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" # $ % ! & ' ( ' ) * In a letter to a friend, typewritten on his famous Malling Hansen writing ball, Nietzsche observed that ‘our writing instruments contribute to our thoughts’.1 Nietzsche’s comment links technology to what he calls ‘our thoughts’: by implication, this can also mean what is understood by ‘text’, especially in the broader Barthesian sense, of something that is not restricted to materiality. Nietzsche’s comment, made over a century ago, implies that the claim that so2 called ‘new media’ from the last two decades make of having newly established the link between the text and the machine is, therefore, problematic. Of course, it is true that technological developments in the last few decades have strengthened the notion of the machinelike nature of texts. For example, hypertext and electronic text are composed of machine code that is present as a layer of machine2readable text beneath whatever text they convey to us. Similarly, machines are also increasingly being seen as texts and complex machinic systems like videogames and simulations are beginning to be perceived both as programs and as texts that can be read. However, as Nietzsche’s observation indicates, the text2machine relation is not a new development; instead, it is originary. An analysis of videogames, arguably one of the latest manifestations of machinic textuality, as well as ‘new media’, helps to examine this idea more deeply. PhD Thesis, 2008 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books This analysis will attempt to show how the machinic and the textual are originary and how the study of newer machinic media like videogames helps to highlight this relationship in all forms of text, both new and old. To begin with, however, it will be useful to establish a background for the analysis by outlining the concepts which theorists like Aarseth, N. Katherine Hayles, and Derrida use to describe the machinic nature of texts. This will be followed by a more detailed enquiry, in terms of a Deleuzoguattarian account of the machinic nature of printed narratives and an analysis of the textual element in videogames developing the idea of the technological assemblage in Chapter One. This will aim to establish the videogame as a literary machine by showing how literature itself is machinic and pointing to the clear similarities that it therefore has with the computer game. Further, by comparing the reading strategies of the computer game and the printed text, it is possible further to illustrate the originary relation between textuality and technicity. , * * ! * - ) - Conceptions about machines and texts have changed significantly in recent times. Cybernetics, the interdisciplinary study of complex systems, recognised that machines do not function as isolated units: the user also forms part of the machine2complex. In his work on the anti2aircraft gun, Norbert Wiener comments, ‘The actual fire control is a system involving human beings and machines at the same time. It must be reduced, from an engineering point of view, to a single structure, which means either a human interpretation of the machine or a mechanical interpretation of the operator, or both’.2 For cyberneticists like Wiener, information flow rather than energy is the key entity in the man2machine equation. The cybernetic understanding of the machine is based on the mechanism of PhD Thesis, 2008 + Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books feedback, defined by Ross Ashby, pioneer of cybernetics, as the ‘circularity of action [that] exists between the parts of a dynamic system’.3 Based on information flow between the man2machine complex, many more systems could qualify as machines. A good example would be the text. The text can be seen as a machinic entity facilitating a feedback loop of information flow between itself and its user (or reader). It is therefore no surprise that this notion influences various accounts of machinic textuality. Aarseth’s concept of the ‘cybertext’, the pioneering concept of computer game textuality, is no exception. The term cybertext is itself an open acknowledgment of the influence of cybernetics and clearly marks a fresh approach to textuality. According to Aarseth, ‘Cybertext […] is the wide range (or perspective) of possible textualities seen as a typology of machines, as various kinds of literary communication systems where the functional differences among the mechanical parts play a defining role in determining the aesthetic process’.4 The implicit cybernetic angle in this account does not privilege either new or special technological features in texts as capacities to render them machinic, but focuses on feedback and the flow of information between the user and the text which need not necessarily be restricted to electronic media. Following this logic, Aarseth, unlike the advocates of the so2called ‘new media’, rightly recognises that texts from earlier media also have the capacity to be cybertexts. Queneau’s The or Raymond , both examples of printed books, would qualify as cybertexts because they are ‘ergodic’, which, in Aarseth’s definition, are those texts that require ‘nontrivial effort’ to traverse them. However, some problems still remain with Aarseth’s analysis which, although it does away with the exclusivity claimed for electronic texts, brings in another kind of exclusivity. PhD Thesis, 2008 . Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books For him, ergodicity is an exclusive property of texts that he considers to be non2 linear or where ‘the words or sequence of words may differ from reading to reading because of the shape, conventions, or mechanisms of the text’.5 He is quite clear that his conception of non2linearity is restricted to the shape and structure of the text and not to the non2linearity of the narrative. The narrative is expelled from the cybertext and replaced by the ergodic. Aarseth’s logic for this is that ‘unlike fictions, which simply present something else, cybertexts represent something beyond themselves’.6 This kind of exclusivity claimed within the cybertext raises many problems: its refusal to admit to the narrative possibilities forcibly imposes a watertight categorisation of linearity and non2linearity which the text keeps refusing. Elsewhere, Aarseth himself acknowledges that ‘a narrative may be perfectly nonlinear […] and yet be represented in a wholly linear text’7 but he chooses to retain the formal division nevertheless. The cybertext’s denial of the narrative raises a slew of problems that lead to the Ludology2Narratology debate discussed in the introductory chapter. The next chapter will analyse the typology that Aarseth provides to support his conception of the non2linear narrative and, in the process, reveal further shortcomings of this position. Meanwhile, it will be useful to list some other problems raised by the cybertextual model. Hayles comments that ‘Aarseth’s functionalist approach tends to flatten multiple causalities into linear causal sequences determined by the work’s functionality’.8 She explains that such an approach tends to be reductive in its omission of social, cultural and political factors influencing the text; further, quite surprisingly for a videogame perspective on textuality, this approach highlights the verbal aspect of the nonlinear text at cost of ignoring the equally important visual, sonic and kinetic PhD Thesis, 2008 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books aspects of the game2text. Nor does the approach really consider the material specificity of the text, saying nothing about the sheer physicality and immediacy of the textual experience of videogames. Hayles further comments that this approach is inadequate for understanding emergent processes (like the computer game) characterised by entangled feedback loops cycling back and forth between different levels. She herself posits a critical approach called Media Specific Analysis as the key method of ‘forging a robust and nuanced account of how literature is changing under the impact of information technologies’.9 This approach examines literary texts in their embodied form and claims that the materiality of these ‘interacts dynamically with linguistic, rhetorical, and literary practices to create the effects we call literature’.10 Materiality is defined as an emergent property where the form, the content, the author and the user contribute actively. Hence it is not possible to determine the materiality of a text in advance. In an interview with Lisa Gitelman, Hayles says that she hopes to ‘electrify the neocortex of literary studies into recognising that the print book is after all an interface with its own presuppositions, assumptions, and configurations of the reader’.11 This does not mean that the print book will become obsolete but that a whole new apparatus for analysing texts will come into literary studies. The text in question is a special kind, termed ‘technotext’ by Hayles. She defines it as literary works that ‘unite literature as a verbal art to its material forms’. In 1999, Jay David Bolter and Richard Grusin broke with the myth of the newness of new media in their notion of ‘Remediation’, which argues that each new media re2fashions at least one older medium. The technotext proposed by Hayles is based on a modification of Bolter and Grusin’s concept; to describe this Hayles uses another neologism, ‘intermediation’, which she defines as ‘complex transactions between bodies and texts as well as between different forms of media’.12 Therefore, PhD Thesis, 2008 / Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books intermediation, according to her, is not just the refashioning of older media; it is an entanglement understanding of various texts like media. Although videogames that it is are of signal constructed importance through in an amalgamation of media, this concept also points out the need for reading other forms of texts in relation to the other media that they connect with. A striking example among printed texts would be William Blake’s poetry: to read the poetry without the illuminations always provides an incomplete and sometimes very different picture. The process of intermediation in videogames merits a separate treatment in the following section. Hayles’s explanation of machinic textuality develops significantly on the notions of machinic textuality proposed by ‘new media’ theorists and challenged and modified by Aarseth. It is important to link this to other theoretical discourses on the subject, such as the Derridean account of originary technicity in the introductory chapter. This will involve separate discussions of the concepts of technotext and intermediation, while of course keeping in mind their interlinked nature against the backdrop of Derridean conceptions of the technicity of the text. The term ‘technotext’ tends to raise further questions about whether it is generally applicable to all texts or is an exclusive category like the cybertext. However, Hayles’s clarification does not leave any doubts: When a literary work interrogates the inscription technology that produces it, it mobilises reflexive loops between its imaginative world and the material apparatus embodying that creation as a physical presence. Not all literary works make this move, of course, but even for PhD Thesis, 2008 0 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books those that do not, my claim is that the physical form of the literary artifact always affects what the words (and other semiotic components) mean.13 It is important to note that Hayles describes the text as the ‘literary artefact’, a phrase indicating its artificiality and its identity as a construct and by implication, how it exists in an originary relationship with its inscription technology. This comment also makes it clear that this relationship is exclusive to computerised media. With the above in view, the Derridean concept of originary technicity will now be developed further so as to facilitate a more informed understanding of the machinic nature of texts. The very etymology of the word ‘text’ is loaded with implications of machinicity that bear out Hayles’s point: the gives the root of ‘text’ as the Latin meaning the ‘tissue of a literary work, that which is woven or a web’.14 The text, even by judging from its etymology, is seen as an artefact, always linked to a machine and even as a machine in itself. The woven tissue of literature is easily connectable to a material object. For centuries, since its invention in the first century AD in China, this has been paper. This medium, however, is not entirely circumscribed by physical constraints. In , Derrida points out that ‘the page nowadays continues [...] even where the body of paper is no longer there in person, so to speak, thus continuing to haunt the computer screen and all internet navigations in voyages of all kinds’.15 He gives the example of the Notebook software on his computer, which exists as the remediated form of the paper2based notebook. PhD Thesis, 2008 1 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books For Derrida, the description of electronic media as future manifestations of the paper2text does not successfully address the question; he claims that paper was always a ‘virtual multimedia’ and that ‘it is still the chance of a multiple text’.16 As he comments, ‘by carrying us beyond paper, the adventures of technology grant us a sort of future anterior; they liberate our reading for a retrospective exploration of the past resources of paper, for its previously multimedia vectors’.17 The concept of the ‘future anterior’, an important notion in Derridean philosophy, is useful in locating electronic media within the corpus of textuality. The ‘future anterior’ or the ‘will have been’ does not belong to or is not grounded in the present: in , Derrida describes ‘what will have been written — the past of an anterior future or the future of an anterior past […] which is itself neither anterior nor ulterior’.18 For him, textuality as such is characterised by this non2belonging to a specific present and is, therefore, a mirroring or an echoing of the ‘trace of its own reflection’; the text is both the reflection of its past as well as the anticipation of its future forms. Using this logic, videogames (as well as all of the so2called New Media) can be called ‘texts’ which actualise the multimedia vectors that are anterior to the existence of the physical constraints of paper. By the logic of the future anterior, just as videogames reflect properties of earlier texts, paper2based texts also anticipate the videogame in their multimedia vectors. That is, however, not to deny the technological specificities (futuristic in comparison to the physical reproductions of most paper2based texts) of the game as a separate and unique medium. The following comment by Derrida supports this view: While we do have to recognise the ‘multimedia’ resources or possibilities of paper, we should avoid that most tempting but also, the most serious PhD Thesis, 2008 2 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories of mistakes: reducing the technological From Reading Games to Playing Books event, the invention of apparatus that are multimedia in the strict sense of the word ― in their external objectality, in the time and space of their electro2mechanicity, in their numerical or digital logic ― to being merely a development of paper, its virtual or implicit possibilities.19 One of the conclusions, therefore, is that print2based texts are as much machinic texts as electronic media like videogames and there are similarities between the two because both have the potentiality of producing a multiple text using multiple media. The other conclusion is that the media2specific analysis that Hayles advocates is of signal importance in reading the machinic text. Therefore, the machinic text is neither the computer2oriented futuristic entity of ‘New Media’ theorists and nor is it an informational abstraction that is totally devoid of formal constraints. Having established this, how the text exists as an intermediation and how it constructs its materiality need to be examined. - The breaking out of their physical constraints by various media, described above, also has consequences for the materiality of texts. Materiality is constructed and, like the text, is ‘woven’ into existence. materiality. This leads to an emergent notion of Hayles redefines materiality as ‘the interaction of its [the text’s] physical characteristics with its signifying strategies’.20 For her, as for Derrida, this notion of materiality ‘extends beyond the physical object, for its physical characteristics are the result of the social, cultural and technological processes that brought it into being’.21 Aarseth’s concept of the cybertext misses a consideration PhD Thesis, 2008 3 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books of the text’s emergent materiality. Consequently, it fails to admit to the originary machinic nature of narrative itself. The above model of materiality and emergence obviously indicates an ongoing construction of nonlinear textuality within even the so2called linear literary texts. In a lecture of 1967, entitled ‘Cybernetics and Ghosts’, novelist Italo Calvino describes literature as a ‘literature2machine’ where meaning is created not just on the linguistic level but has ‘slipped in’ from another plane. He describes literature as ‘a combinatorial game that pursues the possibilities implicit in its own material’.22 This bringing2together of the machinic and the ludic within the frame of the literary clearly prefigures the later phenomenon of the computer game, which was instrumental in reigniting interest in this aspect of textuality over three decades later. Calvino goes on to make a somewhat enigmatic comment about the literature2machine: The literature2machine can perform all the permutations possible on a given material, but the poetic result will be the particular effect of one of these permutations on a man endowed with a consciousness and an unconscious, that is, an empirical and historical man. It will be the shock that occurs only if the writing2machine is surrounded by the hidden ghosts of the individual and his society. 