Showing posts with label Shakespeare. Show all posts
Showing posts with label Shakespeare. Show all posts

Wednesday, February 1, 2012

Consumption

In the game, the purpose is almost always to acquire. In many ways, the original Pac-Man continues to provide the motif and core of the game, despite its advances in rendering technology and sundry interactivity possibilities. But the game encourages the gamer to consume--a gluttony that would be punished in the Fifth Circle of Dante's Hell (both the game and the original poem)--in a way that surpasses most media's insistence on consumption. All media urge the audience to consume: more movie tickets, more DVDs, more clothes, more food, more gas, more knowledge. This is an oblique compliment and an obtuse insult, for it is a natural thing that media--or, perhaps, society--can convince their audience to do par excellence.

And yet the game's purpose is a distillation of the real, making the consumption--though virtual--more pressing, more incentive-driven, more intense. This is part of its allure. This is part of its danger. This is part of its future. This is part of its strength. For this type of consumption's greatest threat is never eventual starvation due to a surfeit of indulgence, but rather the inversion of the target to the point of self-consumption. (Self-examination, then, is the precursor to intellectual self-consumption, a radical event that grows off of that which it feeds--a twist on Hamlet's observation of "...[a]s if increase of appetite had grown/By what it fed on...", though the Prince of Denmark anticipates this rapacious consumerism in his prescient lines. Whether or not one's self-consumption actually transpires seems implausible: Has one ever thought oneself into madness?) With the game, however, its self-consumption can constantly hold satiety in abeyance, in part because of the endlessness of its product, its endless repetition of the buttons, its refusal to end on the terms of the gamer--always on the terms of the game. But more than that, the game can generate its selfsame indefinitely, for it isn't limited by natural resources. Its limits come from algorithms, yes, but if the algorithm is its boundary, then time only will delimit it to the point of effective infinity. It is the most harmless kind of consumption within the world of the unreal, and it is a nearly-disease kind of consumption in the world of the real.

The (Un)Real World


It is Skyrim where we see this consumptive desire played out in its endless expanses. Acquisition for its own sake is the metaphorical name of this game. Pots, body parts, weapons, ores, clothing, and so many other miscellanea that a list is worthless perpetuate themselves throughout the game. The gamer can never consume it all--there is always more to take and to sell, to weigh down Lydia with, to hoard in one's home. The game yields its bountiful crop each time the gamer enters its frosty hills.

But it is more than just the quasi-tangibles of the game, those items that weigh down the character and make for endless scrolling. The acquisition of levels, of spells, of perks, of trophies/achievements--all of these join in and expand upon the expansiveness of Skyrim. One can journey from one end of the map to the other, passing stunning vistas (that eye-candy that is visually devoured as rapidly as real-world candy) and avoiding roaming giants, yet the experience is not satisfying. The lack of satisfaction doesn't come from disappointment--it comes from the impulse of addition. Finding every homestead is not sufficient; other locales may yet need discovering. The exploration fuels this, yes. After all, there is a small thrill to finding some ruins that bandits have taken for their own, expelling them, and adding another mark to the map. But within the gamer lurks this insistence that there is yet something to accomplish.

The Real World Consumption


The game turns itself outward, then, as what was harvested and harbored in the game again becomes insufficient. New games are then purchased--too many games to ever keep up with. Casual games of produce harvesting (consuming the virtual representation of that which turns into the most fundamental consumptive product) generate real world money for unreal world acquisitions. Birds with temperament disorders insist on the possibility of not only more stars, but more levels--thematic for the seasons--and external product of the unreal (plush toys, board games, keychains, and more). Thus the game turns in on itself while simultaneously turning outward, consuming the world that it never should have been able to, blurring the line between the real and the unreal, the analog and the digital, the finite and the infinite.  


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Wednesday, July 21, 2010

Literature, Warfare, Omelas, and Rain

A New Literature


J. Hillis Miller: "The end of literature is at hand. Literature's time is almost up. It is about time. It is about, that is, the different epochs of the different media" (On Literature, 1). This is true, for the death of the Author would inevitably lead to the death of literature, an appropriation of the narrative by the audience in the absence of authorial command and content. The phoenix of literature and narrative will break outward, explode, while, because of its age and its culture, implode. Hamlet: "This is the imposthume of much wealth and peace,/That inward breaks, and shows no cause without/Why the man dies..." (Hamlet IV.iv). The deterritorialization of modernity and postmodernity can no longer insist on definitions, no longer conscript meaning within the purview of the hegemony. Narrative qua narrative, literature qua narrative--this is the game, the reterritorialization of the audience as author. The old death of the Author, with reader response and deconstruction, must capitulate to the new death of the Literature as the game moves outward, expanding into and exploring the form of what it means to be.


