Showing posts with label Odyssey. Show all posts
Showing posts with label Odyssey. 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!

Friday, September 10, 2010

Halo: Reach as epic

One of the things that fascinates me most about the epic traditions of the world is the way bards naturally sing their tales within cycles. The Greek word κύκλος just means "circle," and the cycle with which I'm most familiar—the ancient Greek one—is usually just called the ἐπικὸς κύκλος "epic circle." Every other oral epic tradition that I know of, whether the Japanese monogatari or the French chanson de geste naturally forms its tales into a circle of stories, each one having its beginning in medias res and its ending de mediis rebus (out of the midst of things) in order that another tale may be told, once again in medias res. Around the tales, just over the horizon, lies the whole story, never to be told completely, always to be glimpsed, night after night, as long as you have a bard around to give you those magic glimpses. Even the Iliad and the Odyssey, freakishly long as they are in comparison to what could actually have been sung in a night, only give us pieces of the puzzle, with their references to other tales, to be sung by other bards, like the stories of Heracles and the stories of the War at Thebes.

Epic cycles thereby create a particular species of a well-known literary trope: ring-composition, which is probably best defined as a story ending where it began, although there are also more technical definitions that involve higher degrees of narrative. The idea that the stories of epic return whence they came is an essential element of the hold they have over us, one we can also see in contexts like Lucas' "A long time ago in a galaxy far, far away. . ." and now in Halo: Reach, which ends both where it (Halo: Reach) began and where it (Halo, in the form of Halo: Combat Evolved began).

I won't spoil how exactly this happens right now—though I plan to revisit it once the game has been out for a few months--, but in what I found a striking series of epic moments I got to play not just the end of the game I was in, but also the beginning of the game I was in and, even more, the beginning of the game I had played years ago. When the 24th book of the Iliad foreshadows Achilles' death in the lost epic the Aethiopis, the feeling of eternity, and of continuity with the lived experience of the audience, is no stronger than it is when we catch site of the Halo ring at the end of Halo: Reach.

The symbolism of the circle itself adds a great deal, despite its imprecision: unlike a ring, no story can really end where it began, because something has happened. Between the feeling that things stay the same and the feeling that things change, a conflict played out on an enormous scale, lies epic, whether ancient or modern. Eternally, we feel, will live the heroes' glory in the bards' traditions—even, or perhaps rather especially, when those bards are we ourselves and our participation in the tradition of that glory will live on after we are gone. Changing and evanescent as is our own particular contribution—the stuff that happens, and happens differently, every time—it plays its part in the eternal circle.

(Plus, ringworlds are just really cool. Larry Niven knew it, and so does Bungie.)

In this next section, I'm going to be engaging in what I consider some mild spoiling—mild because I think anyone who knows the Halo cycle would have no trouble guessing basically what happens in Reach, and to those who don't know the Halo cycle these details are essentially meaningless. Nevertheless, if you like to come to your games entirely fresh. . . well, why are you even reading this?

Cortana, the artificial intelligence who guides the player through Halo 1-3, takes on a role of extraordinary importance in Reach, despite only speaking at the end of the game. From one perspective, Halo: Reach is actually, in its entirety, about Cortana. Cortana's role takes the player of Reach from thematic concerns of the eternal circle and the return to the beginning to the more immediate epic concerns of getting the job done, both in the sense of fulfilling the duties imposed upon a Spartan and in the sense of playing the game in a fashion competent enough to get Noble 6 from point to point within it. The figure of Cortana both binds the game-narrative together as an integrated whole and serves as the narrative metaphor for the onward-pressing mechanics of a shooter: she is the reason to keep going, to keep shooting Covenant and pressing on.

It's almost as if (meaning, I want to argue but don't have the critical courage to go all in and say that) Cortana is the Helen of Halo. In the Iliad and the Odyssey, the figure of Helen of Sparta (aka Helen of Troy) has a strange and potent relation to the bardic tradition. When we see her on the walls of Troy, she introduces us to the Achaean kings. When we see her in her bed-chamber, she is weaving a tapestry that depicts all the deeds of the Achaeans and the Trojans. When Hector berates her, she says that she knows she's terrible, but that everything has happened in order that they all become aoidimoi "song-worthy." When we see her in the Odyssey, strangest of all, she claims to be the only true match for Odysseus' intelligence, setting up a comparison she is sure to lose to Penelope but which makes Penelope a new, better Helen (remember that like Helen Penelope is faced with a ton of suitors; Penelope's job is to make sure she gets out of it better than Helen did).

