I just got back from the annual SCMS Conference in Chicago, and I
had a great time. This is a report I typed up in the course of my
travels home yesterday. I was pleasantly surprised to find a lot of
panels on game-related topics, and it was good to run into some
familiar faces while I was there. The only downside was that with some
20 panels running concurrently, I was bound to have to make some tough
decisions about which ones to attend. All the ones I went to were
good, though, and I'll provide summaries below of the video game
oriented presentations I saw. My comments are in italics.
Cinema and Gaming
"Between eXistenZ
and Un Chien Andalou," Adam Lowenstein (U. Pitt)
The context for this paper is the issue of transitioning from older
media (cinema) to new (gaming), and the question of interactivity
defines the possibilities of the digital hinges on the availability
and accessibility of digital technology. Even though interactive film
doesn't really work as such, cinema provides models for linking and
understanding interactivity. The potential connection here is through
the sense of play in surrealism and the anti-rational (or random)
mechanism of playing a game that surrealists employ in the production
of art. The creation of meaning, then, is a game of connecting a chain
of associations, and every player (viewer or creator) can use a
different chain. The connection to cinema comes by way of
eXistenZ's deployment of video game structures and
mechanics within cinema, prompting user "interaction" through its
apparently anti-rational narrative. To illustrate this similar,
affective relationship to the audience, compare the restaurant scene
in eXistenZ, with the eyeball-slicing sequence in
Un Chien Andalou.
I liked this paper, and I think it draws on an interesting and
relatively unexplored area of surreality in relation to gaming. In the
Q&A, I brought up the idea of interface in that eXistenZ
posits a relationship between games and film that relies on exposing
or hiding an interface. Since in the world of eXistenZ, they're not
actually playing a video game, and I think the film
does a lot to remind you of its artifice. (These are the features that
my students pointed to as proof that this is just a bad film). I think
there's a potential problem in thinking about "play" and "game" as the
same kind of thing -- that is, surrealist art is definitely playful on
some level, but it's not always presenting a game.
"Come out to Play: The Warriors Video Game, Moral Panic, and the
remaking of the American City," Aubrey Anable (U. Rochester)
The Warriors is a cult film of 1977 that has been
adapted into a video game. The point of this presentation was to
compare these two and explain why features of both imagine the idea of
the decaying American city in different ways. Some features of the
film like its organization by traveling through subway stops, its
one-dimensional characters, and emphasis on fighting make it an
obvious choice for a game adaptation. The film was released at the
height of the image of New York as an urban wasteland, which has now
been largely reversed. The subway map that the characters refer to in
the film can be compared to the HUD map in the game, and both situate
play in an epically vast, but navigable, world. Narrative is also
organized by space, and mastering the space of the city through play
communicates something beyond what narrative can normally do. But this
is an imaginary city which reminds us that we have lost the ability to
play in actual cities.
At first I was suspicious that this paper would merely talk
about the film and then say that the game repeats or extends the ludic
structures already in the film, but I think that the author's move
from the film to the game is a really productive one. I've written
before about the idea of ludic aesthetics in the imagination of urban
spaces, and I think this would be another good example of that kind of
thing. It would be interesting to do some kind of analysis of the
film's navigable of space and compare that to what the game offers,
and then to 1977 New York itself.
"Achievement Time: Chronotopic Interpenetration of Real and Game
Time-Space in World of Warcraft," Erin Hill (UCLA)
This paper discussed the structures of time that obtain between
players' sense of time in WoW in contrast to the sense of time in the
real world. The core idea comes from Bakhtin's concept of
"chronotopes" which he uses to talk about time structures in
novels. There was also a discussion of game time as labor and the idea
of creating capital in game time through things like gold farming.
This was the first of two papers I saw today that mentioned the
chronotope, and they both actually used the same quote. I suppose
that means I should make myself more familiar with it. To be honest,
my attention wandered a good deal in this presentation, though it
wasn't really the fault of the presenter. She chose to have a game
play video of WoW running throughout her talk, which was kind of
distracting, but I was starting to re-think part of my presentation at
this point, so my mind was occuppied elsewhere.
