Showing posts with label republic. Show all posts
Showing posts with label republic. Show all posts

Monday, July 26, 2010

That Bioshock is tragedy

Photobucket

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Friday, May 29, 2009

Plato's new console: dialogue and mimesis

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

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

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

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

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

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

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

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

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

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

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

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

Bioshock.

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

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

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

Thursday, April 23, 2009

Dangerous Immersion

Plato Cave A

This post takes us from homeric epic to a key moment of its reception in classical Athens, Plato. In it, I begin mini-series about Plato’s cave that’s pretty much a more fun version of a chapter I’m writing for an IGDA volume. Here’s what you need to know starting out:

1) Plato loved Homer—the sheer number of quotations from Homer, made in passing by Socrates and others, almost always provided to give unquestionable support to a commonly understood point, proves that beyond the shadow of a doubt.

2) Plato hated Homer—the sheer number of times Socrates tells us, especially in Republic, that Homer (whom he thought of as a single person, though at this blog we know better) was pretending to be something he was not, proves that beyond a shadow of a doubt.

3) Plato kicks Homer out of the ideal city in Republic on the grounds that his poetry does what Plato calls mimesis. Most people translate mimesis “imitation,” but I would prefer to translate it “identificative performance.” If you want to jaw about that, let’s do it in the comments. In any case, one of the things I’ve been trying to do in the Main Quest is show that that kind of identificative performance is also what we usually call “immersion.”

Plato’s idea, put forward in Republic, is that if you pretend to be somebody, or watch others pretend to be somebodies, you will become like them. For Plato, this power of mimesis presented dangers that, when he wrote Republic, seem to outweigh any possible positive impact. Looking at Plato and video games together, then, can be a way of looking at an essential question in video game criticism: How can, and how should, immersion fit into the rest of culture?

Even a brief look at Plato shows us that that question is both very old and very contentious from its beginning. Looking a little closer will do two things, I think—add complexity to our discussion of what video games are up to in our own culture, and give us some traction over that complexity.
Socrates: I said, “ . . . if they [that is, the prisoners of the cave] were in the habit of conferring honours among themselves on those who were quickest to observe the passing shadows and to remark which of them went before, and which followed after, and which were together; and who were therefore best able to draw conclusions as to the future, do you think that he would care for such honours and glories, or envy the possessors of them? Would he not say with Homer, “Better to be the poor servant of a poor master, and to endure anything, rather than think as they do and live after their manner?”

“Yes,” [Glaucon] said, “I think that he would rather suffer anything than entertain these false notions and live in this miserable manner.”

“Imagine once more,” I said, “such an one coming suddenly out of the sun to be replaced in his old situation; would he not be certain to have his eyes full of darkness?”

“To be sure,” he said.

“And if there were a contest, and he had to compete in measuring the shadows with the prisoners who had never moved out of the den, while his sight was still weak, and before his eyes had become steady (and the time which would be needed to acquire this new habit of sight might be very considerable) would he not be ridiculous? Men would say of him that up he went and down he came without his eyes; and that it was better not even to think of ascending; and if any one tried to loose another and lead him up to the light, let them only catch the offender, and they would put him to death.”
It’s important to remind ourselves (and it will be even more important down the road) that Republic is Socrates’ first person narration of a very long day he spent at a friend’s house. The great dialogue—perhaps the greatest philosophical dialogue ever composed—is thus itself an identificative performance, a mimesis. More, it is a mimesis of a dialogue, which according to Plato’s own scale of harmfulness in Book 10 of Republic should be about as bad as representation can get.

The familiar myth of the cave, that is, is a mimesis in a mimesis in a mimesis. It finishes with the above passage, in which I contend Plato becomes the first video game designer. My point, as this mini-series develops, is going to be that the game of the cave—the competition for honors in commenting on the shadow-puppet play—gives us a framework for evaluating video games’ cultural potential and for shaping their cultural effects.

Even the choices, for example, of a game like Star Wars: Knights of the Old Republic(KOTOR) (often praised, of course, like other Bioware titles, for its “openness” in allowing the player to choose different ethical paths) appear from the perspective of the cave-game not to matter at all, since, like the honor-contests of the cave, the choices of the game are bounded by the game. We can argue with Plato on this score—as Aristotle argued with him in Poetics—but it’s hard to deny that whichever ending you finish KOTOR with, you’ve come to power and brought order to the galaxy. Light or Dark, you have reinforced a key part of a dominant ethic. While the cave-game doesn’t exhaust, by any means, the expressive power of KOTOR, it gives us a compelling index to its ethical dimension.

On the other hand, the relationship of the cave-game to the main point of the myth of the cave—philosophic education—tells us that there is in fact a way in which game ethics might be made to matter in culture: by making them disruptive. The ascended man is put to death, as Socrates was put to death, but look at the game Socrates is playing now: a game called Republic.