Showing posts with label Odysseus. Show all posts
Showing posts with label Odysseus. Show all posts

Monday, November 8, 2010

The Bioware style (sketch 1)


I’m tuning up to write a chapter for a forthcoming volume on digital RPG’s, to be entitled Dungeons, Dragons, and Digital Denizens: Digital Role-playing Games and to be published by Continuum Books. Whether or not my contribution is finally accepted for the book, I think it should be a worthy--even ground-breaking--volume, given its editors’ emphasis on theoretical approaches to the subject in their call for chapter-proposals.

What you’ll see here, if you decide to read this post, and whatever others I manage to produce, is a series of probes in the direction of a methodology of game-criticism based on a fuller appreciation of games’ analogy to oral formulaic epic, and to homeric epic in particular, than I think game-critics have yet deployed. Here’s the abstract I submitted, for starters; I need to state clearly that the final version of the chapter--the one I’m working towards with these sketches--hasn’t been accepted for publication yet, though based on the abstract the book’s editors requested a final version.

Bioware’s epic style: oral formulaic theory and the recompositional process in three Bioware RPGs


Several writers, beginning with Janet Murray in Hamlet on the Holodeck, have observed the analogy between certain forms of digital game--most notably the RPG--and the oral improvisatory process that gave the world the Iliad, the Odyssey, and countless other works of the Western literary tradition. Briefly, the player of an RPG engages in practices that are highly and interestingly analogous to the practices of the homeric bards, as studied through the comparative materials collected from South Slavic bards and analyzed originally by Milman Parry and Albert Lord. The RPG-player uses the elements given him or her by the game, just as the bards utilized the tradition in which they had been trained; the RPG-player recombines and innovates upon these elements to produce a performance that is irreducibly unique in the occasion as the bard did the same to produce his epic performance. Indeed, as the homeric bard’s performances were later codified eventually to become the fossils we know as the Iliad and the Odyssey, and the singers of tales of other traditions’ into works like Beowulf and The Song of Roland, RPG-players’ performances are these days sometimes codified in video form and shared around games’ communities.


This chapter seeks to contribute to our understanding of the operation and cultural significance of the digital RPG by analyzing key moments in three RPGs by Bioware, Star Wars: Knights of the Old Republic, Mass Effect, and DragonAge: Origins as instances of the same thematic recompositional process delineated by Lord and deployed as a methodology of “composition by theme” by scholars like Laura Slatkin. I demonstrate that a developed “Bioware epic style” may be identified in the way Bioware RPGs use a complex imbrication of dialogue trees, highly modular cutscenes, and party selection choices to allow players the opportunity to compose by theme themselves, creating performances that necessarily stand in relationship to other performances of the same game both by themselves and by others, just as thematic composition in the homeric epics--and in the Odyssey in particular--derives its most important effects from the interactions--indeed the interactivity--of the current performance with the possibility of other, different performances.


I demonstrate that in these three Bioware RPGs players’ choices of character origin, of dialogue, and of party selection, as well as of conduct towards party members, we see the mechanics of the Bioware RPG develop in each game as a way of shaping interactivity with the cultural materials given in the game. I also consider as contrast two other studio RPG styles, the Bethesda style and the Square Enix style, to illuminate the particular operation of the Bioware style. The chapter’s greatest contribution is thus likely to be in the comparisons and contrasts of three different games with one another and with other styles of RPG as outgrowths of a new practice of the oral epic tradition.


So my first notion of what my argument in the chapter will be is very much along the lines of a wonderful--though, I think interestingly flawed--paper by the brilliant classical scholar Laura Slatkin, called “Composition by theme and the metis of the Odyssey” (partly available here on Google books). I’ve taught Slatkin’s essay many times now in various courses on homeric epic, and it never fails to generate productive discussion about the exact extent to which we can say that an oral epic is about something or means something.

Strangely (note my irony), it’s a discussion that’s very highly analogous to discussions I have almost every day on Twitter, Facebook, and Buzz about the possibilities for meaning or “aboutness” in narrative video games. I’ve long ago dispensed, for my own purposes, with the notion that we can talk about games having “authors” in any meaningful sense. But the question of what effect that absence of authorship has on what I prefer to call “meaning-effect” is one with which even homeric scholarship, whose modern incarnation is of course older than video games themselves, and whose roots go back much, much further, continues to have great difficulty in dealing. Game scholarship has made advances in this direction--Janet Murray’s Hamlet on the Holodeck holds its value very well in this regard--but there is much more to be done, and I’m hoping that my Bioware chapter will help do it.

At any rate, I think formulating this argument will take my own project in a direction it should definitely now go--the nuts-and-bolts critical discussion of what the fundamental comparison on which this blog is founded can actually tell us both about homeric epic and about games, and in particular about story-based video games. Slatkin’s argument is more or less that whoever put the Odyssey together did so 1) with a full understanding of the implications of the multiformity of the oral formulaic themes out of which he was making the thing we now know as the Odyssey, and 2) overtly to place himself (or, if you’d rather, the Odyssey’s narrator) in sympathy, and in friendly rivalry, with his hero Odysseus, in the aspect of metis (cunning). To make a corresponding argument about a game or a set of games would involve actually considering what the narrative materials of RPG’s are, and how they fit together--something that the critic of a novel or a film doesn’t do, something unique to oral epic and games.

