Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Saturday, June 19, 2010

Extra Lives

I just finished reading Extra Lives: Why Video Games Matter by Tom Bissell. Part memoir (mostly memoir), part analysis (definitely a reader response type of analysis), the book goes to great lengths of establishing why video games matter to Tom Bissell. This is not a bad thing, but it isn't quite what I had hoped for when I got my early Father's Day present. Still, what is most remarkable, for me, is that it wasn't what I am trying to write, at least not entirely. I have divided my book up into four categories: Tutorial, Exploration, Experience, and Exit. (I am toying with changing Tutorial to "Exegesis", but that might be too complex a word, despite the delicious alliteration; also, with its overt religious connotation and strained synonymic paring with the ideas of tutorial, I will probably just leave it as is.) Anyway, the Experience category is one that I am writing about my own personal experiences with the game in question, whether it be or Resident Evil or Prince of Persia or whatever. Reading Extra Lives was very much like seeing what it's like to be on the other side of the conversation for the Experience chapters of my own book. Fortunately, I liked it. Even though I hadn't played most of the games he was discussing, I felt comfortable with my knowledge, enough so that I could appreciate his experience and the way that it worked for him.

Despite how well it was written (I had to look up a number of words that he used, which was an unfamiliar experience, to be honest), I felt that the last chapter was too heavy a confession of Bissell's cocaine addiction and not enough substance. Then again, I have always been bothered by drug users--more the idea than any particular person--and I struggle to stow away judgments about patent stupidity when I hear someone being, well, so patently stupid.

Along with a skimming over of my notes from Baudrillard (a major resource for the book), I've really been feeling the itch to write more on this blog and flesh out more of the essays. Two problems: 1) Baudrillard feels prescient in so many ways apropos of gaming that I fear the book will have nearly endless quotes from him; 2) Thinking a lot about video games makes me want to go play video games. I have a possible solution for each problem, though I worry about actually taking advantage of them: 1) Write just one essay that really explores the Baudrillard connections, and be happy with that; 2) My son is recovering from heart surgery, so my monopoly on the only gaming console in the house has been preempted. Neither solution really makes me want to smile (especially number two, though it has nothing to do with the sharing of the PS3, which I'm happy to do for him), but I will probably end up using these answers anyway.

I know this is somewhat bombastic, but I just wanted to repost something that I wrote earlier, because, when I reread it, my jaw hit the floor:

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.

If this statement is right, then Peter Molyneux's statement to Tom Bissell is totally correct: "We're going to change the world and entertain in a way that nothing else ever has before" (201). Here's why: the symbols and signs that we typically interpret and summarily take for granted have drowned out meaning. Think of traffic: blinking lights, different colored lights, off ramps, on ramps, lanes, changing speeds, pedals, wheels, radio noise, speaking on the phone, and the list trolls on. There is this 'oversaturation of symbolism' rippling throughout the world. One of the things that video games limit--out of technological necessity--is how many signs and symbols are put onto the screen. Sometimes it's spartan, like Tetris, with a relatively small handful of icons to manipulate and respond to.

Sometimes it's egregious, like World of Warcraft, with a major portion of the screen's real estate littered with tiles, titles, bars, numbers, chat, and graphs.

But it still doesn't hold as many codes as does real life:

So the main gist of the quote is that part of the allure of the gaming world is, for all its complexity and difficulty, and facades of depth, it is still vastly more simple than the typical world in which we navigate--the game reclaims that simpler life, the one after which so many hopelessly pine.

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.

Tuesday, June 30, 2009

On Violence

NOTE: This is a long one. It's also a lot more theoretical than conversational. If you have a question, please feel free to post so that I can try to be more clear.

There is little debate on what the greatest debate is when it comes to video games: Does the imaginary violence of the game translate into violent behavior in the real world? It seems to be very much a 'depends on your point of view' type of argument. Not only does it depend on one's point of view, but also the particular study itself, what it focuses on, and how well it's managed. It is also important to note the rhetorical tricks of the debate*, since most of the data are coming from second or third sources. But I am no statistician, so numbers do nothing to help me to understand the issue. In fact, numbers about this argument are superfluous, since the entire point of gaming (whether the gamer/designer/critic is aware of it or not) is the individual as the ideal. Let's look at violence, then, shall we?

