Showing posts with label Bioshock. Show all posts
Showing posts with label Bioshock. Show all posts

Monday, April 18, 2011

Epic choices, and the lack thereof

This is a republication of a post from playthepast.org, which in turn was a drastically re-written version of a post that appeared on this blog in its early days.

This post serves as a prelude to some heavy oral formulaic lifting I’m planning to do in a subsequent one, following on from the more general argument I made about immersion in my previous two posts on games and homeric epic. Hopefully, these posts will clarify both the similarities between the interactivity and immersion to be found in oral epic and that to be found in games, and their important differences. My central contention is as usual that the practice of homeric epic was fundamentally ludic, and that an understanding of the rules of that practice, and how they worked themselves out in the narrative of the epics as we have them, can help us understand our own ludic (that is, to use a term that continues to be contentious, gamer) culture better. So even though the play I’m analyzing in this post is mostly far in the past (with a sizable nod towards Bioshock in the end), I’m convinced it has a significant impact on the present and future of playing the past, too.

The first thing you need to know to take this epic journey with me (sorry--the jeux de mots that go with “epic” are really hard to resist) is a little about the ninth book of the Iliad, one of the most famous and influential texts of all Western literature. Let’s start with the inoffensive-seeming word “book” itself: both the Iliad and the Odyssey as we have them are divided into twenty-four separate books. These units of the stories didn’t become formalized into “books” until the epics were written down, probably some time in the 700’s BCE, but there’s reasonably good evidence to suggest that a bard might have sung for an evening’s entertainment just about the same amount of stuff as is in a single book of the epics as we have them. So we can think of Iliad 9 as a self-contained piece of epic performance.

By Book 9 of the Iliad, things have become pretty bad for the Achaeans (the guys usually called “the Greeks”—the ones who have come to Troy to get Helen, the wife of one of their number, back): their greatest warrior, Achilles, the son of a goddess, has refused to fight for several days now, and the Achaeans are losing ground very quickly. Agamemnon, the overlord of the Achaeans and the guy at whom Achilles is pissed off, finally gives in, and authorizes an “embassy”—a delegation, basically—to go to Achilles and offer him fabulous wealth if he returns to battle. In the book as we have it, Agamemnon sends three ambassadors, Ajax, Odysseus, and Phoenix. Achilles, who is (not coincidentally) singing epic to his friend Patroclus when they arrive, responds (long story short) with these immortal lines:
My life is more to me than all the wealth of Troy while it was yet at peace
before the Achaeans went there, or than all the treasure that lies on
the stone floor of Apollo's temple beneath the cliffs of Pytho.
Cattle and sheep are there for the thieving,
and a man can get both tripods and horses if he wants them,
but when his life has once left him it can neither be gotten nor thieved back again.
For my mother Thetis tells me that there are two ways for me to meet my end.
If I stay here and fight, I shall not return alive but I shall have imperishable glory:
but if I go home my glory will die, but it will be long before death shall take me.
To the rest of you, then, I say, 'Go home, for you will not take Troy.'
So that’s why Book 9 of the Iliad is cool. Now let’s imagine that we’re in a bard’s audience something like twenty-eight hundred years ago. When a homeric bard went to sing what he might well have called “The Embassy to Achilles” (because obviously there was nothing called the Iliad then—there were just a bunch of different stories you could tell about a place called Ilium [what we call Troy]), he was not singing it exactly as he had sung it before. Instead, he was re-composing it for the immediate performance occasion. He knew the way the story was supposed to go (maybe he had been the one to come up with the particular story he was going to sing), but he always sang it differently from the way he had sung it before.

The simplest reason for this recomposition is that in the absence of writing a bard couldn’t sing a tale the same way he had before--indeed, the system of oral poetics in which he had trained was a way of dealing with the difficulty of accurate memorization in an oral culture. Just as importantly, though, audiences, as we saw in the first book of the Odyssey, always like something new. Bards, as we saw in that passage, made a virtue of necessity, and instead of trying and failing to re-produce a song that had won acclaim, elaborated it differently the next time.

Now a bard who was singing a part of the big story called “The Wrath of Achilles” (what we know as the Iliad) couldn’t change the fact that Achilles comes back to battle, eventually to die. But he could most certainly change the way that coming back went down. At some point, one bard did, and came up with the immortal lines I quoted above about what’s been known forever after as the Choice of Achilles.

But there’s an amazing tension here to which critics rarely call attention, perhaps because it seems to undermine the meaning of the Iliad. The absolute necessity that Achilles will return to battle--the shared knowledge of bard and audience that it must happen--means that the Choice of Achilles actually isn’t a choice at all. And the bard of Iliad 9 uses that necessity with stunning virtuosity. It doesn’t seem to me to be an exaggeration to call this moment in the Iliad the Birth of the Tragic: the choice that is no-choice, in the face of which we must say οἴμοι, τὶ δράσω; (oimoi, ti draso “Alas, what shall I do?”) and know that that question has no meaning.

And strangely enough this is also where we get back to games at last, because games are beginning to use such necessities to similar effects. Achilles, that is, can’t leave Troy any more than the main character of Bioshock can, at the crucial moment of that game, fail to do what the game requires of him, or the player to participate--willingly or unwillingly--in that fictional action.

