algorithmic apparatuses. As Flusser points out in his theorising of the envisioning power of technical images, computational technologies “unleashes a wholly unanticipated power of invention”:  
Nichols, Bill. “The Work of Culture in the Age of Cybernetic Systems”. ''Screen'', Volume 29, Issue 1, Winter 1988, Pages 22–47, https://doi.org/10.1093/screen/29.1.22.


“Images appear as no one before could ever have dreamed they would. And the photographs, films, and television and video images that surround us at present are only a premonition of what envisioning power will be able to do in the future. Only when we focus on computer-synthesised images, images of the nearly impossible because ungraspable, unimaginable, and incomprehensible, can we start to even suspect what sort of hallucinatory power is at hand.” (Flusser, 37)
Palmer, Helen and Hunter, Vicky. “Worlding”. ''New Materialism: How Matter Comes to Matter'', 2018, https://newmaterialism.eu/.  


Flusser speaks of the power of algorithms as hallucinatory and limitless - he anticipates the development of interactive and immersive media that moves far beyond the power of the television, whilst also recognising the abilities of algorithms for envisioning synthetic worlds. Furthermore, Flusser also speaks of the artist’s perspective, that of the “envisioner”, who stands “at the most extreme edge of abstraction ever reached, in a dimensionless universe, and they offer us the possibility of again experiencing the world and our lives in it as concrete” (38) - Flusser foresees here the future possibilities of worlding, where the artist creates a dimension from nothing, by volumetrically shaping a world and then imbues that space with affective relationality through scripted interactions, allowing for it to be experienced similarly to concrete reality. Envisioning, therefore, is proposed here as a crucial practice to the process of worlding, concerned with the technical apparatus that allows a world to be experienced explicitly.  
Rahal, Sahej. ''Antraal''. Simulated biome, 2019.


Beyond the possibilities of media and computation, the notion of elsewhere is central to speculative fiction and any practice that aims to seek an alternative and envision it. As Carpenter notes, “for Le Guin, ‘elsewhere’ has always been a lens magnifying the vexations of our own time and place, including militarism, sexism, governance, and ecology” (1).  
Stengers, Isabelle. ''In Catastrophic Times: Resisting the Coming Barbarism''. Open Humanites Press, 2015. http://www.openhumanitiespress.org/books/titles/in-catastrophic-times/.


Le Guin positions elsewheres as politically-charged spaces where alternatives to the master narratives of Western thinking and historical practices of domination, which extend all the way into the narratives that we tell ourselves, can be contained. Le Guin attempts to challenge the narratives of domination by questioning the  predominant hero's journey narrative structure, suggesting that stories can be open-ended, meandering, and inclusive, offering a more nuanced representation of the human experience. Drawing on Woolf, who attempted a re-fashioning of the English language into a ‘new plan’, LeGuin steers away from the paralysing myth of heroism, entrapped in linear repetition, and towards a container model of storytelling, where narratives can exist in networked, distributed and non-linear ways. An understanding of worlding is proposed within this framework, as a process that ushers energy inwards, rather than outwards - the world as container, as collection of energies and entities, all linked together through the non-linear pathways of the network; LeGuin also places great emphasis on the crucial importance of the power of relationality and acknowledges the mode of existence of a story as “neither resolution nor stasis but continuing process” (7).
Stewart, Kathleen. "Afterword: Worlding Refrains". ''The Affect Theory Reader'', Duke University Press, 2010, pp. 339–54. https://doi.org/10.1515/9780822393047-017.


When addressing technology, Le Guin proposes a refiguration of it as a cultural container in itself, which in turn enables the practices of science fiction to become a fluid, open field that is formulating a strange realism, positioned to match the strangeness of reality itself. Le Guin's approach challenges the notion of technology as a tool of conquest, emphasising its potential for cultural exchange and fostering empathy. She envisions this new form of science fiction as a socially engaged practice concerned with affective intensity and focused on multiplicity and plurality. Through the container model of storytelling, she offers a compelling framework for how the role of technology as a carrier bag of cultural knowledge can operate within the domain of narratives. By viewing technology as a vessel for envisioning speculative alternatives, we can imbue it with cultural potency - through sowing the seeds of worlds to come within the networked spaces afforded by algorithmic processes, we can start to shape new narratives.  
Sutela, Jena, Akten, Memo and Henry, Damien. ''nimiia cétiï''. Speculative audio-visual work, 2018.


The container model of narrative also offers a useful mode of conceptualising a story that is networked and rendered through algorithmic processes. Such worlds radically move away from a linear model of narrative presentation and into a networked format, where relationality, as LeGuin also contends, becomes the central mode of affective transmission. A world therefore becomes a cultural vessel, an information recipient that materialises a virtual elsewhere, where meaning is distributed amongst digital entities and data flows.
Zhang, Gary Zhexi. “Jenna Sutela: Soult Meat and Pattern”. ''Magic'', edited by Jamie Sutcliffe, Co-Published by Whitechapel Gallery and The MIT Press, 2021, pp. 153-156.


