To inaugurate my return to regular blogging, I've got this sprawling piece. It's doing double duty as work-in-progress notes on chapter seven of Chris Bateman's Imaginary Games, and the culmination of my Planescape Paper series. For a bit of background, the book is essentially Bateman's explanation of Kendall Walton's make-believe version of mimesis; check out the review I did of Walton here if you want a primer on that subject before you begin. And see if you can spot the moment where this post switched from something I was doing for my own reading only to something for mass consumption. All that, and a strongly worded suggestion to Don't Stop Believin', after the break.
Bateman
concludes his study with an examination of ontological concerns
regarding the make-believe theory, and with a discussion on how
concepts of science fit within the theory. Bateman
begins with wrestling, noting that it’s a form of fiction that’s
presented as real, and he thinks that this sort of presentation is
more common than we’re willing to admit. The magic circle is
porous, and “virtual” is increasingly becoming a less meaningful
word as our online actions are increasingly viewed as being as real
as anything else. //Walton addresses ontology in his final chapter,
and Bateman dutifully goes over his terminology: pretense for
appearing to describe the real world when actually describing a
fictional one; ordinary statement for statements uttered in pretense
in connection to an authorized make-believe game; betraying the
pretense by emphasizing the story nature; disavowing the pretense by
claiming that a fictional fact is not true. // In general, factual
stories are fictional as well, in that they involve the same process
of storytelling, just with a unit of authority; he suggests that this
is why people are angry when they learn that something they thought
was true and emotionally invested in turns out to be fictional. //
Bateman argues that habit is part of the drive for truth, and that
this habit is not necessarily negative, but is necessary—the trick
is to avoid premature certainty, through an acknowledgment of how
fiction relates to truth. // He elaborates by explaining, via Yablo,
that metaphor is a type of fiction that can’t be entirely
paraphrased, and it involves everything from number to our concept of
science. // Scientific paradigms are a special sort of fictional game
that societies adopt and accept, discarding old paradigms and having
faith that contradictions will be resolved. // Science is its own
megatext, and its excess has us blindly assuming science will have an
answer for any conundrum the human race gets into, that science
operates with our best interest at heart. // More generally, our
biological drive to seek victory by insisting on our version of the
truth belies the pluralism that we’ve actually adopted. Bateman
thinks that a movement back to play and games can move us past the
damaging addiction to victory. And he hopes video games will be a
part of that.
It’s
a bit of a weird chapter, in that it covers even more ground than usual. He moves over Walton’s stuff fairly quickly, and
it could be argued that he’s dodging ontology in exchange for
deconstructing our notion of science and the truth. But frankly,
that’s probably the better way to go anyway. Walton’s final
chapter is extremely dense, and not particularly elucidating. Bateman is putting forth an idea that rises up in various ways in theory, with slight variations, and rough equivalents can be found with various people writing on technology and so forth, such as Heidegger
on technology, McLuhan on media, and Marxism and ideology. But it’s
certainly one worth remembering. A possible complaint here is that
games tend to drift into the rear view mirror. He brings them back in
at the end, but I think he could have done more to address how they
fit into this overall narrative. There’s certainly enough “facts”
about game design, game culture, and technology that could be
attacked. Bateman’s aiming a little larger by attacking science,
but it does seem like slighting videogames to move them to the
periphery of the conversation. It’s an intensely interdisciplinary
chapter, though everything's explained well and the reader is probably used to that by this point. The
really key thing is that for my own purposes is that it feels like a discussion of real and
imaginary should be immediately relevant to my chapter on mimesis. In
essence, it’s taking the imaginary games concept that Walton pioneered and returning to
mimesis’ root concept, not as make-believe per se but as the imitation, representation, or whatever it is
in relation to reality.
The obvious place to start to deconstruct here would be Juul’s insistence that the rules of games are any more real than any other part (and Bateman starts the chapter on that note). And since Juul seems reluctant to define “real,” it’s easy enough to do; with a make-believe theory in play, it quickly becomes apparent that there is nothing inherent in the rules that makes them any less real (or less imaginary) than the story, and indeed, dividing the two becomes difficult. The chapter is all about how things we treat as real are really imaginary. So what else is there about games that we treat as "real" when it’s just a series of conventions that we play with? I think the biggest "real" fact about games is, paradoxically, that they aren't entirely real. That is, we by accepting the “games are for kids” and “games aren’t real” statements even implicitly as truths, that allows a whole bunch of other cultural attitudes, most of which not only affect games, but actively hold them back. It’s entertainment, which means that we don’t have to scrutinize the economic hegemony behind it, or take seriously the work the programmers and developers do. It’s play, so we can accept exploitative game design, since the games are just about being fun. And it’s play, so it can’t be about anything serious anyway. It’s technology, so it’s not just a toy, it’s a toy for boys, and anyone else playing it is weird. The game exists separate from the real world, so we don’t have to worry about the toxic hardware or the third world labor or the eco-damaging extractions that created it. And it’s for boys, so the immature misogyny and generally terrible treatment of anyone not white, straight, and male in game communities is okay. And the misogyny and transphobia within the games is okay. All of that comes just out of accepting that games are imaginary, and therefore different from “real.”
