Tuesday, August 25, 2009

Playing the past


SPOILER WARNING: If you are enrolled in CAMS 3212, I recommend that you read this post after the course is over.

I want to see if I can get into writing the theoretical construct behind the premise of Operation KTHMA. That premise is that an omnipotent figure, whom I’m calling the “Demiurge”--invoking Plato’s idea in the Timaeus of a craftsman (δημιοῦργος) who created the universe--, has disguised himself as me, and is recruiting my students for a mission. The Demiurge will help them use the writings of the Greek historians Herodotus and Thucydides (that is, the reading for the course) to travel to ancient Athens. There, they will try to strengthen Western civlization by helping to spread an understanding of what Herodotus and Thucydides were trying to say (that is, they will demonstrate that they have achieved the course objectives).

One reason I think this fictional premise will work as a way to achieve the course’s goals and objectives is obviously that it will engage the students in activities that will prove to be inherently more interesting and stimulating than more traditional course activities. But I also have another, more important reason, for attempting this project. I believe that the practice and writing of Herodotus and Thucydides are inherently ludic. I want to get my students to see that what Herodotus and Thucydides were doing has a kinship with games, and that if we can train ourselves to see historical writing that way, we will understand it, our world, and ourselves better. I want to help them practice a ludic analysis of ludic practices.

Just as I have tended to in this course in the past, I could spend a long time talking theoretically here on this blog about the transformations in the Athenian attitude towards the past over the course of the sixth and fifth centuries BCE reflected in the transition from homeric epic to the mixture of tragedy, Herodotean historie, Thucydidean suggraphe, and finally Plato’s critique of the myth-focused Athenian culture. The task of showing what I mean by “practicing a ludic analysis of ludic practices” is probably much better served by way of example, though.

Herodotus is probably, on a word-for-word basis, the most digressive author previous to Laurence Sterne. What I count as the very first of these digressions begins in the second paragraph of his historie, where he commences an account of what the Persian storytellers say about how the trouble started between Greece and Persia. Scholars have differing opinions about whether Herodotus is actually relying here on real Persian stories, or is rather putting words in the mouths of the Persians; I tend towards the latter opinion. What’s really important, however, is that these stories that Herodotus attributes to the Persians are rationalized versions of Greek myths. The first of them is the story of Io, told as an abduction of a princess by Phoenician merchants. This way of looking at the traditional stories of the dealings of the Olympian gods with mortals will later be called Euhemerism, after the Hellenistic scholar Euhemerus, who did a bunch of it.

From my perspective, Herodotus here begins playing his audience’s notions of the past like a game, and he never stops. He benefits greatly, as does Thucydides in his own way, from the cultural context in which he practices his inquiry (the literal meaning of historie, a word Herodotus uses in his very first sentence), in which the dominant way of relating to the past is through the epics of Homer. I’ve spent a lot of time here already showing that homeric epic is essentially ludic; with that idea in mind it’s a small step to see that Herodotus is playing the bards’ game a different way.

Just as the homeric bards could make up for example an encounter between Odysseus and Achilles in the underworld, Herodotus can make up new versions of the stories of Io, Medea, and Europa. To understand Herodotus this way is to understand something vital about Athenian culture in the middle of the 5th Century BCE, when one kind of ludic relationship with the past was giving way to another. Indeed, the difference between Herodotus and Thucydides itself perfectly embodies the shift. Because he is consciously practicing against Herodotus, Thucydides plays a new, different version of the old game, a version based on writing instead of orality, and in the process invents what we today learn to call “history.” It’s always a wonderful, stunning moment for my students when I tell them that Thucydides did that without using the word historie.

Why? Well there are many ways to answer that question. One important one, I believe, is that Thucydides saw himself as playing what we can call a game with Homer, Herodotus, and received traditions about the past. In Operation KTHMA a moment will come when Thucydides himself tells my students that he wouldn’t be caught dead using that historie word--the one Herodotus uses--for what he, Thucydides, is doing. The players will have to figure out why that is in order to progress in the game. In the process of thinking it through in the context of a game they themselves are playing in relation to the past, it’s my fond hope that they will also see various new possibilities for their own understanding of why things happened, and happen, and will happen, as they do. Worth a shot, at least.

