Why thank God for the apocalypse? Because it gives me something to write about that isn’t Aria. Not that I dislike writing about Aria, but it has a way of possessing me via dark, indefinable magics and forcing me to serve its needs. It’s an unforgiving master. And I haven’t even watched the second or third seasons yet.
On second thought, I suppose it’s inappropriate to muse on Aria in a post which is, to some degree, about Fallout 3. The Capital Wasteland is most assuredly no place for gondolas. Hell, it’s no place for human beings, and that’s part of what makes it such a compelling setting, at least for me. If, like me, you find a certain creepiness in isolation, in abandoned radio loops and vast, empty spaces, in “towns” populated by two or three or four people, Fallout 3 will do horrible things to your sanity. Horrible, awesome things. Which, coincidentally, brings us back to our good buddy Steve Gaynor. The three-way parallel he draws is simple:
Literature excels at exploring the internal (psychological, subjective) aspects of a character’s personal experiences and memories.
Film excels at conveying narrative via a precisely authored sequence of meaningful moments in time.
And video games excel at fostering the experience of being in a particular place via direct inhabitation of an autonomous agent.
Oversimplification this may be, but Gaynor raises an interesting question: how are we to account for the idea of setting in video games? As much as it’s “the place where they are,” as in, say, a novel, it can also become “the place where I am,” and few games have made that idea more evident to me than Fallout 3.
Before we get into Fallout 3 and setting specifically, though, I want to lay some groundwork — and by “some,” I mean a lot, and in the disorganized spirit of exploratory writing, so now would be a good time to pour yourself a glass of your favorite hard liquor.
Gaynor elaborates:
Video games are able to render a place and put the player into it. The meaning of the experience arises from what’s contained within the bounds of the gameworld, and the range of possible interactions the player may perform there– the nouns and the verbs. Just like in real life, where we are and what we can do dictates our present, and our possible futures. Video games provide an alternative to both the where and the what of existence, resulting in simulated alternate life experiences.
It’s a powerful thing, to be able to visit another place, to drive the drama onscreen yourself– not to receive a personal account of someone else’s experiences, or observe events as a detached spectator. A modern video game level is a navigable construction of three-dimensional geometry, populated with art and interactivity to convincingly lend it an identity as a believable, inhabitable, living place. At their best, video games transmit to the player the experience of actually being there.
…After which he goes into his “agents of chaos” spiel, which is still as relevant as ever, but this time we’re concerned with the functions of specific story elements, rather than how the actions of the player, in a general sense, construct the narrative or narratives which constitute the game experience. In order to discuss setting in games as I intend to, however, we need to take for granted that the aforementioned principle, the constructive function of player agency, is more or less true — and I think we can do that, at this point, but that doesn’t mean we’ll agree on what that entails.
One approach was put forth recently by Cuchlann. Of player agency, and the act of playing in general, he says:
If authorial consciousness is theoretically available in a game, does the gamer become dispossessed and filled in with the authorial consciousness? Yes, I would say so. The gamer takes up the skills offered by the game, learns them well enough to do without reminders, and then moves through the world of the game. It is less like being absorbed into a book and more like being caught up in a dance or a kata. The gamer is doing precisely what the author intends — and yes, that’s what happens, even with the idea of the gamer as an “agent of chaos.” The game world is constructed for the gamer to move through in the same way Poulet posits the world of the book is made to move into the reader. We’re simply dealing with activity rather than passivity.
This is predicated upon the assumption that entering into the world of the the author of a text, in the act of reading (or viewing, or playing, or what have you), results in the dispossession of the reader’s consciousness as it is inundated with the authorial consciousness into which it is immersed (if I’m understanding it correctly). In a comment on the quoted post, Cuchlann describes “authorial consciousness” as used here as “basically the ‘stuff’ readers, players, and critics get out of the text normally,” and that’s probably the best definition I can think of; it’s likely akin to what I’ve called “the surface level” of a text, the structural concerns of the author as opposed to the deep, limitless webs of potential meaning that people like me busy themselves with mapping.
The distinction made here between books and games seems to involve the location at which the reader’s movement into the authorial consciousness takes place. When reading a book, one brings the consciousness to oneself; the consciousness travels to the reader, at which point the reader inhabits it1. The opposite may be true of video games; that is, they may require players to relocate themselves into the consciousnesses as they exist in the games themselves. To put it another way, when reading a novel, a reader, given both textual cues and informational absences, must personally conceptualize and construct story elements, whereas the same kinds of story elements — characters, setting, and such — exist in pre-constructed states in games, solidified into uncompromisable forms by the constraints imposed upon them by the computer language of which they are woven. The player is tasked primarily with determining the order and manner in which these elements are encountered, being free of the task of giving them form in the first place.
In the following paragraph of his post, Cuchlann delves into the implications of this.