23 Considering the time when this was written, Calvino’s conceptions are extremely prescient. The permutations performed by the literature2machine cannot exist in isolation. The writing2machine is surrounded by the ‘ghosts’ of the individual and his society: the many traces and writings, or ‘spectrographies’24 as Derrida calls PhD Thesis, 2008 4 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books them, which ‘slip in’ from various planes into the narrative. This is all too normal in the experience of playing a computer game: there are permutations of narrative, ! but these cannot happen in especially in ‘freeform’ games like isolation. The computer game narrative is dependent on player feedback as well as on numerous connections with various other narratives and levels of information. In , there are historical links to the Los Angeles riots of 1992, to several genres of cinema, styles of animation, some critiques of American culture and to controversies regarding some features of the game. Of course, there are other factors like the way the game and the player control each other, the level of skill (which may correlate to the player’s experience with similar games) and the player’s mood during the gameplay. Calvino’s statement effectively incorporates the various things that constantly shape computer game narratives and make them such versatile experiences of storytelling. What Calvino is actually describing here is, however, the printed literary text: the similarities between the two are unmistakable. Both these types of texts show in their different media2specific ways how they qualify as literature2machines. A deeper analysis of the workings of the literature2machine would now be appropriate. 5 % Hayles connects her account of emergent materiality of texts to the concept of the assemblage, which has already been introduced in Chapter One as a key element in the work of Deleuze and Guattari. Mention of assemblages occurs throughout Deleuze and Guattari’s but very importantly for the present context, the concept is first introduced in a discussion of the book. According to them, ‘In a book, as in all things, there are lines of articulation or segmentarity, PhD Thesis, 2008 / Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books strata and territories; but also lines of flight, movements of deterritorialisation and destratification […] all this, lines and measurable speeds, constitute an assemblage’.25 As mentioned in Chapter One, lines of flight mark a change within the assemblage. Links across various strata and changes evoked by lines of flight are characteristic of the book2assemblage. Printed texts, being literary machines, can be ‘plugged’ into other machines (assemblages) at the time of writing (or reading). They have neither object nor subject and are made of variously formed matters. As Deleuze and Guattari state, the book’s content is the same as its material and that as assemblages ‘the book has only itself, in connection with other assemblages’. They describe the book2assemblage quite clearly in the introduction to : ’ ‘A book is an assemblage […] and as such is unattributable. It is a multiplicity […] the book itself is a little machine; what is the relation (also measurable) of this literary machine to a war machine, love machine, revolutionary machine, etc’.26 Deleuze and Guattari go on to connect various novelists (and their stories) to different machinic systems: Heinrich von Kleist to a war machine, Franz Kafka to an extraordinary bureaucratic machine, and so on. ‘Literature’, they conclude, ‘is an assemblage’.27 Such a machinic assemblage is, then, a dynamic body: the book exists only with respect to how it functions with other objects, how it changes them and is itself changed by them. It is also important to see how the book2machine is also described as being organic, illustrating the supplementarity of mechanicity and organicity, which is also characteristic of the man2machine complex that forms in the cybernetic feedback loop between machine and user, computer game and player or text and reader, as noted earlier. However, the literary machine is not homogenous. PhD Thesis, 2008 /+ Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books In Deleuzoguattarian terms, the book assemblage can be seen in terms of root2 books, radicle2systems and rhizomes. The first type is the linear book with a strong principal unity governing its structure, almost like a tap2root supporting secondary roots. The second type, or the radicle2fascicular system, is like the tip of the root structure replaced by a series of secondary roots that give the impression of a multiple branching. However, according to Deleuze and Guattari, this does not represent true multiplicity. The modern world, in its present chaotic state has become impossible to represent, therefore ‘the multiple must be made’28 and the root structures should be replaced by the multiple dimensions of the rhizome. According to them, the book and the world together form such a rhizome: The same applies to the book and the world: contrary to a deeply rooted belief, the book is not an image of the world. It forms a rhizome with world, there is an aparallel evolution of the book and the world; the book assures the deterritorialisation of the world, but the world effects a reterritorialisation of the book, which in turn deterritorialises itself in the world.29 Here, Deleuze and Guattari describe the structure that is most associated with the multiple text; this description also anticipates a more detailed discussion of the book assemblage that will establish further connections with the videogame. The concept of the rhizome, already mentioned in connection with the book assemblage, now needs to be further clarified with reference to its special Deleuzoguattarian context. According to John Marks, ‘the rhizome is an “acentred” system; the map of a mode of thought which is always “in the middle”’.30 Marks PhD Thesis, 2008 /. Souvik Mukherjee, Nottingham Trent University Two Machinic Stories shows how Deleuzoguattarian thought From Reading Games to Playing Books changes the binary subject/object organisations of systems in Western thought: Deleuze and Guattari’s contribution to this re2evaluation of the concept of the system is the figure of the ‘rhizome’. The rhizome is a figure borrowed from biology, opposed to the principle of foundation and origin which is embodied in the figure of the tree. The model of the tree is hierarchical and centralised, whereas the rhizome is proliferating and serial, functioning by means of principles of connection and heterogeneity. In simple terms, any line can be connected to any other line. However, these lines do not converge to form an organic whole […] the rhizome is a multiplicity […] it is always an open2system with multiple exits and entrances.31 The rhizome2book, therefore, changes the way literature is understood: it connects to various assemblages and forms an open and multiple structure that is constantly proliferating while simultaneously being disrupted by various lines of flight. Such a structure necessitates a new conception of literature. Deleuze and Guattari draw a distinction between what they call a minoritarian and a majoritarian literature. They introduce the concept of ‘minor literature’, which is ‘that which a minority constructs within a major language’.32 Deleuze and Guattari elaborate on this concept in " #$ % & . Here, they discuss Kafka’s work as being a literary machine which is rhizomatic and which consists of elements that are in constant transversal communication. They consider Kafka’s letters, his stories and his novels as different components of a literary machine. As Marks comments: PhD Thesis, 2008 / Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books Deleuze and Guattari seek to overturn just about every piece of received critical knowledge concerning Kafka. [...] His bachelor existence, far from cutting him off from social life, allows him a fluid, even ‘dangerous’ social nature. Kafka’s ‘solitude’ and that of his narrator/character K, allows Kafka to construct a literary ‘machine’.33 Kafka’s literary machine is an example of minor literature: as Colebrook states, ‘he wrote, not as a being with an identity, but as a voice of what is not given’.34 Colebrook’s comment further illustrates the rhizomatic character of Kafka’s minoritarian literature. The question arises as to how the Deleuzoguattarian conception of the literary machine as embodied in Kafka’s stories compares with the idea of the videogame as a literary machine. A more detailed analysis of the minoritarian characteristics of literary machines is needed to understand this. Deleuze and Guattari identify three characteristics in minor literature: the deterritorialisation of language, the connection of the individual to a political immediacy, and the collective assemblage of enunciation. In Kafka, James Joyce and Samuel Beckett, they identify the capacity of the text to work over its material, very like the capacity of paper, in the Derridean terms outlined earlier, to work beyond its physical constraints. They read Joyce and Beckett as prime examples of reterritorialisation and deterritorialisation of language. They comment on ‘the utilisation of English and of every language in Joyce [and] the utilisation of English and French in Beckett’ and remark that ‘the former never stops operating by exhilaration and overdetermination and brings about all sorts of worldwide reterritorialisations. The other proceeds by dryness and sobriety, a willed poverty, pushing PhD Thesis, 2008 deterritorialisation to such an // extreme that nothing remains but Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books intensities’.35 The process of deterritorialisation and reterritorialisation connects the literary machine to other assemblages — commercial, economic, bureaucratic or juridical and, finally, this connection results in a collective enunciation of the individual. Deleuze and Guattari observe this in a short story by Kafka: ‘in “The Investigations of a Dog”, the expressions of the solitary researcher tend toward the assemblage of a collective enunciation of the canine species even if this collectivity is no longer or not yet given. There isn’t a subject; there are only collective assemblages of enunciation’.36 The tripartite processes of minor literature show how Kafka’s works function as a literary machine, especially when compared to the workings of the machinic assemblage described above. What follows are two descriptions of the literary machine: one being that of the paper2based (and ostensibly linear) narratives such as Kafka’s stories and the other being the narrative in the computer game. These accounts will then feed into each other and show how an understanding of their respective status as machinic texts also necessarily influences the reading of each form in terms of the others. Deleuze and Guattari describe Kafka’s letters as a ‘rhizome, a network or a spider’s web’.37 While the letters contain the ‘motor force that […] start the whole machine working’,38 Kafka’s stories give him a creative line of escape in the form of what Deleuze and Guattari call ‘becoming2animal’. According to Marks: ‘Literature is […] a matter of becoming, of instigating a zone of indiscernibility rather than creating identification or imitation, and literature is capable of putting into practice the principle that runs through Deleuze’s work: becoming’.39 ‘Becoming’ has very specific connotations in Deleuzoguattarian thought, as Marks’s comment indicates. PhD Thesis, 2008 /0 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books It must be remembered that becoming is best understood as a continual process: it is not a direct identification and nor is it any conclusive change. In becoming2 animal, therefore, Kafka’s protagonist does not take on the identity of an animal yet he shares in characteristics of the animal ─ he, as it were, occupies a zone of multiplicity where many identities are possible. Here, the continuum of identities and the assemblages with which it connects illustrate what Deleuzoguattarian thought describes as a molecular structure, one based on parts and the interaction of parts in a pure ceaseless becoming. Molecularity sees wholes as open structures based on multiplicity and existing in a continuum of duration. According to Deleuze and Guattari, Kafka’s short stories point to the ultimate form of becoming: the becoming2molecular. Their claim is based on their view that Kafka’s stories are characterised by multiplicity and the process of becoming. The becoming2molecular also implies other types of becoming: the multiplicity in the stories is also characterised as ‘becoming2machine’. This molecular multiplicity, achieved in the stories, tends to become integrated with a machinic assemblage. An analysis of ‘In the Penal Colony’, Kafka’s short story that is directly concerned with a machine and its almost2machinic human operator, illustrates this well. In the story, the punitive machine of the penal colony seems almost a part of the officer who controls it and even of the convict who is to be executed on it. The machine itself is an apparatus of justice — plugged in, as it were, to the justice2assemblage. The officer’s meticulous and single2minded description of the workings of the machine, his absorption in the machine and finally, his own death on the machine show a multiple machine2human relationship that can be compared to the becoming2machine as described by Deleuze and PhD Thesis, 2008 /1 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books Guattari. Deleuze and Guattari, in their own analysis of the story, acknowledge the ‘seed of a novel’40 in it but they also see other possible ‘becomings’ in the many versions of the story: ‘And Kafka can imagine an animal conclusion to this text that falls back to the level of a story: in one version of the ‘Colony’, the voyager finally becomes a dog […] (in another version a snake2woman intervenes)’.41 They also claim that Kafka has many reasons to abandon a text but from ‘one genre of text to another, there are interactions, reinvestments, exchanges, and so on. Each failure is a masterpiece, a branch of the rhizome’.42 Finally, they go on to describe the three main novels as parts where the machine is incarnated in very complicated social assemblages. Kafka’s conception of the novel is that of one that never stops developing its assemblages. These characteristics are certainly compatible with Deleuzoguattarian notions of the machinic and also of minor literature. The multiplicity, the intense involvement with the machinic processes and the many versions of the story are actually associated more commonly with another more recent form of machinic text: the computer game. A comparison between these two forms will reveal how both function as literary machines and essentially demonstrate in clearer terms the originary relation between the narrative and the machinic. 6 ( 5 % In the above introduction to the idea of the machinic in literature, various new perspectives have opened up which now redefine our idea of literature. It is clear that the computer game narrative, despite its underlying elements of technicity, is not a unique literary phenomenon. It also has its literary antecedents. In fact, PhD Thesis, 2008 /2 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books Deleuze and Guattari’s concept of the machinic text finds many similarities in videogame. The following sections will compare the machinic nature of literature with the computer game narrative and establish similarities between them. The sections will illustrate how the Deleuzian concepts of becoming and the rhizomatic help to explain some of the major characteristics of the videogame narrative which prove to be beyond the analytical capabilities of the apparatus used by more traditional forms of literary criticism and games criticism. The purpose of the present section is mainly comparative. Three major elements in both types of texts will be compared: the existence of the text as assemblages, the multiplicity of the narrative and the ability of the assemblage(s) and the user(s) to ‘plug into’ each other. The computer game narrative, like Deleuze and Guattari’s assemblage, is a complex of various entities. It is a dynamic body the existence of which is governed by how it changes other objects and how it itself gets changed by them. Like other Deleuzian assemblages, the computer game plugs into various other assemblages, for example the economic2assemblage. Especially in Massively Multiplayer Online Role Playing Games (MMORPGs), the game links many individuals together through the Internet and the worlds that the game2developers create soon spawn and re2 spawn into a network. As Edward Castronova comments, these ‘synthetic worlds’ develop their own economic systems, which then spill over into real economic systems, with virtual characters and game ‘property’ being auctioned on online markets like e2bay.43 Conversely, the outside world’s economics can affect the playing of games. In games like ' #' # , it is possible to actually hire the services of a superior gamer to play a certain part of the game and thus gain an advantage within the game system. This concept is called ‘power levelling’ and there are even companies (such as Guy 4 Game and Eaglegame.com) that do PhD Thesis, 2008 /3 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books business by selling power levelling services. There are obvious other assemblages where the game plugs in: for example, the political assemblage. The whole schema of ‘Persuasive Games’ is based on this. The home page of Persuasivegames.com declares: ‘We design, build, and distribute electronic games for persuasion, instruction, and activism. Our games influence players to take action through gameplay. […] While often thought to be just a leisure activity, games can also become rhetorical tools’.44 The company has created videogames like ( % , which is about the politics of nutrition, , about the 2008 Presidential campaign in the US and ), about the conflict between passengers’ rights and security measures. These games indicate the wide range of assemblages (political, juridical and sociological) into which the ludic text keeps plugging2in. Among other machinic assemblages that the game ‘plugs into’ is the war2machine. Besides, the numerous real2time strategy games like $ based shooters like the ever2popular and the # or team2 # ) series, videogames have entered the realm of ‘serious’ military training in games like the * US army’s Shooter (FPS) * + ) or the Syrian2developed First2person . Both games claim to present ‘true experiences’. y claims to provide ‘the most authentic military experience available’ and is used by the US army for simulating real2life engagement experiences, recruitment propaganda and training. + claims that its ‘level contents are inspired by real stories of Palestinian people, that were documented by United Nation records (197822004)’.45 The developers claim that ‘we had to do our share PhD Thesis, 2008 /4 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books of responsibility in