Cortana is a person and yet not a person, a character and yet not a character—and always your way into the heart of the Halo story. "Now would be a very good time to leave!" rings in the imaginations of every player of Halo: CE, and her words at the end of Reach, over-the-top as they may seem, are just what Helen might have said about the heroes of homeric epic: "We will remember your courage."

Cortana's role as the Helen of Halo is all the stronger because like the Iliad Reach is about dying nobly. The broad meaning of the Iliadic tradition turns on the idea of the beautiful death—beautiful specifically because it is a death undergone in order to win the kleos that comes from dying for honor and duty without reference to one's own interest (as Achilles fights because he is duty-bound to his comrades to fight, despite acknowledging that Helen isn't worth fighting for). In Reach, your player-character's identity as Noble 6, part of Noble Team, is only the tip of this self-sacrificial iceberg.

We should not turn away from a fundamental problem here: I'm a guy on a sofa, not a Spartan giving his life to save humanity. Indeed, the very interactive nature of the practice of playing Halo tends to emphasize, rather than cover over, the enormous gap between pretending to be Noble 6 sacrificing himself and actually dying nobly: when the game ends, we're still on the sofa.

Being there on the sofa, like sitting in a bard's audience, though, finally connects Halo and games like it to the epic traditions they have reawakened: through them we become integrally involved in deeds we could not possibly realize in our own lives, but which we must acknowledge our longing, and perhaps our duty, to attempt. From this dynamic comes those frequent epic moments when a hero performs a deed no one alive "now" could do: we are not epic heroes—it is for us merely to try to be like them. The Halo cycle calls us to great deeds by making us part of a story of which, in the end, we feel ourselves only to be weak echoes.

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.

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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, 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?

Wednesday, June 4, 2008

(Gaming) Homer Course-design (3): Units (syllabus, more or less)

This is a post in a series taken from the preliminary version of the course-design document for CAMS 3208. Dig in and see what you think! Please do let me know if you’ve got suggestions for other activities, or if you think anything needs clarification. I really want this course to be something gamers with the slightest interest in the ancient world, and classicists with the slightest interest in gaming, are drooling to take. :D

At some point, probably in January, I'll post the actual syllabus for the course, but the following is pretty close to what it's going to be. If you're feeling really clicky, you can correlate the letters A-E in parentheses with the goals and objectives in the first post in the series, and the readings with the list of activities in the second. Think of it as a game! ;-)

Unit 1. The bardic occasion, then and now (A, B) (3 weeks)

  • Activities: (reading) Iliad 2, Odyssey 8-9, Lord, Singer of Tales; (gaming) Play a level or quest three times, preferably in co-op; (discussion) in-game discussion; develop interview questions for developers.
  • Sub-objectives: 1) describe the bardic occasion; 2) summarize oral formulaic theory; 3) produce a report of a gaming session as a bardic occasion.

Unit 2. The Aristeia and levelling (A, B, C, D) (2 weeks)

  • Activities: (reading) comparison of aristeiai, Nagy, Homeric Questions; (playing) level an RPG hero; (discussion) in-game discussion; conduct and analyze interview; proxy visit to MMO developer studio.
  • Sub-objectives: 1) describe the practice of the aristeia, with examples from Homeric epic; 2) produce a report of a videogame aristeia, with reference to ancient material.

    Unit 3. Gear (B, C, D, E) (2 weeks)

    • Activities: (reading) Iliad 18, Selected passages; (gaming) Equip Master Chief correctly for the situation, gain gear for an RPG character; (discussion) in-game discussion.
    • Sub-objectives: 1) describe the function of arms and armor in Homeric epic; 2) produce a report of a videogame despoiling and resulting combat, with reference to ancient material
      sub-obejctive; 3) produce a report of RPG gear aggregation, with reference to ancient material.

    Unit 4. Ethical critique (C, D, E) (2 weeks)

    • Activities: (reading) Iliad 9, 24; Odyssey 11, 22; Nagy; (gaming) play an RPG scenario light and dark; play Halo “save the marines” moment; (discussion) in-game discussion; develop interview questions, conduct and analyze interview.
    • Sub-objectives: 1:) descibe the ethical critiques mounted by the Iliad and the Odyssey; 2) describe a potential affordance of videogames for ethical critique; 3) produce a report on an experience of an ethical videogame situation, with reference to ancient material.

