Sorry I’m late posting. I have
been incapacitated by some manner of feverish bug since late last week.
Hopefully this post isn’t completely apart from what was discussed today in
class; if it is, I hope the divergence is productive. Lastly, I had hoped to
make this a bit shorter, but this is what I ended up with. Pick and choose
where you’d like to engage me, if at all – my thoughts on this are multifarious
and scattered.
The slugfest between ludology and
narratology (“There was no slugfest!” pipes an indignant Mr. Bogost) now
sufficiently abated, we are left with a somewhat more nuanced view of the
interplay between systems of rules and narratives in video games. According to
Bogost, the torchbearer is not Aarseth, but Juul, who in his earnest syncretism
admits that a game can be meaningfully ludic
and fictive. What a relief!
As an avid consumer of
single-player, story-driven games, it was difficult for me to even humor the
idea that video games narratives could be, as Eskelinen reductively has it, “just
uninteresting ornaments or gift-wrappings to games,” “marketing tools” devoid
of meaning. I knew this couldn’t be the case. I cut my teeth on Final Fantasy
and Chrono Trigger, Xenogears and Star Ocean—games that exist to immerse the
player in a fantastical story. And yet, I also knew that the gameness of games could not reside in traditional
narrative. It would have to be a very specific kind of game narrative, or else (as Roger Ebert argues*) the game would simply
be a representation of another form.
At the moment, I tend toward the
school of thought that says a game is inescapably a kind of narrative. I am not
speaking of the sweeping plots of a 100-hour long RPG, but the inherent quality
of a game, be it Monopoly or Texas Hold ‘Em or a Halo frag-fest. It begins, it
twists, it rises, it climaxes, and it often even settles into a dénouement
(that sad realization, some time before the actual end of a game, that someone
else has already won). The form and action of each game tells its own story.
This is to say nothing of the fact that most classic games (though, to be
honest, I’ve done no research at all on the topic) seem to have originated as
simulations of warfare—born from narrative.
If I am on the right track, I
believe there is an exciting distinction to draw here between the narrative
inescapably enacted by the game system and the “story” rendered on top of it.
This is difficult to illustrate with a modern game, but take Tetris, for
example. As much as someone like Aarseth may decry me for saying so, I believe there
is a meaningful (if hardly singular) narrative to Tetris. But what would happen
if the creators decided to superimpose a new canonic narrative atop it? What
would it mean? And what happens if that new narrative clashes with the existing
narrative order? Would it resemble the poetry of an amateur, in which the
sounds clash disharmoniously with the themes? I am still working out this idea,
but I think it can be effectively demonstrated that there are games that enact
one narrative by way of gameplay and another clashing narrative “story.”
Bogost, for his part, wants to
blow the whole house down. He applies Levi Bryant’s flat ontology to what he
sees as the hierarchized ontology of video games (giving primacy to the rules, privileging
the player-game relationship), opening up a vast array of new meaningful
connections to explore. To some extent he shares an ideal in common with Steven Jones,
who also wants to expand out and away from the ludic model. Jones adopts
Genette’s concept of paratext,
opening it up to refer to the complete production and reception of the work by
players, reviewers, fans, critics, and so on.
Operating from a new textual
studies angle, he applies the pivot away from authorial absoluteness and textual
authority in books to video games: our studies should “break the hermetic seal
of the text” (a phrase he deploys with some frequency) in order “to interpret
across the boundary dividing the formal aesthetic object from the social world
into which it is received” (93).
His main concern does indeed lie
with the social world of the game and the gamer. I will leave you with what I
think is the best distillation of Jones’ very valuable work, with just one
caution. By placing all his eggs in the basket of social, “threshold” gaming,
Jones is doing no small injustice to the immensely successful and innovative
field of immersive single-player RPGs. These are not “Where’s the Cheetos?”
type experiences—these are head-first dives into fully absorptive worlds. Jones
seems aware that he is short-changing certain types of gaming experiences,
offering the defense that shallow gaming is the norm. Maybe—but immersion-gaming
is no niche.
“As
with the complex verbal texts we study, we need to understand games such as Halo as existing at the center of a kind
of spreading possibility space, a multidimensional virtual grid running off in
many directions, the imagined vectors of any number of possible moves,
performances, or instances of gameplay, all of which are contained, in
potential, within the “code” of the object itself, whether or not any
particular state of the game or sector of the grid is activated at any
particular time.” -S. Jones
*http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html