Tuesday, August 18, 2009

Operation KTHMA: Day 1

(KTHMA means "possession," and it's a word that turns out to be very important in the course. I'm going to try to avoid spoilers here in the early stages, because I'm lucky in that a few of my students actually read my blog, and thus I won't spell the significance out right now, but feel free to find me via e-mail or Twitter and inquire. The irony of a guy who has probably spoiled Bioshock for more people than anyone else in the world being careful about spoilers in his own game isn't lost on me, by the way.)

Day 1 of the course/operation will be an in-class briefing. I'll be taking the role of the Demiurge from the beginning, but making it clear that the Demiurge has disguised himself as a simply university professor, and that that disguise needs to be maintained for the integrity of the operation. I'll start by expressing the premise of the course/game: the Demiurge has made a mistake in his teleological calculations. Western Civilization is in danger of losing vital skills and information that can help world culture survive and help people spread world civilization to the stars. I may throw in a reference to Zefram Cochrane. I will emphasize (as I do at the beginning of all my courses) that Western Civilization and its roots in ancient Greece have no inherent superiority to any other part of world culture; I'll say that the Demiurge is also launching other missions to places like Africa, India, and China.

In order to resolve this crisis, the students must change history in the subtle way that, the Demiurge says, such a thing is possible. The Demiurge can't reveal right now what the method will be, but he promises that he will reveal it soon. He can, however, reveal the reason behind the method: the fundamental importance of play. Because Herodotus and Thucydides, like the homeric bards before them, engaged their culture in a fundamentally ludic (that is, playful and interactive) way, reshaping the past as they found it into a discourse intended to enlighten their audience, the Demiurge has the ability to use his operatives' (that is, the students') imaginations to immerse them in the past, and to allow his operatives themselves to play the world.

The Demiurge realizes he is being obscure, but promises that this fundamental notion will become clear in the course of the mission.

We'll then talk about the central goals and objectives of the course/game, which would be the same whether we were "playing" it as a game or "taking/giving" it as a course. It's worth noting that before now I've never thought of laying out goals and objectives this way for this course; it's a notion that's come to me both from instructional design and from game design, and is not something in which I ever received training in graduate school. I'm nearly certain that I am far, far from alone in that among professors.

The goals of the course are
  • skill at analysis of the writings of Herodotus and Thucydides
  • skill at analysis of historical discourse across time periods
  • knowledge of the writings of Herodotus and Thucydides
  • knowledge of the practice of Herodotus and Thucydides (that is, what they actually were doing in ancient Athens in the context of Greek and Athenian culture)
  • knowledge of the cultural context of that practice in ancient Athens (in particular homeric epic, tragedy, and Plato, as well as what we know of daily life)
  • knowledge of the relationship of the practice and writings of Herodotus and Thucydides to what we know of the actual events of the past
The objectives associated with those goals are, for the skill-based goals, the ability to analyze the relevant discourse, and, for the knowledge-based goals, the ability to summarize the relevant information.

The Demiurge will express those goals and objectives in the form of the students' mission--these are the objectives that they must achieve in order to help save the world's hope. The Demiurge can at this point only reveal that they will demonstrate their attainment of these objectives in completing each of seven individual mission modules, and in completing the entire mission of Operation KTHMA.

Then we'll take a look at what the Demiurge has done with the HuskyCT site for the class, especially the "Pyschometric Sortition Tool" (in some ways resembling the questions at the start of some games from Bethesda like Morrowind and Fallout 3), which they'll be expected to complete before the next operation meeting.

(When they complete the tool, I will assign each of them to a numbered class, with the rank of "Observer Class 1," "Observer Class 2," etc. At that point, I will add them to groups for their classes on the website, and give them access to a document that describes the first level of their class, and the skill that goes with that level; they will have access only to their own classes, and will have to learn about the other classes from one another. Once that reveal has happened, I'll post more here about it.)

If we have time left, the Demiurge will engage the operatives in a discussion about their preconceptions about history, focusing primarily on the ever-new difference between history as the events of the past and history as accounts by people of their ideas about the events of the past. We may get into the etymology of "history," but I'm hoping to save that for Day 2.

Monday, August 17, 2009

CAMS 3212 Greek historical writings as Operation KTHMA--first RPC ever?


