Showing posts with label Plato. Show all posts
Showing posts with label Plato. Show all posts

Friday, October 7, 2011

The Cave, unpacked: part 3

Then, in that post, came this bit:
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.
Again, this declaration is probably a bit too broad--the word “hate” is of course much too strong. If the statement is true, the negative emotions Plato felt towards the fictional Homer whom he believed to have been a real writer were probably much closer to anger, frustration, and envy than to hate.

If there’s an emotional basis to the famous passage from the last book of Republic where Plato has Socrates speak of the ancient quarrel between poetry and philosophy, that’s what it seems likely to me to be: Plato sees how powerful his own education, centering on homeric epic, has been in determining the way he looks at and acts in the world, and is mad at the figure who perpetrated it. He’s frustrated that it was so hard for Socrates, and is so hard for him to think past that education into the new philosophical world that he wants to create in memory of Socrates. He envies, perhaps most of all, Homer’s seemingly ineluctable control over the ruleset of the cave-culture game within which the Athenians have risen to power, fallen from it, and finally ended up in a cultural position that Plato must have regarded as going nowhere.

This is, I think, the way game-designers hate games like HALO and BioShock, even as they often play them to death, and enjoy “hating on” them in every conceivable corner of the internet. Maybe in that very modern, fanboyish sense of the word “hate,” I was on target in my post--Plato is a Socrates fanboy, and he’s jealous of Socrates’ indie cred. So perhaps a more accurate formulation would have been “Plato was jealous of philosophy’s cultural credibility”--the game that he was designing, a game perhaps on best display in the middle to late dialogues, above all Republic, Timaeus, and Critias, needed to establish itself, just as the books of Herodotus and Thucydides sought to establish themselves, in contradistinction to the hegemonic game of “Homer.”

Remember that “jealousy” and “envy,” when used properly, are different, though related, emotions: we’re envious of what we don’t have (that we may have it), but jealous of what we do (that we may keep it): Plato’s emotion, such as it was, was perhaps the feeling that the grand practomime of philosophy could not but be under siege from the apparently grand practomime of epic.

Friday, September 9, 2011

The Cave, unpacked: part 2

So, since no one seemed to object to my idea of using Living Epic, for the foreseeable future, as a place to riff on my stuff at PlaythePast. . . The next bit of that post is:
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.
I suppose if there’s a difficulty here, it’s in what I mean by the word “loved.” Let’s look at an example--and where better to find it than the story of the cave itself. Socrates, in telling his interlocutors about how strongly the philosopher, who’s been outside the cave, would reject the life of the prisoners, quotes the Odyssey. Not just any passage, either: Socrates quotes the famous words from the mouth of the shade of Achilles in the underworld, about how he’d rather still be alive as the meanest slave in the world than be king of the dead. Ironic, huh? The philosopher would rather be in the upper world--the “real” world--than in the lower one, just like Achilles.

More ironic: if I’m right that the shadow-puppet play of the cave is in large part Plato’s metaphor for the education provided by Athenian culture, comprising above all the epics of the homeric tradition, then Plato is using “Homer” against “himself.” The philosopher wants to be free, specifically of Homer.

But doesn’t it take a critic who loves Homer to create this fantastic, nostalgic web of irony and metaphor?

When I say in that post that Plato “loved” Homer, I’m using “loved” as a short-hand for something like “regarded as indispensable and ineluctable,” but this riff may let me follow on to some sort of greater love, albeit one much more complex. Homer was Plato’s education, as it was Socrates’; how could Plato despise it, when it had led him whither he had arrived, able to imagine a world outside the cave?

When we who are trying to use such insights to reform education yet again think about our own educations, I hope we can treat it much as Plato treated Homer--rejecting gently but firmly, speaking of ancient quarrels, but acknowledging, as Plato does in the story of the cave, our eternal debts.

Friday, August 26, 2011

The Cave, unpacked: part 1

I’ve been searching for a way to use this blog, where I’ve done so much that I’m proud of, as something other than an adjunct to what I’m doing as part of the team at playthepast. The difficulty is that the mission of playthepast is a superset of the mission with which I founded this blog, and there’s not a single thing that I’d post there that wouldn’t be appropriate here, either on the scholarship (how Homer and Plato can help us figure out what’s going on with games in the modern world) or on the pedagogy (how Homer and Plato can help us figure out how games can serve as an engine for educational reform) side.

