Friday, February 27, 2009

Readings in Narrative Theory: The Rhetoric of Fiction

I have saved the best of my narrative theory summaries for last with Wayne C. Booth's classic The Rhetoric of Fiction (second edition). This book and this critic have been cited in nearly ever other narrative theory work I've read (at least, the ones that came out after this book was published). To be quite frank, I can see why. Not only is he complete and insightful, he is also clear and concise. Therefore, before I get to the actual text, I would like to begin this post with a short note about writing style and readability.

It is a painful task for students, scholars, and general audience readers to have to slog through a badly-written text, particularly an academic text. Writing clearly and obviously is a skill that many academics seem to lack. If your text is indecipherable to the average reader outside the field, this does not automatically make it a good text. In fact, unless it is about a topic so specific that such language and obscurity is required, I would even go so far as to say that this automatically makes it a bad text.

I've heard excuses before like, "This author is very dense, and you have to read him several times to truly understand what he's talking about." But in my mind, this is not an acceptable excuse. Booth is very dense, and his text definitely benefits from re-reading, yet The Rhetoric of Fiction text is still entirely accessible. Compare, if you will, a selection from two narrative theory works. The first is from Reading for the Plot, by Peter Brooks. (Brooks, Peter. Reading for the Plot. New York: Knopf, 1984.) The second is from the Booth book:

"Plot, then, might best be thought of as an "overcoding" of the proairetic by the hermeneutic, the latter structuring the discrete elements of the former into larger interpretive wholes, working out their play of meaning and significance. If we interpret the hermeneutic to be a general gnomic code, concerned not narrowly with enigma and its resolution but broadly with our understanding of how actions come to be semiotically structured, through an interrogation of their point, their goal, their import, we find that Barthes contributes to our conception of plot as part of the dynamics of reading." (Brooks, page 18)

"For experienced readers a sonnet begun calls for a sonnet concluded; an elegy begun in blank verse calls for an elegy completed in blank verse. Even so amorphous a genre as the novel, with hardly any established conventions, makes use of this kind of interest: when I begin what I think is a novel, I expect to read a novel throughout, unless the author can, like Sterne, transform my idea of what a novel can be." (Booth, page 127)

To me, the latter paragraph displays a high degree of skill in communication. While the relative value of the subject matter may be something for critics to debate, the forms in which the subjects are related are clearly of very disparate quality.

There are three reasons, I think, why a critic might write with the former tone rather than the latter. The first is a lack of ability to communicate clearly, either through an intrinsic inability or perhaps the blunting of communication skills through too much exposure to similar academia. Judging by the prestigious list of schools attached to Brooks's name, I would hesitate to attach such lack of skill to the man. Especially considering he is working in a field dealing with the English language, if anyone should be able to communicate effectively, it should be him.

The second reason a critic might write with such obfuscating language is that the subject matter is so detailed and in-depth that it defies more conventional language. I think this excuse is dangerous territory, although it may often be the justification that writers use for themselves. Booth covers very detailed and nuanced ground with perfect clarity. My suspicion is that Brooks's own points have the potential to be captured just as neatly, with the right choice of language.

The third reason is a selfish and misguided one, and that is a certain pretension of appearance. The idea that such language will keep those who are "not worthy" from understanding the subject matter, or the idea that there should be no reason why the author should have to "dumb down" his language for the sake of his audience. Clear communication is not dumbing-down - in fact it shows the author's skill more clearly. Not only that, clear communication allows readers of all levels to enjoy a work and to absorb the ideas it contains, which should be the goal of any author who is convinced that his ideas have merit. I can't claim to be an expert in such clarity myself, but I think it is something that one should strive for.

I'm not sure which of these three reasons - if any - afflict our dear Mr. Brooks, but I do have to say that I was disappointed with his text. I think the writing style is an unpleasant barrier to the understanding of his work, and that his ideas suffer for it. It is my hope and my goal to write in a clear, understandable way. If I am not, feel free to call me on it.

Anyway. Now that I've gotten that particular vitriolic rant off my chest (I apologize - sometimes I get a little too passionate about these things), on to Booth.

Booth, Wayne C. The Rhetoric of Fiction. Second Edition. Chicago and London: The University of Chicago Press, 1961, 1983 (second edition).