This paper, of course, could be considered its own form of container, of theoretical knowledge and reflections, that hopefully may lead to contemplation of how algorithms can make worlds, what those worlds can show us and how they can reflect back onto our own contemporary condition.  I therefore add to my research agenda, or recipient, another entry: that of the container model, which prompts a quest for new possible forms of affective transmission.
Zylinska, Joanna. ''Minimal Ethics for the Anthropocene.'' Open Humanites Press, 2014. pp. 20.
</div>


== IV. Versions and Visions ==
[[Category:Toward a Minor Tech]]
The final, shorter part of this paper, will focus on connecting worlding to a political immediacy.
[[Category:5000 words]]

Latest revision as of 10:29, 13 September 2023

Teodora Sinziana Fartan

Rendering Post-Anthropocentric Visions:
Worlding As a Practice of Resistance

Rendering Post-Anthropocentric Visions: Worlding As a Practice of Resistance

Abstract

This paper formulates a strategic activation of speculative-computational practices of worlding by situating them as networked epistemologies of resistance. Through the integration of Deleuze and Guattari's concept of a ‘minor literature’ with the distributed software ontologies of algorithmic worlds, a tentative politics for thinking-with worlds is mapped, anchored in the potential of worlding to counter the dominant narratives of our techno-capitalist cultural imaginary. With particular attention to the ways in which the affordances of software can become operative and offer alternative scales of engagement with modes of being-otherwise, an initial theoretical mapping of how worlding operates as a multi-faceted and critical storytelling practice is formulated.

Introduction

Emanating from the fog of late techno-capitalism, the contours of a critical techno-artistic practice are starting to become visible - networked, immaterial and often volumetric, practices of worlding surface as critical renderings concerned with speculatively envisioning modes of being otherwise through computational means. By intersecting software and storytelling, these practices cultivate more-than-human assemblages that foreground possible world instances - worlding, thus, becomes politically charged as a networked epistemology of resistance, where dissent is enabled through the rendering of alternative knowledge systems and relational entanglements existing beyond the ruins of capitalism.  

In the ontological sense, practices of worlding materialise as algorithmic portals into fictional terrains where alternative modes of being and knowing are envisioned; they refuse to adopt a totalising view of the megastructure of capitalism’s cultural imaginary and instead opt to zoom in onto the cracks appearing along its edges, where other narrative possibilities are starting to sprout and multiply. Through the evocative affordances of software, practices of worlding teleport us forwards, amidst the ruins of the Anthropocene, where “unexpected convergences” emerge from the debris of what has passed (Tsing 205).

In their quests for speculative possibility, world-makers are dislodging existing hi-tech systems and platforms from their conventional economical or institutional roles and repurposing them as technologies of possibility which seek to de-centre the dominant narratives of the Western cultural imagination. A reversing of scales therefore occurs, where 'high tech' becomes deterritorialized and mobilised towards the objectives of a 'minor tech', which seeks to counter the universal ideals embedded in technologies through foregrounding "collective value" (Cox and Andersen 1).

Consequently, recent years have seen an increased interest in the (mis)use of software such as game engines or machine learning for the artistic exploration of crossovers between the technological, the ecological and the mythical; specifically, through the emergence of increasingly capable and accessible platforms such as Unreal Engine and Unity, game engines have become the creative frameworks of choice for conjuring worlds due to their potential for rapid prototyping and increased capacity of rendering complex, real-time virtual imaginaries. Whilst worlding can exist across a spectrum of algorithmically-driven techniques and systems, it is most often encountered through (or integrates within its technological assemblage) the game engine, as we will see in the course of this paper.

In what follows, I aim to at once activate an initial cartography of ‘worlding’ as an emergent techno-artistic praxis and propose a tentative politics for thinking not only through, but also with worlding as a process that can facilitate ways of imagining outside the rigid narratives of techno-scientific capitalism.

I propose that it is particularly through its refiguring of computational methodologies that worlding positions itself as an exercise in creative resistance. Through a refiguration of technology as a speculative tool, worlding offers a potent method for thinking outside of our fraught present by algorithmically envisioning radically different ontologies - these modes of being-otherwise, I contend, also bring forth a new epistemological and aesthetic framework rooted in both the affordances of the technological platforms used for their production and the relational assemblages at their core: the network, in itself, becomes unearthed throughout this paper as the essence of algorithmic world instances and is proposed as a mode of conceptualisation for these practices.

Within the context of political resistance, by approaching these algorithmically-rendered worlds through the lens of Deleuze and Guattari’s concept of a 'minor literature' (16), we can trace the emergence of minor worlds as potent and powerful assemblages for countering the majority worlds of platform capitalism and their dominant socio-cultural narratives - what can these minor worlds reveal about more-than-human collaborations and the critical role of software within speculative practices? How do they become operative as instruments for de-centering the master narratives of our present? What alternative knowledges do they draw upon within their ontologies and what potentialities do they open up for encountering these?