My speculative idea here is that the activity of the game is what induces this state [of dispossession] in the gamer, not the story (if a story is present)… Little of the story is ever delivered, in [either Half-Life or Shadow of the Colossus], to a passive reader — how many cut-scenes are there in either game? True, they’re not absent, but more often than not the gamer is gaming, and not watching. Games dispossess the gamer through motion — the gamer’s own motion. Gamers are not immersed — logically, if we really did map ourselves onto the protagonists, then alarmists might actually have ground to stand on when they claim games make us more violent. But that’s not what we’re doing. We’re coming in contact with the authorial consciousness, “enacting a wondrous merging with the presence of someone wholly other and unique” (1319). A video game is the least immersive form of entertainment, because it requires complete, willed action on the part of the gamer…
“Readers act on themselves,” Cuchlann later adds; “gamers, on the other hand, act upon something external to themselves.” We must ask ourselves whether gamers being forced to leave themselves behind, in a sense, thwarts immersion in video games. Cuchlann seems to suggest that it does, and I think I see where he’s coming from — at least, I disagree with Gaynor’s characterization of the player’s interaction with the main character as “direct inhabitation of an autonomous agent” — but I’m not ready to conclude that games lack immersion just yet. In my estimation, our question here is not “Is it immersive?” so much as “In what area is it immersive?” What we’re dealing with here is, at the very least, an entirely different kind of immersion than that offered by books and film.
And now that I’ve opened that can of worms, let’s talk about Fallout 3, as my experience with that Oblivion-esque romp through post-apocalyptia made me start to wonder about the role and function of setting in video games to begin with.
To be blunt, the Capital Wasteland creeps me right the fuck out, and not just because of its inherent loneliness (which the few NPC companions in the game do little to alleviate). We live in a world in which the United States, staunch enemy of communism, owes a startling amount of money to China; a world in which practically anyone can get their hands on nuclear material, and no number of UN injunctions or invasions of the Middle East can change that. Fallout 3′s ruinous Washington, DC area, the end result of war with China, serves as an example of what might happen if everything that could possibly go wrong in our world suddenly did. It is, after all, a setting in which every other explosion results in a mushroom cloud.
In a recent post, Gaynor comments on Fallout 3 in particular.
I’ve gained unique perspective by engaging with the fictional people and places of recent games… Freely exploring the Capital Wasteland in Fallout 3 and choosing to complete unanchored quests like Agatha’s Song illustrated just how much our world, and humanity’s value systems, might change when faced with global catastrophe. The most memorable stories I recall…lay outside the narrative spine…
That more or less sums up my enthusiasm for the game, though I’d take it a step further. Agatha’s Song was an interesting side quest, I suppose, but my most memorable experiences with the game often did not occur in conjunction with quest objectives; my nerve-wracking six-hour odyssey through the ghoul-infested DC metro comes to mind, or my first encounter with a deathclaw, or my off-the-beaten-path adventures in Vault 106 and the Dunwich Building. Fallout 3 has great potential to provide experiences “outside the narrative spine,” which makes setting a more significant aspect of what I like to call its “authorial shell” than it would be if the game wasn’t a game. Perhaps another name for the authorial shell I’m referring to here is, as Cuchlann called it, “authorial consciousness,” but giving form to abstract concepts always helps my understanding, and the shell might be bigger than the consciousness anyway, encompassing or using it.
It seems, then, that to understand setting in games, we’ll need to understand that shell. But, video games being as new as they are, there’s little consensus on how something like an authorial shell or consciousness functions in the context of games, perhaps because of the vastly different approaches of those discussing the medium. In the previously-quoted post, Gaynor argues for an “immersion model of meaning:”
…does abdication of authorship have the potential to convey profundity or deep meaning?
…
I would argue that abdication of authorship, when paired with certain existing game forms, points toward such an alternative: a mode that trades painstakingly-paced plot points or densely symbolic mechanics for a matrix of unstructured potential personal revelations; one that trades grand, orchestrated received meaning for the encompassing sensation of visiting someplace outside the player’s prior experience, with the potential to return deeply changed. The immersion model of meaning, as it might be called, takes the act of travel as its primary touchstone, instead of relying on traditional media such as film, the novel, or even sculpture, music or painting to inform the author’s role.
“Abdication of authorship” …to whom? Every text has an author, I think, whether it’s a lone writer, a video game design team, a set of social and cultural conditions, some combination thereof, or something else entirely. The player of a game, despite being an agent of momentum, still seems to be more a reader than anything; players determine the order in which the events of a game occur, but they do not determine the array of possible events to which they are bound. Even assuming that we could place such concerns entirely in the hands of a computer, could truly randomly determine which of an infinite number of events the player could experience in a particular playthrough, the computer would then become the author, and the player would remain the reader. The bottom line is that there is always a limit to what the player can do, and this limit is determined by an author. I cannot, for example, leave Fallout 3′s Capital Wasteland because none of the land beyond is virtually mapped, and I cannot brandish a broadsword because there is no such weapon in the game. I would rather it be this way; I maintain that a structured narrative experience can “mean” practically anything, but lack of structure seems to preclude meaning. If you can come up with a truly random way of scattering words on a page, and if you can subsequently achieve a sublime experience with your jumble of words, let me know.