I've found much of interest in my reading of Booth, even beyond what directly relates to my project. For anyone doing anything even tangentially related to narrative theory, I would include this work as a must-read (even somewhat dated as it is). Don't be afraid of its large size - it's relatively easy to read (for an academic text, very easy). Because of space limitations (this entry will be quite long as it is), I will only cover the areas I found directly related to my work, but even so, there are multiple. I will therefore be dividing up the rest of this post into segments based on focus.


Section 1: Reader Objectivity / Player/Character Empathy


As readers of this blog might remember from previous posts, I have a particular interest in the ability of games to give the player a strong emotional connection to the character she plays. In the novel, it is much more difficult, requiring great skill on the part of the author, to give the reader a sense of emotional connection to his characters, especially if the characters are very different from the reader. (Booth compares the reaction of two readers - one with a lisp and one without, to a character that speaks with a lisp. Obviously the more similar reader will react more strongly to the character.)

I will not go into too much depth at the moment about how this technique of empathy is evoked, since I do so not only in previous posts, but also in the section below. Nevertheless, I would like to offer the quotes that Booth has on the subject.

[speaking about the tendency towards an "alienation effect," where good works are considered those that don't involve the emotions] "...the novelist will find himself in difficulties if he tries to discover some ideal distance that all works ought to seek. "Aesthetic distance" is in fact many different effects, some of them quite inappropriate to some kinds of works. More important, distance is never an end in itself; distance along one axis is sought for the sake of increasing the reader's involvement on some other axis." (123)

"It is only as I read that I become the self whose beliefs must coincide with the author's. Regardless of my real beliefs and practices, I must subordinate my mind and heart to the book if I am to enjoy it to the full. The author creates, in short, an image of himself and another image of his reader; he makes his reader, as he makes his second self, and the most successful reading is one in which the created selves, author and reader, can find complete agreement." (138)

"Much more important [than authorial commentary], the sustained inside view leads the reader to hope for good fortune for the character with whom he travels, quite independently of the qualities revealed." (246)

"While only immature readers ever really identify with any character, losing all sense of distance and hence all chance of an artistic experience, our emotional reaction to every event concerning Emma tends to become like her own. When she feels anxiety or shame, we feel analogous emotions. Our modern awareness that such "feelings" are not identical with those we feel in our own lives in similar circumstances has tended to blind us to the fact that aesthetic form can be built out of patterned emotions as well as out of other materials. It is absurd to pretend that because our emotions and desires in responding to fiction are in a very real sense disinterested, they do not or should not exist. Jane Austen, in developing the sustained use of a sympathetic inside view, has mastered one of the most successful of all devices for inducing a parallel emotional response between the deficient heroine and the reader." (249)

[on a lack of authorial commentary] "[Miranda] must be accepted at her own estimate from the beginning, and that estimate must, for greatest effect, be as close as possible to the reader's estimate of his own importance. Whether we call this effect identification or not, it is certainly the closest that literature can come to making us feel events as if they were happening to ourselves. As we read, we know only Miranda's world and we know only her values. Our only value becomes, in a sense, her well-being, and we accept any threat to her happiness precisely as she accepts it. The slightest suggestion that she is at fault will create too much distance; the slightest sign that author and reader are observing Miranda from above rather than alongside will destroy at least in part, the quality of our concern and hence of our final revelation." (277)

"This kind of near-identification can be used for innumerable effects. [...] A motion picture can achieve this kind of thrill perhaps more easily than any other medium, but the devices of showing developed by modern fiction can do it well." (277)

"And then he is gone. He is dead, and we have experienced a personal loss, a personal blow, of a kind that would be difficult, perhaps impossible, to achieve with a technique which provided us with any clear moral or intellectual guidance about the meaning of his death." (278)


Section 2: Types of Literary Interest

Booth has a very interesting section in his text where he discusses the "types of literary interest," or the elements of fiction that keep our attention and force us to continue the experience. While this is related to the idea of immersion, I think a look at how these interests relate to games may deserve an additional section of its own.

Booth breaks up literary interest into three types: intellectual interests, completion of qualities, and what he calls practical interests, but which I shall call empathic concerns (since I feel that more accurately captures the sort of interests he describes).