telling the story behind this conflict and targeting youngsters who depend on video games and movies (which always tell the counter side) to build their acknowledgement [sic] about the world’.46 Both of these games target the younger generations to encourage participation in their respective war2efforts. In the process, they also connect to the political assemblage through their respective political positions and plug into the rhetorical machine. Besides the above examples, the computer game also connects to numerous other machinic assemblages such as cinema, music and competitive sports. Finally, it is also at the same time a literature2machine, given that there is a story of some sort that the games tell when they are played. The literature2machine, itself, exists in further intermediation with various other media2assemblages, as ) mentioned earlier. is a classic example of such an assemblage. It combines elements of film noir (especially in the grim but hyperbolic dialogues), the graphic novel, sci2fi films like (it uses the ‘bullet2time’ technology), numerous cleverly disguised allusions to its own ludicity as well as to other texts and it even has an ‘official strategy guide’ in print form. In this sense, like Kafka’s stories, the game is perhaps rhizomatic in that it deterritorialises and reterritorialises various lines of movement between the assemblages and it accommodates lines of flight within the intermediated assemblage (for example, when the action2sequence leads to the cinematic cut2scene within the game). The concept of the rhizome is not new to game studies although its current mode of application needs to be examined further. One major characteristic of computer game narratives is that they consist of multiple stories with a number of different endings. While this seems so different from conventional notions of literature, it PhD Thesis, 2008 0 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books bears a distinct similarity to Deleuzoguattarian conceptions of the rhizomatic book. Indeed, the concept of the rhizome has been seen by commentators as the key to an understanding of the labyrinthine character of the game2narratives, which otherwise tend to create plenty of confusion regarding their true characteristics. Since the very inception of game studies, this concept has been applied in this context. Murray, in her description of ‘digital labyrinths’, describes the postmodern hypertext narrative as a rhizome: Like a set of index cards that have been scattered on the floor and then connected with multiple segments of tangled twine, they offer no end point and no way out. Their aesthetic vision is often identified with philosopher Gilles Deleuze’s ‘rhizome’, a tuber root system in which any point may be connected to any other point. Deleuze used the rhizome root system as a model of connectivity in systems of ides; critics have applied this notion to allusive text systems that are not linear like a book but boundaryless and without closure.47 However, though the concept might prove useful in describing the game narrative, care should be taken not to oversimplify the case. Murray’s definition, while relevant, tends to be incomplete in certain aspects, as a comparison with the Deleuzoguattarian formulation will illustrate. According to Deleuze and Guattari, the rhizome is multiple in that it is multi2 dimensional, or rather it has n21 dimensions because the recognition of multidimensionality implies a subtraction of the unique from all the dimensions possible (where the unique is also counted as a dimension). Murray’s model of the rhizome using index cards tangled with twine in no way approximates to the PhD Thesis, 2008 0+ Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books complexity of the Deleuzoguattarian model. Neither is the Deleuzoguattarian model about any tuberous root2system: Deleuze and Guattari are categorical that ‘a rhizome as subterranean stem is absolutely different from roots or radicles’.48 In A Thousand Plateaus, the concept of a rhizome does not simply mean ‘allusive text systems that are not linear like a book but boundaryless and without closure’.49 The radicle2fascicular root2book described above can also answer the same description. In a rhizome, which unlike the radicle2systems is a true multiplicity, any part can be connected to any other part and that different regimes of signs are connected to each other on varying planes of complexity. Therefore, the rhizome, unlike the hypertext narratives (especially Interactive Fiction) to which Murray compares it, has no beginning either. The hypertext narrative does not behave like a rhizome structurally. It can of course, form a rhizome with other narratives and assemblages through its allusiveness in a process similar to the print narrative. The computer game narrative, as will be shown in the next chapter, is of course more often than not structurally quite different from the hypertext narrative. It is more rhizomatic; although of course, to claim that it is a rhizome would be stretching the comparison. It must be remembered that the rhizome does not connect points: it connects lines, which criss2cross each other on various planes. Allusive text systems may increase the number of possible connections, true, but in hypertext literature and in videogames the multi2dimensional linkage that is essential for rhizome2formation is not present. Also, connectivity is limited to the requirements of the basic plot. There are only so many connections that a hypertext can provide on a page. The computer game (especially one with good AI) can provide a great deal more variety though, of course, even that has its limits. So a connection between the rhizome and the computer game is not as simple as it may look. A comparison of the two structures as shown in the following illustrations PhD Thesis, 2008 0. Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books may illustrate the point better. The first illustration is from Chris Crawford’s # , where Crawford compares the structures of a linear story and a game, and the second is an artist’s impression of what a Deleuzoguattarian rhizome might look like. Examined structurally, adventure games like , hypertexts $ or and many early videogames (especially ) ) will correspond to Crawford’s second diagram. Most single2player computer game narratives are far more complex than Crawford’s illustration can do justice to; nevertheless, they do not exactly correspond to a structure like the one shown in the second illustration. At best, they occupy a spot between the radicle2fascicular root2book structure (like the texts by William Burroughs) and the rhizomatic. This might not be the case, however, with multiplayer games and especially MMOs that are played over the Internet and have worlds that link to a plethora of real and PhD Thesis, 2008 0 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books virtual worlds on many different levels. Though he argues against any simplistic identification of the Internet with the rhizome, Marks notes that ‘it is also undeniable that the concept of the rhizome as a proliferating multiplicity which has no organizing dimension or centre suggests metaphorical and analogical links with the Internet as a global system’.50 Structurally, multiplayer games can therefore be more like the rhizome: however, the structure, in this case, is not a formal unidimensional structure; rather it is like the Deleuzoguattarian ‘body without organs’, which does not just involve the game itself but rather, the game as well as everything else including the milieu, the player’s experience, the system on which the game is being played and so on. Like the Internet, multiplayer games exhibit, to a large multiplicity, extent the asignifying rhizomatic rupture, qualities cartography like and connection, heterogeneity, decalcomania. Like the Deleuzoguattarian rhizome2book (like the Kafka texts described in the previous section) they undergo deterritorialisation and reterritorialisation with the external world. These concepts will be explained and further analysed in the following sections. In general, however, all videogames can be said to possess some rhizomatic characteristics. For example, as the possible outcomes of the computer game multiply, its nature also changes considerably and makes the text heterogeneous. Connection with other assemblages also contributes to the heterogeneity. Consider the popular simulation game . The numerous expansion packs and mods (modifications), released both by the manufacturer and by independent players, have considerably multiplied the possibilities of the game and in most cases changed the nature of the game, as well. For example, whereas the original game did not allow the characters to have pets, the modified version does. Even within the ordinary single player game, the gameplay multiplies the possibilities of the PhD Thesis, 2008 0/ Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books game and certain paths make the game relatively easy while others make it less so. This element of multiplicity is a key feature of the game narrative. The possibility of playing the computer game narrative all over again from a particular point using the saved game feature is difficult to imagine within the literary structure of the root2book. In the rhizome2book, however, it corresponds to the principle of asignifying rupture. According to Deleuze and Guattari, ‘A rhizome may be broken, shattered at a given spot, it will start up again on one of its old lines, or form new lines’.51 Correspondingly, players have the chance to try out totally new strategies or to develop on an old one when they start a saved game. This can happen on various different levels: there is also the possibility of modifying the earlier situation (in the saved game) using cheat codes. Finally, in some respects the game is like a map as defined in : the game2trees (despite the name) are not always arborescent, especially in complex games that construct their own world in both spatial and temporal terms. The connections in such game2 trees occur between instances of gameplay and are open on all sides, as will be shown in on the analysis of the temporal and telic characteristics of the computer game in Chapter Six. In such a case, they form a map in Deleuzoguattarian terms. On the extreme formal level, however, the game tree is a dendritic structure with multiple branches from a radicle — in other words, it is a tracing. Though not totally definable as a rhizome, the computer game in its rhizomatic nature, shows clear similarities with the Deleuzoguattarian reading of Kafka’s stories. Both types of texts are characterised by multiplicity in that they have various possible endings. Kafka’s story has alternative versions and the computer game, of course, has the many versions that are played into existence. The existence of both texts depends on their being in assemblages as illustrated by a comparison between the intermediated assemblage of a multi2faceted computer game like PhD Thesis, 2008 00 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories # systems, like From Reading Games to Playing Books and Kafka’s novels which form assemblages with various social with the juridical system. Like Kafka’s stories, the computer game, can be seen as a ‘minor literature’: it does not have any final identity and it always needs to be considered in terms of its potentialities. Furthermore, like Kafka’s writing in the early twentieth century, the computer game is not recognised as literature under the traditional norms. In that sense, it is truly ‘minor literature’. Two characteristics of minor literature, namely multiplicity and political immediacy (directly in ‘Persuasive Games’ and indirectly in other games like ), have already been recognisable in the computer game narrative. It is now necessary to look in more detail at the third. The collective enunciation of the researcher towards the canine species in Kafka’s ‘The Investigations of a Dog’ or that of the officer towards the machine in the penal colony in another story, takes place through the Deleuzoguattarian concept of ‘becoming’, already described in the context of Deleuze’s reading of Kafka. It remains to be seen as to how videogames exhibit collective enunciation: one possible way to assess it is as the encounter between the user and the machinic assemblage. The computer game is a literary/ludic machine that is literally plugged into an electronic socket, into an artificial or simulated environment, as well as into an assemblage of rules. The player, in turn, is plugged in to the machine and a key factor in the creation of the gameplay and the narrative. There may be an outline back story in the game but the development and denouement of the story is user2 dependent. Moreover, the game is governed by the flow of information from the user to itself and vice versa. The user can influence the game and change its structure, both through gameplay and through generating mods and cheats. The game, similarly, has a pervasive influence on the player. As Martti Lahti observes, PhD Thesis, 2008 01 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books Games actually anchor our experience and subjectivity firmly in the body or in an ambiguous boundary between the body and technology. That is, video games invite us to retheorise bodily experience through the corporeal co2ordinates of our subjectivity. 52 Lahti goes on to discuss the computer game’s ‘cyborgian influence’ on the player. The, game2player complex combines the human and the machinic within the medium of the computer game. According to him, games force players to learn and re2learn repetitive bodily movements that help the player (and her avatar) survive and as it were, ‘melt into the game world’. As implied in Lahti’s comment, playing the game also involves ‘becoming’ the avatar and the machine. Torben Grodal points out the intensive physicality of this kind of involvement: Video games and some types of virtual reality are the supreme media for full simulation of our basic first2person ‘story’ experience because they allow ‘the full experiential flow’ by linking perceptions, cognitions, and emotions with first2person actions. Motor cortex and muscles focus the audiovisual attention, and provide the ‘muscular’ reality and immersion to the perceptions. Even visually crude video games such as Pac Man (1980) might provide a strong immersion because of their activation of basic visuo2motor links.53 The experience described here by Grodal shows how both physical and mental elements are involved in the gameplay process: this makes it similar to the process of ‘becoming’. Just as Gregor Samsa in Kafka’s PhD Thesis, 2008 02 literally illustrates Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books process of ‘becoming2animal’ as described by Deleuze and Guattari, the computer game player’s metamorphosis into the avatar onscreen and into virtually the whole of the machinic assemblage also illustrates a form of becoming. The collective enunciation is achieved: with text, technology, mind, body and the senses expressing themselves within the machinic assemblage. The computer game narrative is, therefore, a ‘minor literature’. * The description of minor literature points to a different conception of the way such literature is experienced and how the reading process itself is implicitly machinic. The machinic2text cannot be understood in isolation from the reading process and therefore, before arriving at any conclusions regarding the machinic2story, the experience of reading it also needs to be analysed. In the section above, it is impossible not to notice the implications of the intense physicality of the ways in which Lahti and Grodal describe player2game(text) interactions. These can significantly alter the ways in which the experience of reading the technotext is understood in terms of the physicality of the experience. Indeed, without recognition of these factors, any discussion of the machinic text remains incomplete. When Lahti mentions the computer game’s cyborgian influence on the player, he is in effect showing how the process of ‘reading’ is also a process of ‘plugging into’ the machinic2text assemblage. At the same time, the reader (much like the Officer in Kafka’s short story) becomes part of the machine. In Donna Haraway’s words, such a reader could be called a ‘cyborg’. Haraway defines a cyborg as ‘a cybernetic organism, a hybrid of machine and organism, a PhD Thesis, 2008 03 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books creature of social reality as well as a creature of fiction’.54 For her, the cyborg has many politico2scientific implications, which are not germane to the present discussion, but her definition of it as ‘a matter of fiction as well as lived reality’ reads like an appropriate definition of the computer game — in the sense of the experience of being able to ‘live in’ the computer game narrative. Considering the cyborgian process of identity2formation in the computer game, Jos de Mul points out that ‘we should not forget that videogames are ontological machines in the sense that they […] not only structure our (concept of the) world, but also (our concept of) ourselves’.55 Even applied to other forms of texts, given their originary machinicity, the textual experience is a cyborgian activity implying a machinic orientation in the reader’s identity. This process has been described by the relatively new term ‘technicity’ which encapsulates the importance of technology in the construction of identity. Though the term may be new, the idea of the interaction with or plugging into the text and the resultant change in the reader’s identity dates back to the very origin of the text. In fact, reading as we know it now is itself a technological construct and did not always represent the way texts were experienced. As Leah Marcus comments, during the early days of printing technology, the interaction with the printed text was much more physical and ‘live’ than it is now: When the exiled Machiavelli finished his farm duties and robed himself for his scholarly encounters with the ancients, he did not describe the activity as reading but as conversation with the ancients whose books he consulted — perhaps some manuscripts but predominantly printed humanist editions of the classics.56 PhD Thesis, 2008 04 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books Machiavelli’s transformation is a transformation of his identity and it takes place when he is ‘plugged into’ the works of the ancients or rather, as Brad DeLong describes it, into ‘those components of their minds that are instantiated in the hardware2and2software combinations of linen, ink, and symbols of Gutenberg Information Technology’.57 It can be argued, therefore, that Machiavelli’s interaction with the printed text is as much an example of a Deleuzoguattarian ‘becoming’ as that of a computer game player experiencing the story, albeit using quite different media2specific technological devices. - 7 -- ( !