Theory can predict in loose outlines the path the game must take, but the game itself is powerless to take any form and any path independent from the gamer. Theory can sketch the outward forms, the inward importance, of the game, but the game itself must take the gamer to those signposts. Yet the gamer misappropriates power, assuming that the game exists for the outward expression only. Or the gamer misinterprets the narrative, assuming that the game's story speaks for the inward exploration only. The gamer is always already outside the game--literally and theoretically. The game exists without the gamer, but without the game, there is no gamer. The ideal contingency of what is transcribed within the algorithm has context only based upon the unideal within the gamespace, the reality of the world perceived.


The game points to the Enlightenment more forcefully than other media, as it stands alone in being the unreal responding to the real, a bundle of secondary qualities that can only operate through a medium of something with primary qualities. The oral history (and live performance) is transient and remembered only, incapable of being relived. The novel (and writing) is static and permanent, incapable of adapting to new times (rather, the times must readapt to the novel, for there is too much of worth to abandon the novel, despite the way the world advances). The film (and television) is static and capable of being relived, though what it relies on heavily is the spectacle of itself (much less than the game, yet still in a way that betokens the ambivalence of the medium). Al Gore: "Individuals receive, but they cannot send. They absorb, but they cannot share. They hear, but they do not speak. They see constant motion, but they do not move themselves" (Assault on Reason, 16). Thence comes the game in its ideal (the ideal of an ideal). The game is dynamic and capable of being relived, though its reliance on spectacle and its greatest strength (interaction) also weaken it to a point far from transcendence.


Modern Warfair


War has changed. In the digital, as in the real, there are rules of engagement. Some are unwritten and unsigned (don't camp; headshots get extra points), while others are unflinchingly imposed (Geneva conventions may be ignored in Abu Grahib and Gitmo, but no gamer can usurp the authority of the algorithm). The war outside of the game and the war inside of the game are inversions of each other. For the real soldier, there is no health pack, recharging of shields, or respawn point. For the virtual soldier, there is no politics, past life, or outside considerations. What preoccupies one does not preoccupy the other. The virtual soldier cares about reaching a checkpoint to prevent a loss of progress. The real soldier cares about reaching a safe haven to prevent the loss of life. The terms of the two represent each other only superficially, for the death in the game is immaterial, frustrating the ludonarrative impulse alone. Death on the battlefield is material and ambivalent, for the real soldier who dies does not know it.


Hence there is no playing at war, for war is not fair. The most skilled do not 'level up' or even make it home. Just war theory bears this out, as the premise for conflict is circumscribed by conditions that do not gel inside the new unreality of the game. Games such as Call of Duty: Modern Warfare 2, Brothers in Arms, and the Halo franchise do not at all represent war. Even the in-limbo Six Days in Fallujah cannot make a game out of war. The lines are too dissimilar within. Yet the superficiality of the game and the war allow for parallels that bear analysis.


  • Example: Those who are denied the right to play and the right to war are given to complaining (with forums, petitions, and creation of new accounts for the unreal, and forums, petitions, and creation of new laws for the real).
  • Example: There are ethical dilemmas that, upon completion, may warrant awards (positive/negative karmic trees for the unreal, and positive/negative press for the real).
  • Example: Those who participate in the game and the war are of a volunteer ethos, and both have a duty imposed by the exercising of volition (no one is forced to play Ghost Recon 2, and there has been no conscription to the armed services in America since 1973).
  • Example: The use of violence will resolve the conflict, even if the conflict is, itself, violence.

Violence
par excellence is promised in both, but the delivery is distinct. The game strips away the inconveniences of the war, creating a condensed experience of fighting, with bloodbaths that pause only long enough for the next level to load. The daily grind, hours of vigilance, endless heat, perpetual stress of being in a war zone comprises the majority of many soldiers' lives. This discrepancy, long leveled at books and movies, now takes aim at the video game--and the charge still stands. The violence of the real battlefield is tangible in all the ways that the digital is not, driving a wedge between expectations and results.


None of this is to say that the games do not lead some to think of war. No reflection of humanity is truly complete without a component of the violent and the dark. The holy books of the three major monotheistic religions of the world all discuss violence as a part of reality, and every derivative and inferior narrative that stems outward from such books must, at the very least, take it as implied that violence exists in the world.


