Showing posts with label Terry Eagleton. Show all posts
Showing posts with label Terry Eagleton. Show all posts

Monday, July 1, 2013

Albert, Somme

Roger Ebert is dead, and were I to be called upon to spend another minute talking about whether or not videogames will ever be "art," I'd prefer to join him. A few weeks back, I made a mental note to reread John Walker's recent RockPaperShotgun editorial on the relationship between games and stories, so I could explore some of its unexamined conceits. Not a rebuttal, exactly, or even a critique--Walker seems to have handled that responsibility himself--but a vague thought on vocabulary, and what imprecision can conceal.

Story is a revered word among gamers, even if some critics aren't so enthusiastic. We're used to that. If you've spent any time reading games criticism, you're as bored with the yes/no of games and story, and have hopefully moved onto the how. What I find interesting, though, is not the idea that story is a desirable thing for a game to "have," but the assumption that story is the essential aspect of other narrative media.
[w]hat exactly is it we’re holding aloft as an example of storytelling done right? There are games whose stories I’ve enjoyed a great deal. I immediately reach for The Longest Journey, Deus Ex, Planescape Torment… um… and then I start to struggle. And the most recent of those was 2000 – thirteen years ago. [...] But of these, which do I hold up as great examples of literature? Honestly? None. That’s not to demean the best of them – stories from games have genuinely changed my life, moved me enormously, altered my thinking in significant ways. But if gaming’s ultimate goal, from both technology and development, is this spurious notion of “storytelling”, then it’s doing a pretty poor job.
 "Literature" is an interesting place to go here. The written word remains our most highbrow massively reproducible medium; as Supernatural has reminded us recently, men of letters are not to be trifled with. And as Eagleton reminds us in Literary Theory: An Introduction, "literature" is far from a stable subject. "Literature" is often employed as a synonym for "classic," or "art," or "good." People who study literature do not employ it this way, because for litnerds, literature is a descriptive term, not an evaluative one. It's a thing, not an admiring way to describe that thing. Ceci n'est pas un stick, after all.

Description is an important concept to keep in mind, given the next two uses of "literature":
My thought is whether this matters at all. Perhaps it’s time for us all to just accept that games aren’t ever going to be home to classic works of literature – it’s not what they’re for, and it’s not what they’re ever going to achieve.
And:
For years I’ve lamented this, decried the failure of this medium to mature to a point where it can match literature and cinema in terms of intelligence in design. (And to be clearly, yes, most books and movies are terrible – we’re talking about comparing the very best.) When is gaming, I would ask, going to find its great stories? I believe I was wrong to ask.
Here we see references to "classic works of literature" (emphasis mine, obvs.) and "literature and cinema," which rules out such pedestrian fare as books and movies, or even novels and film. I don't know exactly what Walker means by these terms, beyond entities in particular media that are better than most others. But I wonder how he would describe some of these works. When people talk about "story" in videogames--especially when they talk about it derisively--they go to examples, and something gets tricksy. Yes, a prose summary of a game's plot, even one of the best plots, is going to sound pretty silly, but plots invariably sound silly when you alienate content from form. As children, we're taught to use "plot" and "story" interchangeably, primarily in an evaluative sense: "story" is what movies with a lot of CGI must necessarily lack; "plot" is why grown-up movies about mediocre people fucking are better than kids' movies about exceptional people killing. I'll not dwell on the technical definitions, because the comprehensive definition is one of the most beloved lies we tell to schoolchildren. Suffice to say that a description of a story is not that story, a plot summary is not a plot. If games are not a narrative medium, then "story" is an element extricable from the rest of the experience, identical to its own summary. If games are a narrative medium, the story isn't a thing that the player is drawn into, nor is it a thing the player creates by interpreting the text, but the experience itself. The decisions you made, and the ones you were forced to make, and the ones they pretended to let you make, and the way you felt about the experience. Granted, those distinctions might still be useful to make, as they are in other media, and that's a conversation I'd be quite interested in having. But we have to start with the text, the thing. If you want a story that's easily communicable in text, you're going to have the experience and then write about it afterwords.