[Bioshock SPOILERS AHEAD]

At that crucial moment, evil objectivist genius Andrew Ryan tells the player-character to kill him. The murder then takes place in a cutscene in which Ryan says, over and over, “A man chooses; a slave obeys.” The player has no choice, as the Achilles of the Iliad has no choice: both are, according to Ryan’s formula, slaves.

But both the bard of Iliad 9 and the creators of Bioshock call attention to this lack of choice in a way that gives rise to a much richer and more complicated meaning: a kind of meaning that only a ludic narrative practice could yield. The player-character of Bioshock and the Achilles of the Iliad are slaves to the same extent that Andrew Ryan, Agamemnon, the bard, the creators of Bioshock, and we ourselves are all slaves. To understand the non-choice of Achilles and the non-choice of Andrew Ryan is to understand how complex and perhaps illusory is free will itself.

Only an overtly ludic, interactive, immersive performance practice can interrupt interactivity in the service of creating this kind of meaning. The implications, as I hope to show in future posts, are fascinating for our understanding both of Iliad 9 and of Bioshock; in fact, those implications reach even deeper into our intellectual history in the way Iliad 9 underlies both tragedy and a crucial part of the thought of Plato. After all, the guy released from his seat in Plato’s cave has to be dragged kicking and screaming into the light, his interaction with the marvelous shadow-puppet play interrupted for good, in a pale echo of the terrible fate suffered by a gamer who has to take out the trash.

Monday, July 26, 2010

That Bioshock is tragedy

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The distinction between epic and tragedy seems very clear to us. Even if we lay aside the definitions those words carry in everyday English ("epic"="awesome"; "tragedy"="really sad story"), and get technical and literary, we do pretty well with the old-fashioned, "real" definitions: an epic is a long story (properly, a long poem) about a great event (like the Iliad); a tragedy is a performed enactment of a serious action (like Romeo and Juliet). Those at least are serviceable definitions that cut through the myriad of transferred senses and connotations that have befallen these words over the many years through which they've journeyed from Ancient Greek into English. They're also the definitions I'm going to be using in this post; if you're interested in figuring out where I got the reasoning that led to them, you might have a look at a reference work or two. (Wikipedia's articles aren't terrible, either.)

The question I want to consider in this post is whether it's helpful to think about these ancient genres together in connection with our ongoing attempt to figure out what video games are good for. I'm going to suggest that by describing Bioshock as a tragedy (in a technical sense, at least) we gain the ability to relate the game to artistic tradition, and to compare and contrast its themes and cultural effects with those of other works of the tragic tradition in particular. With that ability, we may also be able 1) to assess Bioshock's cultural achievement more accurately and more effectively, and 2) to describe its artistic elements—mechanics, dynamics, aesthetics, thematics—more thickly and with more satisfying effect.

I've spent a great deal of time talking on this blog about how some of the most popular video games—in particular the standard-issue FPS and the standard-issue RPG—deserve consideration as epics in the epic tradition that goes back to the dawn of Western storytelling, and how in particular they reawaken the oral improvisatory tradition that gave us the homeric epics. But I'm going to say now that although Bioshock partakes of the same characteristics that make other FPS's epic, it uses those characteristics in a way that places it in the tradition of tragedy as well.

That is, the line between epic and tragedy is not as bright as it seems, when—as now and in the 5th Century BCE—artists like Aeschylus and Ken Levine are exploring the limits of artistic storytelling.

I feel like I can make this argument above all because the distinction between epic and tragedy was unclear to no less a crtic than Plato, who groups Homer in as a tragedian at a very important moment in a very important work, Book 10 of Republic:
Therefore, Glaucon, I said, whenever you meet with any of the eulogists
of Homer declaring that he has been the educator of Hellas, and that
he is profitable for education and for the ordering of human things,
and that you should take him up again and again and get to know him
and regulate your whole life according to him, we may love and honour
those who say these things --they are excellent people, as far as
their lights extend; and we are ready to acknowledge that Homer is
the greatest of poets and first of tragedy writers; but we must remain
firm in our conviction that hymns to the gods and praises of famous
men are the only poetry which ought to be admitted into our State.
For if you go beyond this and allow the honeyed muse to enter, either
in epic or lyric verse, not law and the reason of mankind, which by
common consent have ever been deemed best, but pleasure and pain will
be the rulers in our State.
Plato makes it very clear elsewhere that he can tell the difference between epic and tragedy. In other passages he doesn't lump them together the same way, but his insights into mimesis lead him, as we should also be led, to recognize that the essential nature of tragedy somehow transcends the customary form of "performed enactment of a serious action"—that is, in Shakespeare's words, "Two-hours traffic of our stage." In this moment in Plato I find the birth of what I sometimes call "capital-T Tragedy," or "Universal Tragedy" or simply "the tragic."

Aristotle will later try to formalize this notion into the pity – fear – catharsis meme, but I find his strictures to be ambiguous and overly-prescriptive. I would rather say that what we're dealing with is the evocation and manipulation of sympathetic identification. When we see Priam suffer, when we see Oedipus suffer, we feel for them.

If we're willing to follow Plato's reasoning, we end up with a much more flexible way of talking about the things art does to us and with us—and in particular about the things games do to us and with us. For example, we can use the idea of tragedy to talk about Bioshock.

"A man chooses; a slave obeys." This memorable line, delivered at a memorable moment, constitutes the core of Bioshock's thematics of necessity. I have argued elsewhere that Bioshock is a philosophical meditation on the relationship of culture to interactivity; my argument here runs in parallel—that this meditation expresses itself in great part in the register of necessity, and that this expression makes Bioshock tragedy.