That’s not to mention my disagreement with Gaynor’s characterization2 of the “traditional media” of novels and film as employing a strict “message model of meaning,” in which “the genius author cooks up deeply meaningful thought in his head and hands down his superior understanding to the waiting masses.” Call me a tool of the poststructuralist critical establishment, but I’m one of those who feels that the author doesn’t have much to do with the reading experience, beyond contributing to that structured shell in the first place. Further, I don’t think there’s much meaning inherent in any text, that meaning will always be based primarily on the experiences of the reader; even if the “genius author” (and I think it’s erroneous to assume that the effective “author” of a text can be characterized as an individual human being anyway) did intend to convey some message, whatever message or messages would really be taken away from the text would depend on what the readers saw in it. To quote the ever-useful TV Tropes, I’m one of those who “[considers] the uncertainty and ambiguity of canon to be a good thing and [decries] the Word Of God as shackling the imagination and interpretations of the fans.” To take it even further, I don’t believe writers can have any more authority over the meanings of their texts than their readers; once the text is written, the writer is just another reader3.
Essentially, I’m saying that Gaynor is worrying too much, that “traditional” narrative media already give readers and viewers enough agency that the gap between such media and video games isn’t that big to begin with. But if Gaynor’s approach to the subject isn’t that useful to me, to whom shall I turn? How about Roger Ebert, who Gaynor seems to identify as a foe? It’s hard to blame Gaynor, actually.
…I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.
Et tu, Ebert!? “Serious” film and literature requires authorial control of what, exactly? If he’s talking about meaning, I’ll reiterate that I don’t think authors have control over that anyway. If he means our authorial shell, though, we’re in the process of establishing that games have that, too. It may not look quite the same as it does in the film Ebert’s used to, but it’s there all the same. And anyway, who is Roger Ebert to determine what narrative art is “serious?” By my reckoning, the only artistic experience Ebert can truly, deeply understand is Ebert’s. The same goes for all of us, no matter how many degrees we have or volumes we’ve written.
Ebert’s not done, though.
I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful.
Thanks for that, Big E. I feel so validated.
But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
Ebert’s basic stance seems to be that, because video games don’t do what plays, novels, symphonies, et al. do, they aren’t art, or they’re at least not worthy of comparison with the greatest works of human history. The medium is young, I’ll grant him that — game designers haven’t had much time to produce yet — but his approach doesn’t make much sense to me. Novels don’t do what musical compositions do; given that novels are the newer of the two, shouldn’t it follow that, by Ebert’s standards, novels aren’t art because they don’t adhere to a form and purpose established earlier? On that note, people didn’t know what to make of Oroonoko at first, but eventually English novels reached their current prominence; if the novel as a basic form wasn’t capable of artistic power to begin with, the shape of literature today would probably be quite different. Video games constituting a very young medium may mean they haven’t realized their full potential yet, but we can’t write the medium off for that reason alone.
Ah well; disregarding that Ebert’s argument makes little sense, and that the last sentence of the above quote is a rather galling and pretentious generalization (I hope you can see here that I’m trying to use video games precisely to make myself “more cultured, civilized and empathetic,” though I doubt my definitions of those three words are the same as Ebert’s), he’s not really a staunch enemy of fan-kind. He liked Princess Mononoke, if I remember correctly (not that it would really bother me if he didn’t). But now that we’ve used Ebert up like a Grand Theft Auto whore, let’s kick him out of the car and punch him to death so we can get our hard-earned blood money back.
We can say, now, what the authorial shell of a game isn’t. It isn’t nonexistent, nor is it likely to be much more subject to the will of the player than the authorial shell of a novel is to the will of the reader, given the limits imposed on player action. But that’s inconclusive. A definition of isn’ts and maybes isn’t a very good definition. In particular, we still don’t know what setting has to do with anything.
It seems, then, that three questions beg for answers. How does a player enter the authorial shell of a game? How does the player then function within it? And what the hell is the authorial shell in the first place?
The answer to the first seems initially to be that the player enters the shell through the act of experiencing the story of the game, which requires play, as play constitutes the forward movement of the story. But then, those actions available to the player, in being predetermined by the game, are also a part of the shell, in a sense. The player cannot act beyond the shell — at that point, the player is playing a different game altogether. We might say that play doesn’t get the player into the shell; the player makes the decision to enter the shell, and play keeps the player inside, just as forward reading keeps readers inside the shell of a novel, and forward viewing keeps viewers inside the shell of a film. The difference here is that play need not necessarily be “forward,” in the traditional sense. Cuchlann says:
A gamer can still be actively engaging in that trade-off of consciousness — that is, still playing — even if they aren’t advancing the story at all. Think of modern sandbox games, such as Grand Theft Auto 3, where the gamer is still playing if they steal an ice cream truck and ride around a farm but refusing to do any storyline quests. The gamer could even stop and watch the sun set over Vvardenfell — that’s still playing. Doing these things, or their analogues, in the act of reading a book or watching a movie, effectively stops the act of reading or watching. Going back and checking out a cool scene in Star Wars isn’t absorbing the author’s consciousness — that consciousness is delivered to the watcher through forward motion through the story. Pausing in reading Jonathan Strange & Mr. Norrell to reflect on the beauty of Clarke’s prose isn’t absorbing the consciousness either, it’s aesthetic appreciation of craft. So even in the most linear of games, the fact of how gamers dispossess themselves to take in, rather than receive, the authorial consciousness turns the story into something that results from the gamer’s actions.