Playing the War on Terror
"Playing with Fear:
Catharsis and Resistance in Military-Themed Video Games," Nina
Hunteman (Suffolk)
This paper deals generally with contrasting the
catharsis hypothesis with the desensitization hypothesis (I'm not
sure if I got that correctly). The discussion itself stems from
some interviews and discussions with players of war-themed games (Kuma
and others). The reactions are interesting, and reveal complicated
beliefs about how in-game actions relate to real life. Some discussion
of fear as the emotion to be dealt with, but the conclusion was that
these games provide at most a temporary reprieve from the actual war
on terror as indicated by the conscious belief that terrorists will
attack American soil again.
The discussion here was good, and the research method seemed
OK, but it's definitely not the kind of scholarship I normally
do. That is, the presenter is working in what I guess would be a
sociological field, and as such, the paper was really more about the
player's ideas rather than the content or structure of the games
themselves.
"From the Enemy's Perspective: An Analysis of Pro-Arab Video
Games," Helga Tawil Souri (NYU)
Based on author's experiences in palestine, this paper explores
Palestinian attitudes toward pro-Arab games that recreate key moments
in Palestine history. The games analyzed here are Special Force (sponsored by
Hizbollah), Under Ash and Under Siege (Afkar Media). These games are
all based on actual events, but their hook is that they allow players
to revise the way the battles actually turned out. The refrain of most
of the children's comments are something like "in video games, I
always had to shoot against my own people, but now I can turn the
tables on the Isreali's." Some players actually talked about these
games as allowing them to act out revenge for actions that had
happened to them or their families. Some speculation about why these
games are considered "terrorist propoganda" by people like Tom
Friedman, but similar ideologically motivated games like America's
Army are not.
This is a topic I've followed in the past, and it was
interesting to see the ideas from the paper before (catharsis
hypothesis) developed in an entirely different context. I had hoped to
bring up Quest for Bush in the followup, but we ran out of time and I
couldn't find Helga later to discuss it. Like the previous paper, this
is the kind of paper that comes from a different disciplinary
background, so I confess I was hoping for more analysis of the actual
games' content, but for what it was doing, this was a quite solid
paper.
""Field Generals of the Military-Entertainment Complex: The Video
Game Producer as a New Media Cultural Broke," Matt Payne (U
Texas)
Matt presented on a compontent to some research he already had, so
this was a new angle on an existing body of interview material. He
talked with video game producers, and looked for how they talked about
creating military values whithin the games they worked on. The
subjects here were Michael Zyda (America's Army), James Korris (Full
Spectrum Warrior), and Rachael Hardwick (America's Army: Rise of a
Soldier). Matt worked through ideas about how inter-organizational
production works (social capital theory v. structural hole theory),
and then how each game producer negotiated factors like Department of
Defense influence and so-called "positive realism" (as opposed to
"negative realism" - things that make war seem hard). Also discussed
Social Construction Of Technology (SCOT).
There was a good piece of research here, and Matt did a good
job extracting and discussing the important parts to produce an
original argument. Since these were all games with some type of
military or DoD funding, it was interesting to hear how ideas like
realism were affected by factors like making that reality seem
dangerous, but also romantic and above all patriotic.
"Combat, Combating Futures: Digital War Games and the Performance
of Proleptic Histories," Joshua Smicker (UNC)
The context for this paper was a comparison or crossover between
performance studies and new media studies in light of performing
histories through military-themed games. Joshua talked about military
games and how they revise history, but since these games tend to be
about famous American defeats (because victories were flawless) and
that same revision applied to proleptic history (as in games about
"now" or immediate future conflicts) project that narrative of
American victory into present thinking. Furthermore, he argues, this
narrative works its way into policy decisions through themes like the
"Army of One" and the robotically supported or enhanced super soldier
of the future.
I think there were a lot of interesting insights in this paper,
but to be completely frank, I found this guy's mannerisms and mode of
delivery to be really distracting. I don't normally pick on people for
this kind of thing -- I'm sure I'm not the world's most graceful
presenter myself -- but I really would have much rather read this
guy's paper and I kind of just wanted him to stop talking. I mean no
offense to the presenter, and I hope if he's reading this for some
reason that he doesn't take it that way. It's hard to explain what was
so annoying about it, but I really think it was a valuable and
interesting paper despite its delivery. I also had secretly hoped this
was a paper about Combat (the Atari game), but I don't think he
mentioned it. Oh well.