Throughout this paper, the worlds conjured by artists such as Ian Cheng, Sahej Rahal, Keiken and Jenna Sutela will be drawn on in order to gain insight into the ways in which worlding at once becomes operative as a form of social and political critique and activates a process of collective engagement with potent acts of futuring, where a co-existence together and alongside the non-human is foregrounded.

Worlding in the age of the anthropocene

Today, there seems to be a widespread view that we are living at the end - of liberalism, of imagination, of time, of civilisation, of Earth; engulfed in the throes of late capitalism, conjuring a possible alternative seems exceptionally out of grasp. In his novel Pattern Recognition, which constitutes a reflection on the human desire to detect patterns and meaning within data, William Gibson formulates a statement that rings particularly relevant when superimposed onto our present state:

we have no idea, now, of who or what the inhabitants of our future might be. In that sense, we have no future. Not in the sense that our grandparents had a future, or thought they did. Fully imagined cultural futures were the luxury of another day, one in which 'now' was of some greater duration. For us, of course, things can change so abruptly, so violently, so profoundly, that futures like our grandparents' have insufficient 'now' to stand on. We have no future because our present is too volatile […] We have only risk management. The spinning of the given moment's scenarios. Pattern recognition. (57)

Here, Gibson makes reference to the near-impossibility of imagining a clear-cut future in a present that is marred by ecological, political and social unrest - I contend that this fictional excerpt is distinctly illustrative of the affective perception of life within the age of the anthropocene, where the volatility of the present, caused by the knowledge that changes on a planetary scale are imminent, ensures that a given future can no longer be predicted or visualised. Without the ability to rationally deduce a logical outcome, what we, too, are left with is a sort of pattern recognition - an attempt to find patterns for ways of being and knowing that can become the scaffold for visions of the future; as Gibson foregrounds, today, rather than being logically deducible, the future needs to be sought through the uncovering of new patterns.

Just like Gibson's character, we do not know what kind of more-than-human assemblages will inhabit our future states - and it is precisely here that this act of pattern recognition intersects with the core agenda of worlding: how can we envision patterns of possible futures using computation? Within our own contemporary context, where asymmetrical power structures, surveillance capitalism and the threat of climate change deeply complicate our ability to think of possible outcomes, where can new patterns emerge?

In the wake of the Anthropocene, feminist critical theory has launched several calls for seeking such patterns with potential to provide a foothold for experiments in imagining future alternatives: from Stenger’s bid to cultivate “connections with new powers of acting, feeling, imagining and thinking” (24), to Haraway’s request for critical  attention to “what worlds world worlds” ("Staying with the trouble" 35) and LeGuin’s plea for a search for the ‘other story’ (6) - an alternative to the linear, destructive and suffocating narratives regurgitated perpetually within the history of human culture. We can, therefore, trace the emergence of a collective utterance, an incantation resonating across feminist epistemologies, emphasising the urgency of developing patterns for thinking and being otherwise - as Rosi Braidotti asks, “how can we work towards socially sustainable horizons of hope, through creative resistance?” (156)

In a reality marred by a crisis of imagination, where “it is easier to imagine the end of the world than that of capitalism” (Fisher 1), casting one’s imagination into a future that refuses the master narratives of capitalism is no easy feat, and requires, as Palmer puts it, a "cessation of habitual temporalities and modes of being" ("Worlding") in order to open up spaces of potentiality for speculative thinking - to think outside ourselves, towards possible future alternatives, has therefore become a difficult exercise within the current socio-political context.

We can then identify the most crucial question for the agenda of worlding: what comes after the end of our world (understood here as capitalist realism (Fisher 1))? Or, better phrased, what can exist outside the scaffolding of reality as we know it, dominated by asymmetric power structures, infused with injustice, surveilled by ubiquitous algorithms and continuously subjected to extractive practices? And what kind of technics and formats do we need to visualise these modes of being otherwise?

Techno-artistic worlding practices attempt to intervene precisely at this point and open up new ways of envisioning through their computational nature - which, in turn, produces new formats of relational and affective experience through the generative and procedural affordances of software. The world-experiments that emerge from these algorithmic processes constitute hybrid assemblages of simulated spaces, fictive narratives, imagined entities and networked entanglements - collectively, they speculatively engage with the uneven landscape of being-otherwise, its multiplicities and many textures and viscosities.