I would argue that each act of play constitutes forward movement on the part of the game’s story as it exists within the play experience, even if it does not advance the game’s central plot. It can even go against the advancement of the central plot; isn’t this what happens when a player loses and must return to a previously-completed section of the game? Whereas the plot of a novel or film is, even in its most abstract and absurd moments, structured, its events predetermined and forever unchanging, and conducive to intense scrutiny in its relatively rigid form, the plot of a game is highly dependent on the methodology of the player. We might say that, where the plot of a novel or film is interpretable in its implications, the plot of a game is interpretable in the order of its events — but perhaps less so in implications, for how much weight has a sequence of events that could have gone differently? I don’t have a good answer — it has more emotional weight, probably, to the individual player, but it’s hard to compare one playthrough to the body of human fiction; for that, we’d probably need an array of all possible plots. A game has no “one true plot.”
I suppose that means that, unless we’re comparing playthroughs, we can get farther by discussing characters and setting (though, on the other hand, is discoursing critically ever anything more than comparing notes?). As I said, I agree with Cuchlann in that we do not “map ourselves onto the protagonists,” even when we directly control the protagonist’s actions — remember, the range of possible actions available to the characters under our control are for us to discover, but not decide. Assuming that the authorial shell, composed of characters as much as plot and setting, must exist within the player before the player can fill it with meaning, it may be more apt to say that the protagonist maps itself onto us — or from us. But it’s easier to make that claim in the case of a novel, which prompts us to compose the shell internally with its language cues. Many seventh-generation games seem to hand us a shell at least partially pre-constructed of elements with determinate visual and aural form and personality. In sandbox games such as Fallout 3, the game allows us some determination of these factors where the protagonist is concerned, but the game also limits our options out of necessity. Do we take the partially-whole shell the game gives us and draw it into ourselves? Do we leave ourselves, in a sense, and enter into the shell within the game? Or is there some sort of midway point at which the transaction takes place?
The second option, that of leaving the self and moving elsewhere, seems difficult to substantiate, even if we rephrase it as the player acting upon something external. To what degree can the shell even be external? The shell, once constructed, is the array of signifiers that point to the signifieds that fill the void within, and, as de Saussure notes, the semiotic sign is a “psychological entity,” connecting “not a thing and a name, but a concept and a sound-image4.” It’s all, by necessity, in our heads. We can’t work with the shell if we don’t conceptualize it.
We might be inclined to say, then, that we draw the shell into ourselves and go from there. But wait! A new challenger appears, and his name is Wolfgang Iser.
…[T]he literary work has two poles, which we might call the artistic and the aesthetic: the artistic pole is the author’s text, and the aesthetic is the realization accomplished by the reader. In view of this polarity, it is clear that the work itself cannot be identical with the text or with its actualization but must be situated somewhere between the two. It must inevitably be virtual in character, as it cannot be reduced to the reality of the text or to the subjectivity of the reader…5
Iser postulates a middle ground between text and reader that constitutes the work of literature — this middle ground is, I think, analogous to our as-yet-poorly-defined authorial shell. Now, this may sound odd; if we take de Saussure for granted, which I’ve done, how could anything exist between reader and text, when the text exists beyond the reader’s mind, and semiotic processes are “psychological entities?” The answer is simple: the text, or at least that version of the text that participates in the reading experience, that combines its powers with the reader to give birth to middle ground, doesn’t exist beyond the reader’s mind. What the reader is working with isn’t a physical text, but the mental impression of a physical text; the mind is a kind of white screen upon which a projection of the physical text is cast when the luminous reading process passes through it. That may seem obvious, but consider this: perhaps the act of play, being a reading process, a means by which the player experiences the story of a game, not only keeps the player engaged within the shell, but acts as a means of constructing the shell in the first place — a means that sometimes places enough determinative power in the hands of the player that the player is tasked with determining what they’ll get out of the story’s end result up front, as is the case in Fallout 3.
Iser (who apparently had kind of a thing for pinstripe suits) continues:
If the virtual position of the work is between text and reader, its actualization is clearly the result of an interaction between the two, and so exclusive concentration on either the author’s techniques or the reader’s psychology will tell us little about the reading process itself. …[S]eparate analysis would only be conclusive if the relationship were that of transmitter and receiver… In literary works, however, the message is transmitted in two ways, in that the reader “receives” it by composing it.6
From this, we can glean that Iser’s middle ground amounts to an outright interaction between reader and text. Insofar as both the reader’s consciousness and the mental text-image coexist in the reader’s mind, we can likely characterize this interaction as “discourse with oneself,” which seems in line with both Poulet’s phenomenology and the Foucauldian ideas discussed (among other things) here. Given that “the reader ‘receives’” the “message” of a text “by composing it,” we can also substantiate the text as text-image approach.
It is only now, after much tl;dr — that is, after much scholarly toil that the authorial shell begins to take shape. Consider the reader’s mind and the physical text in relation to one another.
The reader brings accumulated knowledge and experience to the table, but can’t simply toss it at the text; the text, through reading, must be brought inside. Now I’ll apply the process to which Poulet, de Saussure, and Iser have led me: the physical text, through the process of reading, casts a text-image upon the reader’s mind, and the reader’s knowledge and experience combine with the text-image to complete the authorial shell, which can then be filled.