To put that in a less complicated way, tragedy is about having no choice. The earliest of the great tragedies of Western literature, Aeschylus' Oresteia, illustrates this idea pretty well: Clytemnestra has no choice but to kill Agamemnon because Agamemnon had no choice but to kill Iphigenia; Orestes has no choice but to kill Clytemnestra because she killed Agamemnon.

It's equally important to note that tragedy's situations of "no choice" are also about the way the freedom of choice is taken away: the reason the Agamemnon, the first tragedy of the Oresteia, is effective is that from the audience's, and the tragic chorus', perspective as ordinary humans, it seems like choice is possible. Clytemnestra could refrain from killing Agamemnon. From the perspective of the characters, though—despite the fact that they claim over and over that they are acting freely—they do what they must. Clytemnestra is the spirit of revenge, the Fury of the House of Atreus: the revenge she takes is, from the divine perspective (whether you believe in some pantheon of gods or you simply see Necessity as a fundamental principle of the human condition), absolutely inevitable.

All of the other typical elements of tragedy—the pity-fear-catharsis, the suffering, the sympathy, even the perspective of the tragic chorus and the unity of time and place—, can be traced to that basic "no choice" mechanic. All of them involve the relationship of the audience to the problem of necessity. What happens when we realize that we're not in control of our own lives?

Similarly, when we realize as players of Bioshock that we really have no choice—that we can't not commit an atrocity, that we can't not disarm the self-destruct, that our "choices" about saving and harvesting little sisters are ethically meaningless—we're forced to consider what it means that from the perspective of Divine Necessity we are powerless, as Agamemnon, Clytemnestra, Orestes, and Oedipus, Antigone, and Creon are powerless.

Looked at in this light, narrative games may turn out to be the most perfect medium for tragedy ever conceived. Games in general arise in the restriction of choice just as tragedy does, after all; that's what rules and mechanics are. To this point, though, most designers have sought to construct rules and mechanics so as to preserve and to maximize the illusion that game choices are unrestricted. Bioshock is one of the few games to go in the opposite direction (Shadow of the Colossus is, in its own way, another). There are hopeful signs that more may be to come: DragonAge: Origins works the same play of necessity at several important moments.

There's much more here, and I hope to continue exploring even such relatively minor tragic elements as the unity of time and place in Bioshock, because the setting of Rapture is so fascinating. One important corollary, though, which I started trying to write into this post but which quickly revealed itself as another post in the making, is the nature of sympathy in relation to the tragic chorus and what I consider its analogue, the player-character. Could it be that having an avatar whose choices are taken away meaningfully is the same as watching a bunch of singer-dancers in masks tell you the cryptic backstory of a bloody myth?

Monday, January 11, 2010

Let's all go to Rapture!

The Video Games and Human Values Initiative (VGHVI) has weekly multiplayer nights, usually on Thursdays. This week, I'm hosting a simultanteous playthrough of the opening two hours or so of Bioshock, with live conversation on Skype. I've posted a provocation for our conversation on my blog at VGHVI. The event is also an experiment in coordination with the Vintage Game Club, who are talking about Bioshock this month in preparation for the release of Bioshock 2.

I hope to visit Rapture with you!

Friday, July 10, 2009

Andrew Ryan, shadow-puppet master

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I think it’s now probably time to tackle Bioshock. My chapter on ethical education in the cave and in games, featuring the same reading of Bioshock I’m doing here, looks set to appear in the Fall, in what’s going to be a very exciting IGDA volume on ethics and game design. I think, with that academic version completely under my belt and in my rear-view mirror, I can without my eyes crossing too severely work up a version that’s more fun.

Here’s the claim I’m going to make: the much-discussed ludonarrative dissonance that constitutes Bioshock’s ethical system does not rob the game of ethical meaning, but rather enacts a decisive and meaningful disruption in the player’s performance of the cave-culture-game. That disruption, I claim, has the power to bring about in the player of Bioshock the same sort of ethical reflection enabled by Republic.

There’s a context for this argument that I’m going to spread over several posts; the context has to do with how Bioshock is different from games like Star Wars: Knights of the Old Republic (KOTOR) and Oblivion and GTAIV. It seems, though, to make sense to lay out the big claim first, and thus give the elements of the whole argument-cum-context some breathing space and some time for others to comment. Right now, I want to put forward the central pillar of my argument.

Please be advised that this argument is necessarily chock-full of spoilers of the worst sort.

The central pillar: the harvest/rescue dynamic of the game must be understood in association with the interruptions of interactivity that arise in what I call, as shorthand, the death-disarm sequence. Only when we understand them together can we grasp the critique of objectivism (and the various versions of it that undergird important parts of our culture) enacted by Bioshock.

The harvest/rescue dynamic is the usual focus for critique of the ludonarrative dissonance of the game. The central characteristic of the dynamic, as Clint Hocking pointed out, is the equality of effect on gameplay of doing the “bad” thing (“harvesting”—i.e. killing the Little Sisters) and of doing the “good” thing (rescuing them). Hocking argued that this equality of effect renders the ethical system of the game meaningless, and that it creates a dissonance between game and story that he found blameworthy.