On Omelas


"The Ones Who Walk Away From Omelas", a marvelous short story by Ursula K. LeGuin, describes a utopia that may be. People are free, happy, and capable of pursuing destinies of their own choosing. Holidays and work are enjoyed in equal measure, people are not puritanical nor licentious, but instead all live in harmony. In the depths of a closet, however, hidden deep beneath the city, a single child suffers and moans in the privation of its soul, caked in filth and starving its life away. Every person in Omelas knows about this child, and all know that it is because that child lives and suffers that everyone else can enjoy the life they have. Some few people feel that there is something inhumane about this, and choose to walk away, abandoning a life of tranquility bought with the suffering of an innocent for a life that they live independently.


This may very well be a story, not of those rejecting a potential utopia in favor of an unknown world, but instead an allegory for the thinking gamer, one who, rather than reveling in the utopia of the ideal made unreal and accepting it as such, instead turns his back on the pure ludological appeal of the gaming world and wishes to explore outward to additional lands and narratives. The price of playing is not as dramatic, but the effects are similar. Much is sacrificed for the ludic, and it is important to respond to what is being offered outside of the game. Hence the banality, futility, and idiocy of the phrase, "It's just a game." Yes, there is much in the game that is ludological, schediological, or narratological. These are the pillars on which the game itself rests. But there is much outside of the game that provides the context to what is being played. No civilian can play a soldier like a returned veteran can. No child can play a parent like a father or mother can. The context of the real is what allows the unreal its freedom. To those who cannot walk away from the game to see the world beyond--nor see the world beneath, the deeper signs and signifiers of the game--then there is a distinct loss. The context of the real makes the impossibility of the unreal conceivable, believable, and worth desiring.


The fear of how obsessive some people are over video games (above and beyond writing a book of essays about them), the constant, almost desperate attempts to link antisocial, violent, or aberrant behavior to video games, the imposition and regulation of video game sales, and all attendant disinformation about the medium, now comes into sharp focus. Those who look inward at Omelas will see one of two things: a world of bliss and understanding; or a world built on what they cannot accept. Those who only see the former are blinded by the brilliance of what the game can do; those who only see the latter are confident that all within the walls are benighted devils deserving of censure and reproach. Neither attitude serves the reality of what the game can be. And little wonder: there are precious few examples of that in the gaming world.


The Heaviest of Rain



Quantic Dreams has taken the narratalogical and schediological challenge of moving the video game into Hillis' "different media" with their brilliant and horribly undervalued Heavy Rain. The ludological component is somewhat lacking, proof that the industry is not quite capable of fully utilizing the game on its own terms. But there is much that works in the game; so much so that it overcomes its ludological shortcomings beautifully.


Heavy Rain relies on the same thing that thatgamecompany's Flower attempted (successfully) to invoke: emotion.* The characters of Heavy Rain contain almost every necessary component for well-rounded and fully realized fictional beings: believability, sympathetic flaws, and honesty. Heavy Rain also handles mature issues well, performing the story for the audience, rather than pandering to it. The main purpose of the story is to allow the gamer to get to know its main protagonists. It is this level of detail in the mundane that works strongest for--and against--the game.


The tiniest minutiae--brushing teeth, shaving, playing with one's children, trying to work as an architect--push the gamer more and more heavily into the character's shoes. When it works, it is phenomenal. The empathy and care that is generated in the gamer can only be felt via this constant presence and control. It is here, however, where the ludic fails, as many gamers, so attuned to the spectacle of gaming and the type of response that they demand and are accustomed to the controls, cannot engage in the story to the correct degree. It is, as it were, too steep of a learning curve. The QTEs that play a predominant role in the control of the game are not tiresome, difficult, or poorly done; they are simply a more overt showing of what the controller normally does. It is a complex piece that must be sight-read as it is played, rather than a memorized ditty that can be rattled off like a thirty-lives code. This complexity offends the gamer who is more attuned to playing by rote than by improvisation.


Still, despite this minor setback (and it is minor), Heavy Rain stands far above other narratological media. It is, within the boundaries of the story, two-way. It gives possibilities, closes doors, opens windows, unlocks treasures, and refuses to let the ineptitude of the gamer halt the progress of the story. Rarely will a game allow such freedom with the choices in an almost genuine way. Unlike sandbox games that provide the greatest, most hollow promises of freedom, Heavy Rain allows the gamer to manipulate not the world around the character (an impossibility in the real world that is actually matched in the game world), but instead the story itself. The possibility of the death of the avatar is real, but the idea of not finishing the game is impossible. This allows the story to be told according to the whims of the game and the gamer, a symbiosis that is as beautiful as it is difficult to articulate.