On the other hand, I don’t feel as constrained here at Living Epic to avoid my tendency to formulate things abstrusely, and so as of today I’m undertaking the experiment of taking my recent string of posts about Plato’s cave (which are in fact mostly rewritings of posts originally made here) and unpacking them further, and more obscurely, here.

The posts at playthepast are written to bring the arc of my scholarly project into close contact with my pedagogical one. They pick up from the scholarly foundation I’ve built over the past seven years of the analogy between the form of practomime called homeric epic and the form called narrative videogame, and move through the scholarly edifice I’ve been building on it since 2008, of the way Plato’s reaction to homeric epic can help us contextualize videogames’ role in modern culture. From there, in recent weeks, the playthepast posts have turned towards applying the blueprints of that edifice to the building of learning practomimes like the ones on which my UConn team and I are at work.

At any rate, I want to start with the post that makes the turn to Plato. It starts like this:
This post takes us from homeric epic to a key moment of its reception in classical Athens, Plato. In it, I cover ground I’ve also covered in print, in a chapter in the collection Ethics and Game Design.
The first thing to say is that although I like my chapter in Ethics and Game Design very much, I’ve managed to move beyond it in the past year: in the chapter I manage to say, pretty much, “Plato tells us that mimesis only teaches when it gets interrupted the way Bioshock interrupts itself”; now, in these posts, I’m capable of saying also two more things, “I know how to interrupt mimesis to make that learning happen” and “I know how to analyze, and learn from, videogame mimesis when it doesn’t get interrupted.”

The former of those things is the basis of the practomimetic curricula we’re working on at UConn; the latter is the basis of my current work on the digital narrative videogame, which to this point comprises my analysis of BioWare’s epic style and will I hope soon also comprise analyses of the Bethesda, Bungie, and Square Enix styles.

So that kind of thing is my idea for Living Epic going forward. If you have a strong feeling about it’s worth or lack thereof, I’m pretty easy to find on social media these days, and I love both thoughtful conversation and bruising intellectual brawls.

Saturday, February 12, 2011

Operation ΑΡΕΤΗ: my current practomimetic course


It probably makes sense to post a small note about Operation ΑΡΕΤΗ, the game-based course on Greek philosophical writings that I'm currently teaching (or rather, I suppose, demiurging) at UConn. I think it makes sense because I suspect that the small number of people who read this blog probably intersects fairly closely with those who follow me on Twitter or Buzz, or are friends on Facebook. Since I recently introduced a Twitter assignment to the course (based on the wonderful inspiration of an ornithologist colleague at UConn, for whom I suspect Twitter might actually have been invented), you may be seeing a series of mystifying tweets with the hashtag #3207arete, and I thought it would at least be courteous to explain them.

Operation ΑΡΕΤΗ is a practomimetic course in the style of Operation ΚΤΗΜΑ and Operation ΚΛΕΟΣ, with antecedents also in what was originally called FABULA AMORIS, and will probably be called Operation AMOR next time I offer it. It's an RPG in an ARG wrapper, which is listed in the UConn catalogue as Classics and Ancient Mediterranean Studies 3207 Greek Philosophical Writings. I won't bore you with the details of the mechanics, since they're really only a slight iteration on the ones you can read about in various posts about Operation LAPIS.

The RPG component--that is, as we call it, the TSTT immersion--involves controlling characters in 360 BCE in Athens, who are invited to join the Academy, and who then must decide how to describe and analyze the practice of Plato in the context of that time and of our time. I've also decided to incorporate a great deal of real ancient Greek, in much the same way that an MMORPG like World of Warcraft incorporates a great deal of terminology like "DPS" and "Mana." Operatives of Operation ΑΡΕΤΗ are doing "attunements" that involve collecting various kinds of Greek words in lists for which they receive bonus Philosophy Points, in which their grades are calculated, as well as reading Key-texts that come from the real text of Plato.

The Twitter assignment, which was the trigger for writing this post, has the operatives (students) making Twitter accounts with their codenames (things like "Poplar," "Island," and "Lemon," assigned to them at the start of the course), and tweeting any time they see someone in need of ἔλεγχος--that is, Socratic cross-examination. Every time they make such a tweet, which is judged by "Mission Control" to be of a certain quality, they earn 100 PP (for comparison purposes, an A+ for the semester is equal to 100,000 PP). So feel free to follow up on the #3207arete hashtag and see what they come up with!

I'm also very happy to answer any questions you might have about this course or about my team's practomimetic courses in general, on Google Buzz or via e-mail.

