{"id":3011,"date":"2025-11-05T12:23:48","date_gmt":"2025-11-05T11:23:48","guid":{"rendered":"https:\/\/lab.the-bunker.it\/rubrica\/science-fiction-makes-history\/"},"modified":"2025-11-26T13:12:34","modified_gmt":"2025-11-26T12:12:34","slug":"science-fiction-makes-history","status":"publish","type":"rubrica","link":"https:\/\/lab.the-bunker.it\/en\/rubrica\/science-fiction-makes-history\/","title":{"rendered":"Science fiction makes history"},"content":{"rendered":"\n<p>Science fiction seeks alternative ways to make sense of the universe, as American writer Ted Chiang\u0097author of science fiction stories such as <i>Story of Your Life<\/i> (included in <i>Arrival<\/i>, Vintage Books, 2016), from which Denis Villeneuve\u0092s <i>Arrival<\/i> (2016) was adapted\u0097stated during a talk at the Trieste Science+Fiction Festival.<\/p>\n\n\n\n<p>Since 2022, the Trieste Science+Fiction Festival has also hosted a special section dedicated to video games\u0097a sort of sub-festival called IVIPRO Days, organized in collaboration with the Italian Videogame Program Association (IVIPRO). IVIPRO was created with the goal of fostering connections between video game development studios and institutions, organizations, and public bodies that might wish to use video games to explore Italian cultures, histories, and territories. Over time, IVIPRO\u0092s activities have expanded\u0097for instance, with school projects (<i>Play\/Ground<\/i> and <i>Press Start to Learn<\/i>), the creation of a video game archive (currently not accessible to the public), and game design courses focused on developing games related to cultural heritage and local identity. The IVIPRO Days, too, have evolved\u0097from being a rather institutional event to becoming a broader discussion on the relationships between video games, media, and culture.<\/p>\n\n\n\n<p>In the 2025 edition\u0097beginning, as has become customary, online and continuing in person in Trieste\u0097IVIPRO Days also gained, for the first time, an entire day explicitly aimed at those working or wishing to work in the industry, dedicated mainly to meetings with representatives of foreign video game industries (in this case from Slovakia, Austria, Serbia, and Croatia). From the way I\u0092ve described them, IVIPRO Days might not seem like a science-fiction video game event\u0097or even a science-fiction event in general. And yet they are, because video games are, in essence, entirely science-fictional.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lab.the-bunker.it\/wp-content\/uploads\/2025\/11\/Ted-Chiang-and-Vera-Gheno-at-Trieste-ScienceFiction-Festival.-By-the-author.jpg\" alt=\"\"\/><figcaption class=\"wp-element-caption\">Ted Chiang and Vera Gheno at Trieste Science+Fiction.<\/figcaption><\/figure>\n\n\n\n<p>Years ago, I defended this thesis in issue zero of the ill-fated Italian magazine <i>Kuma<\/i>, produced by Stay Nerd with the support of Lazio Innova. I claimed that \u0093every video game is science-fictional,\u0094 explicitly referencing\u0097and expanding on\u0097the proposal put forward by scholar of speculative narratives Pawe? Frelik to see the video game \u0093as a meta-medium of cyberpunk at large,\u0094 in the chapter dedicated to video games in <i>The Routledge Companion to Cyberpunk Culture<\/i> (edited by Anna McFarlane, Lars Schmeink, Graham Murphy, Routledge, 2019).<\/p>\n\n\n\n<p>For Frelik, video games can be viewed as a cyberpunk medium because they reflect\u0097sometimes explicitly, sometimes implicitly\u0097the evolution of our cyborg relationship with technology, with virtual (reality) worlds, and with the industry that controls those worlds. Frelik was taking up an earlier idea by Brooks Landon (\u0093Diegetic or Digital? The Convergence of Science-Fiction Literature and Science-Fiction Film in Hypermedia,\u0094 in <i>Alien Zone II: The Spaces of Science Fiction Cinema<\/i>, edited by Annette Kuhn, Verso, 1999), who argued that cinema as a whole is a science-fictional medium\u0097especially, though not only, in its early period (1894\u00961906)\u0097since it was born not as a narrative form but as a spectacle \u0093to elicit the same sense of wonder and discovery elicited by science-fiction writing\u0094.<\/p>\n\n\n\n<p>A similar thing could be said of video games, starting again from their origins and their use as tools to test and demonstrate the potential of computer technology. Narratively speaking, if science fiction offers us something comparable to long and elaborate thought experiments (the \u0093alternative ways of making sense of the universe\u0094 mentioned by Chiang), then video games allow us to actually <i>play<\/i> with those (science-)fictional experiments.<\/p>\n\n\n\n<p>In video games, we often find ourselves in worlds that operate differently from the physical one\u0097yet they remain internally coherent and at least seemingly predictable, worlds whose workings we discover through trial and error. That is, through experimentation.<\/p>\n\n\n\n<p>One of the games discussed during the 2025 IVIPRO Days, for instance, seems clearly to be a playable thought experiment: <i>Becoming Saint<\/i> (Open Lab Games, Firesquid, 2P Games, 2025). In the talk \u0093Incremental Narrative in <i>Becoming Saint<\/i>,\u0094 Pietro Polsinelli of Open Lab Games described the genesis of this work, set in mid-14th-century Italy.<\/p>\n\n\n\n<p>In <i>Becoming Saint<\/i>, we create and manage a Christian sect, gradually defining its rule and converting Italian cities in order to achieve, after our inevitable death\u0097or even while still alive\u0097the recognition of our sainthood. It is a tactical battle game, since the attempts at conversion (though not violent) are represented as small skirmishes between the followers we\u0092ve gathered and the inhabitants of the urban centers we march upon during the various chapters\/months into which the game is divided.