- ( Such an argument makes it obvious that processes of technicity exist in an originary relationship to notions of textuality. As the analysis of the text in the computer game illustrates, there are many ways in which the game2text functions like printed literature and vice versa. The above analysis performs a two2way role: it identifies the originary machinic characteristics of texts and shows how literary texts, in particular, behave like machines; further, in doing so, it shows how a machinic entity like a computer game can, therefore, share so many characteristics of literary texts. As a storytelling machine with some distinctive characteristics that current literary theory fails to account for, the computer game prompts us to rethink the ways in which we approach other kinds of texts, which are also storytelling machines in their own media2specific constructions. These characteristics are in no way new to the electronic medium: the later chapters will illustrate how even literary texts in earlier media possess similar features, which of course, are expressed differently according to their respective PhD Thesis, 2008 1 Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books media2specific constraints. Though the machinic element forms a principal part of any understanding of the text in the computer game and of texts in general, the analysis nevertheless misses another very important factor. This factor, the ludic element, is a key element in videogames and, as this thesis will show, in other forms of machinic texts. Having established the link between the text and the machine, the next chapter will focus on how the machinic text is read and, at the same time, begin to take into account the element of ludicity in relation to the computer game text. ) 1 ! Friedrich Nietzsche quoted in & ! # ) ) by Friedrich Kittler and John Johnston (London: Routledge, 1997), p.13. 2 Norbert Wiener, ‘Men, Machines and the World About’ in - % . ed. by Noah Wardrip2Fruin and Nick Montfort (Cambridge, Mass.London: MIT Press, 2003), p.67. 3 )/ W. Ross Ashby, (London: Chapman & Hall, 1957), p.53, online edition, < http://pespmc1.vub.ac.be/books/IntroCyb.pdf> [accessed 17 July 2008]. 4 Aarseth, )/ , p.22. 5 Aarseth, )/ ! p.41. 6 Aarseth, ‘Nonlinearity and Literary Theory’ in - % . , p.777; original emphasis. 7 Aarseth, ‘Nonlinearity and Literary Theory’, p.762. 8 N. Katherine Hayles, ) ' /0 & ) (Chicago, Ill. ; London: University of Chicago Press, 2005), p.37. 9 Hayles, ' , A Mediawork Pamphlet (Cambridge, Mass ; London: MIT, 2002), p.19. 10 Hayles, ' 11 Lisa Gitelman, interview with Katherine Hayles, ‘Materiality Has Always Been in Play’, (date , p.31. not mentioned), <www.uiowa.edu/~iareview/tirweb/feature/hayles/interview.htm> PhD Thesis, 2008 1+ Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books [accessed 17 July 2008]. 12 Hayles, 13 Hayles, ' 14 ) ' , p.7. , p.25; original emphasis. # ), Online Edition (Oxford: Oxford University Press, 1990) <http://dictionary.oed.com> [accessed 20 July 2008] 15 Derrida, , trans. by Rachel Bowlby, Cultural Memory in the Present (Stanford, Calif.: Stanford University Press, 2005), p.46. 16 Derrida, 17 Ibid. 18 Derrida, (Chicago: University Press, 1981), p.361. 19 Derrida, , p.47; original emphasis. 20 Hayles, 21 Ibid. 22 ! p.47. ) Italo Calvino, ' , p.103. & ) (London: Secker & Warburg, 1987, 1986), p.22. 23 Ibid. 24 Derrida, and Bernard Stiegler, # 1 ( 1 % , translated by Jennifer Bajorek (Cambridge, UK: Polity Press, 2002), p.113. 25 Deleuze and Guattari, 26 Ibid. 27 Ibid. 28 Deleuze and Guattari, , p.7. 29 Deleuze and Guattari, , p.12. 30 John Marks, , p.4. 2 3 ), Modern European thinkers (London: Pluto Press, 1998), p.45. 31 Marks, p.45. 32 Deleuze and Guattari, " #$ PhD Thesis, 2008 % & (Minneapolis: University of 1. Souvik Mukherjee, Nottingham Trent University Two Machinic Stories From Reading Games to Playing Books Minnesota Press, 1986), p.17. 33 Marks, p.136. 34 Colebrook, 35 Deleuze and Guattari, " #$ % & , p.19. 36 Deleuze and Guattari, " #$ % & , p.18. 37 Deleuze and Guattari, " #$ % & , p.29. 38 Deleuze and Guattari, " #$ % & , p.35. 39 Marks, p.125. 40 Deleuze and Guattari, " #$ % & , p.39. 41 Ibid. 42 Ibid. 43 44 Castronova, 2 , Routledge Critical Thinkers (New York: Routledge, 2001), p.104. ) ' 4 Persuasive Games Homepage, < http://www.persuasivegames.com/> [accessed 17 July 2008]. 45 + ,+ game website, < http://www.underash.net/en_download.htm> [accessed 17 July 2008]. 46 Ibid. 47 Murray, p.132. 48 Deleuze and Guattari, 49 See Murray above. 50 , p.7. Marks, ‘Information and Resistance: Deleuze, the Virtual and Cybernetics’ in )' 2 ed. by Ian Buchanan and Adrian Parr (Edinburgh: Edinburgh University Press, 2006), p.193. 51 Deleuze and Guattari, 52 Martti Lahti, ‘As We Become Machines’ in , p.10. 3 ). ed. by Mark J.P.Wolf and Bernard Perron (New York; London: Routledge, 2003), p.158. 53 Torben Grodal, ‘Stories for Eye, Ear and Muscles: Video Games, Media, and Embodied PhD Thesis, 2008 1 Souvik Mukherjee, Nottingham Trent University Two Experience’ in 54 Machinic Stories 3 ). , p.132. Donna Harraway, ‘A Cyborg Manifesto: Science, Technology and Socialist Feminism in the Late Twentieth Century’ in 55 From Reading Games to Playing Books Jos De Mul, ‘Ludic Identity’ in - % 5 . / , p.516. $ # ed. by Joost Raessens and Jeffrey H.Goldstein (Cambridge, Mass.; London: MIT Press, 2005), p.260. 56 Leah S. Marcus, ‘The Silence of the Archive and the Noise of Cyberspace’ in . ed. by Jonathan Sawday and Neil Rhodes (London: Routledge, 2000), p.23. 57 Brad DeLong, ‘Brad DeLong’s Website’, 04.04.2005, <http://www.j2bradford2 delong.net/movable_type/200523_archives/000637.html> [accessed 18 July 2008]. PhD Thesis, 2008 1/ Souvik Mukherjee, Nottingham Trent University Three ! " !# ( ! ' ") * * ! * / , * ) + 2 ) ) + . " + " " * " ** " . ) - + " 1 4 ) / + ) . / " ) " 1 - 5 - / 1 7" + " * ) " + # 1 - " + ) " # 1 1 )" ) + " " " -, # ** )" ) + ) " 6 - # - ) " - ) , # +# " ) * + ) / " 1 " ) " ) # ) . " - " 3 1 4)) ) * - " " ) ) " " 01 * ) & # . %" ) - * ,) - " " + " ) * # $ %& / . . + " *) ) ) + ,) . " ! "# $" % & ' # Three # * *- " " % 1 ) ! ) ) " - * ) * ) ) ( * - ) & ) / - ) ) ) * ) - / + /1 " ) 7" + * ) " , # /" ** * * 7" /" ) 1 ) + " - ) / " 1 . - /1 # ) * + - * ) ; ) " $) ! 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" # Four Gameplaying Games From Reading Games to Playing Books : ! " Considering the varied nature of games, the question arises as to how it is possible to define games. Indeed, according to most definitions of games, rules form the most important means of defining games. Salen and Zimmerman define games as ‘a system in which players engage in an artificial conflict, 1 defined by rules, that results in a quantifiable outcome'. Further, as noted in Chapter Three, Juul claims that rules give all games their technical and machinic characteristics and they construct a ‘state0machine’ that responds to player actions. This, then, is an important similarity that non0electronic games have with their electronic counterparts — by this definition, all types of games 2 are machinic systems. Likewise, it can be said that videogames (or any form of mechanised games) are very definitely games. This is because both types have a situation of artificial conflict (in the sense of a rule0controlled competition in a circumscribed environment) and aim for a quantifiable outcome (such as winning, losing and scoring points). Besides this, videogames have the very essential but largely unanalysable element of fun, which is characteristic of 3 play in general. PhD Thesis, 2008 This holds true for a comparison between the 1 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books videogames and football, or between electronic and the older non0 electronic version. The similarity or dissimilarity between the playing media, though significant, is not the only factor in defining the ludicity of videogames. This emerges clearly in the following statement by Juul: Games are a transmedial phenomenon [… and they] are not tied to a specific set of material devices, but to the processing of rules. This fits computers well because the well0defined character of game rules means that they can be implemented on computers.4 Various rule0bound systems of artificial conflict, ranging from paintballing to MMORPGs, can be considered to be games. Some rule0bound systems which might be goal0directed but which do not involve conflict can also be classed as games; building games like are good examples. Videogames consist of both kinds of activity; hence, their ludicity is clearly beyond question. ! $ %& While it is evident that videogames can be classed as games, it must also be noted that games themselves form a very broad category and that there is a lot of disparity between various types (genres) of games. This prompts game scholars to provide divergent definitions. One major point of difference between games lies in the degree to which they are governed by rules. The second problem, which has become increasingly obvious with the arrival of videogames, is that some games seem to have narrative qualities and this PhD Thesis, 2008 1 # Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books overlap between the ludicity and the narrativity of games blurs the boundaries between games and narratives. For example, a game like allows for plenty of freeform emergent action and yet is limited by the game’s affordances. Also, such emergent actions and freeform structure coupled with narrative possibilities have far0reaching effects in the world of games. As Will Wright, the creator of , observes: People started playing it [ ], and they’d be verbalising the story as they played it. They were reducing it to a linear story — so we put up a web page for them to upload these stories, and we ended up with hundreds of thousands of them. Players became performers. $ 5 ( ) These issues have always been present in game scholarship: videogames simply bring them to the forefront by embodying a heightened level of these problems within themselves. For example, according to game designer and creator Lorne Lanning, computer games are a much more powerful medium of expression than stories and they can have a huge cultural influence: the different world.6 games, as their name suggests, aim to create a With improved computing technologies and artificial intelligence, it is now possible to construct complex game systems that are characterised by emergent action. Very often, therefore, videogames go a few steps beyond the traditional conception of games. As a form of comparison, it would be useful to consider some of the traditional definitions of games and see how they need to be modified when considered in terms of videogames. The most famous early definitions of play are those of the Dutch historian, Johan Huizinga in his PhD Thesis, 2008 and Roger Caillois’s 1 ' Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books where Caillois modifies Huizinga’s definition. Huizinga essentially studies play in general, linking it to western conceptions of culture, which as he describes it, is . His definition of play is summed up below: Summing up the formal characteristics of play, we might call it a free activity standing quite consciously outside ‘ordinary’ life as being ‘not serious’, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings which tend to surround themselves with secrecy and to stress their difference from the common world by 7 disguise or other means. The implications of Huizinga’s definition call for a fuller analysis especially with regard to their influence on and differences with subsequent studies of games. ! & $ + , &- Huizinga’s definition makes some very important points, which have governed game criticism for quite some time. Similar to Salen and Zimmerman’s 8 definition quoted earlier, for Huizinga, play is a free, rule0bound and absorbing PhD Thesis, 2008 1 * Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books activity that occurs in a pre0circumscribed space and time, and also lacks any material interest. Huizinga calls this rule0bound ludic space the ‘magic circle’. Caillois modifies Huizinga’s conception by saying that games (especially gambling games) also connect with material interest but then he adds that nevertheless, play is unproductive in the sense it creates nothing new and merely redistributes existing resources amongst the players. One of Caillois’s major ideas is, however, his notion of classifying play as and , which in a sense greatly influences current debates on the nature of play and games. He describes them as: At one extreme an almost indivisible principle, common to diversion, turbulence, free improvisation, and carefree gaiety is dominant. It manifests a kind of uncontrolled fantasy that can be designated as . At the opposite extreme […] there is a growing tendency to bind it with arbitrary imperative, and purposely tedious conventions. […] This latter principle is completely impractical even though it requires an ever greater amount of effort, patience, skill, or ingenuity. I call this second component . 9 This classification raises many questions. Caillois categorically says that ‘games are not ruled and make0believe. Rather, they are ruled then implies clear watertight categories of 10 make0believe'. games and This games. In propounding the rule0bound character of games, many recent scholars of game studies have accepted the exclusivity of Caillois’ categories. Eskelinen for example, states that ‘there's also an inherent division into PhD Thesis, 2008 1 . and , Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books 11 similar to the distinction between play and game’. equate There is thus a tendency to with play (as a freeform activity that is based on make0believe) and with games (rule0bound with distinct goals). Caillois also divides games into four categories based on the nature of their play. He calls these category) ! (competitive games, most games fall under this (games of chance), " (vertigo games, such as and roller0coasters). He further outlines the possible and impossible combinations between these types, especially those between ! # " and mimicry0 . 12 Such a definition of games, however, turns out to be restrictive and tends to ignore their inherent complexity. Even Eskelinen acknowledges the possible overlap between the categories: ‘it should be easy to imagine a scene dominated by competitive orientation containing embedded elements of chance, role0play and vertigo, especially if the latter is taken to mean shocking 13 or perceptually challenging action’. Therefore, with the developments in computer game technology, the conception of and as mutually exclusive forms is found to be increasingly problematic. This is similar to the claims that the play0world is separate from the world or that play is essentially unproductive. It is important to note that Huizinga's original definition does not distinguish between game and play (between rules’, 14 and ): for him, ‘all play has its and this applies to both ‘make0believe’ systems and rule0bound ludic systems like chess. Further, he claims that play and culture are actually 15 ‘interwoven with each other’. However, some problems still remain in Huizinga’s formulation. As videogame critic Ian Bogost points out, the hermetic borders of the ‘magic circle’ that apparently separates the play world from the PhD Thesis, 2008 11 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books real world do not hold because the game world and the real world spill over 16 into each other. However, a further examination of Huizinga’s argument shows that he does not discount the possibility of the ‘spilling over’ that Bogost describes. According to him: A play0community generally tends to become permanent even after the game is over […] it has been shown again and again how difficult it is to draw the line between, on the one hand, permanent social groupings — particularly in archaic cultures with their extremely important, solemn 17 indeed sacred customs — and the sphere of play on the other. The magic circle, therefore, is not so hermetic after all. The players retain and recognise their relationship within the play0world in the world outside and there are many cases when the ludic and other all0pervading elements of human life come together, as Huizinga example of the link between play and the sacred customs of ancient cultures illustrates so clearly. Drawing on the main thesis of , Hector Rodriguez further strengthens this point by claiming that: does not, however, express the thesis that playing is in every respect isolated from serious concerns. The boundary between the playful and the serious is certainly real and widely applied, but not sharply defined everywhere, and always subject to revision. In some cases, the borderline cannot be marked at all. Moreover, ethical questions about civility and fairness are often intimately connected with PhD Thesis, 2008 111 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books the act of playing. Huizinga asserts, for instance, that many forms of serious culture originated from ludic actions. Playfulness lies at the 18 origin of art, religion, politics, philosophy, and the law. Notwithstanding this, some problems still remain in Huizinga’s formulation. Both Huizinga and Caillois deem that play is unproductive and the economy it generates is distributed within the game0system, beyond which it does not affect the world. Huizinga sees play as gratuitous and although Caillois points out the economic exchange in gambling, he does so within the game system $ % itself. Jacques Ehrmann argues in his essay, that: They fail to see that the interior occupied by play can only be defined by the exterior of the world, and inversely that play viewed as an exterior is only comprehensible by and with the interior of the world; that together they participate in the same economy. 19 It is this view of gratuitousness that prompts both of these early scholars to treat the play0world as a complement or a luxury. Huizinga sees play as an ‘accompaniment, a complement and even a part of life in general. [According to him] it adorns life’. 