Listening to the operational logic of computationally-mediated worlds

To begin an analysis of how worlding attempts to engage with the envisioning of alternatives, we'll first turn to Donna Haraway, who further instrumentalizes the idea of patterning introduced earlier through Gibson: when situating worlding as an active ontological process, she says that "the world is a verb, or at least a gerund; worlding is the dynamics of intra-action [...] and intra-patience, the giving and receiving of patterning, all the way down, with consequences for who lives and who dies and how" ("SF: Science Fiction, Speculative Fabulation, String Figures, So Far" 8). By making the transition from noun to verb, from object to action, worlds and patterns become active processes of worlding and patterning. In Haraway's theorising of speculative fabulation, patterning involves an experimental processes of searching for possible "organic, polyglot, polymorphic wiring diagrams" - for a possible fiction, whilst worlding encapsulates the act of conjuring a world on the basis of that pattern ("SF: Science Fiction, Speculative Fabulation, String Figures, So Far" 2). Furthermore, Haraway situates worlding as a practice of collective relationality, of intra-activity between world-makers and world-dwellers, as well as between world and observer, through a networked process of exchange. It is important to note that worlding, to Haraway, is far from apolitical: she evidences its relevance by defining it as a practice of life and death, which has the potential to engage in powerful formulations of alternatives - acts which might be crucial in establishing actual future states. As she argues, “revolt needs other forms of action and other stories of solace, inspiration and effectiveness” ("Staying with the Trouble" 49)

To gravitate towards an understanding of these other stories, we'll approach worlding in context through the eyes of Ian Cheng, an artist working with live simulations that explore more-than-human intelligent assemblages. Cheng defines the world, as “a reality you can believe in: one that promises to bring about habitable structure from the potential of chaos, and aim toward a future transformative enough to metabolise the pain and pleasure of its dysfunction” ("Worlding Raga") - a world, in this perspective, needs to be an iteration of the possible, one that presents sufficient transformative power for existing otherwise; the referencing of 'belief' is also crucial here as, within capitalist realism, where all "beliefs have collapsed at the level of ritual or symbolic elaboration" (Fisher 8), its very activation becomes and act of revolt.

Of worlding, Cheng says that it is “the art of devising a World: by choosing its dysfunctional present, maintaining its habitable past, aiming at its transformative future, and ultimately, letting it outlive your authorial control” ("Worlding Raga") - the world-maker, therefore, does not only ideologically envision a possible reality, but also renders it into existence through temporal and generative programming. Cheng balances this definition within the context of his own practice concerned with emergent simulations, where authorship becomes a distributed territory between the human and more-than-human.

It is important to note that Cheng refuses to ascribe any particular form, medium or technology as an ideal template of worlding - rather, discreetly and implicitly, Cheng’s definition evokes the operational logic of algorithms by referencing the properties of intelligent and generative software systems. The definiton's refusal of medium-specificity mirrors the multiplicity of ways in which algorithms can world: whilst many of these worlds initially unfold as immersive game spaces (and then become machinima, or animated films created within a virtual 3D environment (Marino 1) when presented in a gallery environment), satellite artefacts can emerge from a world's algorithmic means of production, often becoming a physical manifestation of that world's entities - taking shape, for example, as physical renditions of born-digital entities, as seen in the sculptural works as that emerge from Sahej Rahal's world, Antraal, where figures of the last humans, existing in a post-species, post-history state, are recreated outside of the gamespace.

Figure 1: Exhibition view of Antraal by Sahej Rahal. Feedback Loops, 7 Dec 2019–15 Mar 2020, ACCA, Melbourne. Image courtesy of the artist.

Transgressions of the fictional world into real-space can take a variety of shapes, depending on the politics and intentions of that world: other examples of worlds spilling out of rendered space and into reality are Keiken's Bet(a) Bodies installation, where a haptic womb is proposed as an emphatic technology for connecting with a more-than-human assemblage of animal voices and Ian Cheng’s BOB Shrine App that accompanied his simulation BOB (Bag of Beliefs) in its latter stages of development, through which the audience can directly interact with the AI by sending in app 'offerings', which impress what Cheng terms 'parental influence' on BOB, in order to offset its biases.

Consequently, it becomes apparent that practices of worlding are governed by an inherent pluralism - due to this multiplicity of possible tools and algorithms that can operate within the scales of worlding, we are in need of an open-ended definition that can encapsulate commonalities whilst also allowing for plurality of form - I propose here to focus on the unit operations making these worlds possible. From gamespace environments to haptic-sonic assemblages or interactive AI, the common denominator of all these artefacts does not lie in their media specificity, but rather in their software ontology and its procedural affordance, defined by Murray as "the processing power of the computer that allows us to specify conditional, executable instructions" ("Glossary").

A working definition for worlding that integrates unit operations with speculative logic can be therefore traced: worlding is a sense-making exercise concerned with metabolising the chaos of possibility into new forms of order through the relational structures enabled by procedural affordances. It involves looking for the logic that threads a world together and then scripting that logic into networked algorithms that render it into being. To world with algorithms is to dissent from the master narratives of capitalism by critically rendering habitable alternatives.

