Showing posts with label rant. Show all posts
Showing posts with label rant. Show all posts

Thursday, October 24, 2013

On the Overuse of Zombies

Just in time for Halloween, as part of the Pop Justice Blog Carnival, I present to you: a post about zombies.

It seems that we may finally, finally be coming to the end of the years-long zombies craze. I’m hoping the ‘World War Z’ movie was the last major gasp of it, but the fact that a tongue-in-cheek semi-satire like ‘Warm Bodies’ came out recently is a pretty good sign that people are becoming self-aware about how overused this monster has become.

I mean, I don’t know if you guys noticed, but there was a LOT of zombie-based media there for a while. And I don’t just mean movies; games suffered a HUGE zombie trend for a substantial period of time; pretty much since ‘Left 4 Dead’ came out. For a while it seemed like every shooter and its mother had to have a zombie mod version full of headshot upon undead headshot. Even TV got into it with ‘The Walking Dead.’ (‘Community’ had a zombie halloween episode too, which was actually rather excellent.)

I really hate zombies. I don’t have a particularly good reason for this, mind you; mostly I just think they’re gross, and they just don’t interest me. I like a little meaty emotional conflict in my villains, and zombies are nothing if not inherently simple. So I sat down with some friends of mine, and we tried to work out what it was, exactly that made zombies so dang popular. I mean, surely it couldn’t just be a case of everyone copying each other to be successful, right? If so, this trend would have died out (so to speak) MUCH earlier. So there has to be some kind of hook to the zombie, something to make it worth exploring. So, I present to you, the four reasons we came up with why content creators just looove them some zombie mayhem.

Zombies as Representation of Other Fears
Zombies make a great representation of some other powerful subliminal human fears, namely: plague and overpopulation. The latter is the fear of the unstoppable press of bodies, of being one of a horde so numerous that no one can any longer be an individual. The fear that, even if you are an individual, you will be swarmed over and stepped on and wiped out by the sheer teeming mass of humanity that you have to compete against. I feel like maybe this zombie theme could have been explored more than it was. Rarely do you see zombies competing with humans for the same resources, other than sheer space. But still, it does make an apt metaphor!

The other metaphorical resonance of zombies is plague, and plenty of zombie media deals with this, whether directly or indirectly. Usually it’s some kind of sickness or disease that triggers the zombie apocalypse in the first place, but the spread of zombification itself is usually the more compelling trigger. Fear of being infected, fear of not knowing who’s been exposed, fear of losing yourself or control of your body to disease, fear of uncontainable spread, fear of military intervention for crowd control of the sick, all of these are elements of the plague and the zombie apocalypse both.

In the commentary for the ‘Left 4 Dead’ games, the designers talk about how they did a great deal of research about historical plagues to inform the tone and world-building of their game. They dug into the psychological and social effects of living in a plague-ridden society, and extracted the more interesting and gruesome details to give realism to their zombie experience. Which is part of the reason why I think ‘Left 4 Dead’ stands out as a really well-built example of zombies in media. They really grabbed the metaphor by the horns and ran with it.

Zombies are the New Nazis
Zombies are great villains if you need a humanoid, hateable individual that you don’t have to feel sympathy for. In the past, many games (and other stories, but forgive me that games are my area of most expertise) turned to nazis to fill this need. After all - everyone hates nazis! They’re practically designed to be hateable! They exist to be vessels of hatred and evil that support discrimination and violence and a complete lack of empathy and occasionally the Dark Arts. But as we get further and further away from the harsh realities of the second world war, modern audiences find it more and more difficult to viscerally connect with what is so hateable about the nazi.

Enter: the zombie. Humanoid - in fact, once a living breathing human - but completely devoid of any remaining personality. They’ve become a mindless shell, incapable of redemption and existing solely for the destruction of living humans. What’s not to hate? Finally, another guilt-free humanoid that you can headshot with no feeling of remorse. And, like nazis, there’s always more where that came from! Sure, they lack the complexity of evil that comes from having a motivation (not having the ability to think, zombies are really more like animals than people in some respects) but then, nazi motivation is rarely that well-fleshed-out either in these kinds of things. Other than, you know, “They’re evil because... uh... they’re evil!”