    Unit 5. Minigames (C, D, E) (1 week)

    • Activities: (reading) Iliad 23, Odyssey 8; Nagy; (gaming) Lego Star Wars; (discussion)in-game discussion.
    • Sub-objectives: 1) describe the functioning of embedded harmonizing reprsentations like funeral games in Homeric epic; 2) produce a report on an experience of a harmonizing minigame with reference to ancient material.

    Unit 6. Psychology/Sociology of Epic (C, D, E) (1 week)

    • Activities: (reading) Iliad 20, Odyssey 23; (gaming) Halo 2 Arbiter level; (culture) forum observation; (discussion) forum discussion.
    • Sub-objective: 1) describe the psychological model proposed by the Homeric epics; 2) describe the pscyhological model proposed by an adventure videogame, with reference to ancient material; 3) produce a report on observations of psychology and/or sociology in a gaming community, with reference to ancient material.

    Unit 7. Anti-heroism (C, D, E) (1 week)

    • Activities: (reading) Odyssey 11, Iliad 22; (gaming) Grand Theft Auto series; (culture) forum observation; (discussion) in-game discussion.
    • Sub-objective: 1) describe the figure of the anti-hero in Homeric epic; 2) produce a report on an experience of playing as an anti-hero, with reference to ancient material; 3) produce a report on anti-heroic behavior on a gaming community forum, with reference to ancient material.

    Unit 8. Community and Polis (A, C, D, E) (2 weeks)

    • Activities: (reading) Odyssey 9; Plato Apology and selections from Republic, selections from Herodotus and Thucydides; Nagy; (culture) forum observation; (discussion) in-game discussion; design, conduct, analyze developer-community-manager interview.
    • Sub-objectives: 1) describe the role of Homeric epic in the rise of the Greek polis in the 7th and 6th Centuries BCE; 2) produce a report on findings about the role of community in gaming culture, with reference to ancient material; 3) produce a speculative report on the affordances of adventure videogames for community-building in the modern world, wirh reference to ancient material.

    Saturday, May 31, 2008

    The Interactivity of the Homerids (3): The Moment of Immersion

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    Why do the in medias res thing I was talking about last time, though—besides that it’s a fun way to tell a story, and perhaps even that it “grabs” you? There’s actually a much more important reason for the beginning in medias res, and there’s a word for it that’s so important in gaming culture right now that it’s more or less a buzzword, and even a bit of a cliché by now: the word is immersion, and it would be fair to say that immersion is the phenomenon of gaming culture that I believe holds the key to understanding what games do, and what they can do.

    Let’s approach it first from the broadest perspective. As in the Iliad, the Odyssey, and the Aeneid, so also in Halo: the audience is thrown into the narrative, and left to follow the story’s clues about what part of the story they have come into, and what's going on. The effect is to make the participant more truly part of the story, whether the participant is holding a controller or a lyre, or just listening to a bard sing a story they feel like they already know, or watching a friend play Halo, because they’ve been put into the midst of it.

    That was the way with ancient epic, and indeed I would suggest that Halo accomplishes this insertion of its audience even more effectively than ancient epic could, by waking you from sleep.

    In Halo, too, what we might call the “moment of immersion,” when the story sucks the audience into itself, stands out very clearly, because at that moment, suddenly, the player’s controller actually controls the character. When we observe that the story-telling isn’t entirely in the first-person—that the cut-scenes have an essential role in telling the player what’s happening, and in giving meaning to the player’s actions as the character—it seems at first that the moment of immersion moves the player from what we might call “regular old storytelling” into the completely new, completely immersive form of storytelling of the adventure video-game.

    But the point of this blog is to say that that moment of immersion is actually the same as the moment when the bard of the Iliad says “From the time when the two stood quarrelling, the son of Atreus, lord of men, and godlike Achilles.” At least that’s one way to put my big idea. Just to hang it out there, I’ll also put here in a single sentence the reason I think that claim is true: at both moments, the one in the Iliad and the one in Halo, the participants in the occasion, whether of gaming or of epic, take part in the creation of their own version of a story that for that very reason comes to be about them.

    I think it’s fairly easy to see how the story of an adventure video game comes to be about the person playing the game—especially when we think of the sort of game called an RPG (role-playing game), in which a player creates a character over whose make-up he or she has a great deal of control (in that he or she chooses the character’s class and abilities and these days can even customize the character’s appearance to a very great degree). The moment of immersion is perhaps simply a very striking line of demarcation between a story about someone else and a story about the story’s actual real-time participants, in the telling of which those participants have, yes, a role to play.