My plan is to argue that in three crucial moments of the Bioware RPG’s I mention in the abstract, the player’s performances achieve their meaning-effects in a way describable in the same terms Slatkin uses of the composer of the Odyssey, a way particular to the Bioware style. I want to say that even on the first playthrough--and with increasing complexity as firsthand playthroughs and secondhand knowledge of others’ playthroughs accumulate--the player of a Bioware RPG must make meaning out of his or her performance not only through the performative choices s/he does make but also through those s/he doesn’t, not in the general sense true of all RPG’s but in the specific sense of a confrontation with the games’ potential performances, forced upon the player by the way these specific games deploy their thematic material.

I haven’t decided on the three key moments yet--and of I’ll course support my conclusions about them with many references to other moments in the games--but one of them is likely to be the moment in KOTOR at which the player chooses the way his or her performance will end. (I’m going to put it that way in this sketch because I want to keep it spoiler-free).

Just to end this first sketch with something concrete, I plan to argue that KOTOR configures the player’s performance in such a way that the choice between Light and Dark is a confrontation with the meaningful implications of the player’s performance to that point in the game, and so also with the potential meanings of the performative choices with which the game now confronts the player in the form of specific dialogue-options. As the player’s performance continues from that point, his or her composition by theme--that is, the theme s/he chose to elaborate at that crucial moment--works out its meaning-effects in great part through that performance’s relation to the player’s confrontation with his or her previous choices, above all through the specific valence of the Light/Dark scale that lies at the backbone of the game’s ludics.

Structuring, resolving, and elaborating this kind of choice is exactly what Slatkin’s Odyssey-composer does, with relation to the thematic materials of the Odyssean tradition. The performative choices he made, which echoed centuries of performative choices made by other bards, had the same relation to choices he’d made earlier in the recompositional occasion of his version of the epic: he was forced into the same kind of confrontation. The difference--and the reason I think we can talk about a “Bioware style” as opposed to an “Odyssey style” or a “Bethesda style”--is that the Odyssey-composer’s confrontation was in the register of metis, and involved things like similes, whereas the KOTOR-players’ confrontation is in the register of Light/Dark, and involves things like romantic cutscenes.

If I’m not mistaken about where I’ll go next (though admittedly lately I seem to have less than 50% accuracy on that score), I’ll be getitng more specfic, and more spoiler-y, about that moment in KOTOR. I’m excited about this chapter, and I’d love to discuss it with anyone who’s interested as it develops, in the interest of ensuring that it makes a real contribution to its fields.

I’m going to use the occasion of this post on which I’m eagerly seeking comments to experiment with turning comments off on the blog and requesting that if you're interested in commenting you do so on Google Buzz. If you haven’t experienced how interesting, prolonged, and downright valuable Buzz discussion can be, I recommend giving it a try!
You’re most welcome to follow me on Buzz, here; you’ll find this post there, too, with any luck, and I hope to discuss it with you there!

Wednesday, February 11, 2009

Phaeacian immersion

3D Movie audience

This is a post in the "Living Epic: the Main Quest" The earlier posts can be found through the "Main Quest" hub.

This post is about how adventure video games, which seem to be about various out-there characters like space marines, elven warriors, and canine divinities, come to be about you, and about how the story of Odysseus’ adventures comes to be about the people to whom he’s telling the story. If I do my job right, this post will build one important bridge across the gap between what happens inside games like Halo, World of Warcraft, and Fallout 3, and what happens outside them, between the people who play them and the people who make them.

A while back, I argued that Odysseus’ adventures have the important purpose of turning his audience into fanboys of Odysseus, just as the bards tried to turn their audiences into fans of the bards, just as many games are set-up to turn gamers into fans of the game-franchise.

Now I’m going to argue that the way Odysseus does that is to shape his performance so that his adventures aren’t just about him, but also about his audience, the Phaeacians.

When you start to think about the “adventures” of Odysseus this way, there’s evidence all over the place, from the Lotus-eaters to the Island of the Cattle of the Sun, but there’s one passage that seems to me to crystallize the thought. It’s the middle of the night, and the middle of Odysseus’ story about how he went to the land of the dead (we’re talking about the middle of Book 11). He’s just spent the last ten minutes or so talking about a series of royal women he met there, with little epitomes of their stories included. For one very important example, he runs into the mother/wife of Oedipus, whose name in the Odyssey is Epikaste (see what I mean about how chageable all this was?).