Crucial to this definition is an understanding of software as a cultural tool - its procedural affordances, as Murray reflects, have "created a new representational strategy, [...] the simulation of real and hypothetical worlds as complex systems of parameterised objects and behaviours" ("Glossary"). To understand the operative logic that enables procedural worlds, a similar pluriversal analytical model to that proposed by de la Cadena and Blaser (4) becomes necessary for conceiving these ecologies of practice - I propose, therefore, a conceptual model for understanding the symbolic centre of worlding by turning to the ways in which software itself creates and communicates knowledge: the network.

Reflecting on Tara McPherson's assertion that “computers are themselves encoders of culture” (36), being able to produce not only representations but also epistemologies, one must wonder, then: in the context of of algorithmic worlds, how do their networked cores become culturally charged? What kind of new knowledges become encoded in their procedural affordances?

Thinking with networks: an epistemic shift towards relationality

Another vector through which the nature of worlding can be theoretically approached emerges from Anna Munster’s theorising of networks, particularly her definition of ‘network anaesthesia’ - a term she develops to suggest the numbing of our perception towards networks, making their unevenness and relationality obscure (3). A similar anaesthesia can be identified when working with platformised tools such as game engines, where, as Freedman points out, "the otherwise latent potential of code, found in its modularity, is readily sealed over" - due to code becoming concretized into objects, the computational inner workings of certain aspects become blackboxed (Anable, 137). The trouble with engines is that, in our case, they promote a worlding anaesthesia, where the web of relations at play within that world instance is not immediately apparent due to their obscuring of software.

Wendy Chun speaks of a similar paradox to that of the network anaesthesia by referencing the ways in which computation complicates both visuality and transparency. Visuality in the sense of the proliferation of code objects that it enables, and transparency in the sense of the effort of software operations to conceal their input/output relationalities - visualising the network, therefore, becomes an exercises in revealing the inner workings of worlds, one that resists the intentional opacity of the platforms that become involved in their genesis.

Munster, too, calls for more heightened reflective and analytical engagements with “the patchiness of the network field” (2) by making its relations visible (and implicitly knowable) through diagrammatic processes. She contends that, in order to decode the networked artefact, we must attempt to understand the forces at play within it from a relational standpoint:

We need to immerse ourselves in the particularities of network forces and the ways in which these give rise to the form and deformation of conjunctions — the closures and openings of relations to one another. It is at this level of imperceptible flux — of things unforming and reforming relationally — that we discover the real experience of networks. This relationality is unbelievably complex, and we at least glimpse complexity in the topological network visualisation. (3)

For Munster, therefore, the structuring of relations and their interconnectedness is paramount to any attempt at making sense of the essence of a software artefact or system. This relational perspective towards networked assemblages opens up a potent line of flight for the conceptualisation of the processes involved in the rendering of worlds - if the centre of a world is a network, that can in itself sustain a number of inputs and outputs of varying degrees of complexity, interlinked in a constant state of flux, then any attempt to understand such a world must involve conceptual engagement with the essence of the network, or the processes through which relations open and close and produce these states of flux. Engagement with algorithmic worlds, therefore, moves from the perceptual into the diagrammatic, from a practice of observation to one of sense-making, involving not only visualisations but also a certain computational knowing, an understanding of relations and flows. I argue here that engagement with worlds necessitates an increased type of cognitive engagement, one that allows us to understand the object of discussion differently, through a foregrounding of relational exchanges.

I propose a turn towards cartographing the relations that operate within a world on an affective level, due to the spaces of evocative possibility opened up by a world's procedural affordances. Murray draws on EA's 1986 advert asking "Can a computer make you cry?" to reflect on the need for increased critical attention to be given to the ways in which affective relations form within a procedural space; she argues that "tears are an appropriate measure of involvement because they are physiological and suggest authenticity and depth of feeling" (84), but clarifies that it is precisely the visceral aspect of crying that is of interest - the focus is not on "sad content, but compellingly powerful and meaningful representation of human experience" (85). She observes that, in the domain of video games, whilst there are some experiments with instilling emotion in viewers, these are not yet complex structures of feeling; she calls, therefore, for the development of computational experiences that constitute "compellingly powerful and meaningful representation of human experience", highlighting the crucial importance of affect. By further extending this idea into the territory of worlding, it becomes apparent that structures of feeling are essential for creating worlds that engage in resistance, and identify Murray's call as a core element on the agenda of worlding.

Today, we are already seeing experiments in ‘knowing’ networks emerging - we'll circle back to Cheng here, who seems to have stablished a practice of conceptually diagramming his work on BOB (Bag of Beliefs) - one that does not simply relate input to output or technically map, but also pays attention to producing a cartography of the affective relations scripted into BOB's world. By showing increased tendencies towards engagement with not only the network itself, but also the networking, Cheng traverses the crucial space between the perceived (the immediate) and the perceptual (the more esoteric, affectively charged circulations of data within a system), as seen in the examples of Figures 2 and 3, which do not seek to formally capture the elements of a network assemblage, but rather, to create a “topological surface” (Massumi 751) for the experience of that world.