The obvious place to start to deconstruct here would be Juul’s insistence that the rules of games are any more real than any other part (and Bateman starts the chapter on that note). And since Juul seems reluctant to define “real,” it’s easy enough to do; with a make-believe theory in play, it quickly becomes apparent that there is nothing inherent in the rules that makes them any less real (or less imaginary) than the story, and indeed, dividing the two becomes difficult. The chapter is all about how things we treat as real are really imaginary. So what else is there about games that we treat as "real" when it’s just a series of conventions that we play with? I think the biggest "real" fact about games is, paradoxically, that they aren't entirely real. That is, we by accepting the “games are for kids” and “games aren’t real” statements even implicitly as truths, that allows a whole bunch of other cultural attitudes, most of which not only affect games, but actively hold them back. It’s entertainment, which means that we don’t have to scrutinize the economic hegemony behind it, or take seriously the work the programmers and developers do. It’s play, so we can accept exploitative game design, since the games are just about being fun. And it’s play, so it can’t be about anything serious anyway. It’s technology, so it’s not just a toy, it’s a toy for boys, and anyone else playing it is weird. The game exists separate from the real world, so we don’t have to worry about the toxic hardware or the third world labor or the eco-damaging extractions that created it. And it’s for boys, so the immature misogyny and generally terrible treatment of anyone not white, straight, and male in game communities is okay. And the misogyny and transphobia within the games is okay. All of that comes just out of accepting that games are imaginary, and therefore different from “real.”
So...
how does these imaginary beliefs relate to image and text, specifically? The image part is
easy enough; superior graphics is a big part of the game rhetoric,
and the myth of games evolving by virtue of having superior graphics. Myst, Doom, and Night Trap all
contribute to that in different ways. (So does Planescape, come to
think of it.) How does the text of videogames contribute to the sense
of real or imaginary? The same way everything else composed of text
does, is the easy answer. Like a novel, the words of a game build up
a gameworld, adding imaginary facts that contribute to its
cohesiveness. And the same goes for every other appropriation of text
that commonly occurs in games—not just books, but billboards,
titles, signs, and anywhere else text occurs. Often, videogame text
serves to familiarize players with elements of game lore they don’t
come into direct contact with, or won’t come into contact with for
some time, such as the books lying around in the Elder Scrolls
series, or the codex entries in Bioware games. Sometimes, text is the
direct indication of the numbers lying behind the game’s surface,
such as the statistics for strength, health, and so forth in an RPG;
in that sense, the text adds to the complexity of the game by
complicating its mechanics, and that complexity makes it appear to
have more depth, and thus be more real. Or, related, the statistics
they represent demonstrate show how the game is attempting to
simulate real things, and convey a sense of reality through those
means. Before voice acting was more common place, text was the
primary way to convey dialogue, which was an easy way of making
characters seem more realistic. (Or, in the case of bad translations
or bad writing, a way that the characters failed to appear
realistic.) The text of a title screen often conveys the overall tone
of a game, making it real by making it seem unified. Check out the
title screen for Blizzard’s 1998 classic Diablo:
The flaming letters and the vaguely gothic font set a dark and
disturbing mood that the game maintains. And for that matter, font
shape in the game at large conveys a tone; if I ever see an O with a
cross through it, as in the game above, I’m going to think of
Diablo, from now till the day I die. And that’s just what text does
for a game’s sense of realism off the top of my head.
All of the games I’m discussing in the dissertation chapter work
well for mimesis discussions, but I think Planescape:Torment is going
to be a particularly inspired choice (and yes, I do say so myself).
It gets A LOT of mileage out of its textual use, but it also fits
well with mimesis, on a conceptual level. The book I used to
familiarize myself on mimesis (Matthew Potolsky’s Mimesis)
has a chapter on mimesis and identity. And while it’s a little too
psychoanalytical for my tastes, the basic point is that personal
identity, far from being some sort of inner essence unique to a
person, is shaped by imitating patterns we see in others. That’s a
concept that can be the root for investigation for any number of
videogames, especially those with a clear and present avatar
character. Identity in practice is shaped by what the game tells us
about the player-character, what we bring to the role, and what
options the game provides for us. And in terms of being real, it’s
on these grounds that the internal reality of a game is often tested
and broken. I’ve heard people criticize Drake’s Fortune, for
example, because the game shows us in cutscenes that Drake is a
happy-go-lucky rascal, but at the same time, the game only lets you
interact with enemy characters by killing them, which implies that
Drake is really a mass-murdering sociopath. Such an identity works
all right for the God of War; it works less well in Drake’s case.
That’s what happens when you take the personality of the lead from
Monkey’s Island (albeit toning down Guybrush Threepwood’s
trademark wackiness) and suture it to an adventure game that’s
trying also for some realistic gravitas. In this sense, Planescape is
a good pick, for two reasons. First, its amnesiac plot is not just a
quick way to identify player with player-character, but the driving
force of the plot for much of the game. Identity, and what can change
identity, is at the absolute core of the game. And mechanically, it
gives the player a lot of different options for how to play the game,
which allows them to establish their own identity. Are you ruthless?
