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mechanics of fugitivity

Video games should not be a space for escape or fantasy, but neither should it be a space of productivity. It should depart from the values of production, but stay in the realms of speculation. Instilling a sense of yearning, without giving in to fetishism. Towards reproduction, remediation, and reparations for the mediums that allow its construction. In spite of its debt to all previous media, it should remain undisciplined. Becoming a space of study, improvisation, and riffs. To create a space for the fugitive, and all who seek refuge within.

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