"Videogame Mechanics: The Structural Components of a New
Medium"
This is the panel I was on, so unfortunately I don't have very
detailed notes of my co-panelists' papers. I do, however, have their
abstracts, which I'll post with comments below. In general, it was a
really good panel that I was glad to be on. The conference room was
pretty small, but it was standing room only and we were obviously
speaking to a sympathetic audience. Our chair, Bob Buerkle, introduced
the panel be explaining that game studies is currently in a position
similar to where film studies was 40 years ago: we still need to
define the basic elements and structures that make up our chosen
medium. Elements like mise-en-scene, montage, and cutting in film are
thus positioned similarly to things like avatars, HUDs, haptics, and
replay in games. I understand why some would claim its bad to use film
as a model for thinking about gaming, but considering the audience
(Society for Cinema and Media Studies), it made
perfect sense.
"Threshold Bodies: A Primer on Avatars," Bob Buerkle (USC)
A concept descended from Hindu belief and echoed in numerous
religions, an avatar (in its initial meaning) is the embodiment of a
deity on Earth, most famously seen in the ten incarnations of Vishnu.
As such, it is ultimately two beings in one: the deity incarnate, yet
also an earthly individual. Passed down through cyberpunk fiction and
the computer science community, the term has since come to be applied
to videogame protagonists, and indeed, its application is quite
apt. Whether Pac-Man, Mario, Lara Croft, or any other, a videogame
avatar is similarly the player's embodiment on a plane of existence
other than their own, and yet also a discrete being in its own
right.
Functionally, the avatar is essential to the videogame situation --
this game body is what allows the player diegetic presence. Provided
agency and permitted to take action within the text, videogames offer
participation in the gameworld and allow us to conceptualize ourselves
as being within that space. Yet simultaneously, the diegetic world
also remains "somewhere else," not present to us ("here") but rather
on the other side of the screen ("there"). Thus an avatar must be
offered as our proxy. The game situation cannot exist without an
avatarial presence to mediate our experience, to become our
representative in the game, and yet despite the vitality of this
device to the medium -- comparable to such fundamental devices as
continuity editing in the cinema or the narrating voice of literature
-- little work has been done toward examining this figure. This paper
offers a methodology for such examination.
Using this in-two-places-at-once dynamic as my foundation, I
examine eight areas as having significant implications for the
player-avatar relationship, along with the competing modes of
engagement that accompany each. These are: embodiment/presence
(character vs. observer), avatar autonomy (inertia vs. sentience),
point of view (inside vs. outside), psychological alignment
(subjectivity vs. objectivity), narrative access (focalization
vs. nonfocalization), coherence (representation vs. abstraction),
formal awareness (transparency vs. reflexivity), and pleasure
(narrative satisfaction vs. mastery of the text). By isolating these
eight areas, as well as discussing their inter-reliance, this
methodology allows for a more thorough understanding of the avatar's
impact on game dynamics and on the game situation as a whole.
"Heads-Up Display: Text and the Videogame Interface" (me)
Now into their 5th decade, videogames are a diverse medium
encompassing wildly different genres and technologies. Scholarly work
has begun to address the broad cultural impact of gaming, and core
concepts such as the formal properties that define game structure are
settling into consensus viewpoints among game researchers. There is
still much work to be done, however, in unpacking the deep mechanics
of game play, and this presentation seeks to contribute to that
conversation by examining the use of text in videogame
interfaces. Specifically, videogames frequently face the challenge of
communicating large amounts of information other than the fundamental
graphical representation occuring as the primary content of the
game. The result is that ancillary content such as the avatar's
health, location, item status or progress frequently appears on-screen
in the form of a Heads-Up Display or HUD. In the early development of
game conventions, this information appears as all or mostly text, but
more recently, games seek to use purely graphical metaphors for
communicating ancillary content. In this paper, I want to argue that
the visual grammar adopted in HUDs displays an immanently textual
logic as the primary means of overcoming the challenge of mixing the
two information spaces of the spatial game-world with the textual
display surface. Investigating the history of typographic practice in
videogame interfaces can in turn be used to inform critical or
philosophical analysis of videogames themselves, so the goals of this
paper will be twofold: First, to investigate the development of
textual practices on video game screens by looking at the historical
emergence of videogame typography (for example, rediscovering the
challenges overcome by early game pioneers), and second, to suggest a
critical understanding of the HUD both within the context of videogame
history as well as in light of contemporary critical approaches to
studying videogames including Ian Bogost's "unit operations" and
Jesper Juul's notion of the "half-real". The presentation will
include examples of historical game typography and modern HUD
interfaces and will involve visual analysis of these forms themselves
to develop the argument that videogames project unique
phenomenological status through their mixed use of both graphemic and
spatial representation within the surface of their interface.