Violence Within the Digital

The 1980s and early 1990s: Within the dark cave of the video game arcade comes the perpetual sound, flashing lights, and endless shouts--a child-sized spectacle. Skeeball, Whack-A-Mole, and Ticket Wheels are relegated to one corner, the 'child-friendly,' benign entertainment that provides the paradigm for gambling in later years. This is the Big League Chew of Las Vegas, the innocuous imitation of a larger social entertainment, one that is arguably destructive in and of itself. This is the addiction of the game but with bumpers and rounded corners.

Separated from the rest of the glitz are the free-standing black boxes with instantly recognizable controllers, molded plastic that is shaped to look like an uzi, a sniper rifle, a hand gun. Sometimes they're painted a pastel pink or a boyish blue to disperse the judgment that the toys are really trying to imitate what's outside the walls of the arcade, that instead they are pain free, consequence free, and repercussion free--all for the price of a quarter.

The decades shift; the games find a new home at home. No longer is the violence isolated, no longer kept within the cave of the arcade. Like MMA and UFC, the fight has lost its law, every hold is allowed. The possible perniciousness of what violence argues, what it demands, what it is can now be viewed and seen and felt endlessly. Even the price of the quarter is swallowed up in the overall price of the console system. Violence has come home to roost--more chillingly, perhaps it has simply come home.

The vulture of violence is perhaps what is most to blame here. Violence has long been embedded in us. Humans killed, kill, and will kill again for as long as they are humans. Wars have progressively sought to establish a type of order, a type of reality in which what was done within the war became right. Interpersonal, domestic, and civil violence has always been propelled by this same urge. Perhaps it is intrinsic--if so, how does one exorcise it? Perhaps it is extrinsic--if so, why has it yet to be fully censored? Violence, a malignancy and a virus that simultaneously debases and empowers those who use it, is indeed vicious, indeed necessary. Violence overpowers and destroys so that reconstruction can come. Destruction is the fertilizer for growth--or so the animal kingdom operates. This argument is part of a mask, an attempt at abdication for violence's heavy claims, a deficit-spending model of meaning. While it may be true that violence is inherent--perhaps even inherited--it does not make it right.

Rationality is of no use against violence bent on expression. There is no recourse in words when actions are given full sway. The world itself, every life lived, suffers a type of violence--language, relationships, eventual death. Violence can lead to death, but it isn't violence's fault. Death does not lead to violence per se; rather death is violence par excellence. And if ever there is something that the West wants, it wants it par excellence.

Perhaps the focus then is Westward. Perhaps it's part of the American way of thinking. 'Go big or go home.' 'Don't mess with Texas.' The idea that the rightness of one's cause is directly proportional to one's mightiness may be an indicator of why violence is prevalent. The simple premise of many war games helps to underscore this. When a problem arises for the gamer, the response is unequivocal and uncompromising: violent retaliation. Often, games will invoke a 'first-strike' mentality, or take any slight hostility as purposeful. Accidents happen in real life, but not in games. Attacks against the protagonist are wrong because they are wronging the gamer, not because of a moral 'wrongness' to them. Any assault upon the avatar is grounds for total war, in which the end result will be a pile of corpses left in the trail of the protagonist. Like the movie Iron Man, the insult of abduction of a rich white American male is grounds for utter obliteration--done thanks to the endlessly superior technology of America.

Accidents happen in real life, but in the game they are ignored or never forgotten, nothing in between. Elder Scrolls IV: Oblivion has the option for the gamer to sheathe her weapon and attempt to open up a dialogue in the case of accidentally striking a benign NPC. Full forgiveness; insult forgotten. Resident Evil 4 has no apology feature for having accidentally knifed Ashley--the Game Over animation bleeds across the screen, the insult of violence utterly unforgiven. Diplomacy rarely rears its head, almost never inserts its rational approach to potentially violent situations. No ambiguity remains, for in a digital world where everything is ultimately encoded in a yes or no answer, there isn't space for diplomacy and shades of gray.