The death-disarm sequence has attracted some critical attention as well, most cogently I think from Iroquois Pliskin, but perhaps not as much or as contentious as harvest/rescue. By the shorthand “death-disarm” I mean to refer to the entire sequence of the cutscene in which your character kills Andrew Ryan and the gameplay sequence that follows, in which the game will not progress unless you obey Atlas and disarm Ryan’s auto-destruct sequence.

At that point in the game—the disarm part of death-disarm—from the standpoint of the your world (your culture, really), you certainly have a choice of actions. You can do any number—an infinite number, really—of different things in the narrow space of Andrew Ryan’s office, like running around, jumping, and shooting at targets. You can also cease playing the game at that point, and turn off your PC or console. From the standpoint of the mimesis of Bioshock (see this post for more on mimesis), however, you have only one choice: to disarm the self-destruct sequence, thus verifying and enacting Atlas’ control over you.

In death-disarm, that is, Bioshock enacts a failed disruption of its closed ethical framework, which is exactly analogous to the failed disruption of the released prisoner in the cave.

For the thinking player of Bioshock, the crushing ethical blows of frustration in being unable not to kill Andrew Ryan, and then of being unable not to disarm the self-destruct, serve to expose the ethical system of the game—and thus of all games—as being like Andrew Ryan’s objectivist dystopia: instead of a world where every man can be a king, Ryan created a world where that very notion made every man a slave. As he is accepting death at the player-character’s hands, Ryan repeats over and over “A man chooses; a slave obeys.” He, and Bioshock, however, demonstrate just as Plato’s cave-culture-game demonstrates, that the dangerous illusion of choice presents the true ethical problem.

Here the harvest/rescue “choice” comes into its own. Precisely in that it is not a choice at all, in terms of the actual gameplay of Bioshock, it enacts through its ludonarrative dissonance itself the dangerous futility of choice. Choice, that is, is exactly analogous to the cave-culture-game, and to the ethical system of games like KOTOR. We must somehow find a way to make ethical choices that does not presume that those choices are freely made, that understands how determined by culture our “free” choices are.

How can we do that? The lesson of the cave-culture-game and the lesson of Bioshock are the same, paradoxical, frustrating precept: you can’t do it in the game you’ve got—it would break the game to try; find a new game. Republic has the benefit of containing the cave-culture-game within its over-arching, brilliant performance of Republic. The reader of Republic can take some comfort in knowing that the dialogue he or she is reading is at least Plato’s best attempt at the new game with the better ethics. But Plato’s need to return to the ideal city in Laws, a work written at the end of his life, indicates very strongly that the perpetually dissatisfying lesson that realizing a better ethical framework requires breaking the old one is as much a part of Republic as it is of Bioshock.

Friday, May 29, 2009

Plato's new console: dialogue and mimesis

Even as Plato condemns the cave-culture-game, he expects the philosophical reader to understand that they (Plato and the reader together) are at that moment engaged in a culture-game of their own—the game called Republic. We’ll come to recognize that Republic features a next-gen logic engine and truly emergent gameplay that provides an unparalleled philosophical thrill-ride.

Republic is a game that, like 2K’s Bioshock, brings the player face to face with his or her own cultural constitution through gameplay. The most obvious example of Republic doing that—perhaps the most obvious example of any Platonic game (that is, dialogue) doing it—comes in the return of the ascended man to the cave. Indeed, as we continue, we’ll see that the philosopher’s return demonstrates just how thoroughgoing is Republic’s attempt to make the reader see him or herself as a prisoner of mimetic culture.

For in the light of the philosopher’s return, the figure of that doomed dissident, the figure of Socrates himself, pushes his arguments both forwards and backwards through the entirety of Plato’s majestic ten-book edifice.

Republic begins, after all, with Socrates telling his unknown interlocutors (that is, the interlocutors of the dialogue itself—the unnamed characters to whom Socrates is narrating the story of the cool conversation he had with Plato’s brothers et al. at the house of Cephalus: that is, us, the players of the Republic game) that it all started when he went to the feast of Bendis, a new cult where there was going to be a thrilling new ritual: a night-time torch race on horseback—such diverting games, Plato expects the reader to realize, go to make up the cave-culture game.

Republic ends at last with the massive, enigmatic myth of Er, in which none other than problem epic hero Odysseus is shown gaming the system of reincarnation, and we are expected to learn from his example to game the system of myth and mimesis. People usually don’t read the myth of Er. If you want an idea of how different Plato is from what you thought, go read it—it’s at the end of Republic 10. I’ll wait.

Republic is one big mimesis: one big game. How do we deal with that?

If we decide not to do what most platonic scholarship through the course of history has done—if we refuse simply to ignore the clues that tell us we’re supposed to understand that Republic and all Plato’s dialogues are in fact themselves mimesis--, we could still say that what Plato in fact is trying to tell us with those clues is something different, that his dialogues may look like mimesis, but really aren’t mimesis. We would lose a great deal of the irony that makes Plato wonderful instead of mind-numbing, but we would gain a philosopher who makes the kind of sense we tend to like in a guy upon whom our livelihoods depend.

We would also, however, be ignoring an absolutely crucial piece of evidence.

In the work generally acknowledged to be his last, Laws, Plato returns to the themes of Republic and once again tries to imagine an ideal city-state. In Laws, however, the role of mimesis is fundamentally different.