And then he says that it’s time for bed. His hosts first promise him presents, then beg him to keep telling the story. Alcinous, king of the Phaeacians, first says that he thinks Odysseus’ words have the ring of undeniable truth:
“Odysseus, we as we look at you do not imagine
that you are a deceptive or thievish man, the sort that the black earth
breeds in great numbers, people who wander widely, making up
lying stories, from which no one could learn anything. You have
a grace upon your words, and there is sound sense within them,
and expertly, as a singer would do, you have told the story. . .”
Then he asks,
“But come now, tell me this and give me an accurate answer:
Did you see any of your godlike companions, who once with you
went to Ilion and there met their destiny?”
Odysseus thanks his hosts, and then says that Yes, as a matter of fact, he did see both Agamemnon and Achilles there. He goes on to narrate the most memorable part of the entire adventures, his encounter with those who died at Troy.

There’s an interactivity here, as Alcinous plays Odysseus like a console—an interactivity that is clearly to a certain extent contrived by the bard to present a sort of ideal version of what the job of a bard is really like. Don’t forget that Odysseus only a short time before had asked Demodocus for a specific story; now Alcinous is doing the same. There is, however, a crucial difference: when Odysseus makes his request to Demodocus, he’s asking for a song such as might be sung by a bard. When Alcinous asks Odysseus if he saw any of the other Achaeans in the underworld, he’s very explicitly asking for what he considers the truth, but in a way that’s obviously intended to make the bard’s audience realize that Odysseus is making it all up, and in a way that makes it clear that Odysseus’ metier and his greatest talent is to make up exactly the story that will get him what he needs, by plunging his audience in the story so deep that they can’t tell truth from fiction. Now that’s immersion.

But it’s also immersion accomplished through a very specific mechanism that I think may prove to be the key to all immersion in the end: intersubjective self-performance. By that term I just mean telling a story about yourself (“self-performance”) to someone else (“intersubjective”). The reason Alcinous and the rest of the Phaeacians are so struck by Odysseus’ story is that he’s there in front of them, talking to them from the perspective of the man who was there, who did the things he’s telling about. Again, it’s paradoxical but true that this self-performance makes the story about its audience, people who can be counted on not to have been there, or they wouldn’t have the proper relationship with the story.

The reason for the immersion, the strange psychological audience-involvement, is that the storyteller himself makes the connection: I, Odysseus, the one telling you the tale am I, Odysseus, the one who saw these places and did these things. The masterstroke of the apologue (the adventure-tale of Odysseus that stretches from Book 9 to Book 12) is that the preposterous nature of the tales makes them both extraordinarily entertaining and strikingly thematic—that is, the immediately graspable “truth” that Odysseus is telling fish-stories makes his achievement in self-performance truly great: only he could sell these stories, and that makes his a sort of ideal model of the bardic occasion’s capacity for immersion.

How could that work in a situation where the storyteller is not Odysseus, the best storyteller imaginable, a man who can make you believe he was there? How could that work for a bard? I think we can look to adventure video games for the answer. What is it that makes us, like Alcinous, travel the circuit from immersion to interaction and back? The idea that it’s happening to us. What is it that makes us keep on through Halo or Bioshock or even Fallout 3? The idea that we have to do it, if it’s going to get done. We’re simultaneously Odysseus and Alcinous, and we look to the designers of our games as Odysseus looks to Demodocus, as the author of the occasion—not of the story, but of the occasion—for us to tell our tale so well that it feels undeniably true. Corvus Elrod has recently and compellingly explicated semiotics' concept of fabula in a very similar direction.

What’s more, the fictionality of Alcinous—that is, the fact that he’s a character from the fantasy-land of the Phaeacians where they have ships that travel instantaneously from port to port—tells us something else very important about the inherent intersubjectivity of this self-performance: it can be fictively constructed. When we play a single-player RPG, for example, even though there’s no one else in the room, we’re still doing intersubjective self-performance, strangely enough, for the NPC’s of the game. The occasionally-ludicrous citizens of Albion in the Fable games are only the most obvious example of the crucial connection between immersion and (fictive) intersubjectivity.

Odysseus’ tale-telling to the Phaeacians tells us that adventure video games’ interactivity and their immersiveness are fundamentally bound together (we knew that, of course, but perhaps we tend not to express it often in relation to other art forms), but also more importantly that the circuit formed by interactivity and immersion is fundamentally rooted in the performance of the self to others, whether real (think fellow-players in an MMO, or the official game forums and how invested gamers are in them) or imaginary (think, for example, of Sergeant Johnson or Andrew Ryan).

Where does that get us? It's been pointed out many times that, really, all art-forms are interactive, or, in Ian Bogost's term, procedural. In talking about how video games differ nevertheless from other (always) interactive art-forms, critics emphasize a huge range of different characteristics of games' storytelling and play mechanics. In relation to Odysseus' immersion of the Phaeacians through interactivity I think we see a model that might open a new part of that discussion: how narrative games provide a modern occasion for an ancient, fulfilling kind of self-performance--one that other art-forms don't provide because the interactivity-immersion circuit in them is almost invisible, whereas, in living epic, it's right there before your eyes.

Friday, August 1, 2008

Communal immersion, ancient and modern

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.

