Statement by TOTAL REFUSAL

Cracking Corporate Reality

An event by the Department of Site-Specific Art

Total Refusal's lecture investigates the phantasm of public space in open-world video games. Titles like Watch DogsThe Division, and GTA V present meticulously crafted pastiches of real cities such as London, New York, and Los Angeles. Yet, these digital worlds represent an escalation of the corporate reality they simulate. As public spaces and workplaces in our physical reality become increasingly gamified, digital game spaces inversely become a model for the physical, upending the traditional dynamic where the real world was the blueprint for the digital.
This logic mirrors that of real-world Business Improvement Districts (BIDs), where security and property value dictate the use of space, all while cosplaying as open cityscapes. In-game, this control manifests through hollow, inaccessible buildings, non-player characters looping limited performative actions, and hidden rules that nudge players toward anticipated behaviors. The digital city is not a playground for free exploration but a controlled simulation of public space, where player agency is limited to a narrow set of pre-approved actions and the world is rarely multiperspectival or user-generated.

This controlled experience has historical roots in colonialist Western landscape design. The boundaries of game maps are not mere fictional borders but carefully crafted illusions, akin to the "ha-ha" walls in Romantic and Baroque gardens. Just as these gardens were playgrounds for the ruling class—where peasants were incorporated as decorative elements—the video game landscape is a curated experience. Ruins are artificially placed, and architecture serves a predetermined "environmental storytelling" function.

This stands in stark contrast to the ideas of the Situationist International, who sought to question the hierarchical and repressive urban realm. They championed détournement—the repurposing of urban elements—and psychogeography, a self-chosen, drifting exploration of the city. Projects like Constant Nieuwenhuys' "New Babylon" envisioned the city as a true "arena of play," a free surface designed to generate unpredictable games and erase capitalist domination. It is the utopian version of what game maps later have become.

Video games, however, remain a "game" with fixed rules, not free "play." While modding and artistic interventions become something more collective, they remain semi-public simulations. Ultimately, these digital realms are top-down, corporate, and securitized investment products—which, precisely for this reason, invite us to misuse, appropriate, and subvert them.

Website TOTAL REFUSAL
Website Ortsbezogene Kunst
Group photo of Total Refusal
TOTAL REFUSAL © Michael Petri
Lecture
Guest lecture
18. December 2025, 14:00
Universität für angewandte Kunst Wien, Paulusplatz 5, 1030 Wien