Athenian: And, if any of the serious poets, as they are termed, who write tragedy, come to us and say-"O strangers, may we go to your city and country or may we not, and shall we bring with us our poetry-what is your will about these matters?"-how shall we answer the divine men? I think that our answer should be as follows:-Best of strangers, we will say to them, we also according to our ability are tragic poets, and our tragedy is the best and noblest; for our whole constitution [politeia] is an identificative performance [mimesis (or what did you think?)] of the best and noblest life, which we affirm to be indeed the truest tragedy. You are poets and we are poets, both makers of the same strains, rivals and antagonists in the noblest of dramas, which true law can alone perfect, as our hope is. Do not then suppose that we shall all in a moment allow you to erect your stage in the agora, or introduce the fair voices of your actors, speaking above our own, and permit you to harangue our women and children, and the common people, about our institutions, in language other than our own, and very often the opposite of our own. For a state would be mad which gave you this licence, until the magistrates had determined whether your poetry might be recited, and was fit for publication or not. Wherefore, O ye sons and scions of the softer Muses, first of all show your songs to the magistrates, and let them compare them with our own, and if they are the same or better we will give you a chorus; but if not, then, my friends, we cannot.

“Constitution,” politeia, is a word frequently translated “republic.” It also happens to be the title of the work of the same name. I don’t think Plato could have said any more clearly that his work, whether you want to call that work “philosophy” or “dialectic” (which really just means “conversation,” for goodness’ sake) or “meta-musical mimetic,” is the same kind of thing the people in the cave are doing. It’s mimetic. It’s ludic.

It’s going to take a few posts to unpack the implications of this passage. Let me wind this one up by telegraphing the connection to games a bit more clearly.

Bioshock.

Alright, fine--even I am willing to admit that Bioshock has received more than enough attention, so although I’m going to be talking in detail about its signal moment, the confrontation with Andrew Ryan, as I continue this series, let me say that despite Bioshock being the only mainstream game thus far that emphatically thematizes the disruption of the cave-culture-game, games are increasingly making use of their closed mimetic constitution to make at least a part of their meaning.

The example of Tale of Tales’ The Path (2009) (see also Kieron Gillen's extremely lucid review of the game), whatever we think about the game’s content (Plato’s lawmakers would, I believe, most certainly not approve) comes in nicely here. The theme of that game is arguably the inevitability of corruption, and the game uses the falsification of its own interactivity to express that theme. There is no way to avoid the wolves and yet play the game (to avoid the wolves is, precisely, not to play): to play the game is to go to meet your characters’ corruption, willingly or unwillingly. The theme itself is tragic, as opposed to philosophical, and thus precisely what Plato would seek to disqualify from enactment in the city of Laws.

The situation in Republic is much more complex and interesting. From the standpoint of Republic, The Path would seem to be disqualified not because of its theme but because of its mimetic nature. But here we come up against it, because Republic itself is mimesis—a mimesis that carries the story of how the philosopher tried to get the prisoners in the cave to turn their heads away from the shadow-puppet play, and failed. While The Path has no such grand and urgent intent, it’s nevertheless a game to be played on Plato’s new console: it makes the player perform as characters under the compulsion of mimesis. It’s an act of mimesis as Republic is an act of mimesis: both games make us sensible that, as The Matrix puts it, the world has been pulled over our eyes.

Thursday, October 9, 2008

Notes from the Spice Mines of Kessel

Apologies for the darkness of Living Epic over the past few weeks. As you’ll gather from the notes below, I’ve been busy not just with my ordinary teaching duties (this semester that’s Greek Civilization, Intermediate Latin, Plato-as-practice, and Plato’s Phaedrus with my advanced Greek students [even more glorious, and even more sexy, in the original]), but also more importantly with the center.

Now that our first grant proposal is in, and I have a better feel for how the whole “You know, you really should give me all your money” game, I’ll be trying to get back on the blog, though I suspect for a while it’s going to be an echo-chamber sort of thing: I’ve got an incredible back-log now of amazingly smart things people like Michael Abbott, Iroquois Pliskin, Corvus Elrod, Steve Gaynor, and Duncan Fyfe have said that I want to comment on, however briefly. Since I’ll be starting to develop the materials for the courses now, also, I’ll be able to post about that, too.

Anyway, the first grant proposal, for a National Endowment for the Humanities Digital Humanities Start-Up grant, was uploaded yesterday. I’ve posted the narrative on the wiki, here. Comments on it are beyond welcome--I would upload my firstborn if I thought it could get a conversation started that would improve the center's self-formulations.

Next up is the Macarthur foundation’s Digital Media and Learning Competition, due in a week. The money would go to making our own persistent world with Sun’s Project Wonderland resources, and to giving out our first fellowships. In turn, that would mean we could do our first real symposium, and publish the proceedings. It’s all happening, maybe!

I’m giving a lecture, in the fun UConn Honors Last Lecture series, next week called “Bioshock in Plato’s Cave: How Video Games Can Lead Us into the Light.” Two weeks later I’m doing a scholarly luncheon talk at the UConn Humanities Institute called “End-Game Gear and the Multiplayer Epic from the Iliad to World of Warcraft,” which is pretty much an academic version of “Achilles’ Phat Lewtz,” which in turn is the prelude to what I hope will be my first peer-reviewable classics ‘n’ gaming article.

Finally, we’re getting very close to registration for the courses in January and the spring semester. I’ll post again with the relevant links soon!