This is a very simple representation, and not drawn to scale, if there even exists a scale to which it might be drawn. That is, don’t take the relative sizes of the reader’s knowledge and experience and the text-image to mean anything; the nature of the shell’s composition most likely differs from one reading experience to another. A graphic that depicted an authorial shell composed of bits of text-image scattered throughout the reader’s knowledge and experience would probably be more accurate, and it’s possible that the text-image and knowledge/experience simply become one in the construction of the shell, so bear those variations in mind.
Also note that this model is by no means specific to video games. I suggested earlier that games might deliver their authorial shells in “pre-constructed” or at least partially-constructed states, and I think that we can now more or less rule that out. Games might provide specific visual and aural data that novels present only in abstract, but even these amount to cues, raw data that must be “read” into a text-image as surely as language. The authorial shell model is, I think, general enough to apply to most narrative media.
How does setting in games fit into all this? How is it “the place where I am” in addition to “the place where they are?” To answer these and other questions, we need to scrutinize the composition of the text-image7.
As a general rule, what setting we see in literature and film is attached to the characters and their actions. That is, while both media have their share of epic pans over the countryside (I’m looking at you, Tolkien), readers and viewers will only tolerate so much of nothing eventful happening. This is not the case in games; as I said, a player need not be advancing any of the game’s scripted plots to advance the all-encompassing plot of the play experience. Though the same set of events would bore most readers and moviegoers, many Koreans players can and will gladly endure a two-hour game of Starcraft that consists mostly of building things and repairing or replacing them when they’re damaged. How many viewers would leave the theater or ceremonially burn the DVD (in a fire, not a DVD-RW) when faced with a film that made them watch the first twenty minutes of a Starcraft game? Not that I haven’t watched gameplay videos of very good players, but I certainly didn’t do so for the story, and I found myself skipping around.
The difference, of course, is play, which keeps the player engaged through what in other media would be very uneventful stretches, stretches during which countless minutiae of setting can be conveyed. Given engaging play, games stand to convey a higher volume of setting information than novels and film, which means setting is more strongly represented in the text-image, which means it plays a more significant role in composing the authorial shell — while “the place where I am” may not be the best way to describe setting in games, it’s a feeling I’m more likely to have while playing a game than when reading most novels, and, to me, that feeling is one of the markers of a good game.
Perhaps more importantly, I consider that sense of identification with setting a requirement in sandbox games such as Fallout 3, which often very purposefully don’t contain plots of epic proportions. As Fallout 3 made me feel as if my explorations of its setting meant something, even without quest objectives, far more than did, say, Oblivion or most of the Grand Theft Auto games, I can confidently recommend it over most games I played last year.
But the point here is that I don’t think it’s “direct inhabitation of an autonomous agent,” as Gaynor suggests, that sets games apart as a medium, nor do I think games are necessarily less immersive than novels or film. They’re simply different in that they’re played; we get more of some things and less of others to work with in our authorial shells, and setting seems rather well-represented therein.
Endnotes
1The consciousness inhabits the reader, in a sense, insofar as we can call the reader’s conceptualization of the text inhabiting on the part of the consciousness, and then the reader inhabits the consciousness, which causes the consciousness to inhabit the reader — it seems paradoxical when termed thus. But think of it this way: concepts such as inhabitation and inside/outside aren’t really adequate, and just serve as convenient descriptors in explanation. “The extraordinary fact in the case of a book,” says Poulet, “is the falling away of the barriers between you and it. You are inside it; it is inside you; there is no longer either outside or inside” (Poulet, Georges. “Phenomenology of Reading.” The Norton Anthology of Theory and Criticism. Ed. Vincent B. Leitch. New York: W. W. Norton and Co., 2001: 1321).
2To be precise, Gaynor is running with some ideas first presented by Jonathan Blow.
3That is to say, the writer is just another reader in theory; effectively, the writer does have some authority, given the tendency of some fans to accept the testimony of a writer as irrefutable fact. We might say that the literary value of all readings is equal (in that there aren’t “levels” of literary value at all), while social/political values of readings vary widely. See also “Over 9000 meaningless words.”
4De Saussure, Ferdinand. “From Course in General Linguistics.” The Norton Anthology of Theory and Criticism. Ed. Vincent B. Leitch. New York: W. W. Norton and Co., 2001: 963.
5Iser, Wolfgang. “Interaction between Text and Reader.” The [you guessed it] Norton Anthology of Theory and Criticism. Ed. Vincent B. Leitch. New York: W. W. Norton and Co., 2001: 1674.
6Ibid.
7I’m inclined at this point to think that the text-image specifically is analogous to Poulet’s authorial consciousness, while the authorial shell as a whole is analogous to Iser’s middle ground, but I could be wrong; maybe it’s all the same thing.




I struggle to find anything to say. It appears I said it already. : )
I’m still working out the idea of immersion, I think. On one level the game *is* immersion, but I’m not sure I see an effective way to discuss it — that is, I’m trying to find what makes video games different from other media, and I feel they can all be equally immersive. You might be on to something, in examining *how* they are so.