Hence war as spectacle and war as drama and war as theater and war as game. Ambiguities become irrelevant when the war is a just war (if there is truly such a thing). Resistance and Halo provide the gamer as the victim first, the victor at any cost. The body count rises based upon the gravity of the original insult, the original attack. War as game has pushed into history, recreating the wrongness of Nazism for its perpetual destruction (Wolfenstein); war as a spectacle has been explained into existence thanks to technology, allowing it to become a blood sport that ends in no lives lost (Unreal Tournament III). Violence has become something else, no longer outward across social lines but inward through personal boundaries. Jean Baudrillard: "A whole other violence appears today, which we no longer know how to analyze, because it escapes the traditional schema of explosive violence: implosive violence that no longer results from the extension of a system..." (71-72) But new systems come to mold this form, new systems that go by many names: PlayStation 3, Xbox 360, Wii...

Still, there is a shadow of a mask on the face of this argument--a reflection of reality is claimed, yet it's argued that it can only flow one way. Violence is absorbed into the game from society through a type of conscious osmosis, but proponents argue that society doesn't absorb the violence back from the game? The question then becomes whether or not violence and art (or violence in art?) can be reduced to a one-way valve, like the chambers of a heart. Does the traffic flow from society and into games where it pools and festers? If this is so, then the game is the paradigm for release, purely emancipatory and escapism in every significant way. All attitudes, all mores, all restrictions should be challenged and given over to play. If all negative humanity can be released and expressed in a game, then all games should be given. Religions of every type should lose sacred space to the game, for the rebellion of them in the digital does not translate to the analog of reality. All that humanity holds as being of value--from priceless works of art to even the fragility of the human life--must end up on the screen. For me, these things cannot be. Erotic games, getting so much press as of now, raise questions about what the difference is between play and reality. Should such games be banned? Not if the traffic flow is only one-way.

Complete social reduction into games can only be answered if violence has finally found a resting place inside of the digital, a place where it is infinitely confined by the delimited storage of hard drives and networked servers. If the answer, however, is that violence is nature and it will, as Dr. Malcom quips in Jurassic Park, "If there is one thing the history of evolution has taught us it's that life will not be contained. Life breaks free, expands to new territory, and crashes through barriers, painfully, maybe even dangerously." Violence contained? What naivete is this? By its very nature violence breaks free--much like life. To assume that the game is the haven of violence is to assume that the game provides a simulacrum for violence, putting it into a constant self-refferential loop that prevents it from harming anyone or anything. With such destructive power, it doubtless will shatter its bounds and push outward both painfully and dangerously. And yet the game is necessary.

Baudrillard brings this to light indirectly with his comparison of remainders to mirrors. He says, "Perhaps only in the mirror can the question be posed: which, the real or the image, is the reflection of the other?" The real life violence or the image of violence that is contained in the game? This is the 'chicken or the egg' question of the digital age, and it is to the digital that we must look.

Shrugging away the violence portrayed within many games is not the correct response to the question. Pointing out comparisons to other recreations (hunting, high-impact or extreme sports, gambling) does little to clarify the responsibility that games have to society and society has to games. Monocausational accusations will do little to correctly respond to the question, too--bad parenting, violent video games, too much caffeine, and any other lazy label to explain human behavior will never do. Viewed as a whole, we must consider whether or not violence is permanent, if it is worth accepting, and what it shows of humanity.

Let us ask: Why does violence matter? Is it natural? Should it be avoided? Even if we take the claim that violence is a part of being human, we fall into a worry when it comes to games. Games participate in a type of 'harmless violence,' as McKenzie Wark argues in Gamer Theory, "[F]or here is violence at its most extreme--and its most harmless." (23) Hence the problem with video game violence: It is new. Because it is new, the tools to analyze it are lacking. The idea of a game becoming an indicator of violence is real: The recent case of Daniel Petric and the murder of his mother because she took away Halo 3 has provided a post hoc fallacy for anti-gaming proponents. (I most wonder: What if Petric's parents had taken away his copy of Nintendogs or Animal Crossing? Would there be as much of an uproar?) The tragedy of this is less that Halo 3 is maligned and more that within Petric the violence swung from its most harmless to its most extreme. When it comes to violence in games, understanding whence the violence comes makes it all right (capitulatory) and right now (instantaneously), though hardly right.