20 Such a view implies that ultimately, play is a separate activity or sphere of activity that is separate from the real world though there are possibilities of exchange between the two. Further, while seeing it as a free activity in terms of freedom, there is also an implication of the other meaning of ‘free’ (as gratuitous). The last part of the quote, ‘it adorns life’, makes the play function seem decorative, although it is PhD Thesis, 2008 112 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books possible that Huizinga means it differently. Nevertheless, it does seem to lead 21 to Caillois’ view that play is a luxury and that ‘the hungry man does not play’. Such a view is unsubstantiated and gives an incomplete and elitist definition of play. As Ehrmann comments in his essay, This last statement designed to forestall any objection, nonetheless strikes us as highly contestable […] if play has the capacity for symbolisation and ritualisation is consubstantial with culture, it cannot fail to be present wherever there is culture. We realise then that play cannot be defined as a luxury. Whether their stomachs are full or empty, 22 men [sic] play because they are men. Indeed, the issue of gratuitousness (and the implied notion of unproductiveness) seems to contradict Huizinga’s own position on the link 23 between play and poetic creativity. However, it seems that Huizinga takes a very utilitarian view of productivity and does not deem artistic creativity as being productive. What he has to say in his chapter ‘Play0Forms in Art’ makes it clearer: ‘Play, we said, lies outside the reasonableness of practical life; has nothing to do with necessity or utility, 24 duty or truth. All this is equally true of music’. This seems to be in direct opposition to modern cultural and artistic views, especially since ludic references abound in both the humanities and the social sciences. Ferdinand de Saussure’s reference to the chess analogy to describe ! and , Freud’s fort0da game, Wittgenstein’s language games and Derrida’s concept of play (& PhD Thesis, 2008 ) are famous examples. 113 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books Videogames illustrate the ludic element in human culture, as pointed out in the above examples, even more explicitly. Electronic ludic systems like can be used to simulate real0world activities, MMORPGs can form communities that reflect and affect real0life scenarios and some recent games are now being used to comment on political situations or ideologies. 26 influences 25 Therefore, play not only but also intrinsically informs our understanding of reality and culture. A striking example of this blurring of play and reality is the ARG ' (Alternate Reality Game) called game for the film ( ( ) ! which started as a promotional and as a web of clues throughout datasphere is a classic case of an overlap of real0life experience and game0 experience ( According to a News.com report on ARGs, These games are intensely complicated series of puzzles involving coded Web sites, real0world clues like the newspaper advertisements, phone calls in the middle of the night from game characters and more. That blend of real0world activities and a dramatic storyline has proven 27 irresistible to many. Another example where play and reality meet is the recent Serious Gaming movement, which clearly combines the two elements of play and reality in what would have seemed a paradoxical combination for the early commentators. The example of the persuasive games cited in the previous chapter also fall within this league. The Serious Games manifesto has clear0cut goals, which reform our ideas our ideas about ludicity, the non0ludic world and value. It clearly states its aims, thus: PhD Thesis, 2008 114 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, 28 training, health, and public policy. Even earlier scholarship takes into account the difficulty of separating play and reality: Ehrmann makes it very clear that the interaction between play and reality is far more complex and interesting than either Huizinga or Caillois have acknowledged. Ehrmann’s use of the word ‘consubstantial’ is important, here: according to the *, the word primarily means ‘of one and the same substance or essence; 29 the same in substance'. The etymology and the secondary meaning are theological and are defined as follows: ‘of the three Persons in the Godhead; esp. of the Son as being ‘one in substance’ with the Father [and] also said of 30 Christ's humanity in relation to man'. Ehrmann’s description, therefore, by 31 extending the analogy of the ludic and the sacred, comes very close to an accurate description of the complex relationship between play and reality (and culture) by describing them as being consubstantial instead of complementary. This idea will form the basis of the more complex framework within which play, especially with respect to videogames, will now be considered. PhD Thesis, 2008 11 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games $ From Reading Games to Playing Books 2 Brian Sutton0Smith, writing in 1997, describes games as being characterised by ambiguity. In a comparative outline of the various notions of ludicity, Sutton0Smith refers to the work of Derrida as being the ‘most radical account 32 of the role of the ludic turn in modern thought’. He begins by discussing Derrida’s concept with respect to the play of signifiers in a text. Sutton0Smith sees this as a text being at play and notes that in the broad sense of play, ‘the mind, speech and writing are always at play’.33 Such an idea has already been encountered briefly in the analysis of (w)reading in the previous chapter. This Derridean conception provides a convincing framework within which to observe how the so0called watertight separation of the two aspects of ludicity gives way under the process of & the term which describes the Derridean process of play. The Derridean definition of & needs to be clarified, first: Play is the disruption of presence. The presence of an element is always a signifying and substitutive reference inscribed in a system of differences and the movement of a chain. Play is always play of absence and presence, but if it is to be thought radically, play must be conceived of before the alternative of presence and absence. Being must be conceived as presence or absence on the basis of the possibility of play and not the other way around.34 Such a model of play is described only by understanding that there is 'something missing from it: a center which arrests and grounds the play of PhD Thesis, 2008 116 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books substitutions […] this movement of play, permitted by the lack or absence of a 35 center or origin, is the movement of supplementarity'. The entire analysis that precedes this fits such a description very well. The binaries of rule0bound and make0believe games, and and the playful versus the real have all been found wanting. Such clear and total separations are constantly exceeded and subverted by the nature of play itself. It seems that play can only be understood by using its own structural terms. Derrida illustrates how other binary relationships, such as nature and culture or reading and writing, need to be seen as being defined by play. Therefore, this model is easily applicable to the so0called binarisms identified in the understanding of play itself: play is itself always # . The two key elements in this model, as also noted elsewhere, are that there is an ‘interplay’ of presence and absence (or the ‘in0between’ ludic space which is the origin of presence and absence) and that this movement is characterised by the lack or absence of a centre or origin. Care must be taken, however, in not oversimplifying the concept of play as one that simply dissolves or obliterates the distinction between two binaries, for example, nature and culture. Nor should it be assumed that the centre is done away with or destroyed. These issues need a more detailed explanation before the analysis can be applied directly to the binarisms involved in current conceptions of the ludic. PhD Thesis, 2008 117 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books When responding to Claude Levi0Strauss's attempt, in the $ + , , to separate nature from culture, Derrida maintains that despite the attempts to seek for centred structures, ‘in this Structuralist moment, the concepts of chance and discontinuity are indispensable’.36 On the other hand, he observes that ‘this standpoint does not prevent Levi0Strauss from recognising […] the continuous toil of factual transformation’.37 Considering these two contrary aspects of the Structuralist position, Derrida sees the process in which both are decentred as being fundamentally different from being a loss of the centre. Instead of a positing a loss of the centre, or even, as readers like Sutton0Smith assume, ‘a process in which no centre has a fixed meaning’,38 Derrida replaces the idea of the centre which lends structure with what he calls the ‘noncentre’. This thinking forms the basis for deconstruction, which as Nicholas Royle observes, ‘engages a thinking of the force of the non0centre’.39 In such Derridean terms, it is evident that binaries such as play and reality or rule0 bound play and make0believe maintain their identities and yet at the same time, they overlap and do not remain irreducible entities. irreducibility, itself, exists within the Derridean process of ))- The very — a continual process of difference and deferral of meanings in which the centre is pushed back repeatedly, leading to a thinking of a relationship based on noncentres. Such a noncentred structure is based on the play (& . of presence and absence between the entities involved and it naturally follows that these exist in a supplementary relationship, as already explained in the introduction. The similarity of this model with the ludic structure described above is only too PhD Thesis, 2008 118 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books obvious. Game, play and ‘reality’ or the ‘serious’ exist in a supplementarity that does not privilege the centred structure of any of these entities. Play, does not lose its rule0bound structure and become totally random; similarly, neither is it totally rigid. In this context, it is necessary to reiterate the link between writing and play, as established in the previous chapter. There, & was responsible for the disruption of the boundaries between reading and 40 writing and also having these exist as a ‘single gesture but doubled’ . The above has provided the basis for the understanding of (w)reading and its proximity to the act of playing. The latter will have further implications in the discussion of the relation between the ludic and narrative, in the following chapter. From the above analyses, however, what emerges clearly is how intrinsically play (& ) informs our understanding of the processes of play itself. In his recent study of videogames, Alexander Galloway takes up the same analysis. Galloway also observes the supplementarity that clearly operates in the realm of the ludic. He makes similar claims as above: Using the logic of supplementarity, play reconstitutes the field, not to create a new wholeness but to enforce a sort of permanent state of nonwholeness, or ‘nontotalisation’. Play is a sort of permanent agitation of the field, a generative motion filling in the structure itself, 41 compensating for it, but also supplementing and sustaining it. Galloway maintains that Derrida does not say what play , so much as what it does. This is as true of play as an originary activity influencing non0ludic structures as it is for the ludic structures on which models like the ‘magic PhD Thesis, 2008 119 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games circle’ are based. Play itself is # From Reading Games to Playing Books with the categories that theorists have tried to classify it under, such as and , which undergo the same process as other binaries such as reading and writing( Galloway comments that ‘play brings out for Derrida a certain sense of generative agitation or ambiguity, a way of joyfully moving forward without being restricted by the 42 retrograde structures of loss or absence’. to has already characteristic of The ambiguity that Galloway points been identified by theorists like Sutton0Smith and is a noncentred process. The latter part of Galloway’s observation, however, needs to be questioned as it seems to be deviating from the Derridean account referred to above. The shifting conceptions of absence and presence are in0play; therefore, the idea of joyfully moving forward without being restricted by ‘retrograde structures of loss or absence’43 is misleading. Nevertheless, it is significant that videogames research is finally moving towards an account of game and play, which is informed by supplementarity, even though the shift is gradual and more work needs to be done in understanding the relationship. The earlier chapters have already illustrated how Derridean conceptions of supplementarity work in the constructions of ludicity, technicity and narrativity within videogames and also originarily in the earlier ludic forms. Play is thus not a complement of culture as claimed by earlier scholars: it exists in a supplementary relationship to elements of culture. In this respect, Ehrmann’s rather loaded description of play and culture being ‘consubstantial’ and the analogy of the ludic process to the Christian concept of consubstantiality, mentioned earlier, can now be further developed, under the Derridean scheme. However, play and culture exist together, not as ‘substances’ but as elements whose existence is dependent on interplay. Like game and culture, the so0 PhD Thesis, 2008 12 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games called binary terms, game and play (and From Reading Games to Playing Books and ), coexist within a noncentric44 framework — extending the analogy with (w)reading, it is possible to describe this phenomenon by adding a new dimension to the meaning of a term commonly used to describe the playing experience, especially in videogames. The term concerned, which has been variously defined by theorists, is ‘gameplay’. The following section will aim to illustrate how this concept, when redefined in terms of a Derridean analysis, contributes significantly to the understanding of the ludic process not just in videogames but in general. Before moving on towards a detailed analysis of gameplay, it is important briefly to pursue another earlier commentary that is similar to Ehrmann’s, as an introduction to the processes described as gameplay. Following the Derridean model (which, it can be argued, is also implicit in some of Huizinga’s ideas), it can be seen that at the same moment, play can exist both as play and as a different element of culture (like art and law). Gregory Bateson’s idea of play as metacommunication, referred to by earlier game studies scholars (Sutton0Smith in 1997 and Salen and Zimmerman in 2004), fits well with the above analysis. Bateson describes play as metacommunication in his essay, ‘A Theory of Play and Fantasy’. He cites the instance of two monkeys playing or as he describes it, ‘engaged in an interactive sequence of which the unit actions or signals were similar but not the same as those of combat’.45 Bateson claims that this series of signals carry the message that ‘this is play’ and states that this is an instance of metacommunication. He goes on to say that ‘play is a phenomenon PhD Thesis, 2008 121 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books in which the actions of “play” are related to, or denote, other actions of “not play”’.46 This is again reminiscent of the Derridean noncentric model described above though in Bateson, despite the co0presence of play and non0play, they are still separate entities. Later on in the essay, however, there is more of a shift towards supplementarity: especially in Bateson’s claim that every action ‘in which the proposal to change the rules is implicit, is itself part of the ongoing game’.47 The changing of rules does not, therefore, belong to the external realm of ‘non0play’; rather, it is originarily involved in the play process itself. Bateson’s model lends itself to further development within the framework of supplementarity. Within this conceptual framework, play acts in the space between presence and absence, or the signals of the metacommunication and the absence of that which these signals denote. The signals, it should be noted, are untrue in a certain sense but not totally; therefore, there is no total dissolution of the boundaries between the make0believe and the real but there is a clear indication that the two entities exist # within a framework of non0centredness. Both the play and the non0play elements, therefore do not exist as complete irreducible entities. Instead, each is constantly added to by the other which acts as a ‘supplement’. Metacommunication, therefore, involves a supplementary relationship between play and ‘non play’. Salen and Zimmerman provide a good illustration: In Spin the Bottle, the ability of the player to recognise that a kiss within the frame of the game at once represents but also does not mean the PhD Thesis, 2008 122 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games same thing as a metacommunication. kiss in the real From Reading Games to Playing Books world is an instance of 48 In this case, the same thing exists simultaneously in the ‘real’ (or rather ‘non play’) world as well as in the play world. This can be inferred as a complex situation where again the ‘non play’ and ‘play’ are in play.49 3 Although many theories, , such & as 4 Bateson’s, already $ indicate the supplementarity that works within the ludic process, with the advent of videogames, discussions of this complicated relationship have come more to the forefront precisely because of the variety of ludic possibilities that can be experienced at once within this medium. It is because of their versatility and multifacetedness that videogames resist any easy definitions of them as irreducible entities and instead further open up the path to extending analyses, such as those initiated by Derridean and Batesonian concepts, of the supplementarity that characterises the ludic process. This will in turn help in continuing the analysis of the originary supplementarity of the machinic and the ludic, started in the earlier section, as well as in studying the relationship between the narrative and the ludic. However, this requires a thorough reappraisal of the ludic process. An analysis of the concept of gameplay, already mentioned above in the context of supplementarity, will therefore be in place here. PhD Thesis, 2008 123 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books In current gaming parlance, gameplay has become a popular neologism, visible on almost all gaming websites. While a lot of attempts at defining it have been made, none quite succeed in getting the essence of it. There exists a whole range of definitions but no cogent analysis of the various elements they consider. At first glance, the very term seems an affront to supporters of the Game versus Play distinction, since it wears both these hats at the same time and quite comfortably at that. Unlike Caillois’s claim, and elements coexist comfortably in gameplay. Celia Pearce’s simple yet succinct definition comes close to describing the gaming process in videogames (gameplay): ‘a game is a structured framework for spontaneous play’. 