Fish Memory Palace (2008): navigating a story/space of time & memory
This short interactive narrative explores the relationship between inner, ‘subjective’ space and the virtual space of a database. The player/viewer is offered the chance to explore someone’s memory and, through an investigation into this subject’s psychology via clues scattered in the mindscape, to connect the narrative dots between different video fragments or ‘memories’.
“Fish Memory Palace” is about converting our sense of the past, which we can access a-chronologically every time we chose/are forced to remember, into a representational space, which is equally accessible from all points in time. The meanderings of thought and emotion can be traced in the non-hierarchical and yet structured architecture of a virtual space. The sensation of sinking into/being grabbed by a mental process is echoed in the player/viewer’s mode of exploration – strolling through a gallery of animated ‘paintings’ with enigmatic titles, she is potentially intrigued, then caught in an image which becomes a porthole to a full-fledged memory.
In this sense, Fish Memory Palace proposes that we take the database narrative as an opportunity to become a virtual flaneur, to use Walter Benjamin’s term, in a space of our own imagining.