I feel vaguely embarrassed by some of my interpretations of Poulet from that post — I figured it out much better in the paper I sent you. :p
I have read your paper at this point (believe it or not :P), and if I were to write a follow-up to this post, it’d probably be about the setting as antagonist in video games. It’s something I didn’t really think of until I read the essay, but it’s been a factor in games since at least the NES era, and probably earlier. I mean, the pits and spikes in the old Mario games come to mind. Perhaps the setting acting as an antagonist in itself is connected to the player receiving more sensory input in the way of setting, and games as a whole being immersive primarily in the area of setting.
With that said, I think I’ll take a break from writing about games for a while after this.
Pardon me if i’ve misinterpreted your analysis, but it seems to me that the main thrust is that video games are unique from other media in that they allow the reader to participate in building a narrative. Not exactly sure where this comment is going, but I wanted to comment in general on this idea of a completely different idea of narrative in video games. For the most part, I think if anything narrative in video games is just an outgrowth of how narrative works in regular games. With the that objective in mind, on with the commentary.
I don’t think this “narrative-constructing” phenomenon can be limited to just video games – it’s a property of games in general. A game is a set of rules and props that structure behaviour in such a fashion as to be entertaining, and sometimes part of that entertainment may consist in having the players construct narrative.
An ad-hoc game of pretend between children, for instance, involves several participants constructing a narrative together, the rules and limits being mostly self-imposed and mutually adjusted (cries of “No fair!” or “You can’t do that!” might be examples).
A pen-and-paper role playing game is the same game of pretend, except with more elaborate rules and props. The modern video-game simply brings the rules and props to a new level.
But, and here is where I think Ebert’s comments arise from, games are created purely for entertainment value – and unlike movies or novels, can forego narrative for a more mechanical experience. Old games are probably better examples of this – Space Invaders has virtually nil narrative, but I am certain there is some entertainment value in the purely mechanical act of dodging shots and destroying virtual enemies. There might be particular die-hards that insist of mentally crafting a fictional universe behind Space Invaders, using what few cues are provided in the game – perhaps some sort of doomsday scenario involving alien invasion, but the narrative isn’t necessary to the enjoyment of the game.
Cuchlann’s post on RPGs – http://cuchlann.wordpress.com/2009/01/07/thoughts-on-rpgs/ also points, I think, to the more purely mechanical aspects of enjoying a game: that particular “ding” that indicates some level of mastery or achievement. Video games are in the end still not very different from games of pretend or dressup – although they employ much flashier props nowadays.
You have some interesting points here, but the one thing I want to respond to — rather than just let Pontifus field himself, as he knows his post better than I do — is the idea that games are just for entertainment, which I assume you’re contrasting to novels and movies, so on. Obviously it’s just opinion, but I feel those forms are *also* just for entertainment. I’m guessing you’re referring to things like literary themes. Those things in books or movies are simply other forms of entertainment, which is why some people don’t like them.
However, I know that’s not very convincing if you don’t pretty much already think the way I do. So, more reasonably, it’s also not quite right to assume games aren’t going to do that other stuff. Novels started as “just for entertainment.” It was held for years that they were incapable of doing anything else, and were reviled as wastes of time with no value whatsoever — which should sound familiar if you look at the way people talk about games now. It took people a while to discover how novels actually work, and then they started producing things “of merit” and the critics backed down. Specifically, I would point to how a novel is able to insert the reader into a character’s world much better than a short piece or a poem can — which is why novels tend to focus on the worldview of a character, in mimetic fiction, or a character’s effect on a world, in more “romantic” fiction. We simply need to work out the way in which a game works differently from a novel, in this case, which is pretty much what we’re trying to do here.
Okay, one more thing. :D Your Space Invaders example is a great one. I’ve been mulling over these ideas as applied to games with no story at all for a while now — both phenomenology and the idea of “rhizome texts” are useful, I think, but I haven’t quite wrapped my head around the latter. But you’re totally right, in that Space Invaders (and Pac-Man, so on, so on) doesn’t need a narrative. I’d never considered adding one, in the way you suggest. Aliens invading, shit stop them, that’s pretty much as far as my mind ran. And Galaga has even less “story” structure; if I had to tell someone what was going on, I would have no idea other than “these guys are bad. I need to kill them.” Which reminds me (self-plug ahead) of that post I made about Stanley Fish — at certain levels, all a practitioner can say about his/her practice is that they’re doing it.
I’m not quite sure how far to back this, but I want to say there’s a difference between something like a video game and things like playing pretend, or even pen-and-paper games. The latter examples provide only a system — as you said, sometimes a constantly-altering one. I’m reminded of Calvinball, which I’ve always wanted to actually play. *Anything* is possible in those games. A first level character in DnD *could* kill an epic level dragon, if everyone else in the room shrugged and said “sure.” I could take seven strokes in croquet if none of the other players cared. But video games actively limit the player’s actions; not only does it provide a system, it totally enforces it. The player is complicit in the system only in that they play, whereas players of a ccg like M:tG are complicit every moment in the system, as they could simply say, “You know, I *don’t* think running out of cards will make us lose, today at least.”
That was a lot more than one thing. ^_^ I love responses that get me thinking, though, even if I should be in bed. Uh, two hours ago…
Oh, and Space Invaders might be pure DING, as the only available achievement is to know you got to a higher level, and a higher score. “DING, motherfucker, my name’s on the top of the list.”