50 So gameplay combines spontaneous play existing in supplementarity with the structured framework of game rules. However, there is a wide range of opinions about the nature of gameplay itself and that make its analysis quite complicated. Surprisingly, despite there being many comparative analyses of the definition of games, there is a distinct lack of scholarly comparison of the various definitions of gameplay. Such an exercise, however, is extremely important since it is necessary to examine the various aspects of the concept inasmuch as these will develop into larger discussions of some major issues in game studies. The diversity of the definitions exposes the problematic nature of the concept; yet, the issues they address are indeed linked to the previous discussion on the nature of play. The following analysis aims to illustrate how the concept is applicable not just to videogames but is indicative of the nature of play, itself. The definition of gameplay has for long been a bone of contention for designers ) and scholars. The ‘Glossary’ of * % lists gameplay as a ‘vague word denoting what players do in a game’.51 Andrew PhD Thesis, 2008 124 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books Rollings and Ernest Adams state that it is extremely difficult to define. These are just extreme points in the wide0spectrum of definitions discussed in the following analysis. In this wide range of opinions, there is consensus that gameplay comprises of more than one element. That, however, is where the consensus ends. What it does, however, is give rise to a range of questions about gameplay and its various elements. There are several questions to be examined here. What are the elements that gameplay comprises of? How does the interaction of game and play elements fit within the concept of gameplay? Where can gameplay be located within the sphere of ludic activities and more specifically within videogames? What is the nature of interaction of the player with the game0system? Finally, how does it inform (or #form) our conceptions of play? These questions do not just help in probing the supplementarity between the elements of gameplay; they also illustrate that the process is a multiplicity composed of various key aspects. Perhaps, the best way of answering these questions will be a hands0on analysis of an example of gameplay from a popular computer game in terms of critical commentary on the relevant aspects. For the present analysis, a versatile computer game will be the most suitable candidate. Activision’s $ 0 52 / a cult title in the RTS genre with an overall rating of 9.1 (out of 10) on Gamespot.com, is an obvious choice. The action in $ is described as follows: PhD Thesis, 2008 12 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books [There] are essentially two distinctly different types of gameplay […] There's the overarching turn0based campaign in which you conquer cities and provinces, make improvements, and move armies around the map as you expand your empire, and then there are the real0time battles in which you use tactics and maneuvers to crush your enemy in combat.53 The game’s versatility, the major reason for choosing this game as an example, cannot be questioned considering the various different modes (and genres) of playing within a single title, the varied range of actions possible and the multiplicity of the aspects covered in the gameplay. In $ , gameplay, with the exceptional score of 9 out of 10, is a key contributory factor in determining the overall rating for the game. Gamespot.com’s criteria for rating gameplay are significant, here, and they open up a range of questions: By gameplay, we mean everything from the responsiveness and design of a game's controls to how challenging, intense, or exciting the game is. Basically, this represents how well a game plays and how enjoyable it is to play. Games very rarely earn a 10 in this category, due to how elusive games with perfect or near0perfect gameplay actually are. We 54 weigh the gameplay score heavily when deriving the overall rating. It is important to note how this definition clearly mentions as gameplay as the 55 most important criterion for the overall rating. PhD Thesis, 2008 126 The reason for this, however, Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books is not as clearly stated. Of course, of how enjoyable a game is and ‘how well it plays’ are perhaps good reasons enough for such importance but in themselves, they combine many other elements that call for a more nuanced analysis to provide a clearer understanding of the gameplay experience. The following section will analyse such aspects of gameplay as pointed to in the questions asked above. Rules and play are, of course, two major elements defining gameplay. To analyse these, it will be useful to contrast Salen and Zimmerman’s definition of gameplay with that provided by Bo Walther Kampmann. Salen and Zimmerman define gameplay as ‘the formalised, focused interaction that occurs when 56 players follow the rules of a game to play it'. It is important to note that they define games as a ‘subset of play’ and play as an ‘element of the game’. Salen and Zimmerman’s formulation of games as a subset of play 57 and of play as an element of games also implies the sense of supplementarity discussed above, although the notion of subset needs further clarification. In mathematical terms, ‘A set S1 is a subset of another set S2 if every element in S1 is in S2. S2 may have exactly the same elements as S1’. 58 So in mathematical terms, play and game would form and occupy the same set, according to Salen and Zimmerman’s formulation that the game as a subset of play while play itself is 59 an element of the game. Hence, the portmanteau word ‘gameplay’ seems to come closest to describing the relationship. According to Kampmann, however, rules and play are complementary rather than supplementary. His definition continues to insist on the distinction PhD Thesis, 2008 127 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books between play and game: One must hold on to the initial distinction [between play and game] (otherwise one is swallowed by the other of play), and one needs constantly to accept the organisation, the rule pattern, of the game. When one disregards this complementary balance a flow is interrupted. […] A gameplay works precisely to assure this flow by serving as a potential matrix for the temporal realisation of particular game 60 sequences. Kampmann’s conclusions are important in that they identify within gameplay the potential matrix for the actualisation of game events, which forms a key element in the analysis of game endings and temporality in Chapter Six. However, in the present context one cannot help noticing how they tend to shift the analysis of the ludic process to the ‘initial distinction’ or the game0play binarism, though according to him this is mediated by a complementarity. Complementarity, however, introduces further problems. Set theory, as used in unpicking the game0play relationship in Salen and Zimmerman comes in useful for considering Kampmann’s concept: in set0theory, a complement is 1seen as the difference of a set and the universe, or the universal set'.61 Such a relationship is still essentially exclusive (especially since play is seen as the 'other') and it is difficult to see how a ‘flow’ can be maintained between play and game, under such conditions. As already discussed at length, the relation between the play and game elements is not complementary in such a sense. The word ‘complement’, however, has many context0specific applications and PhD Thesis, 2008 128 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books Kampmann does not clarify his intended meaning. The synonyms such as final/finishing touch’. ‘companion, 62 addition, * provides various supplement, accessory [and] The ambiguity of the term is obvious. In terms of relating play and game, the problem with maintaining an externality between the two entities has already been understood. From the above synonyms it is difficult to come to a clear conception of what is meant by complement: in one sense, it even means ‘supplement’ while Kampmann’s definition definitely moves towards a different meaning. Generally stated, the term therefore does not help at all in understanding the relation between the game and the play elements in gameplay. Hence, the more plausible solution is to describe the relationship as supplementary so as to avoid the distinction of categories that might be implicit in the sense of complementarity. Having examined the organisation of game and play elements in the concept of gameplay, it is now possible to explore how gameplay accommodates the player and the game0system and to attempt a comprehension of the location of gameplay and the elements it is comprised of. As all the commentators agree, gameplay is about the interaction of the game and player. Juul comments that gameplay is not about the rules, the game0tree (branching choices) or the game fiction but about the ‘way in which it is played’.63 Yet even the ‘way in which it is played’ consists of the rules, choices and the game fiction in a supplementary relationship in Derridean terms. The importance of rules within any comprehension of gameplay has already been addressed in the previous sections. The element of game0fiction is, arguably, more important than Juul thinks and a deeper analysis of this will follow in the next chapter. The present discussion will, however, try to adumbrate the role of game0fiction within gameplay through an analysis of the role of the context in PhD Thesis, 2008 129 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games videogames, especially in case of $ From Reading Games to Playing Books . After analysing the context, another key element that is formative both in terms of the game0fiction (and concomitantly, the element of play) will also merit a brief introduction. This is the element of choice present in the gameplay and, Juul, it will have far0 reaching consequences in the understanding of videogames in the following section. For the present, it will be sufficient to begin with the analysis of context: especially in terms of Geoff King and Tanya Krzywinska’s description of a context0dependent gameplay. They maintain that ‘if gameplay is often to the fore, it might be argued that this is only possible as a result of the existence of the contexts — in broad and more specific, crude or subtle — within which it 64 makes any sense’. The context in $ is all0pervading: You play as one of three powerful Roman families — the Julii, the Bruti, or the Scipii — attempting to increase the size and glory of Rome and shore up your faction's power and influence. As all three factions are Roman, there's literally no difference between them in terms of units and building types, though they do have different responsibilities. The Julii must deal with the Gauls and Germania to the north in a difficult, landlocked campaign. The Bruti are required to deal with the remnants of the Greek city0states and expand the empire to the southeast. And the Scipii are tasked with subduing Carthage, Rome's great nemesis to the southwest. 65 Further, the in0game artificial intelligence provides help through AI agents Victoria (who advises the player on civic and political matters in the turn0based PhD Thesis, 2008 13 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books part) and a Roman centurion (who is the advisor on martial strategy in the real0time battles). Such advice and the medium of presentation try to be very true to historical circumstances. The units and their actions have been well researched. In fact, designers like Meier are well0known for the detailed research that they undertake before conceptualising a game. In $ , the pre0game screen that always loads with a silhouetted animation of Roman warriors in battle together with a quotation on war from an eminent historical personage lends a sense of drama to the game. Similarly, in the pre0 battle cutscene (which incidentally reflects the correct units participating in the battle) the Roman general’s exhortation (which varies in tone depending on the status of his army) and his armies reaction (cheering, taunting or silent depending on the mood of the battle) are very convincing and attempt the authentic simulation of historical battles. Admittedly, the game plays upon the sense of make0believe but as the earlier discussion reflects, this is how is created between the ruled and the make0believe elements. The context itself exists in with the rules and the technical affordances and in itself it combines the art, the in0game music with the narrative and these exist in an interplay with the outside world (that is, $ 0 forums discussing Roman history, in0game strategies, personal instances of gameplay and even planning $ 0 parties). 66 However, the context, as said before, is hardly relevant unless the choices made within the game0system keep affecting it. PhD Thesis, 2008 131 Souvik Mukherjee, Nottingham Trent University Chapter Four Fig: The loading screen of $ Gameplaying Games / 0 From Reading Games to Playing Books 2 already a historical context is being created by the image, the icon (note the date, 288 BC) and the quote from Virgil (‘Bella horida bella’ or ‘Wars, horrid wars’) Sid Meier, the designer of the ever0popular + % 3 series addresses this issue by describing gameplay as ‘a series of interesting choices’.67 Although too sketchy in itself, Meier’s definition addresses a key point. For Meier, choices exist in series and are ‘interesting’. Game choices form various complex structures, some of which are described as game0trees in combinatorial game theory. Despite the arborescent connotation of the word, a game0tree does not necessarily have to be an arborescent structure and even if so, then this is usually for representational convenience because it tends to favour monoplanar structures. Rather, in the context of the previous analyses, the series of choices is rhizomatic and multiple as the analysis in the following chapters will illustrate in further detail. Meier’s other point about the choices being ‘interesting’ is more difficult to define. Perhaps what he means is ‘interesting’ in the sense of ‘preferred’ because it must be remembered that players sometimes do make choices which they themselves know of as less interesting than certain others that they might have made. PhD Thesis, 2008 132 Souvik Mukherjee, Nottingham Trent University Chapter Four In the $ Gameplaying Games From Reading Games to Playing Books example, a tremendous amount of strategic planning and resource management is required in the game. The game takes almost two days to complete and the complexity of the game tree can be easily imagined. Choice is a major factor in the gameplay of this game and the game0tree depends extensively on the incorporation of choice. Warren Spector in his ‘post0mortem’ of the cult game * " comments, ‘* " asks players to determine how they will solve game problems and forces them to deal with the consequences of their choices’.68 It must, however, be remembered that choice in gameplay does not imply a totally free and human0centred activity as the following account of the process of interplay will reveal. 3 , $ 4 ! 69 This above discussion of the elements that inform gameplay makes it possible to move on to another major problem outlined earlier: the location of gameplay. Rollings and Adams recognise that gameplay ‘is a result of a large 70 number of contributing elements’ and they locate gameplay on the basis of the presence and absence of this elements, for which they use the terms ‘indication’ and ‘contraindication’. As the discussion on the elements of gameplay has already demonstrated, these exist in interplay with each other and this makes it difficult therefore to locate gameplay. It can be argued that what is happening here is the location of a phenomenon within the interplay of presence and absence (thus linking it with as described by Derrida in much the same terms). Gameplay then is the multiple space from which individual game sequences are realised, as has already been noted in the response to Kampmann’s definition. The development of these gameplay PhD Thesis, 2008 133 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books instances is a process that depends on the mutual effect of the player and game0system on each other. The idea of the interplay between the various aspects of playing videogames has been the governing motif of the analysis of the ludic process so far. As the concept of gameplay forms the key platform for observing all the various types of interplay, it is perhaps more than necessary to illustrate how the aspect of interplay between the player and the system is intrinsic to the very definition of the concept itself. The interaction between the game0system and the player is perhaps a suitable point of departure, considering that this aspect of gameplay links the earlier analyses of the game0system as a machinic assemblage and the way in which players ‘plug into’ such assemblages. The definition of gameplay in the Gamespot criteria brings out two separate facets of gameplay: gameplay is % ! from the % ) words, the rules and the machinic affordances) to what the ! (in other " ) ! the game is like. These aspects are in no way to be seen as separate and irreducible – whatever happens in a particular mode of play affects the events in the other modes. In $ , the soldiers recruited in the turn0based overarching campaign can fight in the real0time battles and their fortunes are reflected within the relevant section of the main campaign map. Instead of engaging in real0time battles, it is also possible to fight battles on the map itself, using the game AI. There are rules, true — there is the overall goal of capturing a certain number of regions to gain supremacy over the Roman world but there are also mini0missions assigned from time to time by the senate and finally, there are the technical affordances of the game system (for 71 example, a Roman general cannot decide to attack, say, India) PhD Thesis, 2008 134 — but there is Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books also scope for plenty of freeform activity and choices. The goal0bound and restricted structure does not apply here. This is not to say that it is the same for all games — as stated earlier, the degree to which rules control games can vary. In $ , it is possible to play by accepting or rejecting missions, managing resources and generally choosing how the empire will progress (or collapse, depending on the player’s decisions). As far as the game outcome is concerned, although there is the long0term imperialistic outcome of world domination, there are constant victories and defeats and even less well defined outcomes such as withdrawals, rebellions and even plague. It is definitely possible to within the game system. In this context, it is important to refer to the concept of play 4& encountered earlier. Play (& . as ) occurs constantly between the overarching narrative of Rome and the micro0level decisions. It shows how rules and freeform play constantly interact and construct what we call play. Even within the level of affordances, there is a non0centred structure: the turn0based and the real0time modes exist in constant interplay. There is no physical central location or power in the game: capital cities can be changed and rulers replaced. The Roman senate (represented as SPQR on the map) is an unplayable faction that sometimes assigns missions but it is not the controlling power. Neither is the player the absolute master of the game: the game plays the player as much the player plays the game. Troy Dunniway’s and Richard Rouse’s definitions aptly describe this bi0ludic interaction. Defining gameplay in his ‘Game Development Glossary’, Dunniway states that ‘The gameplay defines how the player is able to interact with the game0world and how the game0 72 world will react to the player’ while Rouse concurs with this in his own definition: ‘A game’s gameplay is the degree and nature of the interactivity PhD Thesis, 2008 13 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books that the game includes, that is, how the player is able to interact with the game0world and how that game0world reacts to the choices the player 73 makes’. Intelligent AI can affect the player’s decisions by reacting to his choice patterns. The system of affordances in the game will in turn exert its own influence. A rather humorous instance of this is quoted by King and Krzywinska in their description of a gameplay instance in : As Miguel Sicart suggests, the game has little tolerance for ‘misfit’ characters that refuse to play by the rules. His attempt to create a Sim version of the deceased rock star Kurt Cobain — comprised of a deliberately unbalanced guitar0playing character complete with a Cobain skin downloaded from the internet, a dissolute lifestyle, a superficial marriage and no social life — was resisted by the game, which took control of the character against the player’s will, making him want to 74 have friends, a job and to be nice to his wife. While this may be an extreme case of machinic control, it is obvious that the control is never total either for the player or the game. Using mods and other technical affordances, it would surely have been possible for Sicart to modify the game0instance so that the control shifted more towards himself. Nevertheless, the process of interaction with the machine is complex and therefore difficult to define. Mirjam Eladhari in her definition of gameplay describes this kind of interaction with the game as a ‘gameplay gestalt’. The PhD Thesis, 2008 136 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books concept of the gameplay gestalt can be useful in studying the interactive process of gameplay. It links clearly with concepts of involvement and becoming and provides a general introductory comment on the way choice0 patterns might function in gameplay. The concept was first discussed by Craig Lindley in his essay ‘Game Taxonomies: A High Level Framework of Network and Design'. Lindley defines the gameplay gestalt as ‘a particular way of thinking about the game state, together with a pattern of perceptual, cognitive and motor operations […] in a sense, a gameplay gestalt may function like a chant or a mantra, creating a form of dissolution of consciousness into the 75 moment’. He believes that it is possible to play a game even without learning all the rules. Playing a game, for him, essentially involves a gameplay gestalt, understood as a pattern of interaction with the system. According to Lindley, Playing the game is then a matter of performing the gestalt. It is what the player does, within the system and as allowed by the rules of the game. […] A gameplay gestalt can have many forms for a particular game, capturing different playing styles, tactics and approaches to progressing through the game and (perhaps) eventually winning. In general, it is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. […] A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. More generally though, recurrent gameplay gestalts can be identified across 76 games, game genres, and players. However, Lindley’s concept contains a few problematic aspects that need to be redressed so as to make it more applicable to analysing gameplay. PhD Thesis, 2008 137 Souvik Mukherjee, Nottingham Trent University Chapter Four It might be thought that Gameplaying Games From Reading Games to Playing Books Lindley a is describing unidirectional and (human)player0based experience. However, although he maintains that the gameplay gestalt is a particular way of thinking about the game state from the perspective of the player, his further comments make it obvious that the gameplay occurs through the interplay between the player and the system, as noted earlier. Therefore, although the experience is thought of from the player’s perspective, the concept recognises that this is not the sole element involved. The game state occupies as important a part in determining the experience of gameplay as do the cognitive reactions of the player. Despite its usefulness in pointing towards the multiplicity of facets to gameplay, there is a problem with Lindley’s conception, as evinced in his argument that ‘gameplay gestalt creates an opposing experiential force from that of the apprehension of 77 unfolding events as constituting a strong form of narrative’. This assertion effectively seems to disrupt an understanding of the narrative element that has been shown as intrinsic to the ludic process. The problem, however, is not as serious as it seems on first sight. The incompatibility that Lindley claims as existing between the narrative process and the gameplay gestalt is based on his assumption that the ‘narrative structure of videogames is typically constructed according to the conflict0driven model of dramatic 78 narrative’. demands Further, he sees an opposition arising between the cognitive of gameplay gestalts and the ‘irrelevance of their detailed performance to narrative progression’,79 which is further exacerbated due to their repetitive structure. It is clear from the above that not only has Lindley not considered the originary supplementarity between the ludic and narrative, as discussed throughout this thesis, but also that he is working with a very limited conception of narrative itself. The previous analysis in Chapter Two, PhD Thesis, 2008 138 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books comparing videogames with minor literature, has already illustrated how narratives can exist in repetitive structures. The process of interaction with the narrative has also been shown as being more cognitively involved and closer to the mantra0like experience of gameplay gestalts than the progression structures of dramatic narratives. The following chapters will provide a further detailed illustration of how the experience described by the term ‘gameplay gestalt’ is intrinsically connected to narrativity. When slightly modified according to the observations above, the concept of the gameplay gestalt can still be an important tool in analysing the experience of gameplay. As mentioned before, it addresses the issue of involvement in the game while at the same time it also reflects the idea of multipicity by illustrating a pattern involving a range of elements in a state of interaction. The last two sentences actually point to a rhizomatic multiplicity characterised by singular instances, which can be recurrent and operate across multiple planes in which it is possible to understand games. This makes the concept of gameplay gestalt even more useful in understanding the interplay that defines the ludic process. It is obvious that though pinning down the experience of gameplay to a particular cognitive position is not possible, yet perhaps by exploring the relationship of , multiplicity and finally, the gameplay gestalt, it will be possible to facilitate a closer engagement with the concept and to come closer to an understanding of its location. The final point about the location of gameplay is a brief one. Often, in recent critiques, there is a practice of creating generic divisions for videogames based on gameplay. It should be noted that this does not mean that gameplay is PhD Thesis, 2008 139 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books always genre dependent. It is possible, as Lindley believes, that there may be recurrent gameplay gestalts across genres and some that may be favoured by a certain genre. Otherwise, it will be impossible to comprehend the gameplay " (even of what Warren Spector calls ‘genre0busting’ games such as * $ as discussed above, qualifies for this). Spector describes * " as ‘part immersive simulation, part role0playing game, part first0person shooter, 80 part adventure game'. These games and many others are convincing examples that show that gameplay is not located within generic restrictions. Instead, the location of gameplay can be better understood by studying it as a multiplicity and by analysing its process of involvement, as will be done in the following chapters. 5 , & 6 In analysing the extremely complicated nature of gameplay in videogames it is possible to gain a fuller conception of play itself. As demonstrated in the discussion, conceptions about play have undergone radical changes since early commentators like Huizinga and Caillois first put forth their views. The rigid borders that were assumed to have marked off play from the ‘outside world’ have been shown to be extremely flexible and at times, non0existent. The complexity of gameplay in videogames, its continued resistance to being comprehended within conventional ideas of ludicity and its refusal to behave like conventional games have sparked considerable critical debate and alerted scholars to the need of rethinking conceptions of play. Taking into account the complexity of gameplay, this analysis has not attempted to define it – instead, it considers the process, the location and the elements that constitute it. In PhD Thesis, 2008 14 Souvik Mukherjee, Nottingham Trent University Chapter Four doing Gameplaying Games so, it reveals striking supplementarity and play (& parallels with From Reading Games to Playing Books Derridean conceptions of ); it has also begun indicating the significance of understanding play in terms of Deleuzoguattarian ideas of multiplicity, the importance of which will be revealed more fully in the following chapters. In the process, it has also become possible to comprehend the problems in earlier definitions of play and to understand that it is not simply an isolated rule0bound phenomenon but one which, in transcending boundaries and spilling over into other areas of culture, is actually a very complex entity. Play does not just complement or serve as the origin of cultural institutions as earlier thinkers like Huizinga observed; it informs their very core. As seen earlier, gameplay informs various contexts and is in turn informed by them. It will be necessary further to illustrate this relationship in the next chapter by focusing on a major element in the gameplay context: the story. This will naturally reflect on the understanding of play and narrative in general and will illustrate how these inform the very basis of each other. ! 1 Salen and Zimmerman, $ ) , p.96. 2 See previous chapter for a more detailed commentary. 3 As Dutch historian and game0theorist, Johan Huizinga, observes, ‘in this intensity, this absorption, this power of maddening, lies the very essence, the primordial quality of play […] this last named element, the ) of playing, resists all analysis’: Johan Huizinga. , (London: Maurice Temple Smith, 1970), p.2. Commentators on videogames, like Ralph Koster, write at length on the idea of fun in videogames. See Koster’s book ) PhD Thesis, 2008 * ) ! for a detailed illustration. 141 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games 4 Juul, 5 Will Wright, Keynote Address, SXSW, 13 March 2007, on )$ From Reading Games to Playing Books , p.7. <http://www.wonderlandblog.com/wonderland/2007/03/sxsw_will_wrigh.html> [accessed 13 May 2007]; original emphasis. 6 Lorne Lanning’s address at GameCity 2006, Nottingham, United Kingdom, <http://gamecity.org/index.php/events/detail/lorne_lanning/> [accessed 23 November 2006]. 7 8 Huizinga, p.32. Which derives from Huizinga’s pioneering effort, though it must be noted that Salen and Zimmerman do not subscribe to the idea of total immersion, as will be discussed in detail in Chapter Eight. 9 Roger Caillois, , trans. by Meyer Barash, (Chicago: University of illinois Press, 2001), p.13. 10 Caillois, p.9. 11 Eskelinen, ‘The Gaming Situation’ in vol 1. issue 1 (July 2001), <http://www.gamestudies.org/0101/eskelinen/> [accessed 15 May 2007]. 12 According to Caillois, ‘Rules and vertigo are decidedly incompatible. Simulation and chance are no more susceptible to mixing’ (Caillois, p.73). 13 Ibid. 14 Huizinga, p.11. 15 Huizinga, p.5. 16 Ian Bogost, 5 / 6 ! + (Cambridge, Mass.; London: The MIT Press, 2006), pp.13405. 17 Huizinga, p.31. 18 Hector Rodriguez, ‘The Playful and the Serious: An approximation to Huizinga's ’, , vol. 6 issue 1, December 2006, <http://gamestudies.org/0601/articles/rodriges> [accessed 15 May 2007]. 19 Jacques Ehrmann, ‘Homo Ludens Revisited,’ 7 41 (1968), 31057 <http://www.jstor.org/stable/2929664> [accessed 5 August 2008]; Ehrmann uses the word ‘economy’ in the ‘dual sense of expenditure and exchange’. PhD Thesis, 2008 142 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games 20 Huizinga, p.9. 21 Caillois, quoted in Ehrmann. 22 Ehrmann. 23 From Reading Games to Playing Books Huizinga’s conception of poetic creativity is not very clear. He seems content to identify the poet with the child and the savage in what seems a kind of pristine pre0culture state and involved in sacred play. As he comments, ‘In this sphere of sacred play the child and the poet are at home with the savage’ (Huizinga, p.26). Interestingly, however, he goes on to identify a progressively ludic sensibility in modern man: ‘His aesthetic sensibility has brought the modern man closer to this sphere than the “enlightened″ man of the eighteenth century’. 24 Huizinga, p.158. 25 In summer 2006, an Iranian political group called the Union of Islamic Student Societies revealed that it was planning on entering the video0game business. Reported in Fox News, September 2006 <http://www.foxnews.com/story/0,2933,213027,00.htm> [accessed 15 May 2007]. 26 In Huizinga’s sense of being a source and being ‘formerly serious’ activities (see Ehrmann). 27 ‘Blurring the line between games and life’, a CNet News.com report, 28 February 2005, <http://news.com.com/Blurring+the+line+between+games+and+life/210001024_30 5590956.html> [accessed 15 May 2007]. 28 The Serious Gaming Manifesto <http://www.seriousgames.org/index2.html> [accessed 15 May 2007]. 29 * Online Edition<http://dictionary.oed.com> [accessed 20 July 2008] 30 * <http://dictionary.oed.com> [accessed 20 July 2008] 31 At least that is how it seems from his use of a word loaded with deep theological import. 32 Brian Sutton0Smith, ! ) ,(Cambridge, Mass.; London: Harvard University Press, 1997), p.144. 33 Ibid. 34 Derrida, 0 ! * )) , trans. by Alan Bass (London: Routledge, 2001), p.369. 35 Derrida, 0 ! * )) , p.365. 36 Derrida, 0 ! * )) p.368. PhD Thesis, 2008 143 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games 37 Ibid. 38 Sutton0Smith, p.145. 39 Nicholas Royle, 8 9 * /$ ! + , From Reading Games to Playing Books , (London: Routledge, 2003), p.16. 40 Derrida, * 41 Alexander R.Galloway, , p.69. !/ ! + , (Minneapolis, Minn.; London: University of Minnesota Press), p.26. 42 Galloway, p.28. 43 Ibid. 44 ‘Noncentric’ is an adaptation from Derrida’s concept of the ‘noncentre’ – it points at the similarity to and the difference from the ‘concentric’. It aims to mark the fact that gameplay is a 'single gesture but doubled’. 45 ) Gregory Bateson, ‘A Theory of Play and Fantasy’ in $ , 2nd ed, ed. by Henry Bial, (Abingdon; New York: Routledge, 2007), p.122. 46 Bateson, p.123. 47 Bateson, p.130. 48 Salen and Zimmerman, p.371. 49 As in the ARGs described earlier. 50 Celia Pearce, ‘Story as Play Space: Narrative in Games’ in ed. by Lucien King, (Laurence King Publishing Ltd: London 2002), p.113. 51 ) Austin Grossman, 2003), p.317. 52 Called $ 53 Jason Ocampo, Review of $ * % (San Francisco, CA: CMP Books, in subsequent references. / 0 Gamespot.com :http://uk.gamespot.com/pc/strategy/rometotalwar/review.html> [accessed 20 July 2008]. 54 Gamespot rating system, <http://uk.gamespot.com/misc/reviewguidelines0old.html> [accessed 3 May 2008]. 55 Gamespot.com review of $ 56 Salen and Zimmerman, p.164. PhD Thesis, 2008 / 0 ( 144 Souvik Mukherjee, Nottingham Trent University Chapter Four Gameplaying Games From Reading Games to Playing Books 57 Note that Eladhari also uses a similar description but bases it on game rules. 58 National Institute of Standards and Technology (NIST) website, <http://www.nist.gov/dads/HTML/subset.html> [accessed 15 May 2007]. 59 Gameplay is perhaps more a combination word than a portmanteau – but it does function like a blend word as in Lewis Carroll’s description, ‘it’s like a portmanteau – there are two meanings packed into one word’. 60 Bo Walther Kampmann, ‘Playing And Gaming: Reflections And Classifications’, , vol. 3 issue 1, May 2003, <http://www.gamestudies.org/0301/walther/> [accessed 03/07/08]. 61 NSIT website. 62 *( 63 Juul, p.83. 64 Geoff King and Tanya Krzywinska, $ % , (London; New York: I.B Tauris, 2006) p.75. 65 66 $ Gamespot review. The HeavenGames’ Rome: Total War forum and its sections on Roman History, gameplay and chatrooms carry the game beyond itself. The forum can be accessed at http://rtw.heavengames.com/cgi0bin/forums/Ultimate.cgi [accessed 15 May 2007]. 