    It’s less obvious, of course, that the storytelling of the Iliad and the other ancient epics have something like that moment of immersion, and so to make this comparison clearer it’s necessary to go into some detail about the strange way those epics came together, and what that meant for the later epics that came along, and were created in a way that’s more familiar to us (that is, a writer like Virgil writing down the Aeneid on the Roman equivalent of paper).

    Next time: the interactivity of the Homerids (yes, for reals). Also, what the heck a Homerid is.

    Wednesday, May 28, 2008

    (Gaming) Homer Course-design (2): Activities

    This is a post in a series taken from the preliminary version of the course-design document for CAMS 3208. Dig in and see what you think! Please do let me know if you’ve got suggestions for other activities, or if you think anything needs clarification. I really want this course to be something gamers with the slightest interest in the ancient world, and classicists with the slightest interest in gaming, are drooling to take. :D

    Here's the planned range of course activities for the course. I'm incredibly excited not just about the cool individual items (in-game labs and discussions, interviews with designers and community-managers, internet forum observation), but by the way they're all going to fit together in the matrix for the course, so that every unit (the next post in this series will have the specific units) is going to have a mixture of enlightening and fun stuff to do.

    Readings: Homeric Iliad, Homeric Odyssey, A. Lord, The Singer of Tales (Cambrdige, MA: 1960); G. Nagy Homeric Questions (Cambridge, MA: 1996)

    Lectures by podcast and video podcast

    In-game labs in Halo, Fable, Lego Star Wars, and The Lord of the Rings Online

    In-game discussions in The Lord of the Rings Online

    Internet forum discussions

    Internet forum labs through observation of discussion on gaming web-forums

    Designing, conducting, and analyzing interviews with developers’ personnel (incl. community-managers) about what it means to be an interactive storyteller

    Visits by proxy (video podcast) to developers’ studios

    Monday, May 19, 2008

    The Interactivity of the Homerids (1): Epic Beginnings

    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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    In this post, I’m going to show that the way Halo begins gives us a really good, and really interesting, insight into the similarity between adventure videogames and ancient epic.

    Obviously, I would be happiest if I could tell you to go and turn on your XBox and play the segment of the game Halo that I’m going to be talking about in this post; if you do happen to have an XBox, and Halo, and can get to them on such short notice, I highly recommend doing so.

    But I don’t think it poses too much of a problem for me to describe the game here, and it will actually serve the important purpose of removing the game, and videogames in general, from the “frame” of the console-and-TV setup in which we’re used to seeing them. I mean “seeing” both literally (that is, sitting on your couch watching your in-game avatar as you play the game) and figuratively (that is, considering and pondering and analyzing).

    (Remember that by “adventure videogame” I’m referring to any game in which the player has an adventure through a character whom he or she controls. As we’ve seen, the course of that adventure is partly determined by the designer of the game, and partly determined by the player him or herself.)

    Halo begins with some movie-style atmospheric music, and a very, very long shot of a spaceship, next to a mysterious, enormous ring-in-space (the Halo, obviously). We see a series of animated shots, featuring a spaceship captain and an aritificial intelligence that controls the ship, which look like a badly-made computer cartoon (because they’re created using the game’s “engine,” the program used to put all the action in the game on your screen); in the story told in these shots, we get a bit of exposition about what’s going on.

    This animation is called a “cut-scene,” a part of videogame storytelling that’s of the utmost importance to understanding how videogames relate to other kinds of narrative art. I’ll be returning to the cut-scene in a future post, but for now I need to call attention to the transition that’s going to be made at the end of it—from the player not having control of a character to the player participating through his or her character.

    At any rate, in the cut-scene with which Halo begins, we learn that the ship, the Pillar of Autumn, has been attempting to escape from an alien battlefleet, and has by chance ended up near the Halo. But the aliens, called the “Covenant,” are already there, waiting for them.

    Captain Keyes orders the ship to prepare for battle once again, and we see the marines, led by battle-hardened Sergeant Johnson, getting ready “to see Covenant up close.”

    We see some technicians receive an order to “open the hushed casket.”

    Then, suddenly, we are inside what must be the hushed casket, looking out through a window. The cover opens, and we see one of the technicians standing there. He greets us as the Master Chief, and the game tells us, via the HUD (heads-up display, which simulates the inside of the Master Chief’s helmet), to press X to exit the casket.

    When we do, we return for a moment to third-person view, and watch ourselves, a magnificent, armored warrior, whose face is obscured entirely by a shining visor, step out of the cryogenic chamber.

