Academia.eduAcademia.edu

Dystopia and The Player: Living Through the Nightmare

2014, Cologne Game Lab (Guest lecture), 03.11.2014.

https://doi.org/10.13140/RG.2.2.11537.28009
Gerald Farca, University of Augsburg Dystopia Cologne Game Lab, 03.11.2014 AND THE PLAYER Living Through the Nightmare Talk inspired and is based on: Playing Dystopia: Nightmarish Worlds in Video Games and the Player’s Aesthetic Response https://www.transcript-verlag.de/detail/index/sArticle/4330 https://books.google.de/books/about/Playing_Dystopia.html?id=mRM0vAE ACAAJ&redir_esc=y https://www.amazon.de/Playing-Dystopia-Nightmarish-AestheticMedienkultur/dp/3837645975/ref=sr_1_2?ie=UTF8&qid=1541699007&sr=8 -2&keywords=playing+Dystopia https://www.amazon.co.uk/Playing-Dystopia-Nightmarish-AestheticResponse/dp/3837645975/ref=sr_1_1?ie=UTF8&qid=1541699026&sr=81&keywords=playing+dystopia+farca Video Games as Fictions / Future Narratives - Video games are a specific form of fictional experiences. - The player can interact with a fictional (imaginary) world (not only on a cognitive level, but also on a physical one, via some sort of input device). - Video games showing narrativity (possessing the quality of a story) can be declared a form of ‘future narratives’, in which the player may choose out of at least two potential events (cf. Domsch). Trial Action in Fictional Worlds Literary fictions allow the reader to see everyday norms and conventions, social habits of thinking and feeling, in a different light; they also allow readers to explore, in a kind of trial action in a virtual environment, the consequences of breaking and transgressing norms without having to fear sanctions in real life (Berensmeyer 79; cf. Iser). Sargent 9, cf. Viera 23 Literary Utopia (E)Utopia = the good non-place, ‘not yet’. – a non-existent society described in considerable detail and normally located in time and space that the author intended a contemporaneous reader to view as considerably better than the society in which that reader lived (Sargent 9). Sargent 9, cf. Viera 23 Literary Dystopia Dystopia = the bad non-place, ‘not yet‘. – a non-existent society described in considerable detail and normally located in time and space that the author intended a contemporaneous reader to view as considerably worse than the society in which that reader lived (Sargent 9). Dystopian WARNING WARNING Dystopian WARNING cf. Booker Critical 6 f Moylan xii, Viera Introduction 1 ff. - Alternative worlds to foreground current social, political, and cultural issues. - “if this goes on” cautionary tale, warning of the dire consequences that might occur should certain trends already under way in some contemporary real-world society, usually the author’s own, be allowed to continue (Booker Critical 6 f.). - Aesthetic Response: We Have To Act, Before It Is Too Late => Dystopia, a Strategy of Utopia cf. Baccolini 5, Moylan 148 Typical Dystopian Plot (Despair) Narrative of the Hegemonic Order: Depiction of some sort of oppressive regime or state: totalitarian state, multinational corporation, Artificial Intelligence, etc. - Oppression of the individual. - Other targets: socialism, overpopulation and environmental collapse, consumer capitalism, bureaucracy, mass media, surveillance, etc. cf. Baccolini 5, Moylan 148, Suvin 79 Typical Dystopian Plot (Hope) Counter-Narrative (of Resistance): Dissident / Deviate: process of gradual realization of the dystopian circumstances. - Educational plot: from apparent contentment into an experience of alienation. - Individual or collective RESISTANCE. => utopian horizon Abbott 86, Green 184, Iser 5 Reader Response Theory What part does the reader play in the creation and realisation of the meaning of a text (Green 184)? As reader, we excercise a power of narrative texts that is arguably as great as their power over us. After all, without our willing collaboration, the narrative does not come to life (Abbott 86). Collaboration between text and reader (cf. Iser 5). The Indeterminacy of Fictional World Fictional worlds in a sense always show indeterminacy because they allow no referral to real-life objects and situations (cf. Iser 7). The connection has to be inferred by the reader by implicitly comparing his empirical world to the fictional (cf. Iser 7 f.). Filling in Gaps (Leerstellen) Four major perspectives: narrator, characters, plot, that marked out for the reader (cf. Holub 89). Between the “schematized views” [perspectives the text offers] …gaps are bound to open up, and they offer a free play in the interpretation of the specific ways in which the various views can be connected with one another (Iser 9). the degree of connection is usually not stated but has to be inferred. (Iser 9). The Implied Reader The implied reader is defined as both a textual condition and a process of meaning production: „The term incorporates both the prestructuring of the potential meaning by the text, and the reader‘s actualization of this potential through the reading process“ (Holub 84). The Implied reader‘s response to dystopian fiction: - Shocking effect of a dystopian world that although difficult to fight, MUST be fought. Cognitive and Physical Interaction Cognitive Interaction: - The cognitive gaps that arise out of the clash of perspectives. Physical Interaction: - The player complements an “incomplete” fictional dynamic world, by means of action. => Gaps out of player actions. Filling in Gaps in Video Games Perspectives: The Player and his actions Characters Narrators Player-Character Game world Events Plot If the connections between these perspectives is UNSTATED, the player