A flirt? A fighter? A thinker? Chaotic? Good? There’s a dialogue
option for that.
Another good connection, building more specifically on Bateman and
Walton’s version of mimesis, is the way the game acts as a prop for
imagining, and play. It’s a product of the Dungeons & Dragons
megatext, as Bateman would put it, which means that it’s already
playing with an existing prop—and it’s built on the existing
Bioware engine for Baldur’s Gate, which means that mechanically,
it’s playing with an existing prop as well. (Given my druthers, I’d
rather use paratext than megatext, but it works.) As such, much of
the game is about playing with the gameworld it establishes, and
assigning importance to the information the game presents. It’s not
entirely up to the player to assign the importance—every time you
find a piece of information the game feels is relevant to the larger
plot, there’s a “Journal Updated” notice, which not only
records the information, but, on a metadata level, tells you the
information is worth recording in the first place—but that holds
for most created works, I think. There’s further play involved too;
sometimes, it’s fairly overt, like when you literally act on the
option to play with the Lady of Pain doll or the Modron action
figure. But there’s other kinds as well. There’s the play of
identity I just described, and I’ve written before how the game
plays with the conventions of traditional fantasy games in its
satirical elements. And that means the text is a big part of the
play, as it’s text through which the game presents most of its
world.
Finally—although this is more a story connection than a gameplay
mechanic per se—there’s the way the game presents belief, and how
that relates to reality. This chapter is all about how many the facts
we take for granted are really fictions that we choose to believe
have some sort of obective authority behind them. Planescape: Torment
takes that a step further; in Walton’s terms, it is fictional in
Planescape: Torment that belief forms directly forms reality. Most of
the game takes place in Sigil, which is a place literally (well,
figuratively in the sense that it’s all imaginary anyway) formed by
belief. And that comes up in the game in many different ways. One of
your party members, Dak’kan is from a species that lives in Limbo,
where all structures are made and maintained through the species’
collective belief in their way of life. So when he introduced doubts
into their religion, he wound up destroying an entire city, turning
him into an exile. His weapon is strong as his belief in his own
ability, so just by talking to him and restoring his faith, he
becomes stronger in battle. If, when introducing yourself to people,
you lie frequently enough and tell them all you are called Adahn, at
one point in the game, Adahn becomes a character in Sigil who you can
talk to, and receive items from—that is, unless you tell him he
doesn’t exist, at which point he believes you and ceases to be.
That’s a lot of levels of fictional and real to deal with. And of
course, there’s the big connection, (major spoiler) the answer to
the game’s major riddle, what can change the nature of a man? The
first time it arises in a major way, any answer will be accepted by
Ravel the hag, as she’s just looking for what the Nameless One
believes is the right answer. But if your INT and/or WIS is high
enough, then you get another crack at it at the very end of the game,
where you get the option to give this speech:
“If there is anything I have learned in my travels across the
Planes, it is that many things may change the nature of a man.
Whether regret, or love, or revenge or fear – whatever you
*believe* can change the nature of a man, can. ...I’ve seen belief
move cities, make men stave off death, and turn an evil’s hag [sic]
heart half-circle. This entire Fortress has been constructed from
belief. Belief damned a woman, whose heart clung to the hope that
another loved her when he did not. Once, it made a man seek
immortality and achieve it. And it has made a posturing spirit think
it is something more than a part of me.” And then, you can end the
game by blackmailing the final boss, the Transcendent One: either he
merges with you, or you’ll believe the both of you into
non-existence. I know some people have complained because that this
ending isn’t the only way that the game can end—you have other
options, including fighting the Transcendent One, blackmailing him
through reference to your real name, and convincing him (via a
combination of intelligence and charisma) that you can’t actually
be killed. The argument is that by giving all these options, it
clutters the chances that a player will get to the belief statement
ending. But I think the multiple choices is necessary, for the game
to put its money where its philosophy is. If belief really can
change, or rather, has defined, the nature of the player-character,
then the game has to allow for multiple solutions in order for the
player to end the game on their own terms, by engaging in the PC
behavior that has defined their mimetic identity. A charismatic
player connives the enemy. A combative player fights them. And a
player who searches for every bit of lore and items uncovers the
ultimate bit of lore, the Nameless One’s true name. Granted, it’s
not particularly textual (except for the fact that every bit of this
has been presented mainly through text), but belief in the identity
you’ve played is absolutely core to the game’s ending, however
you do it. You get the ending corresponding to what you believed was
the right way to play the game. Shouldn’t more games be like that?
I may have overplayed my hand here; in thinking out loud, I’ve
tossed in a lot of ideas that are probably going to show up in the
dissertation and elsewhere in my more formal academic writing. Ah
well. What are the odds that anyone is still reading at this point?
Later, Planescape-free, Days.
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