Explored well enough violence in its negativity, is there any positivity within interactive violence that makes participation therein worthwhile? Admittedly little, it seems, for the very reason that Baudrillard states: We do not have the tools with which to analyze the problem. We can dismiss it or defend it only partially.

Natural appeal: Violence has always been part of human- and animal-kind. Classical appeal: Ancient poems retraced the daring-do of heroes, sometimes describing in graphic detail the results of the battles and fights. Commercial appeal: Action movies frequently make significant money through box-office revenues (and, unsurprisingly, they cost the most, too). Imperial appeal: Wars fought to ensure the proper spread of civilization--usually a group that claims to desire peace. Patriotic appeal: Because of revolutions against despotism, the world we enjoy now was created.

No matter how we reshape the idea, we are always left with the rank hypocrisy that mars all of the current wars: war on terror (when war is terror); war on drugs (to prevent the violence inherent in illicit drug use, we will use force); war on gangs (lest youth lead astray by gang teachings react with violence...); war on the family (a war of words, yet incitations to great violence against abortionists and those of different sexual orientations).

From destruction some creation occurs, and from that comes a large justification for the violence that games embrace. We will never know if reality would have been better if the world had grown without bloodshed. We do know it would be different. Because of the game, the harmless violence of the digital can be experienced and learned from. Further, the impossibility of knowing what a world would be like without one of mankind's greatest vices (violence) can be briefly simulated: When Master Chief lowers his weapon, the Covenant wins--violence upon the avatar is guaranteed. Perhaps the reason for violence in a video game stems just a little bit from the desire of the gamer to be recognized as having worth--a worth that is worth defending.

------

*In a simliar vein, the USA Today posted a story about video games being addictive, and that there is actually a percentage of children who can become addicted to video games. Its statistic is "8.5%" or, as the opening paragraph states, "Nearly one in 10 kids" has an addiction to video games. Looking closely at the verbiage, it could just as easily be said "less than one in ten kids" or "less than ten percent" of children have an addiction to video games. More optimistically: "More than 90% of kids do not suffer from video game addiction." The oft-quoted statistic of divorce being somewhere in the 50% range should be a greater worry for the children. I would much rather have a class where 1 in every 10 students struggled with something as crippling as addiction, rather than 1 in every 2 students suffering with something as difficult as their parents' divorce.

Further: the idea that games are inherently addictive is often used to enforce the anti-gaming violence argument, though the idea that kids could be addicted to something else with that sort of consistency is apparently unthought of. A casual Google (and Bing) search for the phrase 'how many kids are addicted to sports' pulled up, on the first page, a number of stories reporting the same statistic I mentioned earlier--about video games. It's an unfair comparison to put sports and other recreation against video games--they are different things, and no one needs an 'apples to oranges' accusation--but it should be kept in mind that the studies have their inconsistencies, too.

Tuesday, June 23, 2009

On Prince of Persia

NOTE: If you haven't played the most recent Prince of Persia games, please be aware that I will not tell you when spoilers erupt from the essay below. This blog post is full of them. Also, the formatting in this blog is different from how I actually wrote it. Don't worry about the lack of italics or bold or whatever. It just doesn't matter enough for me to change it. Also, there is a footnote at the end of the essay, but it is not hyperlinked. Chalk it up to laziness.


Blast From the Past

I have a distinct memory of my first experience with Prince of Persia. It was the original Apple II game from 1989, developed by Jordan Mechner. In it, the gamer controls the dynamic hero through a set of fiendishly difficult traps in an attempt to save the princess. Standard fare, by all counts. My memories are a bit blurry, in part because I was still very young. I don't think the game was new when I was first exposed to it, but even then I can't be sure. I do remember this:

I was at my friend's house. His dad was a casual gamer of the late '80s, and was instrumental in introducing me to a number of classic titles, including an animated 3-D chess game, an updated version of Pitfall (released for the Windows 95 OS) and the original Wolfenstein. What was remarkable to me, though, with PoP, was the difficulty I had (when I tried it) of simply playing the game. Jumps were tricky, requiring precise timing and endless practice.