Intellectual interests refers to curiosity. We have a sort of impartial, academic interest in facts and in how the story will play out. Completion of qualities refers to pattern recognition and the desire for pattern completion. Booth includes in this all types of pattern completion, from story concerns - capture and punishment being the natural completion of crime, and so on - to more formal concerns dealing with the literary discourse (the form of the story rather than the content) itself, as described in the first quote ("a sonnet begun calls for a sonnet concluded..."). Finally, empathic concern deals with our relation to the characters, and our desire to see things unfold based on how we relate to them. We would like to see sympathetic characters have happy endings, villainous characters get their just desserts, and so on.

Booth's analysis of these three aspects and how they interact with one another is quite in-depth, and I will not go into all of it here. (If you're curious about it, it's in chapter V of the book, beginning page 125.) What I would like to discuss is how these types of interest might relate to game studies. Let's put side by side the way each of the three interests work in both media.

Intellectual interest in the novel: I am curious about how this strange egg came to be in the middle of the field. I am curious about what the egg is. I am curious about what will happen if the main character goes up to the egg and touches it. I keep reading, hoping that the author will see fit to answer these questions.

Intellectual interest in the game: I am curious about how this strange egg came to be in the middle of the field. I am curious about what the egg is. I am curious about what will happen if the main character goes up to the egg and touches it. I go up to the egg and touch it, definitely answering at least the final question, and hoping that my interest will trigger further information about the first two.

The interest has gone from a passive experience to an active one. In the case of intellectual interest, a game can be directed by the specific interest of the player, allowing for more engagement - the player need not rely, as the reader must, on the good grace of the game's creator to focus in on what the player finds interesting. The player chooses the area of focus. However, she must still rely on the game designer to create the game in such a way as to allow it to respond to her curiosity in a satisfactory manner. The game designer can accomplish this by making as much as possible of the environment reactant. A reader, on the other hand, must hope that the author's area of intellectual curiosity matches up with her own, because only the author determines what areas of the novel are further explored.

The completion of qualities area is similar. Rather than waiting in suspense to see if the author will complete the patterns I see forming in the novel, I will actively seek out these pattern completions in a game, if I find them desirous. However, this does remove one element crucial to the enjoyment of the novel - suspense. Because he maintains total control, the author can withhold the completion of certain patterns as a method of keeping the reader interested. When the player can actively seek out completion, the suspense is weakened, if not destroyed.

Pattern recognition is also an integral aspect of gameplay, and the learning inherent in gameplay. Players learn that certain actions are available, and will have certain effects. Unlike the real world, the effects of actions in a game are generally consistent. We build our experience of playing the game through learning to recognize and use patterns, in fighting, in problem-solving, and in a number of other ways. Many players gain pleasure from the repetitions of certain patterns, as in the steadily increasing difficulty of certain puzzle games, where the answer to each new puzzle incorporates skills and tricks learned in previous puzzles, and a recombining and shifting of patterns produces new results, which can then be added to the player's repertoire of puzzle solutions for use on future puzzles.

Finally, empathic concerns. This, as touched upon previously, is an area where games really shine. Controlling the empathic relations of a character with their reader is exceedingly tricky business in a novel, and requires a good deal of skill on the part of the author. A game, on the other hand, generally starts with an advantage, given that the character is under the control of the player, and thus the player is forced to relate to their actions (as they are the player's actions as well). We have a very personal stake in whether the story will work out well for the main character, because this happy ending likely coincides with our successful completion of the game. There are, of course, exceptions to the happy ending - but we still tend to presume that we are moving the character towards a certain goal, and that the goal is somehow desirous, at least for the player. Our empathic concern is less necessarily for the happiness of this character, but more of the success of ourselves as players. Nevertheless, this method still operates by harnessing the same sort of interest as does our empathic concerns for a character in a novel. The focus has just shifted from an exclusive focus on the character to a mixed focus on the character and ourselves.

A combination of these three elements of interest are why I think games have a tendency to be "addictive." Combining a high degree of emotional resonance with the pleasure of repeated pattern recognition (technical, at the very least) and the ability to actively pursue the objects of one's curiosity combine to capture the audience's interest and hold it fast.