Figure 2: "21st century human wmwelt" diagram by Ian Cheng, from Emissaries Guide, 2017. Image courtesy of the artist.
Figure 3: Ian Cheng's Emissary Forks at Perfection Map. Pillar Corrias London, 2015. Image courtesy of the artist.

As Munster inflects, the goal is “not to abstract a set of ideal spatial relations between elements but to follow visually the contingent deformations and involutions of world events as they arise through conjunctive processes” (5) - in Cheng’s diagram, we see a phenomenological and epistemological topology of the networking processes at play, where affective relations are beginning to be mapped alongside algorithmic diagramming - in the spaces between memory, narrative and desire, a spectrum of relational flows and possibilities emerge. Demonstrating the essence of the network through its flow of relations, Cheng attempts to diagram the simulation across both affective and technical scales.

Thinking with (rather than simply through) worlding, can, therefore, produce an affective networked epistemology where an increased attention to relationality can cultivate new ways of both seeing and understanding beyond the purely machinic. A question of scale emerges here: how do affective and technological scales become intertwined within computer-mediated worlds? When thinking-with worlds, care needs to be taken to address the affective scale along the technical one - how do these scales have the potential to affect one another and the much larger scale of human experience? This vector of research constitutes a significantly larger line of enquiry, one that I will delegate to worlding's future research agenda - for now, I'll return to Murray's note on computers and tears and ask: could worlds make us cry?

Rendering resistance: the emergence of minor worlds

In an age of anxiety underscored by invasive politics and ubiquitous algorithmic megastructures, the major technologies of the present such as artificial intelligence, game engines, volumetric rendering software and networked systems are employed in the service of extractive and opaque practices. However, as Foucault proclaims, “where there is power, there is resistance” (95): when dislodged from their socio-economical frameworks and taken amidst the ruins of the same reality, crumbling under the weight of late techno-capitalism, these technologies can also become an instrument of dissent - to simulate a world volumetrically, epistemologically and relationally becomes an exercise in (counter)utilising the major technologies of the present in order to produce tactics that lead out of these ruins and into a future dominated by new, pluralistic, decentralised and distributed agencies taking shape according to “ecological matters of care” (Puig de la Bellacasa, 24).

To resist, here, means to engage with the broader questions of power and refusal within the context of software practices. Within practices of worlding, this refusal of capitalism’s master narratives in favour of imagining otherwise takes shape through a more-than-human entanglement with technologies that are capable of procedurally rendering a glimpse into alternative modes of being through simulation. As LeGuin proposes, technology can be dislodged from the logic of capitalism and refigured as a cultural carrier bag (8); in this sense, she envisions this refiguration as a catalyst for a new form of science fiction, one that becomes a strange realism, re-conceptualised as a socially-engaged practice concerned with affective intensity and multiplicity. Parallel to LeGuin, Nichols also reflects on the tensions between “the liberating potential of the cybernetic imagination and the ideological tendency to preserve the existing form of social relations” (627). Nichols argues that there are inherent contradictions embedded within software systems, emerging from the dual ontology of software as both a mode of control and a force that enables collective utterance and deterritorialization; he writes of cybernetic systems:

If there is liberating potential in this, it clearly is not in seeing ourselves as cogs in a machine or elements of a vast simulation, but rather in seeing ourselves as part of a larger whole that is self-regulating and capable of long-term survival. At present this larger whole remains dominated by arts that achieve hegemony. But the very apperception of the cybernetic connection, where system governs parts, where the social collectivity of mind governs the autonomous ego of individualism, may also provide the adaptive concepts needed to decenter control and overturn hierarchy. (640)

Both LeGuin and Nicholson's perspectives propose a seizing of the means of computation against today’s structures of control - this line of thinking is closely aligned with Deleuze and Guattari's theorising of a “minor literature” (16) - firstly outlined in relation to literature in their book Kafka: Towards a Minor Literature, their understanding of 'the minor' is presented through an analysis of Kafka's literary practice. It is important to note here that the idea of the minor is not utilised by Deleuze and Guattari to denote something small in size or insignificant, but rather the minor operates in a politically-charged sense, where it refers to an alternative to the majority: "a minor literature is not the literature of a minor language but the literature a minority makes in a major language" (Deleuze et. al, 16) - as such, the minor becomes a sort of counter-scale emerging within the overarching political, social, economical and technological scales dominating society.