There was a brutal time limit counting down, adding to the stress of the situation. Worse than that, with a keyboard full of potential buttons, I never knew what to press when stuck in a fencing match with one of the poor guards who was forced to keep me in my dungeon pit. I remember watching my avatar crouch over three possible vials, not knowing which one might be poisonous--and invariably finding that one, instead of the 'full life' vial I had been searching for. More than anything, though, I remember watching my friend's dad's hands tremble on the keyboard (he has a type of palsy that makes his hands twitch--it wasn't because of passion for the game or anything). That image has taken up a permanent residence in my mind.

Now, two decades later, I have just finished the latest Prince of Persia, a very interesting addition to the franchise. (This, to be clear, is the one that was released for the Xbox 360, PlayStation 3, and PC in 2008.) Though not as difficult as previous titles, I did find that my hands occasionally trembled on the controller--more from incontinent rage about 'the computer cheating' (an accusation that I level frequently at the PoP games) than anything else. Still, I found PoP to be fulfilling and worthwhile from both a ludological and narratological point of view.

Digging Deeper Through the Desert

There is a missed opportunity within PoP that bears reconciliation. This isn't accusatory, for the narrative told was told this way for a reason. Still, the possibility of what it could have been--indeed, the ghost of every murdered choice haunts us in this as in real life--should be considered.

Secondary NPC, primary character, Elika is the love interest, the moving force, and the exhausting gimmick of the game. As an NPC she is pure utility--useful for propelling the Prince as much as the plot, but little else. As primary character within the narrative, she is the motivation for the wall-runs and the numbing battles. As love interest she falls into a cliched deontological paradigm of being worth the sacrifice of the entire world. As the moving force, she operates as the encyclopedic expression of the diversity and richness of the world now Corrupted. As exhausting gimmick, she circumvents the conventions, providing a 'life-animation' instead of a 'death-animation' when the gamer fails.

The game's eponymous Prince has a past that is loosely described by him, yet fails to reveal--either in the main course of the game or in its overpriced epilogue--how the game should have derived the Prince of Persia title. Granted, the land is barren and desert-like, reminiscent of the Arabian Nights. Yet any mention of Babylon or Persia is missing. The Prince's past is best explained by the manual, in which it says that he is prince "in name only." Though he is prince in name, he is not in the game. With an obvious refusal to acknowledge his royalty within the confines of this first installment, the game would perhaps be better called Elika, for she is what, in the end, matters in the game.

Herein lies the missed opportunity. The game has already eschewed the logical connection between it and its predecessors, an opening that allows growth outward in an industry that seems to fears intellectual expansion almost as much as it craves audience expansion. With this gap available, why make the Prince the playable character? Why have Elika be relegated to a 'damsel in distress' stereotype only slightly fractured by her useful and necessary role? She is no Ashley Graham (from Resident Evil 4), but she is no Lara Croft (from Tomb Raider) either. With a possibility so broad, why ultimately regress into standard gender roles?

Lara as a Leader

The idea of Lara Croft being what the Prince calls himself (a 'tomb raider') may be a slight explanation for wanting to avoid casting Elika as the main character, but comparisons between the two dry up rapidly.

Lara Croft is buxom (always, though the degree has changed over the years) and oozes a latent sexuality in every animation. This very characteristic of hers was capitalized upon by casting Angelina Jolie as Lara Croft in the movie offshoots. Elika, conversely, though aware of her femininity, does not use it as a tool to manipulate the Prince (he does it to himself by falling for her). She is--for a video game character--modestly dressed in her default costume* and recognizes that, despite the Prince obviously sending out signals, she is focused on the task at hand.

Lara is also extraordinarily proactive (a natural extension of being the playable character), a trait that plays well into her abilities as an avatar. Elika, on the other hand, is passive almost to a fault, only stepping forward when it's to save the Prince from death. Every other action she does only occurs when the gamer (via the Prince) presses the Assist Button.

Lastly, the motivations that drive the two characters are about as opposite as possible. Lara's long history has also lead to a lot of retconning of her past, her family, and why she does what she does. Yet it all started with a tank-top, short-sporting should-be model shooting exotic animals and solving centuries-old puzzles inside of tombs. Her motivation is similar to that of Indiana Jones': Go on adventures because it'll be adventerous. The higher motivations failed--in part because the idea of deeper complexities within a character had yet to be recognized within the gaming form. Elika intially rejects the Prince, trying to push him away so that he would not get harmed by assisting her. Her goal is to undo the terrible damage that she is indirectly responsible for, an atoning action that forces her every step of the way--to the point that she ultimately abandons the Prince at the end of the Epilogue, knowing that what they have done is an irreparable harm to the world she sought to save.