One of the directions the Main Quest of this blog will eventually go is into Herodotus and Thucydides, who I believe were playing games they designed themselves based on the homeric bards' AAA titles Iliad and Odyssey. I think that these games were in a genre similar to Sid Meier's Civilization series.

With that nagging thought in the back of my mind, and heavily influenced by a talk by Ian Schreiber at the Game Education Summit in June, I'm taking a plunge into very murky waters and turning my fall course CAMS 3212 Greek historical writings into an RPG with ARG elements called Operation KTHMA. I've come to believe that when correctly practiced game design and instructional design are really the same thing. It's time to see if I'm right. One incredibly neat thing about doing this is that I can enlist the students in helping me design the next iteration of the course, and they'll be learning the material even better that way.

So on this blog through the end of summer and the fall, I'll be keeping track of what I'm doing with the course/game. For now, I'll say that I'm really, really excited to get my hands on Corvus Elrod's Rev 03 system--I'm beyond hopeful that it will be exactly what I need to give this thing some backbone. I'll also say that I would love any advice any of my readers might give as to how to plan things at this paper 'n' web stage to make a transition to a digital format as smooth as it can be, someday.

Finally, here's the premise. The Demiurge has recruited the students in the class to project themselves via his Textospatiotemporal Zapper (think the "Animus" in Assassin's Creed) into host bodies in Athens in 431 BCE. There, they must save Western Civilization by explaining to people like Pericles and Plato what Herodotus and Thucydides are trying to tell them about the proper use of the past and discourses about the past.

The central gameplay mechanic will be the discovery of who each student is in ancient Athens. At the start of the game, I'll sort them into groups (with an assessment on our Web course tools that I call the "Psychometric Sortition Tool"), but they won't know what class each group is portraying, and as they progress (via XP awarded by me), they'll gain knowledge of their role in the mission along with the skills they need to complete it. All the classes have a distinct relationship to discourses about the past, and only together will they be able to explain what Herodotus and Thucydides were really up to, and thus save us all.

So if you've heard of anything like this, I'd love to know, so that I can compare notes with someone. At any rate, stay tuned. I think it's going to be an interesting fall.

(Subsequent posts on Operation KTHMA may be found here, here, here, and here.)

Friday, July 10, 2009

Andrew Ryan, shadow-puppet master

Photobucket

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

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

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

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

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

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

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

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

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

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

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

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

Friday, May 29, 2009

Plato's new console: dialogue and mimesis

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

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

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

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

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

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

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

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

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

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

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

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

Bioshock.

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

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

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

Wednesday, April 29, 2009

Loading the cave-culture-game: Plato puts down the controller


The last post was an attempt to outline the scope of this series of posts about Plato’s cave and video games. In this post, I want to make the connection between the homeric material I’ve been discussing through most of the Main Quest and the cultural move that Plato makes in the myth of the cave, the one I started talking about in the last post—a move that’s usually overlooked. Briefly, Plato makes a special and peculiar effort to make the cave’s shadow-puppet play interactive.
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 [the man who had seen the real world outside the cave] would care for such honours and glories, or envy the possessors of them? . . .

“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.”
What does Plato mean when he has the prisoners of the cave interacting with the shadows they see in that rudimentary game of observation, remark, prediction, and measurement?

It’s important to remember that when Plato introduces the idea of the shadow-puppet play itself (the play, that is, that's all the prisoners know of the entire world), he’s drawing on well-known cultural material. Socrates’ interlocutors know what a shadow-puppet play is, and Plato’s readers know what a shadow-puppet play is.

But when Plato says that the prisoners have competitions in observing, remarking, predicting, and measuring, he’s making stuff up, the way someone in the modern world would be if he said, “Imagine a movie theater, where everybody is tied down and can only see the movie. Now imagine that the people in the theater have contests in figuring out what’s going to happen next in the movies.” Movie theaters we know. Contests for predicting plot twists we don’t know, but can readily conceptualize.

So what does Plato mean? He means culture, obviously: the things that people do every day, in particular of course the things they do in Plato’s Athens, are for Plato like contests about a shadow-puppet play. Our lives, our never-ending quests for success and prosperity for ourselves and our families, are like a game in which we’re trying to get rewards for our interactions with the stuff we find in the world.

