Just a story: Video gaming and Metafiction

Last week I participated in the Close Playing Roundtable at MLA 2012. It was a great experience, successfully flipping the orientation of most panels to generate a sustained and productive discussion on the state of video game studies. Below is the short provocation I presented.


Though we might intuitively assume we gain access to the virtual world of Ubisoft’s Prince of Persia: Sands of Time through the playable character of the Prince, close playing reveals that the game’s narrative structure denies players that role.

When Farah dies, the Prince uses his magic dagger to reverse time to before their adventure begins — erasing all the events that transpire during gameplay. He then rushes to Farah’s room to tell her the story of the erased events so that he might stop the evil Vizier’s plot before it begins. The opening lines of his story, delivered as the camera pans back to a view of Farah’s window, recall the game’s starting sequence, indicating that our play-through — punctuated and contextualized by voiceovers and cutscenes – is an iteration of the Prince’s tale. But if our playable character was telling a story the whole time, what were we doing? When we press buttons to interact, do we affect a fight with sand monsters or a detailed description of such a fight?

pop-far

Our presumed role as the Prince becomes irrecoverable when his voiceovers respond to non-diegetic events. If we initiate the quit-game sequence, for example, the narrator Prince implores: “Do you wish me to leave before finishing my story?” Within the context of the narrative, however, the prince’s story is urgent; he certainly would not propose to leave. We were the ones who moved to cut the story short, literally initiating an interrupt by pressing the pause button. The Prince’s response – As you wish — thus places us as his audience – Farah.

But we cannot take Farah’s role either. The game’s plot revolves around the interpersonal drama of two enemies who must trust one another, which manifests in gameplay as platform puzzles that arise from the need to accommodate the limitations of both characters so that they may progress together. It is thus essential that the AI-controlled Farah be other and outside the playable role.

 

So, if we are not the Prince and we are not Farah, how are we positioned to interact with this virtual world?

For the majority of videogame study’s short history, the response to the internal contradictions like these has been to subsume narrative — and with it literary approaches— to material elements such as rules, code, and hardware. As Jesper Juul explains in Half-Real, gaming’s “incoherent worlds” eventual return us to more “real” levels.

But what if the issue is not — to quote Juul — the “flickering, provisional, and optional way” games present narrative? What if the problem is the model of narrative typically applied to gaming? After all why should we expect a work of contemporary fiction to offer its audience stable access to the story? Multiple, nested, layers, internal incoherence, self-reference, and second person address are frequent features of the last one hundred years of literary fiction at least. I would in fact go so far as to suggest that the audience position offered to players of narrative-based games would be incomprehensible if not for decades of such metafictional techniques. What, then, would it mean to think about videogames as contemporary literary practice?

funhousegaming

In response to objections that post-WW2 metafiction did not abandons representational coherence, Linda Hutcheon argued for reworking mimetic traditions. Rather than a self-contained product, she claims metafiction stages a process, offering readers a new role as participants in unfolding, contingent narratives. Sound a bit like gaming? For Hutcheon, however, this role implies a contradiction. Metafiction is forthright about its status as artifice, yet requires non-trivial effort that prompts significant “intellectual and affective responses.” The idea that something known to be “artificial” could be the source of actual life experience seems paradoxical.

But that was before we all had Internet on our mobile phones.

In today’s wired culture, Hutcheon‘s paradox is a way life. Telepresent interactions in cyberspaces, material effects of virtual objects, media-dependent applications and environments — all support significant and, just as importantly, banal “processes of life.” To paraphrase Edward Castronova, our culture has moved beyond the point where distinguishing between synthetic and real experiences is helpful.

wowow01

I submit that a videogame studies informed by metafiction would look to reveal the ways in which the artifice of gaming prompts and participates in the “life processes” of wired culture. Players engage the virtualities of game fictions — not primarily as vicarious visitors to alternate realities — but as media users, for whom many everyday practices involve “artificial” environments. The concept of metafiction can help cut across arbitrary ontological boundaries separating on-screen and off-screen contexts.

And this will become a core challenge for the future of videogame studies. As we leave behind what Ian Bogost calls “short-sighted essentialism” to address the mangle of play, we’ll need ways to talk about how interactions with fictional virtualities elicit — as Hutcheon puts it — “intellectual and affective responses comparable in scope and intensity to those of life experience” and in fact become “part of life experience.”

pop

Prince of Persia ends with Farah asking the Prince “Why did you invent such a fantastic story?” After a failed and rewound attempt at romance, the Prince accepts that their adventure is now merely a fiction. But both Prince and player know something took place, even if all that remains is the telling. The next generation of videogame studies, I believe, will be devoted to unraveling such paradoxes and I look forward to joining in those discussions.