Deleuze and Guattari further trace the contours of three characteristics of minor literature: the deterritorialization of language, the connection of the individual to a political immediacy, and the collective assemblage of enunciation. They identify these three conditions as being met in both the content and the form of Kafka's work: Kafka was himself being part of minority within the context of World War II Germany (through his Czech ethnicity and Jewish belief) and therefore was using the majority language of control (German) to produce literature that gave a voice to the marginalised perspectives of those pushed at the fringes of society. Kafka’s work, therefore, becomes an example of how a minority can de-territorialise a mode of expression and use it to affirm perspectives that do not belong to the overall culture that they are inhabiting. The form of Kafka’s work was also minor in structure, which Deleuze and Guattari identified to be networked, claiming that it was akin to "a rhizome, a burrow" (Deleuze et. al, 1) – the quality of being minor, therefore, does not only involve using master frameworks to express alternative views, but can also include exploring other formats of engagement that are distributed and non-linear. Furthermore, Deleuze and Guattari also highlight the transformative power of a minor literature by way of affective resonance specifically, identifying affect as a core element within minor practices.

Perhaps the best way to analyse the concept of the minor as it emerges today is to situate it within the context of resistant technologies. I ask, therefore: what could be a minor tech?

The concept of a minor literature suggests that a re-purposing of a majority language into a minor one can be a powerful method for subversion and resistance against dominant structures of power. Minor literature emerges within marginalised communities that hold other beliefs to those of the major culture that they live in, offering alternative narratives through the deterritorialization of major languages into collective modes of expression that challenge dominant discourses.

A minor tech, then, would be a technology that is deterritorialised – destabilised from its original position and moved into a new territory of possibility; because minor tech exists within a far narrower space than majority tech, everything within it becomes political; and finally, it presents collective value – the latter, to Deleuze and Guattari, is not necessarily ascribed to the collaboration of several individuals for the production of minor language, but rather to the collective value that minority artwork holds; they further highlight the fact that, conceptually, there are insufficient conditions for an individual utterance to be produced in the context of the minor (whilst Big Tech has increased ability to cultivate talent, individualism and mastery, as well the access to high-end tools, minor tech follows a model that doesn't adhere to the existing patterns of the major and often involves DIY, hacking, self-taught methods and collective sharing of knowledge). Minor tech, therefore, becomes cumulative through this sense of the collectivity forming at the core of its production, which generates active solidarities across communities, practitioners and artefacts - a solidarity that cements itself as a collective utterance.

Similarly, the turn towards rendering minor worlds is enabled by the recent deployment of game engine technologies towards critical digital experimentation, enabling artists to produce increasingly complex digital artefacts. Whilst game engine themselves are readily accessible, the majority practices that we can identify have an industrialised, large-scale approach to utilising these, which involves multiple teams working across the production of software in a distributed way, oftentimes split between programmers, who create a game’s system, and designers, who produce assets –this approach is perhaps best seen in AAA productions, which become “collaborative enterprises” (Freedman). Game engines can therefore be considered a majority technology, deeply intertwined with industrialised production methods geared towards economic value and the production of specific, major models of play. Other, more modest, minor ways of engaging with game engines have emerged as a consequence, ones where, most notably, the organisational split between system and asset (or visuality) disappears –attempts at producing minor games are most notably identifiable within indie development communities, however, we can also note the recent emergence of a minor practice concerned with seizing the means of rendering for the purposes of critically exploring more-than-human worlds.

Consequently, we see the emergence of collective efforts to utilise game engines critically within a context of techno-artistic practice, where the technology becomes minor through its harnessing towards the production of minor worlds, where the entertainment-focused properties of commodified games are replaced with experimental assemblages and their affect constellations. Attentive to the properties of a minor language formulated by Deleuze and Guattari, today’s turn towards the production of virtual worlds as sites of alternative possibilities is reterritorializing the existing entertainment-centric and economically-driven mode of existence of immersive game productions. Within the parameters of the game engine itself, the various features, interfaces and functionalities of mainstream game design software, which are geared towards competitive ludic productions, become subverted or dislodged from their privileged status.

When the majority language of the game engine is deployed into the minor territories of experiment and social critique, the connection of the audience with political immediacy is facilitated through the experimental readings that are enabled via computational speculation. As Haraway reminds us, dissent needs “other stories of solace, inspiration and effectiveness” (2016, 49). Pushing beyond the transformation of given content into the appropriate forms expected of major games, these worlds take shape within the territory of the minor, where experimental and non-linear formats that operate in networked and multifaceted ways become materialized. Following in this line of thought, a minor world aims to disrupt established norms and open up new possibilities for social and political transformation - Deleuze positions the minor relationally, claiming that it has "to do with a model – the major – that it refuses, departs from or, more simply, cannot live up to" (Burrows and O’Sullivan, 19).

The emergence of minor worlds, therefore, poses relevant questions about the ways in which collaborating with machines gives rise to practices of techno-artistic resistance that seek decolonial, anti-capitalist and care-driven ways of being. When applied to practices of worlding, the concept of the minor highlights the collective agency of artists in constructing alternative worlds that challenge dominant narratives and ideologies - minor worlds represent a rupturing with the ordinary regime of the present through their undoing and reassembling of the operative logic of reality. Their use of algorithmic processes and tools such as game engine technologies or machine intelligence can result in radically different modes of existence from those dictated by the cultural narratives of capitalism. As Deleuze and Guattari infer, minor practices provide “the means for another consciousness and another sensibility” (17).