3D Movie audience

After Odysseus gets what he wants from Demodocus at the end of Book 8 of the Homeric Odyssey, and Alcinous has stopped Demodocus from singing so that he can ask why the hell Odysseus is crying into a curtain, Odysseus does, to a certain extent, fulfill his part of the bargain he made with the bard to sing the bard’s praises if the bard sang his. In the process, he gives us what I would hold up as a candidate for the first depiction of immersion in the Western literary tradition:
Surely indeed it is a beautiful thing to listen to a singer
such as this one here, like the gods in his singing;
for I, at least, think there is no practice that is more pleasurable
than when happiness arises among all the people,
and the feasters throughout the palace listen to a singer,
sitting in order. . .
But your spirit was inclined to ask me about my mournful
sufferings, so that I must mourn and grieve even more.
What then first, what last should I recite to you?
It’s the “sitting in order” listening to the singer and its connection to the pleasure of the occasion (a superlative pleasure at that, since Odysseus says there’s no other practice that has more pleasure), that I think makes it immersion. We know this image well from our own culture as well—it’s the same thing that happens at a really good movie, when a hundred people are sitting in their seats not noticing that there are other people next to them, not even aware that they themselves are breathing, so transported are they by the story.

There are plenty of other moments in the Odyssey that I could point to as filling out this picture, above all the moment when Odysseus pauses in his own story and the Phaeacians “stay, stricken to silence,” but the picture of a community immersed is the one I want to focus on, because it seems at first so different from what goes on in our game-rooms or at our computers, when we’re playing a game like Oblivion or Halo.

There may be something to be mourned, there, if we stop getting together to sit in order throughout the palace, but I doubt we will stop (especially since sports are going to go on, seeing that we have bodies, WALL*E notwithstanding, and people aren’t going to stop liking to act out plays).

Much more important, however, is the assured survival of the fundamentally imaginative, creative, and positive construction of community through immersion. What Odysseus is talking about is a cultural practice that had a crucial role in making the just-starting-out ancient Greek city-state (the famous idea of the polis) what it was, and what it became. The word I translate “pleasure,” is kharis which also, and more radically, means “reciprocal benefit.” In the early city-state, kharis made the community go round—people bearing kharis towards one another made up the fabric of the growing society.

That kharis is there in gaming culture. I would suggest that it’s more there in gaming culture than it is in film culture (though cineasts form some strong communities too!). The connection between the imaginative activity of gaming and the bonds we gamers form with one another is almost mystical. Those bonds are expressed the more strongly in the strong things we will occasionally say to one another, and hopefully be sorry afterward. Those bonds also enliven us to an extent so great that we will sometimes find our commitment to our gaming communities coming into conflict with our commitment to the communities of our families. Is it not so?

“Almost mystical,” I wrote, but not completely mystical, I would say. I believe that that connection is susceptible of analysis, and I intend to analyze it. Good thing for me Odysseus is intent, as the story of his adventures begins, on making it clear why he thinks he can out-bard the bard, and tell a story that produces an immersion even deeper than Demodocus’ produces, and that will form precisely the community that will worship the ground Odysseus walks on, and bring him home.

Next time: it’s not all about you, Odysseus! (Or is it?)

Tuesday, July 22, 2008

The bard's role, divided

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.

Odysseus and Demodocus

(I’m picking up here directly from the previous post in this series, so if you didn’t catch that one, you might want to skim it before continuing.)

Odysseus, who decides how the story is going to unfold. and Demodocus, who implements that decision, together are analogous to the gamer. Together they represent, in fact, a kind of impossible, ideal perfection of the relationship between bard and audience, wherein the audience knows exactly what they want, and the bard is capable of giving them precisely that. Impossibly until now, that is, for in narrative video games players get to do the fun parts of the bard’s job and get to be the bard’s audience, recipients of the product of the immense techincal skill required to make a game, analogous to the technical skill it took to sing the Odyssey.

There are, however, two crucial remainders from this quotient. First, game-developers are stuck with the difficult, if more rewarding (both spiritually and financially), part of the bard’s job—the use of masterly technical skill to create a mythic backdrop with which to interact to create the story. Second, other people, not playing the game (at that moment, at least), like the listening Phaeacian audience either watch the gamer play the game or hear about his amazing feats later.

They may seem trivial at first, but those two remainders actually are for me the salvation of gaming from the appearance it presents of a basic anti-sociality. Indeed, I think that the communal relationship between developers, gamers, and other gamers (as well as non-gamers like parents and spouses) will in the end bring the mainstream around much more than games like Rock Band and Wii Sports ever could. As much as those great social games of today, and others like them, get played at parties, giving gamers and game companies the opportunity to point to an obviously social practice, I think that only a fuller understanding of what individual gamers are doing in community when they play Shadow of the Colossus or Fallout (or Bioshock or Halo) will demonstrate how social gaming actually is.

The relationship with the game-makers, and the relationship with the other people who aren’t playing on a given occasion but with whom the gamer shares the experience are founded, I’ll show as this mini-series continues, in the experience of immersion. Those relationships, I believe, make gaming a true successor to the ancient epic tradition that played an indispensable part in making our civilization great.