That's right; videogames are just as depressing as real life.

Oh, bee tee dubs, if you opened up the first Walker article, I advise you to break the first rule of the internet and read the comments.

Thursday, April 24, 2008

More fun with criticism

Well. This week has absolutely sucked. When did I last update this thing?

Oh, right. Anyway.

The dirty little secret about the videogame medium is that it'd probably be more accurate to say the videogame media. Granted, no universally agreed-upon definition for medium/media exists--I seem to recall a good, functional one about communication technologies and the social protocols that surround them--and given that HoMM5 runs on the same physical hardware as Blogger, the way we think about them and use them certainly has to come into it. But the trouble with coming up with a definition of "videogame" is that the commonalities between, say, Resident Evil and Second Life are not all that much stronger than the connection between Resident Evil and, well, Blogger. Part of why it's important to be able to identify different texts as belonging to different media is that it allows for the construction of critical theories appropriate to the medium in general.

I wonder if Eagleton's tripartite division in pre-structuralist lit theory might be useful in helping us see some of these distinctions. Authorial intent is not a sexy concept, of course, and it's unclear where some of my own perspectives fall...to what extent does it make sense to say that a game "says" or "does" something? Are we talking about the author? Generally not. If we do talk about the author, it's usually because someone fucked up. Part of the thing that makes mediocre games so compelling as objects of study is looking at the pieces and not being able to resist coming up with explanations about how they were supposed to fit together, before the dev team ran out of time or money. Other games, like Black & White and Frasca's still-fictional Strikeman, more or less demand to be looked at in terms of authorial intent, at least in terms of vision. Even emergent systems would seem to have a vague intent of their own, if only an intent to allow players to play with these rules over here but not those over there. But art doesn't generally work out the way we plan, and the engine we see is the product of several different intentional actors, along with mistakes, quick fixes and changes in direction, even before our perspectives as players come into play.

That said, as we go into the realm of multiplayer and user-generated content, reception theory does seem like it'd be the closest analogue to what would be most effective. There's certainly a lot to be said about authorial intent in Second Life, just as fan cultures have done some interesting things with the thoroughly authorial and linear Resident Evil, but in general, certain theoretical approaches will work better for some genres, and pinning some of those down might be more important than coming to a complete understanding of what videogames are.

After all, the bar is pretty low here. According to Eagleton, nobody knows what the hell Literature is anymore.

Sunday, April 6, 2008

A few words on reception theory.