<\/p>\n\n\n\n<p>But, as Polsinelli explained, <i>Becoming Saint<\/i> is above all a game about our society and its evolution. It places us at the dawn of Italian and European capitalism, asks which path we would have wanted to take, and allows us to experiment with it within a possible synthesis of the physical world. <i>Becoming Saint<\/i> shows how video games (and all technologies) can make history\u0097that is, how they construct an interpretation of history according to their own possibilities and limitations. It shows how technologies produce history even as they narrate it.<\/p>\n\n\n\n<p>In this regard, there is a meaningful scene in Chris Marker\u0092s <i>Level Five<\/i> (1997), which I have already discussed on <a href=\"https:\/\/www.the-bunker.it\/en\/the-most-beautiful-film-about-video-games-you-probably-havent-seen\/\"><i>The Bunker<\/i><\/a>. At one point, the protagonist, Laura (Catherine Belkhodja), discusses a video related to the 1944 battle between the U.S. and Japanese armies for control of the Mariana Islands in the Pacific Ocean.<\/p>\n\n\n\n<p>A Japanese woman is filmed by an American cameraman as she climbs to the top of a cliff on the island of Saipan. Japanese imperial propaganda had ordered both troops and civilians not to accept the shame of capture, but instead to demonstrate through death the steadfastness of their loyalty: the woman is going to commit suicide. At the last moment, she turns and sees the camera filming her. She jumps. \u0093Do we know she would have jumped if at the last minute she hadn\u0092t known she was watched?\u0094 asks Laura. \u0093The woman in Saipan saw the lens and knew that foreign devils would show the world she hadn\u0092t had the guts to jump. So she jumps.\u0094<\/p>\n\n\n\n<p>There it is\u0097the representation of history that creates, that <i>produces<\/i> history itself: the map that produces the territory.<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/lab.the-bunker.it\/wp-content\/uploads\/2025\/11\/Pietro-Polsinelli-Narrativa-incrementale-in-Becoming-Saint-at-Trieste-ScienceFiction-Festival.-By-the-author.jpg\" alt=\"\"\/><figcaption class=\"wp-element-caption\">Pietro Polsinelli, \u0093Narrativa incrementale in Becoming Saint\u0094 at Trieste Science+Fiction Festival. By the author.<\/figcaption><\/figure>\n\n\n\n<p>Among the film screenings of the 2025 Trieste Science+Fiction Festival was <i>OBEX<\/i> by Albert Birney (2025). In 1987, Conor lives almost confined to his home with his dog Sandy, makes computer portraits composed entirely of typographic characters on commission, watches and records films, and thinks that \u0093someday we&#8217;ll all be living in computers, even dogs.\u0094 That\u0092s exactly what happens when he orders by mail a new video game that traps Sandy and forces him to travel through its fantasy world to save her.<\/p>\n\n\n\n<p>But Conor enters the video game by leaving his house\u0097and leaves his house by entering the video game: the distinction between inside and outside, between the physical world and the simulation of an imaginary world, is blurred and uncertain.<\/p>\n\n\n\n<p>Because we know, today, that we truly <i>do<\/i> live inside a computer\u0097that our world is shaped by the computational systems through which we now conceive it. It is an awareness at once terrifying and necessary to explore: that our world is co-produced by our technologies. That science fiction, and the science-fictional medium of the video game, co-produce history.<\/p>\n\n\n\n<h5 class=\"wp-block-heading\">MATTEO LUPETTI<\/h5>\n\n\n\n<p>Matteo Lupetti writes about art criticism, digital art and video games in publications such as Artribune and Il Manifesto and abroad. He has been on the editorial board of the radical magazine menelique and the artistic direction of the reality narrations festival Cretecon. His first book is \u0091UDO. Guida ai videogiochi nell\u0092Antropocene\u0094 (Nuove Sido, Genoa, 2023), a reinterpretation of the video game medium in the age of climate change and within the new multidisciplinary paths that foreground the non-human and its agency.<\/p>\n\n\n\n<p><picture><img loading=\"lazy\" decoding=\"async\" width=\"1000\" height=\"1200\" style=\"max-width: 110%;\" src=\"https:\/\/lab.the-bunker.it\/wp-content\/uploads\/2025\/11\/transparent-thegem-product-justified-square-double-page-l.png\" alt=\"Music and Podcasts: The Soundtrack of \u2018Indagini\u2019\"> <\/picture><\/p>\n","protected":false},"author":8,"featured_media":2166,"template":"","meta":{"_acf_changed":false,"inline_featured_image":false},"rubriche_category":[54],"class_list":["post-3011","rubrica","type-rubrica","status-publish","has-post-thumbnail","hentry","rubriche_category-out-of-bounds"],"acf":[],"_links":{"self":[{"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/rubrica\/3011","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/rubrica"}],"about":[{"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/types\/rubrica"}],"author":[{"embeddable":true,"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/users\/8"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/media\/2166"}],"wp:attachment":[{"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/media?parent=3011"}],"wp:term":[{"taxonomy":"rubriche_category","embeddable":true,"href":"https:\/\/lab.the-bunker.it\/en\/wp-json\/wp\/v2\/rubriche_category?post=3011"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}