The game-makers, like the bards, have immense technical skill. They know the nuts and bolts of storytelling in their medium backwards and forwards. It doesn’t make the slightest difference that while the ancient bards knew dactylic hexameter, modern developers know anti-aliasing, or C#. That means of course that I’ve been fudging my comparison to this point, leaving the programmers out of it. But I don’t have to fudge anymore: the developer gets his or her glory as another kind of successor to the bard.

The people who watch a gamer game, or read his or her posts on the internet, are exactly like the admiring audience of the bard—the community that bard and other bards form as they tell wonderful, immersive tales. I think if we want to make the comparison come out as well as it can, we should imagine one bard singing to an audience of fellow-bards, because most of the time the gamer is performing for an audience of fellow-gamers. There is much to talk about on this topic, but for now let me point to the communities like Bungie.net where devotees of living epic gather to show their devotion. It’s worth saying, I think, that an individual gamer actually becomes part of his own audience, and the audience of other gamers, on a regular basis—that is, as soon as he stops playing himself and starts thinking about playing.

Next time: communal immersion, ancient and modern.

Tuesday, July 15, 2008

The bard's audience: participation and community

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.

Photobucket

If the ancient epic bard had the same ability as a gamer to shape the story as he saw fit, to add for example an ambassador to the “Embassy to Achilles,” (see here) what about the bard’s audience? We’ve already seen that Phemius, the bard of Ithaca was, according to the Homeric bard of Odyssey Book 1, looking to sing the song that would please his audience most; that is, an ancient bard had an audience, and that audience had a degree of control over his song. The bard could tell the story as he liked, but he had to worry about whether it would help him make a living, and he was thus part of a larger community of people, all of whom were participating in the creation of the epic.

Isn’t there something here that breaks the comparison between ancient epic and video games? If the bard had to work with his audience, the way, say, a professional storyteller or an improvisational comic does today, doesn’t that mean that the gaming comparison has a fatal flaw, because it doesn’t account for that community element? Isn’t gaming, after all, an isolating activity? If the gamer is like a bard, isn’t he like a bard who never gets to perform, never brings his tales alive? Isn’t gaming, then, the death of the bardic tradition instead of its new life?

You won’t be surprised that I’m going to argue against that point of view. In this post and in the next few posts, I’m going to take my argument about interactivity into new territory. That territory is defined by two key terms that I think are fundamentally, though surprisingly, related: community and immersion. I’m going to show that the living epic model actually uncovers an aspect of gaming that usually gets covered up by what gaming looks like—individual people sitting on couches and desk chairs, wrapped up in moving images on their screens. I’m going to show that instead of dooming my comparison, the matter of the bard’s audience actually makes that comparison absolutely crucial.

I’m going to demonstrate, that is, that video games, through the very immersiveness that makes them look isolating have an amazing power to create communities as strong and constructive as the ones created by ancient epic. To put it simply, the community function of immersion, the way that immersive storytelling like epic and video games creates relationships between artists and audiences, and among audience-members, doesn’t—can’t—go away. That’s why game-companies have had to start hiring community-managers.

More on that part of the equation—the gamers-forming-unstoppable-communities part—later. For now, I want to look at the relationship between the bard and his audience through the myth of the epic tradition, and to begin to compare it with the relationship between game-makers and their audiences, the gamers, through the myths of the games they make.

I think the best way to do that is to go back to the moment in Book 8 of the Odyssey that we looked at in light of the sandbox-to-rails continuum a few weeks ago. In this passage, we find Odysseus, who’s in the audience of the bard Demodocus in the quasi-fantasy land of Phaeacia, investing to an extraordinary extent in Demodocus’ heroic songs. He sends over to Demodocus a really nice cut of meat, and then says to him:
Demodocus I praise you above all mortals.
Either the Muse, daughter of Zeus taught you, or Apollo.
For all too well, in order, you sing the trouble of the Achaeans,
All the things they did and sufered and all the things the Achaeans toiled at,
as if you yourself were there, or heard from another.
But come, change it up, and sing the making of the horse—
the wooden one—the one Epeius made with Athena,
which once heroic Odysseus brought as a trick to the city-center,
having filled it with the men who sacked Troy.
If you tell me this, giving due attention,
immediately I’ll proclaim to all people
that the god willingly awarded you a divine song.
To understand where I’m going to take this passage now, you need to know that when Demodocus sings this song, Odysseus weeps. When Odysseus weeps, the king of the Phaeacians asks him who he is. When Alkinoos asks Odysseus who he is, Odysseus responds (we’ll look at this in detail in a future post) that he was enjoying Demodocus’ song, but, well, OK, he’ll tell his own story if Alkinoos insists. Very, very long story short, Odysseus’ tale is so cool and compelling that the Phaeacians don’t just take him home but also give him, literally, a king’s ransom in gifts to take with him to rebuild his shattered house.