    Quickly, we return to the action, and, if this is the first time we have played, are instructed in a series of “diagnostics” that acquaint us with the controls—the game’s tutorial. At the end of the tutorial, aliens suddenly blow the door open, and we are told to get to the bridge to see Captain Keyes, as we watch our first friends, the techs, slaughtered by the aliens.

    We are weaponless, as yet, so we must dart through hordes of aliens who are trying to kill us, learning a few things, like how to crouch and how to use our flashlight, on the way. It is easy to get lost in the maze-like corridors of the Pillar of Autumn, and so the arrows on the floor pointing to the bridge come in handy. Even so, we need the help that comes to us in the form of a marine who tells us to follow him to the bridge, and finally leaves us at the entrance.

    When, finally, we stand before Captain Keyes, the view changes back to third person for another cut-scene, and we receive an update on the situation. At last, having received as a companion the famous Cortana, an Artificial Intelligence who also serves as a a guide and a narrator, the Captain hands us his revolver and instructs us to find our way to the lifeboats. The game now begins in earnest, and as we exit the bridge we must start shooting the aliens who are trying to shoot us, or to blow us up with their glowing plasma grenades.

    Let me note that this game is violent, but let me also re-launch the comparison that constitutes the main theme of this blog by noting that Halo is nowhere near as violent as the Iliad or the Odyssey.

    In considering my description of the action at the start of Halo, you’ll notice first of all that we are put smack into the middle of a story. They had a name for that storytelling technique in the ancient world: they called it a beginning in medias res: “into the middle of matters.” Beginning in medias res has been considered one of the hallmarks of epic since Chryses walked into the camp of the Achaeans at the start of the Iliad, and so I want to begin this comparison of adventure video games with ancient epic literally at the very beginning, and talk about beginnings themselves.

    Next time: in medias res, not in mediis rebus (it takes a classicist, after all!)

    Friday, May 2, 2008

    The sand-box of epic and the rails of GTA (2)

    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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    In case you didn’t notice me opening that can of worms I said I opened at the end of my last post (I did try to sneak it in), let me put a label on it for you: “Interactvity and Narrative Freedom.” Here are the questions the worms are asking: if the gamer in this game Iliad knows he’s supposed to build the Trojan Horse, how free is he to tell his own version of the story? if Demodocus, bard of the Phaeacians, has received such a specific request from Odysseus to hear a particular story about a wooden horse, how free is Demodocus the bard to tell his own version of the story? if Odysseus wants to make himself famous enough for the Phaeacians, how free is he to request his own version of the story? if the singer singing this part of the Odyssey to some real audience in ancient Greece wants to eat tonight, how free is he to tell his own version of the story? if the lord of the house where the singer is singing wants his herdsmen to herd his goats carefully, how free is he to request from the singer his own version of the story?

    Coming back to the gamer, if the game developer wants to make a million bucks, how free is he to tell his own version of the Iliad, or even of the basic story of “space soldier saves the universe and the human race” or "small-time criminal becomes big-time criminal"? How free, then, is the gamer, really? Why can’t you go to church in Grand Theft Auto?

    You can tell I think these worms are fun worms to play with. They’re also very important worms, though. Here’s why: the thing about video games that everyone thinks is so new and so cool and potentially so dangerous—that interactivity leading to immersion thing we’re always talking about, and that I’d suggest makes people like Jack Thompson get mad—comes from the gamer getting to control his or her avatar in the world of the game. If that interactivity and immersion really are new—if the gamer really can build the Trojan Horse any way he wants, or even not build the Trojan Horse, while Odysseus can’t get Demodocus to sing the story of the Trojan Horse exactly as Odysseus wants but must let the story unfold the way it’s supposed to unfold—then this blog is a crock. If that stuff is new, I’m taking what’s maybe a slight resemblance and trying to blow it up into some big-but-silly argument about how gaming is really more than it seems.

    So it’s a kind of make-or-break question, whether the gamer’s control over the story is real, and whether it has anything to do with older ways of telling a story, like the Odyssey’s way of telling the story of Odysseus. So figuring out some answers to the specific questions I asked above (the worms from the “Interactivity and Narrative Freedom” can) will mean that we start to understand where the comparison of video gaming to ancient epic storytelling can get us—if anywhere.

    Here’s the answer, which I’ll explain more fully next time: you can’t attend Mass in GTA because (despite appearances) whatever else you do, you’re still the main character of GTA, in the world of GTA, and there are no Masses there.