Monday, July 26, 2010

That Bioshock is tragedy

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Monday, June 14, 2010

+Humanities? (a reaction to Games+Learning+Society 6.0)

Plato's Cave A

I had the incredible privilege last week to serve as the designated classicist—perhaps even the designated humanist—at the Games+Learning+Society conference in Madison, Wisconsin. (It's an unofficial, self-appointed position.) My presence there, in the strange and wonderful space where the games industry and the burgeoning field of educational technology meet, would never have occurred without the close and immensely fruitful collegial relationship I've had over the past two years with Michael Young, who doesn't (I believe) get enough attention as a pioneer in his field of educational psychology and its relation to educational technology.

Others have reported broadly and emphatically about the sweep of the conference, from Kurt Squire's call to look at games as possibility spaces (my own take would be that we should start speaking of games as one kind of possibility space—or, better, practomime—in which learners gain the power to transform themselves) to David Wiley's call to realize the gains that only true openness of information can bring (my own take would be that, well, yeah—but with narrative, please). (Worth noting that Wiley is yet another teacher who independently started grading in XP; there must be something in the air—and the murmur that went through the room of what I'd call shocked approval at that slide indicates that that air's scent has been wafting over the lakes of Wisconsin.)

So my contribution to the post-conference conversation is to say "More humanities, please!"

I think there's enormous potential both for the new game/ed-tech inter-field (if you will) and for the ancient inter-field of the humanities in broadening their points of contact: ed-tech could gain a connection to the deep roots of culture; the humanities could gain the kind of traction over the modern world for which their practitioners have been longing. The new "field" of digital humanities (scare-quotes because it's widely agreed not to be a field but rather a set of methodologies) is questing towards some way of making the humanities relevant to the digital age; for a couple years now I've had the niggling feeling that there's something off about that quest—simply put, the humanities are relevant to the digital age, whether they're carried out digitally or in analog form. If Facebook is an instantiation of Plato's Cave, the way we describe it thus—that is, whether we prove it by data-mining or verbal argument in Latin on parchment—has no effect on the validity of the point, though of course it may well have an effect on how large an audience the argument reaches and persuades.

I don't mean to suggest that digital methods are not quite possibly the best methods available for humanities research—simply that we shouldn't look to them to assert the relevance of the humanities to those whom we'd like to keep us in business. Rather, I think what I saw at GLS last week can help us make a much stronger claim to relevance—a relevance that goes well beyond our tools, and into the very constitution of human culture—and even the survival and increase of culture's constructive elements (whatever we should declare those elements to be, a point on which reasonable people are always bound to differ despite general agreement that there are such constructive elements, and that they should survive and increase).

Helped by the absence of any formal educational institutions (as we conceive of them) to think past, Plato was able to see that learning and culture—and thus learning and the humanities, though of course the humanities were at that time many, many years from existing in the semi-formal sense in which we know them—are locked in a dance so intricate that it could be expressed metaphorically as the chains that hold the willing audience in their places in the Cave. As I've demonstrated elsewhere, Plato allegorizes cultural learning as something we can recognize under the current use of the word "game"—or, to put it purely functionally, under the prevailing use of that word by the GLS Conference's attendees.

Because we on the other hand do have formal educational institutions to think past, much of the energy at GLS is understandably taken up with figuring out how to think past them. How do we get administrators to let us bring games into the classroom? Above all, what's the evidence for the benefit of games in schools, and how do we use it, and then get more evidence? These questions are urgent ones, but I'd like to suggest another one, based on humanistic inquiry: if culture is itself, as Plato saw, a sort of game (or a practomime, or a possibility space), and thus school is already a game, how can we redesign this game, this cave, so that all the learners in the schools, in the universities, in the cities and towns and villages, gain the culture-skills they need to make the game a better one for all humanity?

That's the kind of thing I think humanists are best equipped to wonder about—and, I like to flatter myself, maybe classically-trained ones best of all. I'm pretty sure I'm going to spend the summer and the fall pondering precisely that question, since I'm putting together two practomimetic courses based on Plato's understanding (and perhaps misunderstanding) of Athenian culture and culture in general, and since I'm also working with my socii to develop a new practomimetic Latin curriculum for both high school and college classes. Expect more in this vein, as well as about Red Dead Redemption and (I fervently hope) Mass Effect 2 and DragonAge!

Friday, May 28, 2010

Starting design of Operation ΜΗΝΙΣ: a potentially cool idea

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Over the next year, I'm going to have the pleasure of developing an online version of the course I've always considered my favorite to teach: CAMS 1101 Greek Civilization, in which I get to tell my students the amazing story of how Western Civilization discovered the questions that still obsess us--above all, the question of ἀρετή arete ("excellence"). Simply put, that question is more or less just "What does it mean to be a good person?"