(Bonus: plenty of games also have nazi zombies in them. Because why have one hate-able trait when you can have two? I wonder how long before the latest Call of Duty games start having terrorist zombies.)

Anyone Can Be Turned
One of the cool things about zombies is that they can be anybody. They don’t have the cool, romantic backstories of vampires or the pedigrees of werewolves. Yes, those monsters can technically be anybody, but zombies can be EVERYBODY. Literally. And usually are. Like, generally speaking, although Average Farmer could be turned into a vampire, he’s probably not going to be. He maybe has a bit of a better chance to be wolfed, but even that’s a little far-fetched. But zombie? You betcha.

What about Average Office Lady? Zombie. Construction Worker? Zombie. Grocery Clerk? Zombie. Nerdy Twenty-Something Blogger? Zombie. We’re all zombies, if the situation calls for it. And that means, if you’re writing a character in a story, any of her loved ones could be zombies. Anyone she knows, anyone she meets, could get turned. She could get turned! No one is safe, because anyone can become a part of the horde. Vampires will just kill you if you’re beneath turning, but no one’s beneath zombification.

Zombies As A Force of Nature vs. The Everyperson
When you meet your garden-variety vampires or werewolves, they’re generally characters. They’re individuals with personalities and alliances and foibles that can maybe be used against them. You get the impression that if you met the Vampire Lestat, you might be able to talk him out of killing you if you were witty or amusing enough. Or managed to pique his interest in some other way. Or managed to pit him against a different enemy. Or distracted him with something shiny, since, you know, Lestat.

Zombies are not individuals. Zombies are a mass. Zombies are a tidal wave of danger and gross. In fact, zombies have more in common in many ways with natural disasters than they do with other monsters. They are a slow-moving (usually) but unstoppable force of nature that consumes everything and anything in its path.

Which is why anyone and everyone can fight zombies. To encounter a vampire makes you a special sort of person. Not everyone gets to run with werewolves. As with the previous section, encounters with the characters that are other monsters tend to be unique and personal, and usually indicate that the still-human person in the encounter is special in some way.

Not so zombies. Just as pretty much anyone and everyone can become a zombie, anyone and everyone fights zombies. It’s a great way to illustrate a common, otherwise uninteresting person put into an extraordinary position. This is the basic premise of ‘The Walking Dead’ and ‘Left 4 Dead’ and, indeed, most serious character-driven zombie narratives. The zombie horde comes for everyone sooner or later. You might’ve just been an average joe before but now - as in natural disaster apocalypses - you have to tangle with a new, more dangerous world, and make your way as best you can.


So I guess, in conclusion, I get why zombies are overused. I see the draw, I understand why they make such effective narrative tools. And now, so do we all. So, is it okay if we lay off them for a while? I mean, just until they come around back into fashion again. Meanwhile, I’ve been hoping to see mer-people make a comeback...

Saturday, October 22, 2011

Slash Fiction as Feminist Activity

It's no secret that I'm a pretty big fan of slash fanfiction; writer of much, reader of much more. There are many and varied reasons to enjoy slash, from the most basic counterpart to male interest in lesbianism (one man is hot, so two men are hotter) to more nuanced narrative concerns like the interesting conflicts inherent in social taboos and so on. If you ask me why I'm into slash, I'm likely to give you a different answer on any given day of the week; there are just so many angles to the subject. It's something I think about an awful lot, but one possible explanation did not occur to me until just recently, and it seems to explain a lot.