In the passage I quoted, we see Odysseus telling Demodocus exactly what story Odysseus wants to hear, with confidence that Demodocus will do it, and help Odysseus accomplish his more or less propagandistic goal. It couldn’t ever have been like that in real Archaic Greece, but it could sure have been close, if you were a lord with a cut of meat to give. Odysseus uses Demodocus’ technical, bardic skill the way a gamer uses the technical skill of a game-developer, embodied in a game. Odysseus shares the story of his prowess with the Phaeacian audience the way a gamer shares his version of the game-story with other gamers.

It all comes about through immersion. More on that two posts down the line. Next time I’ll say more about how game-makers actually inherit the hard part of the bard’s job while gamers get the fun part.

Monday, July 7, 2008

The mysterious dual: the smoking gun of epic interactivity

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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When we last left Achilles, he was sitting in his tent refusing to fight, because Agamemnon took his girlfriend away. Meanwhile, Achaean warriors (that’s Achilles’ team; the word “Greek” isn’t really an accurate way to describe them) have been dying in large numbers. That’s the situation when Book 9 starts.

In Book 9 as we have it, bad old Agamemnon sends to the tent of Achilles three “ambassadors” in what’s been called forever after the “Embassy to Achilles”: Ajax (strongest of the Achaeans), Odysseus (smartest of the Acheans), and Phoenix (old friend of Achilles). When they get to Achilles’ tent, each of those ambassadors gives a speech about why Achilles should accept Agamemnon’s offer and come back to the fighting. It makes sense, and it builds to a very nice crescendo in the speech of Phoenix, after which, from an ethical point of view, the audience is in a lot of suspense about what Achilles should do, despite being in no suspense at all over what he will do.

But there’s this one facet of the episode (which, just to remind you of what I said a couple weeks ago, probably would have made a perfect tale to sing in an evening’s epic entertainment 2800 years ago) that doesn’t really make much sense at all: there are these famous dual forms, which seem, in Iliad 9, to refer to two ambassadors rather than the three we actually have.

What the heck is a dual form? Well, some languages have a special ability that English has almost entirely lost, to talk about two, and only two, things at a time. (English does have a vestige of it in our usage of “both,” which can refer only to two things at a time.) The dual is mostly useful for talking about eyes and hands and such, but occasionally it gets a workout in other circumstances, and Book 9 is one of those. Several times, despite our having three ambassadors, the version of Book 9 that we have, in the original Greek at least, speaks, for example, of how “the ambassadors both went along the shore.”

Those forms suggest very strongly that going so far as to add an ambassador and his speech was within the scope of possible improvisatory change by the bards of the Iliad. To spell out what seems very likely to have happened these thousands of years ago: one bard came up with a story about how Agamemnon sent Ajax and Phoenix, and used the dual number, because he was singing a tale about two ambassadors. Then, another bard, having heard the story as sung by the first bard, or perhaps having been a student of the first bard, decided to sing a different version of the same story. Whether as a tribute to the first bard, or because certain phrases had become basically unchangeable, or perhaps simply because it was allowable, and didn’t matter very much, this second bard retained the dual forms despite his innovation of the third ambassador, Odysseus. (The reasons for thinking that Odysseus is the addition rather than Phoenix or Ajax are complicated and not relevant here in the blog right now, though I think they will be soon; feel free to ask in comments, though!)

The bard of Book 9 of the Iliad, as we have it, that is, improvised very significantly in the story. I want to suggest now that that kind of improvisation has a very strong correlation to a kind of improvisation that may at first seem completely different: the improvisation engaged in by the player of an adventure video game.

If you’re a gamer, you’ll know exactly what I’m talking about. If you’re not a gamer, though, it’s not easy to make clear precisely what I mean on the page, because I’m talking about something books, and movies, just don’t do, but I’ll give it my best shot. Imagine you’re playing Halo (the one about the space marines fighting the religious fanatic aliens). Another of those cutscenes (little movies) has just ended, and the Captain has given you his pistol and told you to find your way to an escape pod and get off the ship. As the movie-type stuff ends, you head out the door, and immediately face a group of aliens who want to kill you. It would be fair to say that the game really begins here, for several reasons, the most important perhaps being that this game is a “shooter,” and this is the first time you actually get to fire a weapon.

Now from the very first moment, you have a great degree of control over what you do (that is, what your character does) in the game. You can choose whether to shoot, and which enemies to shoot. You could play the next minute of the game over an infinite number of times, and no two enactments would be exactly the same.

This facet of adventure video games, the decisive role of player improvisation, arises in their famous, controversial “interactivity.”

My own definition of “interactivity” is “permitting a person to participate in, through a measure of control over, the relevant experience.” (A more basic definition is “accepting user input”; that basic one is completely compatible with mine, I think, but not robust enough for the purposes of the kind of analysis I want to do here.)

If we’re to understand the importance of interactivity, I think we really have to see that the reason for interactivity’s seizing the cultural imagination is not that cultural activities weren’t interactive before—take sports, for one very graphic example, where user input is most certainly accepted—but that certain cultural practices that were previously not noticeably interactive (books, movies, TV) suddenly developed a much greater interactive capacity. Video gaming, to repeat, is the most obvious result, because entertainment, simply put, catches the eye and the imagination more readily than more purely informational practices like browsing a library.

