From the beginnings of cyberspace thought and conceptualization in the 1980s to the age of new media in the 90’s, every aspect of new media has progressed in some form or another. It has, as Lev Manovich describes in his work “ ‘Navigable Space’ The Language of New Media”, the potential to “give rise to genuinely original and historically unprecedented aesthetic forms” such as games. From this the reader infers to the point of comprehension the progression of time and progression of new media, as the rise of these forms is stuck in its potential; it is yet to come. Yet, the key difference in our relation to space and its change through time is not based in the act of navigation or forms of interaction, per se, -as new media spaces are always spaces of navigation- but the aesthetics of navigable space, moving from the 80’s game phenomenon and virtual reality to modern art installation. It is like a river, constantly moving, constantly flowing, yet with some consistency, thus making the human user less of “data cowboy”- as Gibson would say- than a data captain, navigating or rather steering through the medium. As we shall see navigable space represents a larger cultural form, one that transcends computer games and extends further into new media.
Manovich explores through his analysis of Doom and Myst the concept of movement through space, or navigation, from a first person perspective, as he says, “if a player does nothing, the narrative stops,” similarly in Second Life if the visitor does nothing there is no interaction, there is no purpose for the avatar. In other words, “movement through space allows the player to progress through the narrative… it is a way for the player to explore the environment.” The interesting notion between Second Life and a game like Myst is that Second Life is not considered a game, but a world. Yet this begs the question, “where is the line?” Is it in the interaction with other characters that no longer makes first-person-simulation-navigation a game? If so, than how do we process the development of Halo or World of Warcraft? To give them dual citizenship, so to speak, is perfectly reasonable considering the transformations that navigable space undertakes, in particular the ever-changing aesthetics in terms of open space or closed containment and the relation to genre (the type of space, its purpose, and thus its restriction or lack thereof).
If navigable space is, in fact, a subjective space there is only room for a first-person account, yet the true navigable space that cyberspace was supposed to have does not yet exist, with the closest forms of it being games, avatar/social networks like Second Life and different forms of virtual reality. The problem with Second Life in the navigable space discussion is the unimportance of moving around, or more specifically actually being a part of navigable space, since it is a social networking environment a “visitor” needn’t move in order to find conversation or a friend if others are doing it for them. For example, if half the Second Life users did nothing but stand in the environment they were transported to, they would be bound the meet some percentage of the other half who are the aggressors and the ones actually navigating through the space. Does it help the lazy users, or for that matter, actually do anything for them? No. But the problem still rests that navigation is not always necessary in the navigable space.
However, the forms of navigable space do not end in virtual reality or even cyberspace for that matter, for one must consider that art of installations, many of which can be thought of as dense multimedia information spaces, combing texts, video, graphics, images and 3-D elements with a spatial layout. The space in the installation becomes a media type, and like other media types, it can be transmitted, stored and retrieved. If navigable space is in a constant maneuver or state of change, than the form of installation will not be the last, nor will it come close, since even if there was a form of navigable space as it was originally imagined/intended, there would always be updates, improvements and changes for it is the cycle of obsolescence. Yet, it is this very cycle that adds to the aesthetics of the space: its temporality gives it new and intriguing beauty.