Of course, what I ended up presenting deviated from this quite
a bit, but I think the gist of it is still here. I ended up going
over, so I had to cut out about a page of it, most of which was the
argumentative stuff summarized here in the abstract. Oh well. I spent
a while talking about defining HUDs and their antecedents, which was
interesting enough, and I briefly put forth my argument that the HUD
is all about mixed mediality.
"Gamic Touch: The Haptic Semiotics of Force Feedback," David
Parisi (NYU)
This paper explores the use of force feedback mechanisms in video
games, arguing that these mechanisms involve the creation of a new
symbolic language involving touch. Since the development of the Dual
Shock controller for the first PlayStation in 1998, force feedback
devices have become nearly ubiquitous in console gaming. Semiotics
involves establishing an arbitrary link between a unit of sensory
experience and a concept. But traditionally, the unit of sensory
experience, particularly in studies of mediated communication, has
been either visual (the image) or aural (the sound-image), and touch
has not been considered a part of this process. The coding of force
feedback involves assigning a sequence of vibrations that vary in
duration and intensity to in-game events (for example, the intensity
of the vibration is greater when the player is shot by a machine gun
versus when s/he is shot by a pistol). In doing so, game designers
arbitrary link tactile sense data to images and sounds, and touch is
abstracted and detached from its physicality. In marked contrast to
other forms of mass-mediated experience, touch becomes a key player in
gaming experience as designers have the ability to establish new links
between images, sounds and tactile sensations. Though the tactile
feedback provided by mainstream force feedback devices is fairly
simple, examining this process of meaning-making and establishing a
theoretical language for understanding it will arm us to deal with
more complex instantiations of the technology as it develops further
in next-generation consoles. This paper will therefore involve a
descriptive analysis of the use of force feedback in conventional
gaming, but this analysis will be grounded in a historical
understanding of theories of touch inherited from psychophysics,
psychology and media studies. Lastly, these conclusions will be put
into dialogue with ideas about mediated touch that circulate in media
studies today and sprang from theories put forth by Benjamin, McLuhan
and Deluze.
This was a really good paper, and I talked with David later
about his research. He came up with a typology of haptics, but like
me, I think he ran out of time before he got to the really
argumentative stuff. He did show convincingly that there's a history
of thinking about touch that's often ignored in media studies, and
he's doing some interesting work on developing a vocabulary for
discussing it in qualitative terms.
"Time After Time, Space After Space: Replay in Video Games," Chris
Hanson (USC)
While it is readily apparent that play is a central component of
any game experience, most -- if not all -- games also rely upon
the mechanic of replay. Rarely does one play a game just once and
this repetition is an essential element in learning a given game. For
instance, a beginning chess player may engage in multiple contests in
order to fully learn the rules and develop effective play
strategies. Videogames place an even greater emphasis on replay, as
the player must familiarize herself with increasing complex control
and interface systems in order to master game environs, often
demanding multiple navigational attempts through particularly
challenging areas within the game.
But the simple repetition found in videogames is often required by
their design and constitutes only one manner in which games
incorporate replay. An increasing number of games are leveraging
instant replay as both a core game mechanic and an enhancement of the
pleasures of the play. In these games, the player's play is
constantly recorded explicitly for the purposes of allowing the player
to re-watch and replay their own experiences. These instant replays
have evolved from static predetermined sequences that emphasize
particularly dramatic moments to navigable three-dimensional recorded
spaces to the current state in which players may actively control time
within a game, allowing players to "rewind" game play in real-time to
replay and correct their actions.