Yeah, what Cuchlann said. I’ll add that, while I agree that entertainment lies somewhere at or near the core of all art, what we do with games shouldn’t be limited to what they’re made for, no matter what they can be said to have been made for. If games have potential beyond whatever was intended, that strengthens the case for them being art, as far as I’m concerned.
I agree with you that games don’t need anything like a traditional narrative. Tetris and Audiosurf come to mind, as I’ve probably sold my soul to each of them ten times over. But I’m still inclined to call them narrative art, as, regardless of pre-authored plot, games provide an opportunity for the creation of a human narrative over the course of play. If we’re going to talk about story in games, we need to figure out a way of rhetorically differentiating between the story in the game and the story of the game, so to speak. Analog games probably share this quality, to a point, but, as Cuchlann says, we can analyze video games in terms of hard limitations on what players can do, whereas such limitations ultimately don’t exist when it comes to make-believe or tabletop role-playing. I like to think that the limitations of video games equate to something like structure in literature — bear in mind that, thanks to my background, I’m coming at this like a story critic rather than a game theorist.
I do think it’s reasonable to say that “narrative in video games is just an outgrowth of how narrative works in regular games,” but I’m not sure how similar they really are, given those limitations. I haven’t even decided how much there is to gain from delving into the narrative of the game experienced, as opposed to investigating the limitations themselves — that is, laying out the full range of characters, settings, story arcs, etc. as thoroughly as we can and examining how they interact with one another and the player. I’m generally wary of strict structuralism when it comes to literature, but that may be where we need to start when it comes to looking at games.
I think strict structuralism is, historically, often where a burgeoning field begins — because, honestly, I’m not sure how useful the *field* of criticism was, for literature, before the formalists. Biographical criticism and art as evidence for theories of history… Yeah, they don’t sound to interesting to me.
Good points; I certainly didn’t want to assert that novels and movies “aren’t about entertainment”. Rather, my idea – and we possibly might disagree here – is that the nature of an entertaining novel or movie is wrapped up very much in the plot and narrative – as opposed to games, where the fun may be derived from other sources.
Essentially, narrative is critical to movies and books in a way that they are not in games. Although I suppose one might think of animation buffs who really couldn’t care less about the story of a movie and just instead appreciate on the basis of visual effects, or literature buffs who simply appreciate the technical execution of prose… but these certainly do seem rarer than people who appreciate the mechanical aspects of a game. I suppose as you guys have noted, this might be more to do with the whole “immature medium” thing.
So then narrative isn’t quite a bulletproof way to define games versus movies as I thought, but perhaps there’s something significant there nevertheless.
Okay, on to number 2 – Cuchlann’s bit about the hard-coded rules of the game, and Pontifus’s doubts about the similarity of video games. That’s a definite difference for sure between games of pretend and videogames. For most traditional games, the rules are established by consensus, usually on some sort of rulebook, whereas most games make it impossible to change the rules. Hopefully, I can convince you that despite the differences, they’re still work in similar ways.
The best counter-example I can think of using cheats or hacks to change the rules, but really at most you can only bend them; you need to build a new game from scratch in order to achieve the same sort of thing that happens in a role-playing game when the moderator says “Okay, now you’re in a dragon’s cave.”
Still, I think these “hard rules” are more a semantic confusion (possibly my fault, since I used it first, I think) – it’s not a lack of will to change the rules (that’s why cheats and hacks exist) but rather a physical impossibility. Most games up until the digital age are of course unable to provide perfect control over the environment, and instead establish rules by consensus. Games on the other hand can and do both. A good example might be a typical MMO, which illustrates this “virtual world” idea.
The “rules” of an MMO – the character system, for example, do not strike me as mapping onto the “rules” of a game like Monopoly. Rather, the “rules” of an MMO are more in-line with natural “laws” – like the laws of physics, gravity, etc.
On the other hand, things like acceptable player behaviour, methods of playing a character class, or guild etiquette I would think more closely follows the rules of Monopoly.
I’ll admit it is a bit of a stretch, but at heart I think this is the big difference – traditional games provide some props, however minimal, to augment the reality we already exist in: the Monopoly rulebook, playing pieces, fake money. Video games, on the other hand, provide an entire system of props that replaces everything. In the course of play, players might create particular narratives, but I don’t think that all games provide enough props to do so (the Space Invaders example prior), or narrative creation might just not be an interest to the player.
As a final example, and food for thought, I offer Civilization-style empire-managing games (Medieval: Total War, Civilization, Alpha Centauri, etc.). These games provide a huge system of props – an entire world, if you would. Yet with all these props in place not all players necessarily will spin their own narratives – some players certainly might – a quick perusal of any Civilization-game type board will reveal plenty of fictive histories – but not all will (perhaps playing for the “DING!” of crushing opposing nations).
At the same time, one could certainly read a game log of events taken by a player who has no intention of constructing a narrative and still read it as a narrative… in which case is narrative actually constructed through the game, even though the original player was not doing so?