But the trouble with declaring that interactivity is a new thing when it comes to entertainment and information is that it’s not true. The bards of the Iliad were exercising the same control over their mythic material when they came up with the remarkable statement of self-sufficiency that Achilles makes in Book 9 of the Iliad. The story of the “Embassy to Achilles” was itself an interactive improvisation and an interactive recomposition upon the existing theme of the “Wrath of Achilles.” The story of the “Wrath of Achilles” was a recomposition of the story of “The War at Troy.” In the other direction, the moving words of Achilles were almost certainly an improvisation upon the existing theme of “The Embassy to Achilles.”

It’s probably worth noting, given recent discussions on this blog (see here and here), that I don’t think it makes sense even to say that traditional books and films aren’t interactive. The decisive effect brought about by the audience of any work upon that work’s ultimate meaning should make us speak rather of different kinds and degrees of interaction than of interactive and non-interactive media. (Marie Laure-Ryan’s book Narrative as Virtual Reality [here] is at its best on this topic.)

Next time: if the bard is the gamer, what’s the bard’s audience?

Monday, June 9, 2008

The interactivity of the Homerids (4): bard and audience

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Now, finally, I’m going to tell you more about the Homerids—the Homeric bards (the “singers of tales”). For a very long time, indeed since the days of the ancient Greeks who lived in the civilization that emerged from the Dark Age between about 1200 BCE and about 800 BCE, people thought that there had been a poet named Homer who had personally written down his masterworks, the epics called the Iliad and the Odyssey. (The ancient Greeks also knew several other works that they thought were also by Homer, many of which they were already starting to have arguments about, on the matter of whether they really were actually by him; these works are now almost entirely lost, not least because they were acknowledged from very ancient times not to be very good.)

But, as we’ve known for certain since the 1950’s, thanks above all to the work of the classicists Milman Parry and Albert Lord, this very ancient conventional wisdom was wrong, and ancient Greek epic actually emerged from an oral tradition of recomposition of traditional stories according to a highly-developed system of bardic improvisation. There’s very good reason to doubt that there ever was a single bard named “Homer”: it seems much more likely that we should speak instead of “the Homers,” or perhaps “the Homerids”—that is, the guild of bards who made a living singing these tales to admiring audiences.

There are as many ways to construct the history of how the ancient Greeks got the notion of a blind poet named Homer as there are people who have studied the matter, of course. My own view goes like this. The word homerides in the oldest form of Greek looks awfully like it means “a guy who puts it together.” That word, which is best put into English as “Homerid” would look to later Greeks like it really meant “son of a guy named Homer.” We know that there was some sort of professional group called the Homerids during the classical period, who had some sort of jurisdiction over deciding who was good at reciting Homer. So I’m convinced by the current state of our evidence that the idea of a man named Homer arose from a misinterpretation of the ancient title for a singer-of-tales, Homerid.

We can know almost nothing for sure about these bards, but we do have precious evidence in the epics themselves at least about how they hoped they would be seen. Most importantly, the Homeric Odyssey has two characters who are bards (the Greek word, aoidos, comes from the verb “sing,” and just means “singer”) themselves. These characters are, as one might imagine, very popular with their audiences, although one of them ends up in hot water for pleasing the wrong audience (don’t worry, he gets acquitted on the same grounds we gamers acquit game developers every day, that he was just trying to please his target market).

For now, the most important thing I want to point out about the bards of the Odyssey is that that the (real) bards who sang that epic into the form in which we have it emphatically depict themselves through those (fictional) bards both as singing the song the way they want to sing it and as responding to their audiences’ requests. Here’s a passage about Phemius, the bard who sticks around Odysseus’ palace while Odysseus is away in Troy and on his homeward-bound travels. The speaker is Telemachus, Odysseus’ son; he’s telling his mother Penelope not to criticize Phemius for singing a song that makes her sad:
Why do you begrudge this fine singer, mother, his pleasing himself as his
mind directs? The singers are not responsible—Zeus must be responsible,
giving to mortal men, everyone, in the way that he wants.
There is nothing bad about singing the sad homecoming of the Greeks.
People certainly always give more favor to the song
that goes about most recently among its hearers.
Phemius is singing the song he wants to sing, because he knows his audience will like it; his audience are the suitors who are trying to get Penelope to marry one of them, and it makes the suitors happy to think that Odysseus, like the other Achaeans, is going to have a nasty homecoming. The song, that is, is about them in a very important sense, and, the bard of the Odyssey clearly thinks, that makes them pay Phemius better—or at least makes them keep him around.

But there’s another implication of this passage that follows on from discussing how the bard chose his stories, together with our understanding of bardic improvisation. Because every performance of an epic song was newly improvised, the bard’s re-creation of the epic occurred in an interaction with his audience on the one hand, and the material of the epic tradition on the other: the bard was a sort of interactive conduit between the two. If you remember my story about the herdsman-turned-bard, you can see that that figure—the young man who starts in the audience and then becomes a singer himself—first interacts with the story through the bard, then (when he is the bard) gets to please himself, as long as he keeps his audience happy.