One example of envisioning another sensibility through a refiguration of more-than-human relationships can be found in Sahej Rahal’s work Antraal, which explores what it would mean to live as the final humans, now turned into a-historical machines that roam the Earth. In this work, a virtual biome shows strange-limbed non-human actors roaming a video game simulation, operated by artificially intelligent algorithms that act counterintuitively to one another. Marred by the paradoxes scripted in their code, these beings exhibit chaotic behaviours as their machine intelligences struggle, their ontologies lying far outside human-centred thought capabilities - we can see or hear what they are, but we can only assume what they might be. As Negarestani observes, these last humans ‘have refused and subverted the totality of their contingent appearance and significance of their historical manifestations as mere misconceptions of what it means to wander in time, as an idea and not merely a species’ (24), existing in a state that refuses the current epistemological framework of humanity. Rahal's use of video game engines and artifical intelligence allows for thought to be casted speculatively, into a future where existence is dislodged from today's temporal and ontological frameworks and re-established according to different parameters.

Figure 4: Sahej Rahal, Antraal, Still from immersive gameworld, 2019. Image courtesy of the artist.

Another experiment in exploring more-human alliances take shape in the work of Jenna Sutela, via the project nimiia cétiï, which envisions a language existing outside the master parameters of human expression by deploying intelligent algorithms in the role of a medium that co-interprets data from the Bacilus subtilis bacteria, said to be able to survive on Mars, with recordings of Martian language received from the spirit realm by the by the French medium Hélène Smith. Zhang points out that “Sutela channels the language of the Other to muddy the waters of human sapience, reminding us in synthetic, spiritual and alien tongues that we hold a monopoly over neither intelligence nor consciousness” (154) - nimiia cétiï is, in essence, a minor language that is at once an exploration in seeking other modes of expression and a vestige to the possibilities that lay beyond the frameworks of language cultivated throughout human history.

Both previous examples stand as visions projected from outside our Anthropocentric moment – they refuse the current narratives and knowledge systems of capitalism and attempt to use intelligent technologies or game engines to explore what a more-than-human assemblage could look, sound or ultimately feel like.  In this convergence of artistic practice, software and politics, worlding through algorithms offers a pathway towards ways of being and knowing otherwise, through a re-purposing of the majority of computational and algorithmic tools surrounding us today into a minor language, able to render affective world instances. As Kelly observes, these artists ‘embrace technological development in their lives and work, but in a manner that is cognisant and critical of the frameworks that have developed within the tech industry’s supposed focus on human-centred advancement, which is inevitably driven by the demands of capital’ (4). Worlding, therefore, becomes a political act that aligns with the principles of minor literature in terms of its transformative potential. It invites us to challenge dominant modes of representation, question established boundaries, and imagine new possibilities. By constructing alternative worlds, these artists aim to challenge dominant narratives, ideologies of power, and structures of control and prompt audiences to envision different social, cultural, and political realities.

Conclusion

To conclude, we can begin to acknowledge that practices of worlding emerge as dynamic forces concerned with reshaping our understanding of technological, cultural and political structures.  By harnessing the power of the majority tech operating in society, artists engage in a process of world-making that transcends traditional boundaries and opens up new possibilities for creative expression and political resistance. Drawing on the concept of a minor literature put forth by Deleuze and Guattari, we can situate worlding as a politically charged act of subversion and empowerment, by understanding it as minor practice in relation to the majority (or master) structures and narratives that perpetuate inequality, injustice, and oppression. Moreover, the harnessing of algorithmic technologies for speculatively rendering worlds can provide a fertile ground to explore modes of being otherwise, through the creation of immersive and interactive experiences of a different lifeworld, thus enabling artists to engage audiences in critical reflections on power dynamics, social hierarchies and more-than-human alliances.

Worlding disrupts the established order of things by refusing dominant narratives and offering counter-hegemonic visions of the world - it gives voice to other, more-than-human perspectives and challenges oppressive power structures - as Kathleen Stewart puts it, worlding allows for “an attunement to a singular world’s texture and shine” (340), an ability to not only envision , but relationally tune into a space of possibility, to hold open a portal into another cosmology. In this way, worlding becomes a form of resistance, enabling the creation of alternative realities and fostering the potential for social transformation through inviting audiences to critically engage with new possibilities for social or ecological change.

So, I close with a question, which sets up my research agenda: how can we situate and conceptualise these acts of worlding through an understanding of their relationship with software and affect, and how can the resulting networked epistemologies shape a politics of worlding in tune with what Zylinska defines as a minimal ethics for the Anthropocene?

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