Thursday, July 3, 2008

Who’s the author of a video game? (In response to comments on my post “On the profundity of Halo and Bioshock” (4))

You can find the comments appended here. It seems like a good idea to attempt to summarize individually and then respond individually to what I see as the central points made by those who have my gratitude for taking the time to read my own arguments with attention, however harshly they chose to respond. I think I have good reason to hope that my interlocutors will correct with some rigor any misrepresentation on my part. The nature of the blog form (which I happen to think is in no way inferior to the scholarly-article form or even the scholarly-monograph form, forms that tend towards the insufferably self-indulgent) leads me to divide my response across a few different posts, of which this is the fourth (the first may be found here, the second here, and the third here). I invite my interlocutors to engage me on each heading separately, in the interest of clarity of discussion.

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Finally, I think we have to outline, at least, a discussion on authorship and video games.

5. The problem of the identity of the artist: player or developer?

Film studies is well known for the famous debate usually referred to as the “auteur debate.” Put very briefly, the central question was “Does (or should) a film have an author?”

The reason to ask the question with respect to film is that most of the time, there are a lot of people involved in the making of a single film. The two sides of the auteur debate were the people who thought it was a good thing to spread authorship around (they were the Hollywood types) and the people who thought it was better to have films controlled by a single vision (they were above all the French filmmakers of the 50’s and 60’s) as much as possible.

The old auteur debate has nothing on the problem of authorship (or, if you will, “artistship”) in video games, because instead of just debating whether Ken Levine did (or should) have complete control over, and should get all the credit for, Bioshock, there arises in the case of video games the question of whether the player has a role in the creation of the art.

The foundation of the debate remains the same, though—the notion, espoused by Grey in the comments to my original post, that true beauty (or artistry, or profundity, or whatever else you like to find in your aesthetic experiences) can arise only when a single composer (let’s use that word instead of “author” and “artist”) has the opportunity to communicate his ideas to his audience through the medium of a work of creative production (call it “art,” if you want). If the audience is somehow able to change the composition of the work, according to this model, the composer’s ideas may not be communicated as they should be, and true beauty may not arise.

I find that notion to be an interesting fiction—a fiction that can be very helpful both for a composer and for an audience from time to time. I don’t think there can be any doubt that great works of art have emerged from it.

But I would maintain very strongly that it is a fiction for all that. Composers have decisive effects on the interpretation of their works, but audience members have even more decisive effects, because they’re the ones who get to say what it meant to them and to their communities. (There are theoretical ways to talk about this topic, above all the century-old idea of the “intentional fallacy,” but there’s no need to bring them in to understand the matter.)

And when we contemplate much more complex, and much livelier, models of composition like ancient epic and video game, I think we see that trying to make the composer a controller of ultimate meaning, and to base one’s standard of beauty and profundity around that control, is unlikely to produce art that takes advantages of those models’ unique affordances. It seems to me, that is, that trying to argue that the best aesthetic experiences to be had in games come about through a conventional idea of authorship makes games into (weak?) imitations of written forms like novel.

Here’s another place where I strongly believe a comparison with ancient forms like epic and tragedy can be really helpful. Particpatory art can probably be forced to produce the same kind of deep meaning to be found in non-particpatory art, but I’m of the opinion that it realizes its potential more greatly, and does more for us and our civilization, when composers embrace the opportunity to allow players to participate in the creation of the art.

I think, actually, that that’s what Ken Levine did in Bioshock, because the moment of having to kill Andrew Ryan makes sense only in contrast to the interactivity the player has been allowed to enjoy elsewhere in the game, which in turn creates (in my opinion) a deep meaning that exists between the individual player’s individual choices and the composer’s control.

To make an analogy back to ancient epic one more time, Ken Levine's contribution is mostly like the pre-existing, immutable (though in actual fact slowly-changing-over-time) mythic story, while the player is mostly like the bard (and also like the audience, but we’ll talk about that some time down the road). The analogy is not exact, and that's one of the reasons I find it so exciting, because it means there's a lot of work still to be done. Game developers clearly get to do a lot of the work of the bard as well, in creating the game world and in defining certain crucial apsects of the interaction. But it’s in the interaction itself that I think some of the most profund (and the less profound) meanings of ancient epic arose, like the (non) Choice of Achilles, and will arise also in video games.

Is this the only way for epic, or games, to achieve true beauty? Of course not. It’s a pretty cool way, in my opinion, though.

Wednesday, July 2, 2008

Are choice and interactivity enemies? (In response to comments on my post “On the profundity of Halo and Bioshock” (3))

You can find the comments appended here. It seems like a good idea to attempt to summarize individually and then respond individually to what I see as the central points made by those who have my gratitude for taking the time to read my own arguments with attention, however harshly they chose to respond. I think I have good reason to hope that my interlocutors will correct with some rigor any misrepresentation on my part. The nature of the blog form (which I happen to think is in no way inferior to the scholarly-article form or even the scholarly-monograph form, forms that tend towards the insufferably self-indulgent) leads me to divide my response across a few different posts, of which this is the third (the first may be found here, the second here). I invite my interlocutors to engage me on each heading separately, in the interest of clarity of discussion.