Now, though, I get to design it as a practomime from the ground up, and I think I've just had a wonderful idea for the framing:

The Demiurge recruits the students as operatives in Project ΑΡΧΑΙΑ in the usual way (cryptic e-mails on the course's web-site saying that their services have been commandeered to save Western Civilization yada yada yada). In order to reach the mission objectives of knowledge and skill necessary to brief the world about Greek cvilization (including sub-objectives of reading ancient Greek), the Demiurge has coded the following practomimetic simulation into the TSTT:

It's the lead-up to the trial of Socrates, and operatives are inserted into Athenians who could be called on to be jurors. In order to make the best possible decision about his guilt and his penalty, they must learn everything they can about how Socrates ended up on trial (which is, when told correctly, a story that goes back to the Bronze Age), and what the consequences of the trial have been for Western Civilization.

Operatives travel via the TSTT to the agora of Athens in the spring of 399BCE. They must find the answers to the questions put to them by the Demiurge and brief him on those answers, questions like, "What does Achilles mean to Athens?"

In order to complete this task (here's where the "activities" and "assessments" come in): they must gain certification on the TSTT through Challenges in the form of multiple-choice quizzes; they must heighten their particular skills through Ancient/Modern-Interweave Skill-Practice Exercises (AMISPE's); they must power-up the TSTT through Imaginative Text Analysis (ITA), including reference to features of the ancient Greek that demands developing skill in reading that language; they must carry-out Practomime once in the Demiurge's TSTT-simulation, and provide him with Briefings (in disguise as exam essays).

Oh, and did I mention they're going to have to learn the beginning level of ancient Greek to do that?

Thinking about the coming design process energizes me in a way that I have to say nothing else in my professional life ever has: the lessons learned from ΚΤΗΜΑ, FABULA AMORIS, and ΚΛΕΟΣ are going to let me have a real go at convincing the world that game-based learning is a fantastic way to teach anything. And as a special bonus, my students and I are going to engage this world-beating material more deeply and immersively than we ever have before.

Wednesday, May 19, 2010

Red Dead Redemption diary, day 1: In medias res, again

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It's not often that I get to play a game in synch with the rest of the gaming world—that is, when the game releases—and most of the time I consider that a good thing, because it means that like a good little scholar I get to absorb the critical context along with the work. I also get to take my time when I play a game late, and avoid the unpleasant realization of just how "bad" I am at games. (Oh, how little consolation it is that I'm "good" at, say, the Iliad.)

But with the start of summer coinciding with the release of Rockstar's Red Dead Redemption, and with my longstanding interest in the relation of the Western to the epic tradition (I teach the Iliad in my myth course with The Searchers as my opening gambit), I thought it might be fun to blog on a semi-regular basis in a sort of diary-commentary form. Here goes.

I got to play from 9 to 11 last night, after I got my kids into bed. I entered the practomime as a character whom I later learned is named John Marston. He got off a paddle-boat between two semi-official looking men, who were clearly making sure he went where he was supposed to go. In medias res—or, as my friend Nels puts it, in medium ludum, though I personally think the older phrase is better, because it operates at the level of the res (the matters, the subject) of the practomime.

How did I know I was the man with the scars? Three things spring to mind: 1) he was clearly the man on the cover of the game; 2) he was in the middle of the shot, and in the middle of the semi-official men (I still have no idea who they are [in medias res again]); 3) it's a Rockstar game, and if there's a single disreputable character on screen, it must be you.

I think I'll save my frustration with the horseback-riding and with the narrative itself for another post and explore this practomimetic framing for a moment.

A bard or a member of his audience, when striking up his lyre or listening to a lyre being struck, would have had a subtext already running: this bard sings this kind of song, and thus is likely to be about to sing this kind of song again. Not to mention: when bards sing, this is the range of possible subjects, whether or not this bard decides to sing within his usual domain of styles and subjects.

When the bard began for example μῆνιν ἄειδε. . . (the beginning of the Iliad as we have it), it was like seeing the Rockstar logo. When the bard continued and sang that the tale that night would begin with the quarrel between Agamemnon and Achilles, it was like seeing a scarred dude get off a paddle boat in the middle of the screen.

In medias res isn't just about the story—it's about the context of the story, and its relation to the tradition. Red Dead Redemption isn't just about John Marston: it's about the player's relation to John Marston, as broadly conceived as that relation can be—inside his or her gaming life, inside gaming culture, inside all of culture.