Still, the comparison still fits in that both women are intelligent, capable, athletic, beautiful, and other important characteristics. Nevertheless, there is enough difference between who Elika is--gameplay mechanics and visual style aside--that sets her apart from her longer-lived sister. Wanting to avoid comparisons to Lara Croft could never be a justified reason for pushing Elika into her subservient role.

But aside from this juxtaposition, how else is Elika slighted by her stance as secondary character? It is notable and lamentable that the story served the Prince more than the princess, but even within the confines of the game and its story there is a subtle statement about worth. Not only is the Prince essentially invincible (in a fight, even if the gamer fails to execute a QTE command properly, death is not the result; instead, the opponent is forced back by Elika and heals back some of its lost health), but Elika, quite pointedly, is not. In fact, she dies twice, before the beginning and at the end. Life for men, it seems to insinuate, is endless, but the life of women is transient, fragile, throw-away.

This type of comment is probably rejected by most readers, and the developers certainly weren't thinking about making a statement about the worth of women's lives over men's. And I do not think that the game ultimately argues that. It should be pointed out that this woman's life is of such great worth to the Prince that he undoes everything that the gamer has done throughout the entire game! In a more literal sense than Metal Gear Solid 4 could ever hope to do, the Prince takes Prince of Persia and brings it back to zero. All effort, all violence, all near-death experiences are rendered void for the simple expression that is most frequently sung about and most rarely understood: love.

Elika cannot be the main character when the story's exploration is about how a man who has never cared for much (save 'carpets this thick!') now cares more than the world for a single woman--who may or may not reciprocate. The unrequited love theme is a trope, is an archetype, and is enhanced by the way this game plays.

When looked at from one angle, it is because of how important, subservient, and 'pushed back' she is that the Prince begins to understand how deeply he needs her. At the very end of the game (not the Epilogue), the Prince has to destroy the four trees that he and Elika have spent the entire game ameliorating. Without Elika, the process of climbing up to where the trees are is more laborious and requires additional innovation. In other words, her absence makes life more difficult. This realization pushes the Prince to do the unthinkable; it seems to provide a counter-argument to the idea of the worth of Elika's life.

What Works, What Doesn't

As the gamer moves the Princely avatar from one Fertile Ground to the next, performing acrobatic feats that would green any parkour runner with jealousy, a sense of immortality arises. This comes, in no small part, from the fact that Elika is always there to save the Prince. Any misstep, failed jump, or poorly aimed run will result in an instant 'respawn' at the last flat surface--carried out by a brief animation of Elika reaching down and plucking the Prince from doom, their hands clasping together as she carries him to safety. This is part of the redemption of the religation to subservience that Elika suffers--though she is not the one in control (nor being controlled), she is the only one that is capable of completing the task. She may not be the titular character, but she is the only reason the game works.

As I said earlier, this is not necessarily an attack on the game. It wouldn't work if the roles were reversed, in part because natural archetypal baggage is at play within the game that allows the gamer to take mental, narrative shortcuts. (Princess-in-peril: this provides an easy reference for goals that the gamer should already know, a shorthand that gives the story a mesh of preconceived narrative bits, ideally allowing the story to move forward without scaffolding additional background motivation.) More than that, however, the Prince in this game is much more helpless than he lets on, which allows Elika additional expansion as a character.

The Prince is pointedly ignorant of what is going on--done so that gamers have a relatable character with whom they will learn about the world they now inhabit. Thanks to his naivety, one of the important steps in developing video game narrative is exposed: plot progression at the pace of the player. The gamer is allowed to reference Elika for hints, recommendations, and backstory. This is accessed by speaking with her (pressing either L button), and can be done at almost any time. Those who are interested in learning why Ahriman is eroding the world are welcome to hear more; those more interested in the next wall jump can proceed immediately to it.