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Now we come to a set of comments that I think have more to do with the claims I was trying to make in the original post:

4. The matter of choice vs. interactivity.

The reason I think these comments start to get to the heart of the matter of the kind of profundity I was talking about is that I think that profundity arises specifically in relation to interactivity and player choice. I argued that the removal (or the simple absence) of player choice, when it stands in a meaningful relationship to the action and themes of the story being told, is capable of producing an artistically gratifying depth of meaning. The two examples I gave were the handling of the necessity of killing Andrew Ryan in Bioshock and the necessity of getting your warthog (jeep) to end of the level “The Maw” in Halo.

I may at some point decide to get into the literary, philosopical, anthropological, sociological, and psychological problem of “artistically gratifying depth of meaning” in this blog, but this isn’t the moment to do that. For now, it’s a way to unpack (slightly) the word “profundity,” which I said a couple posts ago probably needs to be put down to taste. To repeat a bit, two things I’m definitely not saying are 1) that Halo and Bioshock are more profund than any other work, whether a game or an epic or something else; or 2) that the specific effect of profundity I’m identifying is the only, or even the best, way for games (or anything else) to bring about an artistically gratifying depth of meaning.

Two commenters to the original post, Grey and J1M, had a very interesting debate about what the most important affordance of games for narrative actually is. (Sorry about the word “affordance,” but once you start using it you’ll find that you’ve needed it in your vocabulary your whole life.) J1M maintained that it’s player choice, giving the examples of Fallout and Deus Ex, where player choices can affect the course of the story to a very great degree. Grey maintained that it’s interactivity, giving the example of Shadow of the Colossus, where the player’s relationship with the horse Agro is created by the player’s actual physical interaction with the game in controlling Agro. J1M countered that interactivity has in the end really no more potential than the infamous “fart button” in Fable. Grey countered that real player choice denies the game-developer the authorial control that alone can create profundity.

(That last bit from Grey will lead me on in the next post to talk about the identity of the artist, so I’m going to bracket that aspect of the question for the moment.)

Here’s my take, partly from ancient epic and partly from game-play. If interactivity can in fact be defined the way I defined it in the last post, as “permitting a person to participate in, through a measure of control over, the relevant experience,” choice is simply that kind of interactivity that has a decisive effect on the course of the story. That is, at one end of the spectrum you have the fart button; at the other end you have the multiple endings of Fallout (and, to a lesser degree [perhaps much lesser]) Mass Effect and Star Wars: Knights of the Old Republic.

The question of meaning arises over the functioning of such interactivity in relation to the rest of the story. The fart button’s only meaning (as far as I can tell) is that the hero of Fable is real enough to be flatulent. I wouldn’t call that profound, but YMMV. The player’s relationship to Agro in Shadow of the Colossus is IMHO much more meaningful. The meaning of the choices in Fallout is perhaps no greater, but certainly very different. All those meanings arise out of interactivity.

All those effects of profundity seem to me to have strong and interesting analogues in the practice of ancient epic. The fart button is like the kind of running joke one finds in Homer (for instance the extreme old-age of Nestor), which the bard could either bring in or leave out; the relationship to Agro is like the bard’s relationship to Patroclus, Achilles’ best friend (who like only two other characters, and for reasons that we still can’t agree upon, is addressed in the second person from time to time); the real, story-making choices are like such game-changing Homeric elements as the Shield of Achilles, which must originally have been the work of one bard with a yen to shake things up.

My only point in relation to the preceding, with respect to Halo and Bioshock, is that the meaning I identified in them can be added to the list. All these profundity effects have a place, I think, in games; their use in individual games will only get more refined (even the fart button) as the medium develops.

Back next time with “Who’s the real artist? Is there a real artist? Does it really matter?” Thanks for reading.

Monday, June 30, 2008

Was I wrong to praise mainstream, console games? (In response to comments on my post “On the profundity of Halo and Bioshock” (1))

You can find the comments appended here. It seems like a good idea to attempt to summarize individually and then respond individually to what I see as the central points made by those who have my gratitude for taking the time to read my own arguments with attention, however harshly they chose to respond. I think I have good reason to hope that my interlocutors will correct with some rigor any misrepresentation on my part. The nature of the blog form (which I happen to think is in no way inferior to the scholarly-article form or even the scholarly-monograph form, forms that tend towards the insufferably self-indulgent) leads me to divide my response across a few different posts, of which this is the first. I invite my interlocutors to engage me on each heading separately, in the interest of clarity of discussion.

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Since I’m just getting back into the swing of things, I’ll start with a couple to which I really have no response other than “Guilty as charged.”

1. The charge of praising unworthy examples of the art of video game, by calling Halo and Bioshock profound.

2. The charge of praising console gaming.

As I’ve said in my preliminary responses, I think a fair reading of my post demonstrates that I’m not claiming that the terrible twosome of Halo and Bioshock are more profound than anything else, including a restaurant menu, if that menu happens to be read in the right context. As several commenters noted, the Iliad (along with a great many classic works which were originally popular entertainment) tends to be mistaken for being something that it’s not, with respect to profundity.

I think the combination of readers’ split-second reactions to the juxtaposition of the word “profundity” and the work Iliad, and the works Halo and Bioshock, may explain how they responded to the post. However that may be, I stand by my basic point, that these games, despite their flaws, including any flaw inherent to their platform, have what I would describe as profound moments. The definition of “profound” is however, finally, very hard to agree upon, and it may be that you’ll in the end simply have to criticize my taste, if not dispute it. (I’m going to handle the matter of how I think that profundity comes about under a different heading.)

