
Gaming is a fun book to read; it's written in an
accessible and engaging style; it contains some really interesting
ideas about gaming; but ultimately (and I'm not even sure this is a
criticism), I'm not sure what to do with it.
Part of what makes the book so refreshing and accessible is the
provisional nature of the ideas it revolves around, even down to the
vocabulary Galloway chooses to organize his points. Rather than
delineating "elements fundamental to gameplay" and their constituent
elements, for example, Galloway's first essay is a conversation in
which four "moments" of gamic action come into existence as a way of
discussing basic questions about the gaming situation. So although
most of his essays conclude with a chart or diagram demonstrating a
system of interrelated ideas, the author does a good job of making
those ideas and components seem to arise naturally out of the
progression of the discussion. In other words, Galloway can sidestep
criticism of his taxonomies by stating them provisionally and
developing them along seemingly natural conclusions.
I mention this strategy up front, because I think Gaming
represents a different, Deleuzian New Media approach which readers may
recognize from the writing of Lev Manovich, whom Galloway quotes
frequently throughout the text. Though I'm not as fluent in the ideas
of Deleuze as I would like to be, it's helpful for me to at least
provisionally characterize Galloway's text in this way because it
demonstrates how and why this book is different from Ian Bogost's
Unit Operations. Though both arrive at similar or
harmonious conclusions about how best to understand video games, the
approach to the approach, if you will, is entirely different, though
my sense in applying either to my own developing ideas is that they
are equally valuable in distancing intellectual discussions of gaming
from the hyperbole and formalism that dominated the "ludology
v. narratology" era of game studies.
Because Gaming is more a collection of interrelated
essays than a sustained argument, it makes sense to approach each
essay individually.
1. Gamic Action, Four Moments
Here Galloway sets up his most interesting claim that underlies each
successive essay to follow:
Begin like this: If photographs are
images, and films are moving images, then video games are actions.
Let this be word one for video game theory....Video games come into
being when the machine is powered up and the software is executed;
they exist when enacted. (2)
Note the surprise ending to the parade of prior media. One might
expect the sequence to go something more like "image, moving image,
interactive image," but by removing the image altogether, Galloway is
free to discuss the entire basis of the medium without recourse to
representational strategies of the image or the question of whether
narrative can ever truly be interactive. This also follows Manovich,
who Galloway quotes later as stating, "computerized visuality, while
still a way of seeing, is no longer about light but is instead about
space." To understand the relationship between the player and that
space is to develop a vocabulary for the actions that obtain within
that space, and Galloway eventually arrives at a cartesian plane of
possible gaming moments: The x-axis moves between the operator's and
the machine's actions, and the y-axis moves between diegetic and
non-diegetic actions. The result is that some common gaming moments
can be reliably plotted as shown in this diagram:
Cartesian Plane of possible gaming moments. (Galloway 37)
I generally distrust diagrams (ever since Dead Poet's
Society), and one could argue that Galloway's diagram can only
map the points it predicts or that it demonstrates that the discussion
here really is about the gaming situation as an object. But I think
that that hypothetical criticism misses the point. Galloway's
approach here presents a way to initiate a discussion around action,
but the entire argument doesn't hang on the validity of this model.
Having said that, I do feel that the diegesis axis is somewhat clumsy,
and Galloway is forced into a few backflips to keep his chart tidy.
In short, it forces him to define game diegesis somewhat narrowly
within the confines of certain kinds of games, and I think I disagree
with where he eventually draws the line between diegetic and non-.
In any case, it's an interesting beginning, and the terms and
relationships Galloway sets up here permeate the remainder of the
essays, contextualizing them all within the idea of gamic action.
2. Origins of the First-Person Shooter
In his review
of Gaming, Nick Montfort notes that the emphasis in
this chapter on subjective camerawork in cinema avoids the obvious
action-oriented antecedents to the FPS. Galloway does seem emphatic
about making this association, and goes to great lengths to justify
his central claim that "where film uses the subjective shot to
represent a problem with identification, games use the subjective shot
to create identification" (69). But I disagree with Nick
that this point moves too far from the central argument about gaming
action. The problem, it seems, with first-person or subjective
camerawork is that the perspective suggests agency or the ability to
interact. It is in these moments in cinema where the camera exposes
itself as an agent of looking, and the audience is confronted with its
own status as voyeur. In other words, it is the fact that the
first-person perspective holds forth the possibility of action that
makes it such an uncomfortable technique in cinema, but such a natural
arrangement in gaming.
That said, I do feel that Galloway belabors this point somewhat, and
even seems apologetic about such claims as "in film, the subjective
perspective is marginalized and used primarily to effect a sense of
alienation, detachment, fear, or violence." Except for its
generality, this claim doesn't strike me as particularly
controversial, though Galloway clearly thinks it is.
In any case, it is an important association that Galloway then
reverses by identifying certain cinematic situations that adopt visual
"patina" derived from gaming. Some obvious examples of this "gamic
vision" include the Heads-Up Display subjective shots from
Terminator and RoboCop. What these and
related scenes illustrate is a necessity to foreground the constraint
of the visual medium by juxtaposing it with the logic of gamic vision
in which visuality is superceded by actionability in terms of space.