will have to fill in the gaps. The Implied Player? Is there something like an implied player who steers a player’s aesthetic response by the clever arrangement of perspectives offered by the game? - Shocking effect of a dystopian world that although difficult to fight, MUST be fought. What does the player do with the game? What does the game do with / to the player? A Fictive Trial Action for the Player “The Stanley Parable” Murray 126; Jacobs 92. Agency Agency: the satisfying power to take meaningful action and to see the results of our decisions and choices (Murray 126). The Capacity to choose for oneself and the capacity to act upon one’s choices (Jacobs 92). Jacobs 92 Dystopia: A World Drained of Agency - Agency is compromised in the dystopia. - The otherwise thinking individual will be crushed. Gaps that arise out of Player Action - Between the fictional world and the player’s actions. - Between the narrators commands and the player’s actions. - Between Stanley and the Player - Always seen in context of the implicit comparison: fictional and empirical world. The Narrator and his Narrative of the Hegemonic Order - Stanley chooses the left door. Goes upstairs to his boss’s office, shuts-off the mind control facility, reaches a beautiful landscape. - Gap: What happens if I follow the narrator? - contradiction creates a gap: promise of unrestrained agency and the cut-scene. The worst ending? Living in the simulation (Stanley is happy)! - The “Matrix” ending The Narrator and his Narrative of the Hegemonic Order - Stanley pushing buttons in a meaningless servile routine (for 4 hours !!!). - Gap between player action and outcome (as there is none). - Walking in loops the entire game. - Gap between player action and repetition. cf. Glass 22, Moylan 102 Estrangement: Seeing the Empirical World for what it is Bureaucratic Consumer Capitalism Faceless workers: Cogs in a bureaucratic mechanism. => Lack of Identity - Lacking democratic agency in a world oppressed by corporate power, alienating capitalism, and meaningless, servile daily routines. - Gap between Stanley and the Player: Am I Stanley??? Stanley chose the door on his right The Counter-Narrative - Stanley chooses the right door. - Gap: What if I try to revolt? - The attempt to regain agency (breaking the rules). - Driving the narrator mad and ruining his meticulously planned story. - Gap: do I have agency in the game? (is there hope?) - Gap: do I have agency in real life? (is there hope?) Stanley chose the door on his right The Counter-Narrative Gap: Am I really able to change something? Because Stanley, apparently, is not! - Hope lies with the player, not with Stanley - WARNING: Do not become Stanley! Do something about it! The Player’s Aesthetic Response Pre-structured in the game’s rules (resulting in player agency) and the fictional world . The trial action in the estranged word of “The Stanley Parable” makes the player think about his own role in the empirical present: - Am I also a cog in the larger mechanisms of hegemonic orders? (Like Stanley) - Or am I able to escape the confining, limiting rules that govern the dominant dystopian ideology? - Do I still possess individual agency to do something about it? Questions for Discussion 1) In how far is it possible to guide / steer the player towards a certain response (physically and cognitively)? 2) How is the physical interaction influenced by the player’s cognitive interpretation of the game’s events? 3) What narrative strategies can be employed to guide the player’s response? Thank you very much! Any Questions? Bibliography - - Abbott, H. Porter. The Cambridge Introduction to Narrative. Second Edition. New York: Cambridge UP, 2008. Baccolini, Raffaella; Moylan, Tom. Dark Horizons. Science Fiction and the Dystopian Imagination. Routledge: New York and London, 2003. Berensmeyer, Ingo. Literary Theory: An Introduction to Approaches, Methods and Terms. Stuttgart: Klett, 2009. Booker, M. Keith. „On Dystopia“. Critical Insights: Dystopia. Ed. M Keith Booker. Ipswich, Massachusetts: Salem Press, 2013 Glass, Fred. Brazil. Review. 04. 03. 2014 http://www.jstor.org/discover/10.2307/1212482?uid=3737864&uid=2134&uid=2479177327&uid=2&uid =70&uid=3&uid=2479177317&uid=60&sid=21103585560907 Green, Keith and Jill LeBihan. “The Role of the Reader” Critical Theory: A Practical Coursebook. London: Routledge, 1996. 184-191, 206-211. 221-225. Holub, Robert C. Reception Theory: A Critical Introduction. London: Methuen, 1984. Iser, Wolfgang. Prospecting: From Reader Response to Literary Anthropology. Baltimore: John Hopkins Univ. Press, 1993. Bibliography - - - - Jacobs, Naomi. “Posthuman Bodies and Agency in Octavia Butler’s Xenogenesis”. Dark Horizons. Science Fiction and the Dystopian Imagination. Eds. Raffaella Baccolini and Tom Moylan. Routledge: New York and London, 2003. Moylan, Tom. Scraps of The Untainted Sky. Science Fiction, Utopia, Dystopia. Colorado: Westview Press, 2000. Murray, Janet. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge, Massachusetts: MIT Press, 1998. Sargent, Lyman Tower. The Three Faces of Utopianism Revisited. 21.01.2013. http://www.jstor.org/discover/10.2307/20719246?uid=3737864&uid=2129&uid=2&uid=70&uid=4&sid=2 1101560295713 Suvin, Darko. Metamorphoses of Science Fiction. London: Yale University Press, 1979. Vieira, Fátima. - “The Concept of Utopia.” The Cambridge Companion to Utopian Literature. Ed. Gregory Claeys. Cambridge: Cambridge University Press, 2010. 3-27 - “Introduction”. Dystopia(n) Matters: On the Page, on Screen, on Stage. Ed. Fatmia Viera. Newcastle: Cambridge Scholar Publishing, 2013