Heavy Rain is not a game that should be precisely emulated. It must be expanded upon. The idea of sitting down with this game to 'play for a few minutes' is absurd. It is not that kind of game. It does not need (the laughably ubiquitous) multiplayer option. It needs a greater control option (perhaps it will be achieved with Move) and greater appreciation from gamers. It needs to be used as a model of what is possible, and an inspiration to push games toward what should be.

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*While Quantic Dream's masterpiece pushes emotions of fear, anger, stress, and empathy, Flower instead focused on emotions of tranquility and calm
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Thursday, July 9, 2009

Virtual Unreality

There's a gap, somewhere, as necessary as a space between words, yet perplexing all the same. Video games are unique in many ways, but the most important here is the unreality of the experience, connected via a tiny umbilical cord (now wireless) streaming from the participant to the spectacle. This is not 'naïve realism' versus 'representative realism' or any other philosophical thought experiment. Instead, this is the real experiment of what can constitute definitions of reality, but placed inside of a virtual realm.


The game is flat, despite having 3D graphics (or the redundant title of 'stereoscopic vision' being added to give the illusion of dimensional depth to games). The game is silent, despite having 7.1 Dolby Digital sound pumping through the speakers. The game is independent, despite being a console attached to a wall attached to a TV attached to a gamer. Perhaps in a quasi-Buddhist way, we could ask, “If no one is around to play the game, is it still played?”


We can ask 'What is real?' for eons (as philosophers already have) and still come up with only partial answers and glimpses of potential subjective truth, but let's look at it from a more physical standpoint. We sense ourselves, we sense the couch beneath us, we sense the controller in our hands (for now). We can see the screen, hear the fans whir as the game loads, the click of the buttons as we impatiently wait to begin the next step in Petitor's adventure. If we take this sense (everything the mind gives us, from the level of hunger in our bellies to the amount of irritation we have at the boss to the other things we're ignoring to play the game) as real, as the benchmark, as the first level, what happens when almost everything else is pushed aside for the unreality of the game?


Level One: The game is real in terms of visibility: The screen changes from black to blinding, high definition white, filling the room with a paleness akin to death. The colors change and flicker, refreshing themselves 60 times per second, playing the player a simple play of who designed the play itself, the producers, the distributors, the creators, the self-advertisements sliding past as fast as the Start Button is pressed. The game is real in terms of touch: Tactile senses are limited to that of the controller, regardless of Force Feedback or Motion Sensors, but still real for the input. Even games that don't use such gimmicks are relegated to the sensation of the rubber analog sticks and plastic buttons beneath the thumbs. The game is real in terms of sound: The chimes as the cursor slides from 'New Game' to 'Load Game', the click as the depressed button is released, the sound effect as the game acknowledges the selection. The game is real in terms of these three senses, leaving out the senses of smell and taste (for now).


But the gap persists. There is something within the game that cannot be extended outwards, a boundary that is as much an algorithm as the mathematics dictating the way the game starts. Petitor cannot break free of his square prison, cannot turn about to face an outward reality, a focus only on the internal reality that Petitor can perceive. Here is the world where creatures attack him; he is compelled by the X Button to respond with violence. The digital world celebrates the vanquishing of the digital creature, none of which is real to the gamer, all of which is real to the game. This dichotomy of 'our real' versus 'his real' only exists in level one.


Level Two: The game is unreal in terms of visibility: The screen puts up a veneer, a facade, a fiction that is then believed by the player to be the game. Here we have Plato's Allegory of the Cave in a traditional sense, of the shadows on the wall being taken as real, perceived as real, but in reality are completely unreal. (This is the pun, that the game's graphical fidelity to the fiction of the game's own world is rendered by an engine of the same name.) The game is unreal in terms of touch: Forever distant, the only connection between the gamer and the game is molded plastic, clasped in sweaty hands and sometimes receiving the fury of a mistimed jump or the superior skills of an opponent. The weight of Petitor's sword does not numb our arms after hours of violent swinging. Heat reflecting from the sands of a vast yellow desert does not prickle our brows to sweat. The crunch of the gravel road is not felt beneath our feet. The game is unreal in terms of sound: Recorded at time apart from the experience, every sound is like the image--pure digital. There cannot be the sound of a wagon wheel creaking in front of Petitor, for no such wheel exists. The foley artists (true artists in their craft) deceive with simplicity--what sounds to be a broken bone is really a rent stalk of celery; what sounds like a footstep in a roofed amphitheater is but a footstep in a darkened room, perfectly recorded.