You mention that “the nature of an entertaining novel or movie is wrapped up very much in the plot and narrative – as opposed to games, where the fun may be derived from other sources,” and that, when it comes to some games, “narrative creation might just not be an interest to the player,” and I agree — no matter how much (or how little) story a game throws at its players, some players aren’t going to care, and will simply play for the sake of playing without putting a lot of thought into story-building. But what I’m suggesting is that story within the game, if it exists, is secondary to or contingent upon the narrative of the play experience itself. Tetris may not come packaged with an epic plot, but every Tetris play session has a story — it looks something like “I dropped this block here. I dropped this block here. I dropped this block here. Things were getting intense at this point…” and so on. The very act of play constitutes the narrative of the play experience. Imagine a friend recounting a particularly heated game of Halo or Counter-strike — that’s the kind of thing I’m talking about. We can’t look at such a narrative of personal experience in the same way we look at the story of a novel or film, but I think certain realms of theory developed around literature and film give us tools we can extrapolate and adapt to deal with video games.
I also like your idea of props, and I think it’s relevant to what I’d like to do. A video game surrounds the player with props; I think a good place to start in analyzing games would be a catalog of props available to the player and an investigation of the relationships between these props. There may be some dispute as to what constitutes a prop, however; to use your MMO example, I’d say that the hard rules or “natural laws” of the game, in addition to its NPCs, quest lines, etc., are its props, while player etiquette is not — etiquette and general consensus are sociological elements between players, which I’m inclined to say sets them apart from hard-coded elements of the game world to the point where they aren’t “rules” in the same sense at all. I’m not even prepared to delve into the politics of online worlds, though, so I haven’t given it much thought.
Yeah, cheats were either written into the game, like cheat codes, are actual errors, like glitches — the “bird-riding” in Ghosts n Goblins being an example of the latter, so that doesn’t help much.
I think you’re right, in so far as you say the average player of Civilization probably doesn’t come up with a story as they play; however, I don’t think that stops what’s happened from being a personal narrative. I think (he can correct me if I’m wrong) when Pontifus uses the term “human narrative” or any derivative, the word “narrative” means something different than, simply, “a plot.” Now, since that’s typically what that word means, it might be necessary to use a *different* word, certainly. I think he’s referring to the experience, rather than the story.
Games, movies, books, so on, they all deliver an aesthetic experience. They have visuals, sounds, characterization (even Space Invaders uses one style over another in depicting its aliens and alien-shooting-guy). What I think any form of criticism is meant to do is find ways of describing those experiences, to create another in the reader of the criticism, and games, to that extent, are capable of bearing criticism.
Of course, I don’t think you’re saying they’re not — when you argue a point long enough, you (I) habitually bring it out. But, yeah. I think games aren’t necessarily predicated by traditional narrative, though tellingly, they’re usually more satisfying when a good one is present and well-executed (in my opinion the “storytelling” of games like PoP: Sands of Time, Shadow of the Colossus, and Half-Life [2] are all very good, but different in execution, and those games are some of the most satisfying I’ve played, because the mechanics *and* the stories are good).
I’m not sure any of that made any sense. I just woke up…
This would be the proverbial “Oooooooh” on my end. The idea of the play experience as a narrative makes a lot more sense – I don’t think I picked it up on my first read through of your post – and does account for the Civilization example earlier.
The props idea is unfortunately not my own, even though I’d like to say it is. I shamelessly ripped the idea from a particular philosopher of literature, Richard Wolheim. He applies the idea to novels, plays, and movies; there’s considerable contention over how well the analogy fits, but I’m convinced the theory works the best for games and video gaming. I wonder if we’ll see philosophy of video gaming courses in a few decades…
Looking forward to any additional posts on this topic; they’ve been very insightful.
I actually like the idea of props as well. I may have to look into reading Wolheim sometime. When I did my paper last semester, I found an article about how games characterize protagonists using a limited pallet of choices — obviously I’m stretching the idea to the entire play experience, rather than just characterization. Hit up Google Scholar for the “hypermedia laboratory” sometime, if you want to find several short articles on games. I don’t remember which specifically I used — it used Silent Hill three as its case study though, I recall that.
I’ll be sure to look for it. I’m still not entirely convinced that video games function all that differently from regular games, even if they are hard-coded in some sense.
I’ll probably give it some thought and make a proper blog post of it, instead of continuing to bloat your comments page. Thanks again for the insights.
Yeah, do so, and I’ll be sure to come along and bloat your comments page. We need more people to attack the “problem” of video games so we can come at it from more angles — and since the angle of “video games aren’t so different from their game predecessors” isn’t my “video games aren’t so different from literature” approach, I’m really eager to learn more about it.
Sigh. You guys aren’t doing criticism right. You’re supposed to firmly entrench yourselves into your respective camps, snipe quietly at each other through minor references in articles for years, and finally get into a fistfight at a conference.
Duh.
Re: fistfight at a conference: did some critics really do that? Because that’s awesome. Critics are fucking gar.
@Pontifus I don’t know if it’s ever actually happened, but critics have been that angry. You should hear some of the stuff I’ve read in Bryson’s book on science. Some of the angriest scientists are geologists, apparently.
[...] aren’t enough to render the experience very game-like in terms of interactivity and setting. It may be more akin to a light novel than to film, as its images are largely static. It’s a [...]