 

 

Swede yourself.

I am totally excited to see Be Kind Rewind. Not only does it start Jack Black and the Mighty Mos, not only is it a Michel Gondry production, but it is about media, copyright, and, to quote billy madison, the human response. From what I understand Mos Def’s character works at a video store that hasn’t upgraded to DVD. Black’s character somehow gets magnetized, visit’s Mos at work, and accidentally erases all the VHS tapes in the store. To save the business, they refilm all their favorite movies and, I assume, are a big success. Eventually, the FBI comes to shut them down for copyright infringement and hilarity insues, I guess.

I haven’t seen it yet, but I have seen the website, however, which is totally amusing, so I’ll talk about that. It is here where the digital connection is made explicit. Entering the site, you ‘magnetize’ the internet and erase the whole thing. Don’t worry, there is button you can press to restore it. But, then again, as a button it gives you the option. What if I don’t press it? Where then is the internet? And, if the internets are erased, what is the nature of this website?

Following out the comparison, a ‘swede’ is then made of the internet. ‘Sweding’ is defined as ‘putting you in the things you love.’ So, now, with the internets erased, we have paper cutout letters spelling ‘Goolge,’ an arrow on what I assume is supposed to be a coathanger, and Jack Black mimicking computer talk [there you go jentery, Turing test!]. The digital is, thus, replaced by the analog, but, more than this, media is replaced by reality. You see the pencil, the coathanger, the hands flashing about.

But, of course, the abilty to ‘put you in the things you love’ is supposedly the great benefit of the internet, distributed networks, etc., isn’t? Imagine that the internets were actually erased. How would they be restored? A lot of it would be corporate, of course: Google would be very busy. But a lot of it would also be by everyday users, coding their home pages, wordpressing their blogs, etc. The point I am laboring to make is that the larger part of the internet is essentially ‘swede.’ There are lots of corporate, government, and entertainment interests, but along side that there are a lot of people mixing up their own culture.

If one accepts that, then Be Kind Rewind is as much about the digital as about the analog. A.O. Scott writes in his review this week that Be Kind Rewind is about the movies we love and how we invest ourselves in them, make them a part of us, etc. 

But on top of that is a distopian vision of the internet as essentially heading down the path as television, which was itself conceived as a democratized medium only to become one-way network broadcasting.  The complexity of this issue is figured in the movie’s own media ecology, the very website which invites its visitors to “swede yourself,” to put yourself in the thing you love, by submitting photos of yourself to tightly constructed flash site or mailing movie clips to your friends. A kind of appropriated Steal this Book. Scott alludes to a conflict between the content provider and the content consumer, deciding that the film is utopian:

It goes without saying that this is a naïve, utopian point of view. The travestied films in “Be Kind Rewind” are the intellectual property of large corporations (as is Mr. Gondry’s movie), and you can be sure that teams of lawyers were consulted and paid before the Sweding went very far. But “Be Kind” hardly pretends otherwise. Instead it treats movies as found objects, as material to be messed around with, explored and reimagined. It connects the do-it-yourself aesthetic of YouTube and other digital diversions with the older, predigital impulse to put on a show in the backyard or play your favorite band’s hits with your buddies in the garage.

Or, extending the analogy, your parent’s basement. Scott here distinguishes the ‘predigital’ and the digital in a way that pits the predigital against the ‘intellectual property of large corporations,’ thereby seeming to align the digital not with the YouTube, distributed network aesthetic but with copyright and capital.

I’ll save a conclusion for this one until after I see the movie, but it does, I think, speak to the condition of both pre and post-digital aesthetics, as well as the position of the arts today. What does it mean for Gondry to make this movie? To make money on this movie? To have it be copywritten? [what would it mean to swede yourself into this movie? Would that be the ultimate simulacra?] To have big name actors like Danny Glover in it? [Makes me think of Cloverfield. Another movie I didn't see but which I understand is basically about media (its title, i understand, was originally the code word used to refer to the movie project, which then stuck as the movie title), but using unrecognizeable actors]

Anyway, I’ll have more to say after I see it, probably, although I don’t expect any meditations on these subjects in the film itself. I expect the real interest for me will be in this articulation of digital/pre-digital in a media ecology that seems aware of its own tenuous position, a position that figures the entire ecology, film+internet, digital+predigital, as top-down rather than distributed.