A friend recently said to me that he thought that any gay material at all in a given piece of work was both "necessary and sufficient" to keep me interested. Which isn't true, but it got me thinking about counterexamples. When do I not need gay characters or gay undertones to enjoy something? When do I dislike something if it doesn't have those qualities? For the most part, there's one common thread that binds these distinctions: the presence or lack of interesting female characters.

I've only recently started to notice how very few interesting female characters there are in media, particularly in the games industry. I mean, I've always been aware of the problem, at least peripherally - but somehow recently it has come into much sharper focus for me. It might have something to do with this rather interesting article I read, linked by a friend: To my someday daughter. But everywhere I turn, I feel like I'm seeing new examples of stupid, vapid, shallow presentations of the feminine.

Case in point: my boyfriend and I just bought an indie game called "Dungeon Defender." It's a good game - a hybrid of action RPG and tower defense that is better than any other attempt at the genre mix that I've seen. The narrative isn't anything particularly novel, but it's cute enough to be less tired than it by rights should be. There are four character classes you can play as, all of which have predefined genders. They are: the squire/knight character (male, human), the sorcerer's apprentice (also male... presumably human? Hard to tell under the robe and hat), the monk (male, human), and the huntress (female, elf).

When you are on the character select screen, choosing which hero you would like to customize to play as, each character has a little animation upon selection. For the three male characters, this is basically a battle animation. They hold up their sword or staff, or in the case of the monk, go into a meditation pose. Know what the elf girl does? She turns around and wiggles her butt at you. That's right - she's even wearing a low-slung belt so you can see the small of her back and the very top of her butt when she does it. And this is the indie scene - don't even get me started on the triple-A atrocities.

Little things like this didn't used to bother me, but the older I get, the more they do. Maybe it's just that as I grow up, I expect the people around me and the things I'm consuming to also grow up and be more mature as well, and it seems like they're falling behind. Or, as I'm sadly realizing, they fell behind long ago. Most big game studios aren't even pretending anymore.

So what does all this have to do with slash? Well, consider the average romance featuring one of these women. Who am I supposed to identify with? The shallow save-me damsel that exists solely to be captured and to be the reward for the hero upon completing his quest? The bad-ass leather-boot-clad action dominatrix whose sole qualities are "is hot" and "can blow shit up"? Why would I want to identify with these women? They're not real people. They're cardboard cutouts. Not only do I not feel kinship with them, I feel abhorrence towards them.

So if I'm going to identify with someone, I'm much more likely to pick the character that matches me emotionally - or at least has emotions I can empathize with - than I am to pick the character that has boobs. And because I like men, I want the character I identify with or care about to like men. It seems the natural extension or progression of my empathy. It's not that simple, of course, but it proves to be surprisingly true across a very broad variety of cases. The characters I slash are most often the characters I feel empathy for. I hardly ever feel empathy for female characters in anything these days. Because they're barely characters.

Going through the media that I've been consuming lately, I started asking myself - who do I slash, and why?

Avatar: the Last Airbender
I don't slash anyone. Katara is an awesome, complex female character, as are support character females like Toph and Suki.

Supernatural
I slash Dean and Castiel. There are interesting female characters in the series, but they're only ever bit characters; one-or-two-episode players. Mostly there are just NO female characters on the show.

Glee
I'm interested in the canon gay couple, but I don't slash anyone non-canon. I find Rachel and Quinn, while stereotypes, to still be somewhat interesting - at least enough that I care about their emotions and what they're going through. And the shallowness of their characters is balanced out by the fact that the gay couple is actually canon.

Kingdom Hearts
I slash the hell out of this series - Sora and Riku particularly (although one-sided), and Axel and Roxas as a close second. Female characters? Basically one - Kairi (and Namine, who is also Kairi). Know what she does in the game? Mostly get captured. And sometimes wait longingly on an island for her man to return. At least Riku and Axel are somewhat interesting.

Community
No slash pairings, despite the tempting target of Troy and Abed. Annie, Britta, and Shirley are at least as complex as any of the male characters. (They are still fairly simple as characters in these sorts of comedies are, but they can at least be described with actual personality monikers - Naive, Uptight Activist, Religious, etc., rather than as "the girl.")