And that, of course, is where Plato comes in. What will Red Dead Redemption allow its players to learn about the West, and more importantly about themselves? What will those players be, after they have been John Marston? Despite the frustrations I'll bring up as we go, I think even I will emerge transformed by the beautiful and profound aspects of this practomime.

Wednesday, March 10, 2010

The table and the screen: a curious resistance



I've seen it frequently enough both in myself and in people I'm talking to—notably my students and my classicist colleagues—that it no longer surprises me. People who haven't spent time studying games seem to have a fundamental resistance to the nearly self-evident idea that video-gaming, or, as I've taken to calling it, digital practomime, is fundamentally the same thing as tabletop-gaming. Or, as Pete Border (whom I don't know except through this one post) put it in a post on the GLS Educators' Ning, "If a game isn't fun with everybody in a room playing it on a table, adding a computer won't help it."

It was a major breakthrough for me, which only occurred over the course of several months, to realize the absolute truth of the notion that ludic practomime (i.e., game-playing) doesn't really change in the essential elements of its construction of meaning as it goes from the Monopoly board, or paper-and-dice RPG's, or Live-Action Role-Playing, or even live-action sports, to those things' digital versions in what we usually call video games.

Just as that other kind of practomime, storytelling, is recognizably the same thing between book and computer screen, and even between oral composition and textual book, and even between book and film, the more obtrusively interactive kind of practomime that we call games is the same thing between table (and dice, and books, and board, and field) and screen. Which is not to say that books and movies themselves are the same--rather that storytelling as an act is consistent between them.

There are obviously things you can play easily on the screen that would be very difficult, if not impossible, to play on the table. If someone were able to drop objects of certain stereotypical shapes from a height down to you, and you were able to rotate those objects as they fell so that they fit together as efficiently as possible, it would be Tetris, and be recognizably the same as Tetris on the computer screen. But of course, as even the famous video of Live Action Tetris makes clear, Tetris is a game that's not possible in the physical world. Nor is it practical to get your friends to wear mushroom- and turtle-suits so that you can try to jump on them, a la Super Mario Bros., although it would—obviously, I think—be fun if it were possible.

And there's no question but that the integration of the verbal with the visual and the manual, and even the visceral, that comes in video games, along with the opening up of possibilities like jumping on Goombas and Koopas, has a role in our seduction into thinking that it is video games that are revolutionizing the way we think about art and education and even culture itself. But I don't think that the sheer impact of that integration, or those possibilities, can fully account for the resistance we find to seeing games (or practomime) as a single art form between table and screen.

So what does account for this difficulty, and why does it matter?

To a classicist trying to develop a field that I'm thinking of these days as "applied classics," the table-to-screen shift looks rather like the oral-to-written shift that leaves legible marks on the remarkable culture of 5th Century BCE Athens, in the works of the tragedians (Aechylus, Sophocles, Euripides), the historians (Herodotus, Thucydides), and the first philosopher, Plato. I could go straight back to Plato's cave, and then add a soupcon of the Phaedrus, to say that Plato was trying among so many other things to get people to pay attention to the bad things (and the good) about the changeover, but I'm sure you're sick of me on the cave by now.

Instead, let me point to Thucydides' hope that his work, by taking full advantage of the technology of writing, would become a possession forever, a ktema es aei, as opposed to what he saw all around him, contest-pieces for immediate hearing—that is, for oral delivery and auditory reception. Thucydides was clearly including Homer and Herodotus among those whose work would not survive, or at any rate would not be useful for future generations. Similarly, my students seem to think of their gaming as occurring in a world apart from the world of tables and classrooms.

(The ktema es aei passage has a very great deal to tell us about practomime, and I plan to come back to it soon, because the "contest-piece" side of the equation is also the practomime side of the equation, as opposed to cultural material like textbooks and [traditional] courses. Deconstructing that opposition has, I think, a lot of potential for understanding the power of practomime in culture.)

But Thucydides' resistance to seeing the traction that oral composition has over our relation to the past is also closely analogous to our characteristic failure to see that a Dungeons and Dragons module and DragonAge: Origins are fundamentally the same thing. Playing pretend on a tabletop in the "real world" is in crucial ways the same as playing pretend in a digital medium. Thucydides is seduced by the textual as we are seduced by the digital. (Plato, notably, is not seduced this way, and his ability to break through the resistance to seeing the continuity of oral and written—and thus also the actual discontinuities—is perhaps what permits him to formulate the cave.)