Terry Eagleton is very funny. That's quite an accomplishment in his field. Most people can't write funny literary theory; it's rare enough to be able to write intelligible literary theory. And if you're outside that particular tribe and wonder what literary theory is all about, he lays it out for you in Literary Theory: An Introduction: literary theory is an ongoing argument about literature, an academic field created by the Victorians to compensate for the Anglican church's waning ability to control the masses. (Marxist critics have a knack for providing such inspiring explanations for historical processes.) In describing reception theory, Eagleton suggests that it can be seen as part of an ongoing process:
Indeed, one might very roughly periodize the history of modern literary theory in three stages: a preoccupation with the author (Romanticism and the nineteenth century); an exclusive concern with the text (New Criticism); and a marked shift of attention to the reader over recent years. The reader has always been the most underprivileged of this trio--strangely, since without him or her there would be no literary texts at all. Literary texts do not exist on bookshelves: they are processes of signification materialized only in the practice of reading. For literature to happen, the reader is quite as vital as the author.
As someone who has spent the last ten years or so thinking of himself primarily as a writer, all empirical evidence to the contrary, I've never been entirely keen on this primacy of the reader thing. First, it's hard to say the text doesn't exist because nobody's reading it; at the very least, the author read it, probably several times, sometimes before it got written down. "Reading" is not the only practice of signification that goes into writing, and I urge you to read and critique a blank sheet of paper sometime should you doubt this. The author is, of course, not a reader per se, because he (in this case, being me, the author is nominally male) has always "read" more than the archetypal reader. When I look at an old story of mine, I can't read the story the way a stranger can, because I can't un-remember the paratexts: when I read that story, I can't help but read the sentences I deleted, the scenes I decided not to write, the in-jokes I snuck into the exposition, or the books I was reading when I came up with the idea. But then, a friend of mine reading the story will have an experience not quite like either mine or the archetypal reader, so it might be a matter of degree. That said, the reader is clearly an important part of the process. In literature, that is. Eagleton continues:
What is involved in the act of reading? Let me take, almost literally at random, the first two sentences of a novel: "'What did you make of the new couple?' The Hanemas, Piet and Angela, were undressing." (John Updike, Couples.) What are we to make of this? We are puzzled for a moment, perhaps, by an apparent lack of connection between the two sentences, until we grasp that what is at work here is the literary convention by which we may attribute a piece of direct speech to a character even if the text does not explicitly do this itself. We gather that some character, probably Piet or Angela Hanema, makes the opening statement; but why do we presume this? The sentence in quotation marks may not be spoken at all: it may be a thought, or a question which someone else has asked, or a kind of epigraph placed at the opening of the novel. Perhaps it is addressed to Piet and Angela Hanema by somebody else, or by a sudden voice from the sky. One reason why the latter solution seems unlikely is that the question is a little colloquial for a voice from the sky, and we might know that Updike is in general a realist writer who does not usually go in for such devices; but a writer's texts do not necessarily form a consistent whole and it may be unwise to lean on this assumption too heavily. It is unlikely on realist grounds that the question is asked by a chorus of people speaking in unison, and slightly unlikely that it is asked by somebody other than Piet or Angela Hanema, since we learn the next moment that they are undressing, perhaps speculate that they are a married couple, and know that married couples, in our suburb of Birmingham at least, do not make a practice of undressing together before third parties, whatever they might do individually.

We have probably already made a whole set of inferences as we read these sentences. We may infer, for example, that the "couple" referred to is a man and woman, though there is nothing so far to tell us that they are not two women or tiger cubs. We assume that whoever poses the question cannot mind-read, as then there would be no need to ask. We may suspect that the questioner values the judgment of the addressee, though there is not sufficient context as yet for us to judge that the question is not taunting or aggressive. The phrase "The Hanemas," we imagine, is probably in grammatical opposition to the phrase "Piet and Angela," to indicate that this is their surname, which provides a significant piece of evidence for their being married. But we cannot rule out the possibility that there is some group of people called the Hanemas in addition to Piet and Angela, perhaps a whole tribe of them, and that they are all undressing together in some immense hall. The fact that Piet and Angela may share the same surname does not confirm that they are husband and wife: they may be a particularly liberated or incestuous brother and sister, father and daughter or mother and son. We have assumed, however, that they are undressing in sight of each other, whereas nothing has yet told us that the question is not shouted from one bedroom or beach-hut to another. Perhaps Piet and Angela Hanema are small children, though the relative sophistication of the question makes this unlikely. Most readers will by now probably have assumed that Piet and Angela Hanema are a married couple undressing together in their bedroom after some event, perhaps a party, at which a new married couple was present, but none of this is actually said.
What Eagleton describes here is the struggle to grok a rule system: to learn the underlying structures of the universe in order to piece together a useful, predictive understanding from incomplete information. It's about determining relationships, deciding which signs are relevant to which other signs, which narrative elements are epiphenomenal and which have deeper roots. Often this process relies (as it does in Eagleton's reading of Updike) in genre conventions, which are neither strictly textual nor the work of any particular author, but do form their own kind of tradition. Tradition is a loaded word in literary circles, one that's led to such unpleasantness as elitism, anti-semitism and The Waste Land, but it's worth wondering where we'd be as gamers without our own little tradition. Would anyone be able to make the slightest bit of sense out of Twilight Princess if it had been released one year after the original Legend of Zelda?

More on New Criticism, authorial issues, and the problem of intent later. For now, this post is already long enough for me. I need a break.

Wednesday, March 19, 2008

Ideology link

I posted a brief bit about Terry Eagleton's Ideology: An Introduction and what it can tell us about game design over at the Valuable Games blog. Link goes here.