Sherlock (BBC)/Sherlock Holmes
Very slashy, in both cases. In Sherlock (the slashier of the two, in my opinion), essentially no female characters, barring one bit character who is the female counterpart to an identical male character and a bland love interest non-character who's in about three scenes total. In Sherlock Holmes, two female characters whose personalities are, respectively: "love interest" and "feisty love interest."

I'm not saying this is a hard and fast rule - like, if there is a good female character, I 100% won't slash, and if there isn't I 100% will. I'm just saying, I'm most likely to take an interest in the emotional states and emotional underpinnings of characters that actually have emotions. Most of the time those characters are male. Asking me to care about the doings of a shallow piece of eye-candy is not only ridiculous, it's frankly insulting.

So there you have it - yet another reason to like slash; it's the feminist thing to do.

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.

Monday, February 23, 2009

Why I Hate Edutainment and MMOs

I suppose this title is a bit harsh. Actually, I don't really hate edutainment OR MMOs. I have no gripe against the games themselves (any genre that can produce a game like The Typing of the Dead is alright by me), nor against the people who make them. My gripe is really with the way they're studied, particularly in the larger context of game studies.

If you're unfamiliar with either of the two genres, allow me to explain. "Edutainment" is the term used to refer to games that teach a subject. This could be old-school games like Number Munchers or more complex games that happen to have an educational element, like Civilization. Because of the immersive and interactive nature of video games, many have found that games are a good way of teaching people facts and skills. The fun and playful nature of games keeps people coming back, and helps them to absorb the information. It's no secret that games and play are a great way of learning - people have used games to learn and teach since long before the video game.

MMOs are Massively Multiplayer Online games, games which include communities of sometimes millions of players, all interacting and playing with each other online. World of Warcraft is usually the first game to come to peoples' minds when discussing the subject. MMOs can provide a very interesting forum for the study of virtual worlds, and various sociology/social dynamics/anthropology studies.

As interesting as games in either of these genres can be, more and more I have found the way they are studied to be somewhat degrading to video games as a medium. Both genres deflect attention away from the medium, forcing it to be little more than a vehicle for something "more interesting."

When people look at the potential of video games to teach, particularly people outside the Game Studies community, their enthusiasm seems to contain the implicit criticism, "Well, games are pretty useless by themselves, but look, we can use them to teach people things of real value." It's as though the medium is only valuable to the extent that it can teach us history, or a foreign language, or typing skills. You know, useful information.

To me, this is like someone saying that only non-fiction books have any value. While I know a lot of people prefer to read exclusively non-fiction, I think most of them would agree that some fiction, particularly the classics (Shakespeare, anyone?), have at least some intrinsic value as works of art. Even if they would argue otherwise, I think they might have a difficult time supporting their points while running from the angry mob of literary critics at their heels with torches and pitchforks.

It's the same thing with MMOs - games are looked at not for their worth as games, but for how they can illustrate interesting social phenomena and, more often than not, are lumped in with non-game virtual worlds like Second Life. The sort of studies people usually talk about when they discuss MMOs seem to belong more in the field of sociology than in Game Studies. The game itself is largely ignored in favor of the players. And while it is certainly interesting to see what this new medium can tell us about ourselves, it seems terribly rude to that medium to ignore so much of it. Studies of MMOs often seem to largely ignore the existance of single-player games, as though multiplayer games were all that the medium consisted of, or at least all of any importance. In fact, MMOs and single-player games are vastly different from each other, and should not be lumped together.

Games can be art. I firmly believe this. I want to study them for what they are, and what they can give us as a medium, not how they can be exploited for the purposes of other schools. I wouldn't study filmmaking for what it might teach me about how to make educational science videos. I would study it as an artform and as a medium. This is how I think we need to look at games as well.