It's important to fight against this seduction, I think, for at least two reasons, one of them metaphysical and the other eminently practical.

Metaphysical first: if we fail to grasp that digital practomime (i.e. the video game) is a continuation of tabletop practomime, we lose an opportunity to see the practomimetic construction of "reality"—or, to put it in my usual terms, we fail to learn the lesson of the cave, and instead simply become more deeply implicated in the unnecessary fetters that Plato so vividly put on his prisoners' limbs.

To fail in this way is analogous to failing to see that the Matrix trilogy is about all of culture, not just about digital culture, and to failing to understand that Facebook is an extension of "real-world" social relations, not a new way to relate to other people. As a teacher of the Humanities, I see an urgent need for my students' cultural competency and for my own career-survival, to persuade the world of the truth that the "real" world is as virtual as the online world, and always has been. Such an understanding would make clear for example that terms like "the digital humanities" misunderstand both our opportunities and our challenges.

Practical next: if we fail to see that we can do practomime with nothing more than our imaginations and our voices, and can build the technology up from there, and that e.g. Googlewave is easily a more powerful technology for practomime than any currently functional 3D digital world, we lose an extraordinary opportunity for doing culture, whether we call our practices—that is, the culture we do—art, or education, or even entertainment.

I would really like to see more teachers, yes, playing around with the possibilities both online and off-, both digital and physical, both table and screen, of the huge strides people like Jim Gee and Kurt Squire have made in studying what video games tell us about learning. I would really like to see more developers understanding the implications in this area of the explosion of social games, which seek to obscure the connection between the table and the screen even as they trade on it (how else to characterize the constant updates about Farmville and Bejewelled, that use your friends as marketing materials?). Also, though, I would really like to play more practomimes that take me back and forth from physical to digital. Like Wii Fit. But with gods and monsters.

Thursday, January 14, 2010

A note on the word "practomime"


I'd like to express my thanks to Charles Pratt, a wonderful sparring partner ιn such matters, for discussing this subject with me in the Google wave that led to this post; if you'd like access to that Wave, let me know in the comments.

If my work should continue in the direction I think it's going, you're going to see me use the word "practomime" with increasing frequency. Essentially, I mean by it exactly what I meant by "performative play practice" (PPP). Practomime is what games and stories have in common—playing pretend in a context where everyone agrees that playing pretend is what you do. I'm seeking to replace my own reflexive use of the word "game" with "practomime" in any context where I consider it important to bring the performative element of the practice to the fore. I made the word from two authentic Greek roots, πράττω (pratto: do, act—the word that of course gives us πράξις praxis, which is what Aristotle says tragedy enacts) and that all-time fave of mine μίμησις (mimesis: performance-as [often misleadingly translated "imitation"]—this is what Plato and Aristotle say tragedy is), so I think it's sturdy enough for my purposes, at least.

As I try to figure out what the things people call games are doing and what they can do, I increasingly feel the need to make the connection to mimesis (see this post for a bit more detail). For my own purposes, I need a term that captures certain connections that I have proven to my own satisfaction at least to be fundamental. That doesn't mean I think those connections are by any means exhaustive, and I still think it makes sense at the very least to talk about "game elements" in what I'm relabelling, for my own purpose, "practomimes."

But the category of human experience that's being touched on in these practomimes is so far beyond the semantic range of "game," as I see it, that for me a new term is necessary. That new term needs to capture the greater depth of "games'" aesthetic relationship to Hamlet than to Monopoly. Note that I'm not saying that they're not fundamentally related to both those things.

Consider New Super Mario Bros Wii, which I'm finding, with my aged reflexes, fiendishly difficult. "Is this really a practomime?" I have said to myself, as whatever exiguous story there is in the game faded into the far background to reveal the stark horror of failing over and over to make a particular jump. "Yes," I thought to myself, "but just as calling DragonAge a game doesn't get me anywhere interesting and can in fact serve to impede my critical progress, calling NSMBW a practomime doesn't capture what's most interesting about the game."

On the other hand, I do think it's fascinating, from a practomimetic perspective, that NSMBW is, like a re-composition of the oral epic tradition, a virtuosic variation on what's near-exactly the same story in so many earlier games. That's the sort of thing that for me simply can't be discussed with any degree of facility if we call it a game. But the critical language I'd use might be something like "As a practomime, NSMBW possesses several interesting features that tend to be obscured by the understandable tendency of most critics to frame it primarily as a game."

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.