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Breaking New Ground: How Theo Triantafyllidis is Rebuilding Social Interaction in Virtual Spaces

Written by: Jamin Warren

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Time to read 7 min

Theo Triantafyllidis is charting new territory with Feral Metaverse, an experimental multiplayer environment that challenges traditional gaming approaches. As artists increasingly explore virtual spaces, Triantafyllidis's work stands out for its focus on collective movement and non-traditional social mechanics, pushing beyond conventional approaches to virtual interaction. This ambitious project represents a significant evolution in the intersection of contemporary art and gaming, suggesting new possibilities for social connection in digital environments.

Reimagining Social Contracts

"From day one, the core has been about social rules and different social contracts that exist within this game space," Triantafyllidis explains. His approach moves beyond typical world-building concerns, focusing instead on how players can develop collective language through movement and interaction. This foundation shapes every aspect of the experience, from character design to environmental elements.

For Triantafyllidis, the traditional approach of prioritizing visual aesthetics in virtual spaces misses crucial opportunities for innovation. "With this project, I feel like it's the first time that I'm trying to make a new proposition," he notes. "I've definitely been engaging with games as a medium, really thinking about interaction and using the aesthetic language of modern games, but this is different." This shift represents a maturation in his practice, moving from aesthetic exploration to deeper engagement with the fundamental aspects of social interaction.

CGI jellyfish
Feral Metaverse multi-player in action

A New Approach to Development

The development process for Feral Metaverse represents a significant departure from conventional game design. "90% of the development time has been put into creating a weird interaction system," Triantafyllidis reveals. "Everything else – the character design and other aspects of the game – have been secondary to that." This intensive focus on interaction design reflects a deeper understanding of what makes virtual spaces compelling.

Rather than treating social interaction as a byproduct of visual design, Triantafyllidis places it at the center of the experience. "I was a bit skeptical of using the world-building word as a point of reference for the entire conversation," he admits. "The world-building aspect is important to me, but for a lot of people, it refers more to the visual and aesthetic quality of a world." This distinction highlights a crucial shift in how artists are approaching virtual spaces, moving beyond purely visual concerns to explore deeper questions of interaction and community.

Collective Experience and Movement

At the heart of Feral Metaverse is the concept of collective body movement. Players can push and gather together in groups, creating unique forms of embodied interaction. This emphasis on collective movement and non-verbal communication creates possibilities for new types of social engagement in virtual spaces.


"I'm trying to develop collectives – almost like a collective form of language within the game space," Triantafyllidis describes. "A way to kind of create stronger body connection to our avatars, to each other as characters in the world." This focus on physical interaction and collective movement represents a radical departure from traditional virtual social spaces, which often prioritize verbal communication or predefined interactions.


The project's emphasis on collaborative movement extends to specific mechanics that encourage players to work together physically. Players can climb on top of each other, form collective bodies, and create emergent forms of interaction that aren't possible in traditional gaming environments. These mechanics serve not just as novel features but as fundamental building blocks for new forms of social expression.

Bridging Art and Gaming Communities

The project sits at a crucial intersection between contemporary art and gaming communities, highlighting the challenges and opportunities in this space. "For my case, and maybe for a lot of these artists making video games that are not in the game scene, but rather coming from having gallery representation or traction in the art world, there's usually an art institution that is somehow responsible for the general audience," Triantafyllidis explains. "But then finding a way to reach the games audience specifically becomes more useful."


This dual audience presents unique challenges. Traditional art institutions, while supportive, often struggle to understand the gaming medium. "The galleries are completely oblivious to this kind of new audience, this new medium," Triantafyllidis notes. "So they can't help us, but they still would want to get a 50% cut if we were to sell this work in an art context." This tension between traditional art world structures and new media practices points to the need for new models of support and distribution.

Innovation in Distribution and Support

The challenge of bringing game-based art to wider audiences has led Triantafyllidis to consider new models for distribution and support. "If there was an art video game publisher that could help all this generation of artists trying to make games, that would be super helpful," he suggests. This need reflects a growing recognition that traditional art world structures may not be sufficient for supporting this emerging form.


The artist points to specific challenges that such a publisher could address: "One is assembling a good team. I have a lot of good 3D artists and animators, but I don't have access to or a circle with good game programmers. Another side would be the publishing marketing, dealing with platforms and audiences." These practical concerns highlight the complex infrastructure needed to support artists working in this space.


The potential for reaching new audiences through platforms like Steam presents both opportunities and challenges. "We're trying to think around this problem," Triantafyllidis explains. He describes working with producers and developing business plans for continued development, while acknowledging the challenge of gaining traction on gaming platforms with experimental work.

A Maturing Medium

Stills from the live performance as part of "Group Hug"

The project exemplifies a growing maturity in artists' engagement with game engines and virtual spaces. Rather than simply appropriating gaming aesthetics or creating static virtual environments, artists like Triantafyllidis are diving deeper into the unique possibilities of the medium, particularly its capacity for creating new forms of social interaction and collective experience.


"I think there is some frustration in the audience for the direction that the whole games world has taken," Triantafyllidis observes. "It feels like it's going to produce a bunch of very stagnant game worlds if it keeps going in this direction." His work offers an alternative path, suggesting how virtual spaces might evolve beyond current conventions.

Looking Forward

As virtual spaces continue to evolve, works like Feral Metaverse point toward new possibilities for meaningful interaction and community building in digital environments. By prioritizing social mechanics and collective movement over traditional gaming conventions, Triantafyllidis is helping to define a new vocabulary for artistic expression in virtual spaces.


This approach suggests a future where virtual environments move beyond simple social networking or gaming paradigms to create truly novel forms of interaction. As more artists enter this space with similarly ambitious visions, we may see a transformation in how we think about and engage with virtual worlds, leading to richer, more meaningful forms of digital social experience.

FAQ

What makes Feral Metaverse different from other virtual social spaces?

"From day one, the core has been about social rules and different social contracts that exist within this game space. I'm trying to develop collectives – almost like a collective form of language within the game space, a way to create stronger body connection to our avatars, to each other as characters in the world. The landscape has become almost like an arbiter, stemming from this but not necessarily being super primary."


How does this project bridge the art and gaming worlds?

"For artists making video games who are not in the game scene, but rather coming from having gallery representation or traction in the art world, there's usually an art institution that is responsible for the general audience. But finding a way to reach the games audience specifically becomes more useful. I feel like it's the first time that I'm daring a new proposition. I have absolutely no idea if it's going to work or have a response from the gaming community, but it is an attempt to have a deeper conversation."


What are the broader implications of this approach to virtual spaces?

"I think there is some frustration in the audience for the direction that the whole games world has taken. It feels like it's going to produce a bunch of very stagnant game worlds if it keeps going in this direction. Ninety percent of the development time has been put into creating a weird interaction system. Everything else – the character design and other aspects of the game – has been secondary to that. What makes a game interesting is the mechanics and interactions."

Jamin Warren

Jamin Warren founded Gameplayarts, an organization dedicated to the education and practice of game-based arts and culture. He has produced events such as the Versions conference for VR arts and creativity, in partnership with NEW INC. Warren also programmed the first Tribeca Games Festival, the groundbreaking Arcade at the Museum of Modern Art, and the Kill Screen Festival, which Mashable called "the TED of videogames." Additionally, he has served as an advisor for the Museum of Modern Art's design department, acted as cluster chair for the Gaming category for the Webbys, and hosted Game/Show for PBS Digital Studios.

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