This world of Petitor's seems real to him, and we lie to ourselves to say that it seems real to us. The thin, transparent material that divides his world from ours is only semipermeable, and then it's such only one way. We can control him. In Level Two, he cannot control us.


Level Three: The game is real again: The console is turned off. The screen has gone black. The controller is put away. The speakers fall silent. Within us lurks Petitor. We can see him, as Hamlet does of his late father, 'in [our] mind's eye', an avatar of what once was and is now dead. Petitor's experiences become ours; his memories one with our own. The experienced recollection of the game has replaced the action of the game. As in Coriolanus, 'For in such business/action is elegance', an elegance that has extended backward through the game and into the gamer, whose very business is action. Thus the gamer is rescued from lack of the real upon reversal and reflection. Petitor becomes a second-generation control, one that harnesses the gamers' mind and thus indirectly manipulates those who thought they were controlling him. The unreal becomes real as the reverse asserts itself.


The game itself is gamer-less, yet gamer-contingent for perception. The same can be argued for ourselves; that the world itself is without us to perceive it, yet us-contingent for perception. The opposite can be argued, too: The game itself is only real when perceived by the gamer (the world itself is only real when perceived by humans).


Petitor doesn't know the difference. The creatures he fights are real to him, no matter what the Man Behind the Controller would say. Hence Raiden is correct (to an extent) when he yells at the Colonel in Metal Gear Solid 2: “We're out here, we bleed, we die!” To Petitor, reality is what is in front of him, all digital, all binary, all yeses and nos. He is compelled at all times--that is part of his reality. When the game is off, he does not perceive, he does not dream, he does not exist, he does not suffer. He is in the same status as when the game was saved. He is not real, not only because his game has not been (nor, indeed, can be) made, but because the digital manifestation of him is unreal.


Bonus Level: The game is unreal again: This is a different type of unreal, one that is called such not because it does not exist, but because it is the anti-real--hyperreal, a type of real that has become much more (and, paradoxically, much less) than the real itself. It is the currency of our times. Baudrillard would say that the hyperreal is “the generation by models of a real without origin or reality” (1). Is this not the game, then? 'Models of a real' person, such as any 'realistic' avatar (Petitor), who is without both origin (the gamer can give an address, but what about Petitor--or any avatar, for that matter. Where is he located? Where on the disc can one point and say, “There, there is Petitor, in all his potential!”? Scattered over the reflective plastic, the only traceable, significant locus for a character is inside the gamer, in Level Three) and reality.


The hyperreal is the evolution of reality in modernity. Symbols and signs argue for significance, an argument that stifles itself with its own bombast and ferocity. Within the game, comes the ideal once more, the idea that what matters in the world of the game is noticeable above all other signs. This impossibility in the 'real world' is easily and frequently invoked in the 'game world.' Keys sparkle, healing items shimmer, important documents are the only readable areas of the desk, arrows point the way to the next destination. Would that such a convenience existed in the 'real world'!


Thus the hyperreal of the video games reterritorializes what has been subsumed in the hyperreal of modernity, a standing against oversaturation of symbolism by limiting significance into the confines of the game. Little wonder, then, that morality within the game is limited, too.


Moving away from the theory, a question is raised by Petitor, who has just killed his father (a common enough motif in a game). Now is the chance for the narrative to assert itself, to make Petitor seem real as only fiction can be. Now is the chance for the avatar to wonder what he has become, who he truly is, why he does what he does. Instead, Petitor grabs the sword his father wielded and hurries away, not a backward glance, for the gamer wants to get some more orbs in order to level up.


Why is there no ontological crisis of reality in most games? Why do most games avoid the question of selfhood, the duplicity of potential reality, the wonder at existence? Games aspire to hide behind natural human desires--of violence, destruction, sexuality, creation--yet cannot come to grips with what it is--or is not? Perhaps this is why MGS2 is so important and difficult a text. Perhaps this is why the ending of Resident Evil 5 is simultaneously correct (Chris comes to an answer that has plagued him throughout the game) and erroneous (Chris fails to realize the price that must be paid for the thousands of human lives he and Sheva have snuffed out). Until the game is brave enough to consider the repercussions of the dark side of the human soul, instead of just its outward forms of violence and depravity, the genre as a whole will be unable to step into and accept the very hyperreality that it embraces--one in which signs are one more thing under human control.