Here are some relevant quotes from this section of Booth:

"...our desire for causal completion is one of the strongest of interests available to the author. Not only do we believe that certain causes do in life produce certain effects; in literature we believe that they should. Consequently, we ordinary readers will go to great lengths, once we have been caught up by an author who knows how to make use of this interest, to find out whether our demands will be met." (126)

"If we look closely at our responses to most great novels, we discover that we feel a strong concern for the characters as people; we care about their good and bad fortune. [...] It is of course true that our desires concerning the fate of such imagined people differ markedly from our desires in real life. We will accept destruction of the man we love, in a literary work, if destruction is required to satisfy our other interests; we will take pleasure in combinations of hope and fear which in real life would be intolerable. But hope and fear are there, and the destruction or salvation is felt in a manner closely analogous to the feelings produced by such events in real life." (129-130)

"Such [emotional] concerns are not simply a necessary but impure base, as Ortega would have it, to "make contemplation possible" but "with no aesthetic value or only a reflected or secondary one" (pp. 80, 76). In many first-rate works they are the very core of our experience. We may refuse assent when an author tries to manipulate us too obviously or cheaply with a casual bestowal of goodness or intellectual brilliance or beauty or charm. We all have use for epithets like "melodramatic" to apply against abuses of this kind. But his does not mean that human interest in itself is cheap. It is true that our involvement in the fate of Raskolnikov is not different in kind from the involvement sought by the most sentimental of novels. But in the great work we surrender our emotions for reasons that leave us with no regrets, no inclination to retract, after the immediate spell is past. They are, in fact, reasons which we should be ashamed not to respond to." (130-131)

"...it is clear that no great work is based on only one interest. Whenever a work tends towards an exclusive reliance on intellectual interests, on the contemplation of qualities, or on practical desires we all look for adjectives to whip the offender with; a mere "novel of ideas," a mere "desiccated form," a mere "tear-jerker" will offend all but the small handful of critics and authors who are momentarily absorbed in pushing one interest to the limit." (133)


Section 3: Person / POV

I don't have much to offer in the way of quotes for this section, but I am impressed nonetheless by the incredibly nuanced view which Booth takes towards the idea of "point of view" in literature, from distinguishing between "person" in the traditional manner to more complex ideas of "dramatized narrators" and so on. What I think is very interesting about point of view in games is the way that certain games embody what we often think of as traditional points of view.

A game is almost always told from the point of view of the PC. This makes the PC the "narrator-agent," as it were, or the narrator who is also a character in the story. However, the character also shares the experience of being the implied reader as well, as he is the intended avatar for the player within the game, and thus all responses to the player's input will be received via the game's relation to this character. In the same way as a text is "speaking" to the implied reader, the game is "reacting" to the character, which is implied to be the player. Narrative theory will have to come up with a whole new terminology to describe exactly what position the player and the PC hold within the narrative - games have a tendency to twist the existing terms to their breaking points.

Oddly enough however, what we think of as some of the most basic and elementary (in the sense of sort of juvenile, in addition to simple) categories of literary point of view hold true in games, and do so in ways that provide an interesting visualization for how we think of the literary equivalents.

First-Person
First-person games present a camera situated "behind the eyes" of the PC. Only the hands and perhaps some of the arms can be seen of the character being played. We see of the character and of the world only what we would see of ourselves if we were in the same situation, thus helping to increase our sense of being the character in question, the limited "I" perspective.

Third-Person Limited
Third-person games such as RPGs have a camera situated behind and usually slightly above the main character. We see the figure of the character from the outside, and a portion of the surrounding environment. This gives us a sense of greater grasp over the world/map, perhaps seeing some things that the character himself might not be able to. Thus we increase the scope of our viewpoint while limiting our identification with the character.

Third-Person Omniscient
Common to RTS and other God games, this perspective puts the camera high above the ground, allowing the player to see large portions of the world at once, and to move back and forth across the world independent of any particular character. This is also the only viewpoint where the player is not specifically relating to a single character in the game. In this perspective, we lose almost all empathy with individual characters - more often than not, characters are resources rather than individuals, and the player is an invisible god-force that controls their actions. With our view at its fullest availability, we sacrifice the most player/character empathy with any single character.

It would be very interesting to me to see these perspectives related, in turn, back to the literary medium, but I do feel that this is somewhat outside the scope of this project.


In conclusion, go read Booth. It will quite likely be less tiring than what you have just finished.

No comments:

Post a Comment