The sub-charge of illiteracy, made explicitly by at least one commenter, and a subtext of several others’ remarks, follows nicely here. I would seek to challenge the notion that I have not played a lot of very good games, several of which struck me as more profound, in their ways, than Halo and Bioshock. I cannot claim to have played all the games brought up by commenters, but for every phenomenon inherent to the art of video games that they describe in relation to a game I haven’t played, I have been able to associate a version of the phenomenon in a game I have played; that is, I know what they’re talking about.

But in the the end, characterizing me as illiterate seems to me simply an ad hominem pseudo-argument to justify a failure to engage my claims. If I say something true about video games, why does it matter whether I’ve played Pong? We all know the feeling of having a professor tell us we’re not worthy of talking about work X because we haven’t read work Y or critic Z. Sometimes it’s absolutely true that the point we’re trying to make is vitiated by information we haven’t considered. More frequently, though, the professor is doing that because he doesn’t think it’s worth his time to consider the matter from a new perspective. I try not to do things that way.

Commenters have brought in examples from several different games, in particular Fallout and Shadow of the Colossus, but to my mind these examples, while they lead to fascinating further discussion, aren’t precisely on point with respect to my post, since my post is about a particular aspect of games that connects them to ancient epic, and is not in any way exclusive—that is, I’m not saying that anyone else is wrong about what’s profound because I’m right about it; I think there’s a whole bunch of room for profundity all over the place.

On the other hand, as I continue with the response, I’ll be venturing into territory that wasn’t really covered in my original post, and where I think these examples will be very relevant indeed. There, I’ll come up against the arguments of commenters and in a few cases submit that they’re not looking at the matter in the most helpful possible way. Here are the other responses to my post that I plan to handle in the coming few days.

3. The charge of comparing video games to non-interactive media: here.

4. The matter of choice vs. interactivity: here.

5. The problem of the identity of the artist: player or developer?: here.

Thanks again for this great discussion.

Friday, June 20, 2008

The profundity of Halo and Bioshock (and the Iliad)

This is a post in a series expressing the essence of my argument about how video games are actually ancient, how they reawaken the anicent oral epic tradition represented above all by the epics of the Homeric tradition, the Iliad and the Odyssey. The earlier posts can be found in the “Living Epic: The Main Quest” post, linked on the right. Note that this blog is aimed at an audience that includes non-gamers; I apologize for boring the gamers in my audience by going over such things as the basics of game genres, but I hope they might want to see that as an opportunity to print my posts out and give them to their non-gaming parents, teachers, and spouses.

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This moment, right after I’ve just put the work of Ken Levine and the work of the Homeric tradition alongside each other (in the previous post in the series), actually makes an ideal place to throw out an answer to a question that’s been bubbling under the surface of this blog from the very beginning, and is now ripe for a little more attention. Am I saying, a critic of video games might ask, that Halo and Bioshock are capable of the depth of artistic-philosophical expression reached by the Iliad in the Choice of Achilles? After all, when the Homeric bard has Achilles say that maybe the undying glory isn’t really worth it if you lose your life, he’s doing an artistic thing that we’re not used to thinking video games can do.

Here’s the answer: Yes, I am saying that. I’m also saying, though, that Halo and Bioshock and the other wonderful, thought-provoking games we’ve seen lately haven’t yet done that. They’ve come close, as I talked about in that previous post about the non-Choice of Achilles and the non-Choice of Killing Andrew Ryan, but, at least in my view, no artistic-philosophical cigar yet. (Tim Rogers’ eloquent way of putting it, that the artistry of Bioshock is the “very least we should expect from now on,” seems to me to be a slightly different way to say the same thing.)

The Iliad’s artistic-philosophical cigar, to refer back to our main point of discussion, has been awarded by generations of readers, for that moment when Achilles questions everything. That moment, with all its profundity, came into existence originally as an improvisation on—an interaction with—the pre-existing traditional story. That’s where we’re headed next, because in the moment before the player of Bioshock kills Andrew Ryan, he or she has an infinite number of tiny variations available within th game, despite the truth that until he or she goes ahead and kills Andrew Ryan, the game as we think of it—the story of the game—won’t proceed.

The profundity of that moment, or of corresponding moments in Halo when you absolutely must do something or the game won’t proceed, comes from the interaction of the necessity of doing that thing with the meaning of the thing you must do. The most obvious example in Halo is I think the end of the game, when the player must drive a jeep through a hostile landscape in a short enough time that the Master Chief can make it off Halo (the ring in space) before it explodes.

Even Ken Levine, the developer of Bioshock, hasn’t found a way to get to the depth of the way that interaction works in the ninth book of the Iliad, where the bard finds something for Achilles to say in relation to his necessity that’s so achingly sad as to make us better people for having read it. But we’re getting there.

The fact that we’re getting there along this particular road of exploring the power of interactivity means that we should spend some time looking at how it worked in ancient epic. The first thing we should talk about is probably the extent of the interactivity that was possible, to see what resemblance that interactivity bears to the interactivity of video games. The exact degree of interactive change that would have been allowable in the Homeric tradition is a subject of hot debate among the professionals who study this stuff (and probably always will be), but Book 9 of the Iliad actually presents us with a really interesting bit of evidence, which is so fascinating that I’m going to risk boring you, and give you the Ancient Greek tools you need in order really to understand it.

Next time: more than you ever wanted to know about the dual number.

(Note: I'm away next week, so I'm afraid you'll just have to wait to learn all about the dual.)