3. Social Realism
An earlier form of this essay appears on Game Studies
4.1, but its real merit is obvious in the context of these other
essays. Essentially, Galloway unpacks the idea of realism in gaming,
distancing it from the so-called "realism" of high-end graphics that
purport to be faithful representations of real world objects.
Instead, since gaming is for Galloway an action and not an image,
realism should be imagined on different terms. Again taking cues from
cinema, Galloway argues that a better kind of realism for gaming would
follow the model of neorealism in film (as described by Bazin and
Reichlin) in which a film's neorealisticness depends on its narrative
(e.g., the story of the unemployed father in The Bicyle
Thief) and not its form (e.g., its degraded style). Galloway
mentions games like September 12th as possibilities of a
better realism in gaming because they engage social reality at a level
in which the gamic action parallels the real-world action it comments
on.
Again orienting his discussion on action, Galloway concludes that the
true correspondence obtained in realistic gaming is a congruence
between the "material substrate of the medium" and the gamer's social
reality. The characteristics of this congruence is developed in the
next chapter, but like many other points made in this book, I feel
there is much more to be said on the matter. In particular, this
approach to realism does seem to have much to contribute to the realm
of serious games, which Galloway only touches on briefly.
4. Allegories of Control
In this essay and the concluding one, Galloway makes a compelling case
for the expressive potential of video games. In outlining the
allegories of control in gaming, Galloway claims that, to the extent
that successful navigating daily life increasingly relies on selecting
options from series of menus, gaming simply emulates this by enclosing
it wihin the gaming action. The main example here is
Civilization, which has been criticized 1 for its Imperialistic politics. For
Galloway, though, the problem with Civlization is not so
much that it presents other nations and people groups as fodder for
conquering, but that it condenses politics into a series of quantities
that can be balanced and varied according to menu configurations. So
Galloway does criticize the game, but mainly does so because it
represents "an index for the very dominance of informatic organization
and how it has entirely overhauled, revolutionized, and recolonized
the function of identity" (102).
Going back to the previous essay, if gaming's potential for realism
lies in its ability to emulate the actions of daily life, then gaming
as an allegory of control demonstrates the sinister possibilities of
informatic dominion. Galloway states this point in several ways, but
it is worth quoting another instance:
So "history" in Civilization is precisely the
opposite of history, not because the game fetishizes the imperial
perspective, but because the diachronic details of lived life are
replaced by the synchronic homogeneity of code pure and
simple.
To show a way for gaming to move beyond that homogeneity, Galloway concludes by discussing an agenda for "Countergaming."
5. Countergaming
Once again looking to film, Galloway seeks to do for gaming what Peter
Wollen did for countercinema in outlining its seven theses. Galloway
ends up with six theses for countergaming, one of which is
hypothetical, but I'll agree with Nick Montfort that this chapter is
Gaming at its best. Though the book as a whole claims to
be a collection autonomous essays, it's hard not to read in this essay
the culmination of ideas oulined in the first four. I won't go
through each of the seven theses, but to put it briefly, countergaming
involves establishing and then subverting formal poetics of gameplay.
One theme in this that I was interested to notice was the
foregrounding of apparatus -- in other words, games that "break." His
main example in this essay is Jodi's untitled
game inwhich the interface frequently breaks down or
appears to reveal its underlying code. Similarly, countergaming can
become visible in subverting representational modeling of objects with
degraded artifacts. Note that this is not simply bad modeling or the
modeling of abstract objects. Rather, the spatiality of objects is
threatened by their exposed status as images.
I find this discussion useful not only for outlining a potential
direction for artistic or activist game design, but also for providing
a context for discussing more mainstream activity like Alternate
Reality Gaming in which the game world is very much defined by its
juxtaposition with its representation and underlying code, or more
sinister-seeming accidents like actual rendering errors in game
worlds.2 These phenomena are not
countergaming as such, but it is possible to understand the disruption
of their presence better if we see it as a kind energy working against
the dominant hegemony of the game structure. Such things break the
framework of social realism and in turn comment on the hegemony of the
RL structures they emulate.
I began this review by questioning whether Gaming would
change the way I go about studying video games, and though I found the
book intelligent and engaging, I'm still not sure what to do with it.
I can say that I don't mean that as a critique, however, because
(unless I'm mistaken), this collection of essays doesn't demand that
of its reader. Galoway proposes alternatives to popular critical
models , but these are mostly gestures toward a way of thinking about
gaming rather than a declaration of How Things Are. It is finally
this kind of approach, along with the approach to gaming as an action
rather than games as objects, that is this book's most valuable
export, and I'm increasingly convinced that this is exactly the kind
of writing about video games that we need more of.
1. Christopher Douglas
has a nice analysis along these lines in his
article in Postmodern Culture. Rob Foreman addresses similar
themes in another Meier-branded game, Colonization in his
presentation
at the 2006 UF Game Studies Conference.
2. This was worth a
post of its own, but there's so much interesting stuff going on in
Second Life, it's hard to keep up with. A couple months
ago, Warren Ellis posted and BoingBoing
subsequently Boing'd
a SL snapshot of an avatar with error messages instead of eye
graphics. One could probably write an essay or two about the uncanny
effect of this image, but seeing it as an example of accidental
countergaming, the game operator is invited to reflect on her game world
and its diegetic structure.
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