What works is the concept of control; the gamer is allowed to control the quantity of story that is fed in--whether it be much or little. The dialogue also furthers the relationship that the two have, the way they learn to trust each other, and an understanding of the Prince's interest in Elika as a potential love interest. All of this compounds together to enhance the storytelling, a beautiful execution and acceptance of the paths that interactive storytelling provides.

There is a flaw in this, however. Despite the fact that when the story is revealed, it still, of necessity (it seems) breaks into brief cutscenes, during which time only the slight manipulation of the camera is possible. When Elika is explaining about the Corruption that's infesting her home, the gamer cannot be simultaneously exploring it. This is for the best; the story would be lost in the spectacle of incessant bounding and climbing. However, it has again fallen into the trap of traditional storytelling in an untraditional format.

Lastly, there is an issue with the necessity of the Epilogue to describe what actually occurs within the story's architecture. The game's ending fits the game, the Epilogue provides enough closure to allow for patience until the sequel is (and should be) released. But what is most important for the Epilogue is establishing the fractured relationship that Elika and the Prince now share. She had knowingly sacrificed herself to prevent a worser evil, but the utilitarian philosophy that she espouses grates against the more deontological view that the Prince adheres to. This fundamental difference provides a lot of growth (narratively) for the characters, but also exposes the rationale that the Prince uses for justifying his actions of releasing the Dark God. He claims that her death is precisely what Ahriman wanted, since with her death so dies any chance of resistance. Yet the attentive gamer can't help but feel that he felt guilt for having not fully performed his duty toward her in protecting her from Ahriman, while simultaneously coming to grips with the love he feels for her--a love that she has essentially expressed as being one-sided.

The Epilogue pursues these threads fairly well; the price tag for continuing not even 2 more hours of the game, however, is a little steep. Monetary gripes aside, the Epilogue ultimately ends up being an essential part of the experience, as well as providing the wanted closure that keeps the game from suffering from the Assassin's Creed syndrome.

Closing Thoughts

Prince of Persia has moved video games forward, I think, in some small but notable ways. But, as will always be the case, the characters' depth and complexity, their burgeoning respect and (possibly unrequited) love for each other making for a more vested interest in the game. The mechanics are wonderful, the levels brilliantly designed, and the semi-open ended approach is a refreshing take on the franchise. More than that, however, there is a sense of wonder at the world that was explored, a sentiment of awe that provides the best kind of games--the type that live in the imagination and memory long after the disc has stopped spinning.


*Bonus content: One of Elika's alternative costumes is a remake of the outfit worn by Jade in BEYOND GOOD AND EVIL, which casts a very strong, independent, and un-stereotypical woman in the leading role. Jade is strong, smart, and resourceful--the same as Elika--but she carries the title, rather than Elika's religation to the back seat.

Of course, it would be remiss not to mention that Farah, the silk- and scantily-clad love interest of the earlier PoP games is also available for Elika to wear. This only further emphasizes the arguments in the essay.


Wednesday, June 17, 2009

Tutorial

NOTE: This is the rough draft of the intro to Press Start to Begin. It is supposed to provide an outline for me as the writer and you as the reader. It should be giving you a bit of the scope of what the work will entail, thus preventing anyone from getting the wrong idea of what the book will be about.

Feel free to comment below.

Tutorial

Welcome to the the tutorial. This is the area in which no lives are lost, ammo is infinite, and the result is taken from here and into the game. This is an area that is as picture perfect as you could hope for, a hold-my-hand, spoon-feed-me-the-answers section.

It won't last long.

What you have here is my own personal vindication, apology, and analysis of video games as an interactive form, an artistic experience, and (to quote Shakespeare's The Tempest) a 'brave new world' of narrative. It will expose and explore what it means to be a gamer in a theoretical sense, one based upon theories and responses, personal experiences, and a subjective view of why games matter.

This is not designed to be an entry-level book to critical theory, nor is it meant to be wrapped within the dense language of typical theoretical expression. Rather, I hope this to be an insight for the uninitiated, a justification for the devout, and mentally expansive for all.

Good luck.

Tools for the N00b

In the following pages, you'll see a number of words that are perhaps used differently than what you're accustomed to. This manual will help to explicate some of the terms; feel free to refer here often.