Obviously, I’m saying that that interaction is like the celebrated interactivity of the experience of playing an adventure video game—that the herdsman-turned-bard is like the gamer. We’ll take the ancient material a step farther, though, before we go back to video gaming. Next time: Iliad 9 and the choice of Achilles—a Bioshock moment?

Tuesday, April 29, 2008

The sand-box of epic and the rails of GTA (1)

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 through the “Living Epic—the Main Quest” link 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 share my posts with non-gaming parents, teachers, and spouses.

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There’s a wonderful moment in Book 8 of the Homeric Odyssey when Odysseus treats one of the two bards in the Odyssey (we’ll meet poor Phemius, the other one, another time) pretty much the way a gamer treats his or her controller, fulfilling the fantasy that herdsman from further down the blog has of being his own bard without the long apprenticeship and the bad wages.

Demodocus [that’s the name of the bard; Odysseus is talking to him here],
I praise you above all mortals.
Either the Muse, daughter of Zeus taught you, or Apollo.
For all too well, in order, you sing the trouble of the Achaeans,
All the things they did and sufered and all the things the Achaeans toiled at,
as if you yourself were there, or heard from another.
But come, change it up, and sing the making of the horse—
the wooden one—the one Epeius made with Athena,
which once heroic Odysseus brought as a trick to the city-center,
having filled it with the men who sacked Troy.
If you tell me this, giving due attention,
immediately I’ll proclaim to all people
that the god willingly awarded you a divine song.


It’s not outside the realm of possibility, though it’s absolutely impossible to prove, that this passage is the origin of the story of the Trojan Horse. If you know the Odyssey, you may instantly be objecting, “But what about Menelaus’ story in Book 4, when he tells of what happened when the horse was inside the gates of Troy, and Helen came down to see it?” The answer to that objection is very revealing: within the framework of oral recomposition of ancient epic, there’s no reason to think that an earlier moment of an epic must have existed when a later moment was composed.

By exactly the same token, it’s interesting to note, a player of GTA4 or any other adventure video game, can and almost always does, use information gained about a later part of the game to change his or her play in an earlier part of the game the next time he or she plays. Indeed, it’s nearly impossible to help it: if you know that a bodyguard with an AK-47 is waiting around the next corner, you aren’t going to charge in there next time, the way you did this time. Your next time through that level will be much more satisfying—much more artistic, even—then it was when you died, or only barely escaped.

At any rate, the reason to wonder whether this passage is the origin of the Trojan Horse is that what Odysseus is asking Demodocus to do is improvise a brand new song to celebrate Odysseus’ glory. In Book 1, Telemachus, talking to his Mom about Phemius, that other bard, tells us that the newest song is always most popular. Odysseus would certainly want, just on the face of it, to have a popular song sung about him.

And strangely enough earlier that day Demodocus has already sung a song that involves Odysseus. That one wasn’t about Odysseus alone, though—it was about how Odysseus and Achilles had a quarrel, and showed the two of them (Achilles is the great warrior-hero of the Iliad, you remember) on a more-or-less equal footing. In case you’re interested in this kind of detail, we don’t have the slightest bit of evidence that anyone other than the fictional Demodocus actually sang such a song, and classicists remain a bit mystified about why the real singer of the Odyssey would have his idealized self-portrait, Demodocus, sing such a song.

Here’s my own explanation: the singer of the Odyssey wants to show that Odysseus himself is smart enough to know he can use a bard like a game-controller, for his own purposes. Those purposes involve getting his hosts, the Phaeacians, to recognize what an amazingly cool guest they have, but all we have to see here is that Odysseus is using a singer to participate in the making of his own story. The earlier story, the one about Achilles and Odysseus, lets Odysseus in on the fact that Demodocus can sing Troy stuff. To make the gaming analogy, he’s got the game Iliad in his disc-tray.

Like a gamer starting a new mission in GTA4 Odysseus gets to decide which way he wants to make his avatar go, and how he wants to make his avatar approach the ancient equivalent of a boss-fight.

Imagine that gamer from the beginning of the blog playing the game “Iliad.” He’s controlling a character (his avatar) whose name is Odysseus (if the game follows one of the standard conventions these days, the gamer was given the choice of keeping that name, or of changing it to a name of his choosing; like “Steve” or “Zaphod”; let’s say he kept it). He’s gotten to the final level of the game, where he must somehow find a way to get the Greek forces inside Troy, in order to sack the city.

There’s some wood, lying off to the side of the scene, and some Greek warriors sitting around, drinking. If the gamer knows his Greek epics, of course, he’s going to know what to do—somehow he’s got to get the warriors to build the Trojan Horse for him.

You may have noticed that I’ve just opened an unbelievably large can of worms. In fact, it’s so large that we’re going to need a new post to deal with it.

Next: why you can’t go to Mass in GTA.