Life, Plato is saying, is like a video game.

Ken Wark has recently done some pretty interesting work along precisely these lines. His book Gamer Theory can be read as a meditation on the theme of interaction introduced into the myth of the cave by Plato.

My own mission in this post-series, though, is to use Plato’s insight not to talk about culture in general but to talk about games themselves.

But (you might object) isn’t that reading the myth of the cave incorrectly? Plato didn’t want to say anything specifically about video games (or shadow-puppet-plays, or imaginary contests at shadow-puppet plays), did he?

Actually, he did. Because the shadow-puppet play is very clearly an instance of mimesis, the cultural practice Socrates and his interlocutors have already spent a lot of time talking about, in the context of their discussion of education. Socrates demonstrates to his interlocutors satisfaction, if not to ours, that epic—that is homeric epic—Iliad and Odyssey—and especially tragedy and comedy make use of mimesis. The word is usually translated “imitation,” but in order to grasp what’s really going on in the cave we need to translate it as “performance as somebody else” or “identificative performance.” Mimesis is, more or less, playing pretend.

That discussion, again, was about education, and another overlooked part of the cave is the way Socrates introduces it. When we understand that introduction, however, we understand much more about what’s really going on in the cave, and how it relates to the rest of Republic. I’m going to give it to you in Greek, first, because there’s a word in there that doesn’t have a good single translation:
meta de tauta, eipon, apeikason toioutoi pathei ten hemeteran phusin paideias te peri kai apaideusias.

“After this,” I [Socrates] said, “liken to the following sort of state our nature concerning both education/culture [paideia] and non-education/non-culture [apaideusia].”
The cave is about education, and because Plato’s problem with education is mimesis and the shadow-puppet play is mimesis, the cave-culture-game is in fact not just about culture in general, but also about the mimesis’ that go to make up culture: Homer, tragedy, video games. It’s very much worth noting by the way that I’ve already spent a lot of time on this blog making it clear that homeric epic was essentially interactive, and that tragedy too was highly interactive in the way the city participated in putting on the productions and in judging them, and that there were highly prestigious competitions in both homeric epic and tragedy, for which the city awarded major prizes. The analogy with the cave-culture-game, that is, is quite exact.

That’s enough Plato for one post, I think, but it’s really only half the set-up, because although Plato puts down the controller of epic and tragedy, he picks up the philosophy-controller at the same time.

It’s very interesting, though, to turn at this point and look at a game like Bethesda's The Elder Scrolls IV Oblivion, where a an ethical scale of “fame” versus “infamy” partly determines the course of the story. A microcosmic way to look at this side of Oblivion and games like it is to consider the example of the Dark Brotherhood storyline, which only opens to the player-character when he or she has committed a murder—something the player-character is not obliged by the game to do.

On the face of it, such an efficacious choice—that is, the choice to commit murder has a decisive effect on the narrative—seems to make Oblivion different from the cave-culture-game, which consists only of observation, remark, prediction, and measurement of shadows. The choice to commit murder would seem to be a mimesis of a real ethical decision, capable of making the player think about things that matter from an ethical point of view.

Aristotle would almost certainly agree that the choice to commit murder in Oblivion is capable of that. Viewed inside Plato’s cave, however, the choice looks much less efficacious than it might at first seem. Getting to do the Dark Brotherhood storyline is a reward like other rewards in the game—the choice is measured in terms of the reward within the game, and not in terms of whatever real rewards there might be for making real ethical choices.

Plato’s point is not just that Oblivion and homeric epic are only games (or epics) and thus have no effect on the “real world,” but more importantly that games and epics deceive their players into thinking that they and their choices matter in the “real world,” when in fact those things only matter within their closed systems. As film studies recognized in the 1970’s, the cave, like the cinema, is an apparatus along the lines of what Louis Althusser called the ideological state apparatus, among whose functions is to catch people in culture.

Like Oblivion, like homeric epic, the cave-culture-game is a mimesis that immerses its players so deeply that they’re committed to believing it real. As I proceed in this post-series, I’ll seek to show that Plato wasn’t out-to-lunch in seeing a danger there, but that he and Aristotle each give good reason to hope to avoid that danger and create constructive art in the process, and that game-designers and gamers alike, often unwittingly, are realizing those hopes.

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.