Functioning in this capacity, replay essentially opens up the
experience of the text to its own difference, producing a dialogic
relationship between both player and game and time and space. My
paper will explore the significance of replay in our experience of
games, first charting the evolution of replay in videogames before
placing the instant replay within Mikhail Bakhtin's model of the
chronotope. In so doing, I intend to locate the instant replay as an
intersection between the lived and recorded experience of time and
space, ultimately casting time in a similar vein to space as a fully
navigable arena. As Laura Mulvey has suggested, our experience of
film has been transformed by the capacity of technologies such as the
VCR and the DVD player to pause and slow time. My paper demonstrates
a similar shift in our subjective and perceptual experience of media
provoked by replay, as the shifting spatial and temporal practices of
videogames are dramatically altering our understanding of other
time-based media.
Video Games: Theory and History
I didn't actually go
to this panel because it was at the same time as the "Playing the War
on Terror Panel." I'm glad I went to the one I did, but it sure would
have been nice if SCMS had not scheduled two videogame oriented panels
against each other. I'll provide the paper titles just to show the
kinds of things people were talking about and that SCMS is
game-friendly.
"Arcade Video Games of the 1980s," Mark J.P. Wolf (Concordia)
To be honest, the title of this paper was one thing that
influenced my decision to go to the other one. I completely respect
Mark Wolf and I use his books a lot, but the title of this paper just
doesn't excite my interest. I'm well aware that there were arcade
games in the 1980s, and I've played a lot of them, so based on this
title I have no way of guessing if I'm going to hear anything new. I'm
far more interested in specific, pointed discussions of individual
games (and yes, I realize as I write this that my presentation was
pretty general itself). And even though the War on Terror actually
ended up with less overall textual analysis than I'd hoped for, it had
that possibility built into its framing.
"When New Media Get Old: History, Memory, and Nostalgia in the
Retrogaming Movement," P. Konrad Budziszewski (Indiana)
I really wanted to see this one, and I was
kind of hoping to track down this author later and talk to him. It was
really crowded, though.
"Latte Power-ups and Customized Wardrobes: Challenging Action
Norms in the Convergence of Girls' TV Shows and Online Games," Vered
Pnueli (Brunel)
I guess I have no way of knowing, but it sounds like this might
be about Bratz.
"Navigating the Fantasy Kingdom: Mapping Meaning in Kingdom
Hearts," Suzanne Scott (USC)
Again, I guess will never know what this paper was arguing
exactly, but the idea of maps and space as generating meaning or
organizing narrative/play came up in several of the papers I saw this
weekend.
"Demonic Media"
"StarCraft, or, Balance," Alexander Galloway (NYU)
Galloway set up his talk as a discussion of cybernetic systems more
generally, of which video games are potentially the most interesting
subset. There were several ideas that wove together throughout this
talk, some coming in comingling more than others, but the central
"demon" image has to do with the concept of the swarm as an
ontological category (or anti-category) in cybernetic systemes. The
Zerg from Starcraft were the main figure for this, and they were
discussed in terms of the Zerg-specific strategies of asymmetrical
warfare (flooding your enemy with hundreds of zerglings, for
example). To set that up, though, Alex spend some time with an
interesting comparison between Counter-Strike and World of
Warcraft. He touched on a number of important (and some obvious)
differences like point of view and perspective. Like he does in
Gaming, Alex proposed symmetrical or mirrored categories
for thinking about these two games as "hyperbolic" systems based on
antagonism as their core operation. It's hard to summarize, but one
outcome is that for Counter Strike, "selection is the universe,
execution nothing" and for WoW, "selection is nothing, execution is
the universe." Essentially, the challenge of CS lies in targetting the
correct opponents -- pulling the trigger is trivially easy. In WoW,
most of the targetting is automatic or simply range-based, but the
execution of spells etc. are the actual challenge. Finally, he made a
comparison that pitted the ballistic optics of CS as fascist as
opposed to the neo-liberal targetting logic of WoW.
I hope I'm getting all that correct since there was a lot here.
I was doing my best to take notes, but I was really getting sleepy and
hungry by this time. The comparison between CS as fascist and WoW as
neo-liberal might seem odd, but it definitely made sense as it was
presented.
"Of Daemons, Wizards and other Interface Beliefs," Wendy Chun (Brown)
Unfortunately, I didn't take notes on this one, but it really was brilliant, so I just decided to listen and enjoy it. The topics she discussed included Unix demons and ideas about computing memory and beliefs about how that works in culture.
Bookmark/Search this post with:
–
–
– 
Recent comments