67 Warren Spector quoted in Rollings, Andrew and Adams, Ernest, * ! (Upper Saddle River, N.J.: Pearson Prentice Hall, 2007), p.200. <http://www.designersnotebook.com/Rollings_and_Adams0Gameplay.pdf> [accessed 15 May 2007]. 68 Spector, ‘Postmortem: Ion Storm’s * "’, Gamasutra.com, <http://www.gamasutra.com/features/20001206/spector_01.htm> [accessed 15 May 2007]. 69 It can be argued that as different games have different gameplays, the elements that inform them vary in type and degree. Hence, it is better to say ‘some’ rather than ‘all’. Of course, we can assume that rules, game0choices, player0computer interaction and the game context all remain in place. However, each of these can have subdivisions and there may be substantial variance among these. 70 Rollings and Adams. PhD Thesis, 2008 14 Souvik Mukherjee, Nottingham Trent University Chapter Four 71 Gameplaying Games From Reading Games to Playing Books Unless some player decides to use a mod (as discussed earlier) to modify the system. Generally, however, the game’s affordances try to maintain a maximum of historical authenticity. 72 Troy Dunniway, ‘Glossary of Game Development Terms’, <http://www.dunniwaydesign.com/glossary.htm#_G> [accessed 3 May 2008]. 73 Richard Rouse, 74 King and Krzywinska, p.154. 75 Craig Lindley, ‘Game Taxonomies: A High Level Framework for Game Analysis and Design’, * ! / ; (Plano, Texas: Wordware, 2001), p.xviii. Gamasutra, Oct 2003, <http://www.gamasutra.com/features/20031003/lindley_01.shtml> [accessed 15 May 2007]. 76 Ibid. 77 Lindley, ‘Conditioning, Learning and Creation in Games: Narrative, The Gameplay Gestalt and Generative Simulation’, Zero Game Studio, <http://intranet.tii.se/components/results/files/NILE.pdf> [accessed 15 May 2008]. 78 Ibid. 79 Ibid. 80 Spector, ‘P PhD Thesis, 2008 146 Souvik Mukherjee, Nottingham Trent University Chapter F !" '%$ ( # $ $ " %&& # $) * & ' ) + ) ( * ! ! ) ) ! ,! '! * ' ,! . ( ) ' ) ( ( ! ' ' ) / ( ) . ) ! ) ) 7! 8$ ) ' ( ) ) ! * 3 & ) ) - ! ) 4565 ' ' ! ) ( ' ! ) 1 ! ! # ' /20 ' ) ( ( ) ! ' ( ! 0 ) 1 /20 3 ( ) + ) - ) ( ) ( ( ' * 9 ) ! ( ! ( ( ( ( ( ( ! !* ! "! # $ % Chapter F )) ! & ) ) ) ( ! ! ) ' ;! :) ( )) ! ) ; - : ; ) 2 ! )8 ) ( )* < & ( $" ' ( (! ) ' ) ) ' ! ! 8 ) ' , ) *9 ( 3 ) * + ) ) ; ( ) ) ) 7! !) ( (( ) ) 8$ ) ) ) ; ' ( ) ! ( ' ! ( ' ) ' ' $ ) ( ! ) ! * # ! ( ) ) ' % ( ) ) * ! ) ) 8 ! ) ! ( ! ! ) ) ) ) ! 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"! # $ % Chapter F ) ' ) ' # ) ( "". * "". ) + "". ) * ) ) * 9)) ' 8 ) - 8 ( ( 8 ! & ( * ) ) ) ) ) ' ! ) ) ( ( "". () ) () ' ) ) ) ! ) ) ' ) ' ) ! ( ( * 3 3 ( ) : ! ) & 8 ! 7 &*NL + ( * 3 ' ) ) ) ) ) * ( ) ) ( ! & : (8) ! > ) ' ) ( !' ' * + ; ) ' ) ' ) ! ; ) ) 8 ) ; !C ! "". ! * ( 3 8 - ( '! 42 * ! ) ( * ) ) + ( ( !) ! ' ! ) # ! !) - ! ( / * + ! ( (( ) ! "! # $ % Chapter F ( ( ! () ) ( ) &*NN 3 ! ( 45 &* 3 ) & ' 3 (( )! ( ( ) :+ 8 (! ! ) ! ' ) ( - ' ) ! ) ' ) ) ( ) ( ) * + G* * * 9 ! 7! 7!) ) ( ) ! ) (( )! !) ! 7! * D ' ) * ( ) * G!! ) ( * 6 # ) 7! , $ '%$ ) G!! & ; 7! ! ' ! $ ' ( ' ( ! ! *? ( ) ' ' * ; ) ' " ) ( () : ' % D & ! G!! ' ! ) ! "! # $ % Chapter F ! ) - + ! ( () ! ! 4* ! * ) /20 + )! * ) ) * ' ! () N* 9 * () M* ( ! () ) ! ' ' * * )! ( ) ! ) ! G!! ' ) + ' ( L* 9 3 ! * 46 )! 7! * ? ) ! !)) ) ' ( (( )! ) ( ! () * G!! & ( 7! ) ) 3 ' ! ) ' ' : ) ) ' ( ) ! () ) ; G!! & ) ' & ) ! ! ' 8 !) ) ' ! ! ) ; ' * ? ( ) ) ! ' ) ) ; G!! & ) 7! )* ! * ( ) ) * + ( * ; 8 * 0 ! "! # $ % Chapter F + # ( ( ) ! !)) ! ) ' ) ) - ! ( ( ) ! ( ) &* 47 8 $ ) ' (( )! ; * ) ' 7! # ( (( )! ' ) * ? (! 8( ) ) (( ) ! ) * ( ) * ) 8$ ) ) ) ,! ! ( G!! ' ) ! ! ! ) ' (! * ! - ) () ( ) ) ! ) ' ( ) ) ) !) 8 ( * : ) ( @ A) ' ; ( ,! 1 ! "! # $ 8 % Chapter F 48 '! &* ( ' ' ) ) ( ' 8 7! ) & & : ,! ) ' ) ! & :' &* !) ) ' ( 9 ) &*N5 + ' - 50 !) ! * ,6% ? ( ' ' :' )! ( ! ) ( ) :' ) ' ( ) ' ! # ) (! ; ) !) ! ) ( ) ; * ' ) ! ) ! * ( ) ) ' * ? ' ! ) ! G! 8 ) ) ' ) & ( ! ) 7! ) ( A 7! * ! ( & ; ! ' ! ( & C ) ' ) ! ) @ ! )) & '! C % + ( : *? ) ' ' 7! ) ) ,! - ( ) ! "! # $ % Chapter F E ( C ' E '! ! - ) * 9 ! ( ' ' ' ( '! ' ( ! ! 8 '! ,! ) * ? C ' & ( ( ) ) ( ) ' ! ) & :( &ML () ))! * 9 ( C ) ( ) ! 52 &* ; ) ! & ; !) :+ ) ! ) C ! ; () ' :! ) F 51 * *$ ! ) ' ' ) 8( ' ) * ' ' ( ' * 9)) ' ! * + 8 ) (( ) ( ) ) ) ; & & ! + ) ) ! * + ! ' ( ! ! -+& ) ! ) ( ' (( ( (( (! ( & ; () ( ( ) ! ) ;! ) ! D ) * ; * + ) 7 ' ' ) ' ; * "!) . ! ( "! !) ! # $ % Chapter F ( ; ' ) ( * C )! ; ) ) ! ! ' (( ) & ) ! ) ' ) Q4 6 :(! QM ) ; (! ' ) ' ( ( ) ' 9) * + ! !) ; * 3 * ( * * * G !) : ( & ( 9 8 $ ' & ) NM6 ! !) ; ) ! & MM ' ( * ! NMQ L ' C )() Q ( ! !) (! * ; ! ) * ( ' ) ) 54 ,! ? & 8 & ! :9 7 & 8 ) ( + ( !' ! ' ) ' ; ) )! Q 8( ) ' ( ( ' ) - !(( ! * *56 ) & ) ( ( ( ) ) @ ( !) ! ) G ! ( & ( A* 2 & ! ! (! "! # $ ( ) % Chapter F ' ;! ) ) ! ( ( % R! ) ! ) ! * ; ( ! ) ) ) ! ( 8 ( ) * 9 7! ) ) ( ! !) ) ( !) A & ( ' !) ! ' !) ! ) ) ) ' 8 @ ) ( ) ' ! ( (( * $ '%$ ( ; ) + ) ' ) ! ) ; 9 ) (* ' ' E ! (( )! ) ! 8' ! ) ! ) ) ) * ( ' ,! * ? ) 8 ! ) ! ( ' ) - 7 ( ) ! ' ) ) ! 57 @ A* ) ) ) < '! ) ) ( ) ' ' ) ! ( #! ) * ) ' ) ) ! # " () ! ,! ' ! " ' ) 3 ) & S ) ! ) ) ( ! ) ) * ) ) ! ) ' ( ) ( ) ) ) !' ; ( ' ! "! # $ % Chapter F ( * 3 ' (( ) ' ) ( ' ) ! * 9 ) & 1 F ! ( ) (( #! ' * 9 ! ! ( ' ' - ( ) ; ' ) ! ( ;' * 9 )! ! ) ) ) ) 3 ) ) ( (( )! ' * ( (( ! ; ! < ' @ ! " ( ' ) ! ! ' & ' ( ( ' ! ' ) ) " A '! ) ' ' ! < * - ( * + ( ' ) ( (' ) ! ( '! ) ) * & ' ) ' ! @. *9 " ? ( ) < ? * * < ? ' ! )8 & A '! ) ,! ) ; " '! ; ! )* 9 8( ) ( ) ; I ! ) ( ! ! ) ( ( ! & ' ! ' ! ) ( ' ! ) ( 'C ! ( ) * + ' (( ( ) ! * + + ! ' ) ( "! # $ ( % Chapter F 58 ( 3 ) @ ! )* )! A ) () ) - " & 45N ( ( + ' ( ' ) ) ) ) ( ( ) ' ? ) ' ( ) ) ( ' :) ' ( ) ( ! ' ' ) )! ) ) ) ' ) ( ) ' * ( ) ) ) ! ' )) ' ; ) ! ' ! 60 ) ( ( ) (( ) & )! ! ) * ( " ! ' )! !) ! ( @ ) ? ) ( ( ) &%M5 9)) ! ' ' A ) ( G * ' ! ' ( T ! ( ' ( * !) : ( ) ! ) ' =" ! = 61 &* + ( ( !C ! - C ! 8' "! # $ % ( Chapter F ' +( !) ) ' ) ' ! C ' ' ) ! ) ) ! ! ;* ) C ) ) ) ) * : 8 ) ) O? ) ) ' P ( ! ' &* ! ' ) ! (! !C ) ) ; ( * ) 1 ' ! : & ' ) ( C ) ) ) ! ) ) : ! ( ) ( ) ' ! ) ! & ! ? ' ( < ( ! ) * + ; * !) ) ) & ( & !) ! * $ ) ( ) ! ; ( C ! 8 ' * ) !C ! & ! : ! 8 ) ! )! ' (! ) : ' ; ) ' C !) ! ) ( ' ) * ! ( !C ) C ) ' ( ( ( !) ! ' ) ! ) )! ! ( ' C 62 ) * ? ) ) ) ) ' & ! ) ! ) ' * 9 !) +/ ) ! ( "! ' (! ! )* # $ % Chapter F ! ' ( ; ! ) ) ) ) (( )! - ! ) * ; ' )! ! ) ) ' ) ) * ) * R! ; & ( : ' ( - ! ) ! ' 3 ' ' ) ' ) ' ' ) ,! ! ! ) ' ) ! ( + * 9 & : ) ! !) ( 8 ) * ) ) ,! ) ! ) !' & *" ) ) ' * ) + ) 63 ) ; )! ) &* ( ! ! ) A ' ( E ' ( * ' ! ) ) ! ( & ! ,! #! G * 8 (( ! ! ) @ ) * + ,6 ! ) ( ) ! ( 7! " ' ! & ; ) > ' ( & (( ; 4 ) ( ' ! ( ) ! ' ! : ) ; ) ) ' & ' ( ) ; ( 9! ; ( ( + ( ! ) ! "! # $ % Chapter F * ! ) ' ) ) - ) ' ) F ) ) ) ! ( ) G!! ) ' * + ) ; * $ * + ) ) ' ( A < C ! ) ' ) ( * + !) ) ' " ; ! 8 ) " " 6 ) ) ) " 6 ' )' " /20 " 6 ! * ' ' ! ' ) E ' )() ) ! 64 ) * ! ) ! ( ! ) ! ) ( ( () /20 * + 9 ! ) ; - ' * + ) ) 8 ' (( ' !' ) )! ( (( & ( ) ! ; (( ) A : ) ;! @ ! ' ! < ; ) * @( & ) ( ) )! ' +0 ! * ! "! ) ' # $ % Chapter F * ) ! ) ! ' 1 !) ))! ) )! ( ) , ' ! < ; 1 ) - : ( * ) ' ) ) ( ! ) ( ) * ) ) ( ) ) ( ) ; ) ! ( ! ) - ?! C 45L * ) ! ) ( ) ( ) ( ) ! * ) ! (( ) ; ) ) * ) ; 8 ! ! ! ! ! ' )) ) ' ( ' )() ( ) (! ( ( * + ) ! ! '! ( ' ' ! ( ! !) ! ) ! ) 9)) ) ) ! 65 &* ( ( ! ' - 1 : ( ) ) ( 1 < C ' * ( * + ) ; ! ' ) ' 8 ) & ' * +1 ! 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&$ 6 * + 2 2E 7 $ 2 $ & 2 ! 6 + $6 * 8 6 - $ . ; 6 2 2 3 6 $ ;* 2 $*& * + 5 !""# $ 2 @ + + ' $ %$ *$ & ' ( + 2 $ + + $ + + $ + $ + + 2 7 4 $ + 19 2 6 * $ 2 *$ $ 2 + 6 2 3 * + 2 6 * 8 $ 6 + $ 6 * + 2 1$ + 4 $ 2 1$ + @ 8& + + $ * 6 2 $ + $ + * 4 $ 62 $ @ + + &$ $ $ $ 2 + 2 4 6 . !""# 20 + 2 8 ( 4 *$ 6 + 6 4 $ %$ & ' $ ( * $ * *$ * $ 2 ? $ - * 4 . $ $ 4 2 6 $ + $ 2 + + 8 $ * $ 5 62 $$ 2 + + $ * . - + 2 $ + $ 1$ 8 & + 2 ' * 4 & 2 + -3 . * > $ $ 2 6 @ ; 2 ) 6 6 6 ; 2 3 !""# 4 6 $ + + + 6 8 + ;F .2 7 8 $ 6 4 D $ $ @ $ !! 1$ * 4 ) $ $ %$ 2 & ' ( * * *$ *$ 4 2 + 2 $ * $* $ *$ 2 6 4 6 $ ; + 2 23 + @ - $ 2 $ * $ - $ + . $ ; 42 + * 4 $ * + + + *$ $ * 2 8 $ + 6 2 * $ $ 2 + $ 8 $ 6 * * 6 $ 8 $ 6 21 8 $ 2 8 62 $ & $ *$ 6 - 8 $ . + 8 $ 6 + E E !""# . 6 + = * @ - $ 2 5 * ; 8 . 2 + $ 8 $ $ * + 2 * $ %$ & ' ( * 2 * + 8 62 -rom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’: 1Zo + + 80 + $ 6@ + + 2 1$ 80 6 1$ . * $ $ 80 + - 3 $ 4 ; $ 7 2 7 $ * * $ * 2 *$ $ $ $ $ 6 + -! ! * $ !""# ; 6 + $ 2 * * * $ 8+ * 2 62 r + + $ * 80 $ $ * $ * $ ; * 2 + * + 8* - 4 * 7 $ 2 * ; $ + + && $ %$ & ' ( * $ + 8 6 4 $ B + $ 4 2 4 / $ $ 2 + $ $ * + + 1$ 0 $ 2 $ * $ * + $ 2 8 6 * + *$ ; /2 *$ ; ; $ $ * ( * 4 * + 2( $ $ $ 2 $ + 2 $ 2 4 -+ $ 8 $ * $ * 6 + 6 + * < *$ + * . * $ $ $ + * 2 !""# &' $ %$ & ' ( 7 + * $ $ 2 @6 $ * $ $ 62 $ 62 ) + * 6 8 $ 42 @ + + 6 8 ; 8$ $ ;+ 2 ; 6 * + ; 27 + *$ 2 6 $ . 2 + ; 8 * + 8+ 6 0 $ 6 $ $ 62 6 8 + + $ + 8* + + 9A: * 43 + 8 $ -*$ $ + $ $ 2 2 $ + 8* 2 6 $ $ + * $ * * 8* - $ $ $ * - . $ @ !""# 2 6 . * ; 2 $ * + 4 4 $ 2 &( $ 8+ %$ & ; ' 6 ( + $ $ * $ 2 *$ + + + $ $ @ $ $ + $ + * + * $ 2 8+ 2 ; $ $ + 6 + ; $ + 23 * * $ 2 4 * - + + + * * 2 * . * 27 + $ 8 44 * + 8 2 + * $ 62 + $ $ + + + $ $ + ; 2 $ 45 4 4 * + * $ 2 6 + + !""# $ $0 $ + $ 6 6 + + 2 4 + / + * 6 * + &) $0 $ %$ & ' ( * $ 2 2 + $ 4 @ + $ + 2 % + 9A: 6 @ $ $ + + * + + ; 2 7 4 * + $ $ + 8 46 + $ 62 4 $0 ; 2 4 $ $ 2 $ 2 $ * 2 ) * $ + 6 * * 9A: * 0 0 / $ 2 $ $ *$ @ 47 $ * + $ * 4 62 @ 6 $ + $ $ $ 6 + * !""# 80 ; ; 1$ &* * * $ $ $ %$ & ' ( $ + $ $0 * + * + 2 ? + $ $ ; @ + $ $ + $ * $ * ; 2 ; 2 ' $0 + 4 $ $ $ 2 $ + + + 9 , E * * * 4 6 : * $ 5 E + * + 8 6 48 1$ * 62 + $0 $ < + *$ $0 2 + 2 $0 $ $ * $ $ + 80 $0 * 6 * * $ @ $ 2 !""# '+ $ %$ & ' ( - $: 1 2 $1 2 $0 $ $ * ; * 8* 62 * + + * $ 8* 8* ; $ 62 $ * ; 6 + 2 + * $0 ; $ $ 2 7 $ * $ $ 2 ) ; $0 + * $ * + * 1$ + 2 ) $ $ $ < * + $ $ 2 * *$ 27 $ * 8 < $ + + @ 6 ; 2 + $ $ 4 $ $ $ @ $ ; $ + 4 + $ $ 8* 62 > $ * $ 8* 6 !""# @ $ $ ', 1$ $ %$ & ' ( $ $ $ 8* $ $ fere G % 2 2!< 2 % 7 0 + R P S %$ I 2 7$ @7 @ $ @BB+++2 $ 2 $ !""N. 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B BOS#NN"HQ !""#: !S OG @ 2G"O2 !" !H > 2!"#2 $ 3$ !N ? * 2 G# !G ! @BB+++2 GS GI 7 + ! 0 @ 2* F 7 7 ; -= 6 @ 2NN2 2N"2 2% T 3 * T O! * OO $0 3 ** 7 6 2 2GRI2 2ON2 & 1 -= !""# @ 7 *# 2 * 3$ GH#S. * 2SI2 ' $ %$ & ' ( OR $0 5 2IR2 ON $0 5 2SI2 OS $0 5 2G"G< OI $0 5 2HG2 O# $0 5 2GGO2 OH $0 5 2GRS2 R" $0 5 2GGR2 RG $0 $ ! * >2 R! RO * ) @BB 4 + !""I. RI -' + D < ?4 @ $ * 6 ) 7 ( GHHG. 2 2G!2 + + 2 * 6 9) * B ; : ) + ; B G;G ; +; ; * BQ !""#: / , -5 *$ @5 *$ ( 2!GG GOI2 + 2GOH2 * 2 7 7 7 R# 2+ !" M$ 7 RS $ ) 2O#2 9 RN . ! G;G 8 2 2 2 2 2 2@ P RR 2 ! $ 72 F + GH#I. ! -' + D @ 2!""2 2G#"2 !""# '% $ %$ & ' ( ! " # $" ! %# * + , - , . # $ $ - % % + $ $ . . 3 . , $ Black and White does *. $ , , % . , .$ . , . 4 , , , . total- 3 % $ % ' !!" . $ $ -5 6 , % % , # % - becomes+- , 3 , , $ *2 $ 3 Fable 3 vatar0 + / - 1 + , * % 4 $ $ . , # $% , - &$ ' ( ) % $ * + * + * % % . # % 4 , % % 7 % . * +- $ % % 2 + , $ . . , , - $ , . . % $ % -1 $ 8 . ( . $ , 8 9 . 8 , % , - 8 - & % 3; $ Madame Bovary % Shirley. 6 , % .$ Star Trek: Voyager 6 : . , % $ , % % % % % . &$ , , - $ + 8 . , $ $ - " . % % & #! ' !! &$ "$" $ 8 !!" ! * , # $% &$ +- & % ' ( ) % , $ - , % $ $ * % % * + + % % &$ $. + 8 *, ' <$ - $ $ $ , . 3 7 +- % % Star Trek- # 6 * % . . 8 += . $. *, % 9$ . $ , , , 8 , . $ , . $. &$ + % % 6 4 8 $ % % % ?$ 8 8 - . $ $. 7 &$ , . % Don Quixote , 8 +-> , % . 4 + - $ $ , - . 8 - &$ $ % 8 $ $ , % % .% $ % 8 3 $ . . !!" % - + $ 8 $ @ *, . ( , % $ # $% &$ ' ( ) % -7 3 , , &$ * ABC , $ 8 . . % % . E % . % % - $ % 1 $ , 4 , $ $ leerstellen- 8$ + 8$ $ , . % , 8 - , * <$ . $ $ . % $ $ , % $ 8 +-G # 3 % . , % . 8 , . 8$ +-D $ , % F $ . % $ . $ $ , 6 8 , % $ - % $ . . . % , , % $ 8 $ % , - 7 * 8 $ $ $ @ !!" $ $ $ $ $ % $ ?$ 8 $ % ) # $% &$ ' ( @ , ) % +-H # 7 ' '!+ #! $ # # , #!- &$ &$ $ + * + - &$ % , . , % , % * % , % +E" , , % , % # % * . +- ; &$ . . , , : $ .$ - 7 : $ .$ % $ . % $ $ , $ - $ $ + +I , $ , , % % 3 % $ . . 8% $ - # +-5! . % % $ , % 3 * % * $ ' * - % % , 8 , <$ , 8 +-55 6 , % $ . % !!" % * # $% &$ ' ( ) % % 8 . $ - # 83 , 3, 83 8 , , % . - , % , 0 8$ 8 * . 8 $ $ 8 8 8$ . $.% , $ $ % , , . 8$ , . $ . $ . + . , , % . 3 / $ . - % % . $ - 7 * . , % , $ .' $ , , % +-5 6 J . % , , % $ . % % $ $ $ . 4 $ , , , 8 . - 1 $ $ $ $ , , $ . , % 3 . , $ % 83 % 8$ -5= 8$ ; $ $ <$ % 3, $ % 83 3 / . 0 - !!" 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E . $ $ E , $ . % , . , * +- . 5 . % . % 8 / . $ . 8 / $ , 0 $ $ + 3 F.E.A.R *'$ . % . , $ +0- $ $ , % % *% $ . , , . % % $ $ % % - ! right- - -7- - '$ , Face/Off % , % ,- % ,+ right+ 4 feeling $ % % $ 0 / , - 1 F.E.A.R , 7 , $ -7 *, ABC $ - . ' 2$ , !!" $ +- 7 . 8 7. $ + $ intensity. 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N + /FF)))+ A + F F +* * + $ F & F ; ) F F 7F + $ . 77F ) 8 ' " P ' * 5, . 6 +.P@ ; A+ + . G +66 + ? 4 N " )( /FF)))+ + A: 7 >( @= * A+ D E 7# /FF)))+ @ = < " $ F ! 68 3 + > G Q O 6DG7R OCP @ ; + ! 4 ( ' N ' /# " /FF)))+ + F * $% 3 F Q' + K P@ ; A+ 6 K " ) '& ! 6C " * /2 G ! " # $ % " N /FF 66 + # + & N /FF)))+ H P@ 6 ; + ( F , O P@ ( $ / ; 0 F * ( @= * ) + 6E # Q7GFED ,& ,K A+ G , ,= , , ', F* A , F F GF EF) ,* , ', A+ " )/ " ,) , > F" )F ' ; 3 " )+ A+ /FF)))+ 4& F 'H = P@ , F = - G N ; * ) 4& ( K 4& ( K * + R# F ; ! 68 # 6C F = + N , " = /FF)))+ , # + , F ,, ##K F' F " ), F>* -O6P @ A+ /3 ! " # $ % " Bibliography From Reading Games to Playing Books Aarseth, Espen J., London: Johns Hopkins University Press, 1997). (Baltimore, Md.; ///, ‘Playing Research: Methodological Approaches to Game Analysis’, in (2003) http://www.spilforskning.dk/gameapproaches/GameApproaches2.pdf (accessed 20 July 2008) ///, ‘Quest Games as Post/Narrative Discourse’, in , ed. 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( dir. by Robert Bresson (Lux Compagnie Cinematographe, 1959). $( dir. by David Cronenberg (Dimension Films, 1999). , , dir. by Akira Kurosawa (Daiei, 1950). & , , . ( dir. by Tom Tykwer (Sony Pictures Home Entertainment, 1999). ( dir. by Andrei Tarkovsky (MosFilm, 1979). ( dir. by Satyajit Ray (Devki Chitra, 1977). dir. by Sergei Eisenstein >Sovkino,1929). % ( dir. by Larry and Andy Wachowski (Warner Bros. Pictures, 1999). & , dir. by Mike Figgis (Optimum Home Entertainment, 2003). - PhD Thesis, 2008 dir. by Brian G. Hutton (MGM, 1968). $"- Souvik Mukherjee, Nottingham Trent University Bibliography ) *+ From Reading Games to Playing Books ,-.# Anderson, Tim et al., + Bushnell, Nolan et al. ) Cage, David, 1 Crytek, .. [PDP/10] (Cambridge, Mass: Infocom, 1979). . , (USA: Atari, 1976). . (USA: Atari, 2005). . (Redwood City, CA: Electronic Arts, 2007). Dar/al/Fikr, / . (Damascus: Dar/al/Fikr, 2001). EA Blackbox, EA Canada, 1!1 . (Redwood City, CA: Electronic Arts, 2006). 8CCH. (Canada: Electronic Arts, 2004). 1 EA Games (Maxis), & 8. (Redwood City, CA: Electronic Arts, 2004). EA Los Angeles, Electronic Arts, 2004). , Ensemble Studios, & Epic Games, / & ) . (Redwood City, CA: * . (Redmond: Microsoft, 1997). !! % . (New York, NY: GT Interactive). Escape from Woomera Project, &- & . (2003) http://www.selectparks.net/archive/escapefromwoomera (20 July 2008) GBD2, % 20 July 2008) &, http://www.doomworld.com/gbd2/files/gbd2.htm (accessed Gearbox Software and Valve Software, # * % 1 () . (Los Angeles: Sierra, 1999). GSC Game World, = = = =4= =,= B*# * (0 . (Agoura Hills, CA: THQ, 2007). " 1 There is no standard convention (such as the MHRA or MLA) for citing videogames and although the International Game Journalists Association and Games Press has recently published a videogame styleguide (www.gamestyleguide.com), quite disappointingly this does not address referencing conventions. As my thesis argues, any ludography should reflect the textual nature of videogames and their links to earlier narrative media but at the same time, as in the cases of films and multimedia texts, the media/specific issues should be reflected. The bibliographies in Jesper Juul’s # *, and Gameology.com (http://www.gameology.org/bibliography) have, therefore been selected as models because they describe videogames using a combination of similar parameters to those used for earlier narrative media. To indicate the media/specific issues any game that is not played on PC Windows/ based platforms has its platform stated in square brackets. PhD Thesis, 2008 $#- Souvik Mukherjee, Nottingham Trent University Bibliography From Reading Games to Playing Books Kojima, Hideo, 2001). ID Software, % . [Playstation 2] (Tokyo: Konami, 8 & B. (Santa Monica, CA: Activision, 2004). ID Software, Gray Matter Interactive and Nerve Software, , (Santa Monica, CA: Activision, 2001). Infinity Ward, - . 8. (Santa Monica, California, USA: Activision, 2005). Ion Storm, = (Wimbledon, London: Eidos 2000) Illusion Softworks, # . (Texas: Gathering of Developers, 2002). Romero, John and Tom Hall, - B . (Texas: ID Software, 1992). Romero, John, Tom Hall and Sandy Peterson, Mechner, Jordan, . (Oregon;California: Brøderbund, 1989). Mateas, Michael and Andrew Stern, 1 I McGee, American, & % Miller, Robyn and Rand Miller, . (Brøderbund, 1993). . (Redmond: Microsoft Game Studios, 2004). Molyneux, Peter and Lionhead Studios, ) Arts, 2001). Pazhitnov, Alexei, ! . (Atlanta, GA: Persuasive Games). = (Atlanta, GA: Persuasive Games). Perry, David, . (USA: Atari, 2005). Remedy Entertainment, Rockstar North, % PhD Thesis, 2008 8. (Redwood City, CA: Electronic . (Atlanta, GA: Persuasive Games). ///, ///, % .E- (1985) Persuasive Games, " , (USA: Procedural Arts, 2005) . (Redwood City, CA: Electronic Arts, 2000). 5 Molyneux, Peter, 1 ///, 1 &. (Texas: ID Software, 1993). . (Texas: Gathering of Developers, 2001). !!!. (Edinburgh: Rockstar, 2001). !'. (Edinburgh: Rockstar, 2008). $ - Souvik Mukherjee, Nottingham Trent University Bibliography From Reading Games to Playing Books ///, % * . (Edinburgh: Rockstar, 2005). & Sony Online Entertainment, ' 2007). Russell, Steve, et al., " Terminal Reality, ) && Ubisoft Montreal, J [PDP/1] (n.p., 1961). . (Tokyo; Edison, New Jersey USA: Majesco, 2002). , Theurer, Dave, . (San Diego, CA: Sony Online, # . (USA: Atari, 1980). 5 . (Montreal: Ubisoft, 2008). 5 ///, & . (Montreal: Ubisoft, 2003). ///, . (Montreal: Ubisoft, 2005). " ///, - ///, & 5 ///, & 5 - . (Montreal: Ubisoft, 2004). . (Montreal: Ubisoft, 2005). . (Montreal: Ubisoft). Ubisoft Paris, K!!!. (Paris: Ubisoft, 2003). US Army, & 5 . (USA: The US Army , 2002). & Valve Software, ///, # ///, # . + . (Paris: Vivendi SA, 2004). .. (Redwood City, CA: Electronic Arts, 2008). 8 8. (Paris: Vivendi SA, 2004). * Westwood Studios, ) , % & . (Las Vegas, Nevada: Westwood Studios, 1999). Winters, P., ) . (2003) http://www.miniclip.com/games/battleships/en/ (accessed 20 July 2008). Wright, Will, ///, PhD Thesis, 2008 . (Redwood City, CA: Electronic Arts, 2008). & . (Redwood City, CA: Electronic Arts, 2000). $ - Souvik Mukherjee, Nottingham Trent University