Gamer: The thinking player who manipulates the controller. {I feel that 'gamer' and 'player', while synonyms, have a distinction that I want to preserve. In particular, I see the 'player' as the one who is invested in the machinations of the ludic aspect--the fun, playing part. The 'gamer', on the other hand, should be understood as the person behind the player, the thinker, the human.}

Ludic: The playable aspect of video games. {Early video game theory circled around the concept of 'ludic' versus 'narrative' interpretations of a game; that is, how 'fun' is it versus how 'story-centric' it is. This book will explore and explode the binary.}

Narrative: The story aspect of video games. {Narrative is all about exploring a story and is one of the fundamental ways of human communication. Nevertheless, within the game it is often violently usurped, convoluted, or ignored.}

Avatar: The on-screen character that the gamer manipulates. {There are convincing arguments for a distinction to be placed in between 'playable characters' and 'avatar', with the latter maintaining a level of customizability that is not present in a 'playable character'; however, the concept of a narrative character--as opposed to a playable character--is referred to in the book as, simply, a 'character'. To prevent confusion, 'avatar' is used specifically as defined here.}


Seizure Disclaimer

This book is academic in that it is designed to appeal to those who wish to follow gaming as the latest narrative evolution, of understanding a uniquely digital exploration of the human experience. It is not meant to be a definitive treatise on the industry, nor is it based upon academia's current trends of thought on the subject. Instead it is my own explication of why gaming matters to gamers, and it is filled with personal anecdotes, extrapolations, and interpretations. I have relied on certain texts, not the least of which being Jean Baudrillard's Simulation and Simulacra McKenzie Wark's peerless Gam3r 7h30ry, to help expand and/or lift off my thoughts. Endnotes have been assembled to give appropriate credit.

Level Map

This book is broken into three main levels:

Exploration:
Dealing with the major themes of this book, Exploration is designed to familiarize you with the concepts that are at play, what is being pursued by the gamers, and what import it carries. Here are the foregrounding, developmental theses that provide the foundations off of which subsequent interpretations are based.

Experience:
Within Experience will be numerous essays about video games, with close, analytical expressions about each. The main points of these essays are all loosely assembled within the Exploration level. Every game says something about us and our society in some way--often, it's something that has been said in another place by a different game. Rather than trying to point out which game said what first (or better), I have instead focused on the games that I personally have found compelling. Some essays are autobiographical in tone--they reflect upon gaming experiences that I have had throughout my years as a gamer. Others are deeper paths that pull heavily from theoretical texts and discuss abstract concepts. Consider this a permanent spoiler warning, however: Any and all games discussed in this book are considered from a narrative whole, and no piece will be hidden for the neophyte. I will talk about the endings, beginnings, and everything in between wherever I see fit.

Exit:
Final thoughts, explanations, and examples will be found here. Think of this as the 'last words' section before the credits roll. The major thrust of this book is comprised in the first two sections of Exploration and Experience, so this last part of the book is notably smaller. Much like the denouement in literature should be similarly brief, this exit is perfunctory and, in a sense, valedictory.

Personalizing the Character

This is an individual work, in as much as any writer's work is 'individual.' Still, I take full responsibility for thoughts, connections, and assumptions made within this text. I do not pretend at any greater understanding of video game design, production, distribution, or interaction than what is contained herein. As a long time gamer and enthusiast for the pastime, I feel that this is a natural extension of what I have experienced throughout my life. Again, this book is part autobiographical; that is part of its tone. I have refrained from revealing any personally identifying information about any of the people mentioned in this book, though any and all cited texts, insofar as available and possible, have been noted and listed in the 'Works Cited' portion of the level Exit.

Friday, June 5, 2009

Rough Draft

In light of the recent 'announcement' that I will be writing a book of essays about video games, I've decided to 'publish' the rough ideas I have a la McKenzie Wark and his Gam3r 7h30ry. The idea is to get other ideas based upon what I've written here—show me where my logic lapses, what I'm missing, what's too obtuse, etc.

Please, please, please comment on any of the subsequent blogs. I will be tagging them as "Press Start", so you'll know in particular which pieces are actually being drafted for the book.

Thanks to all!