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Another day in cyberspace:
playing with the Seth Giddings University of the West of England, Bristol
It is taken to refer variously to the different Internet media (the web, email, chat, etc.) either separately or collectively, to simulations, to virtual reality applications, to computer-mediated communication in general or to specific communicative forms such as MUDs and MOOs. Often actual media technologies and their patterns of use are discussed through reference to literary and cinematic representations of cyberspace. The status of these ‘old’ media texts and images as evidence is ambiguous – often cyberspace is posited as virtual in the specific sense of the word: real, but yet to be realised. Cyberspace is always almost about to open up to us. The temporal, technological and spatial boundaries to cyberspace are as varied as its discourses. Cyberspace (and to an extent VR) then is either an ideal realm, glimpsed in fiction, university research labs, communicative networks and art galleries, or a space that is opening up to the young, a space beyond the knowledge or even biology and psychology of a particular generation of academics. It is defined as other to the everyday world and its established media forms and patterns of consumption and communication. This otherness may be the ideal virtual world into which we can escape, the new communication media that threaten the established one-to-many model of the broadcast media, or identity workshops in which markers of class, race and gender are ‘left behind’ in free-floating bliss. Or, conversely, this is all ideological, an Imaginary in which technologies themselves are presented as floating free of material constraints and power structures. Until recently all of these discourses mapped out their cyberspaces with little reference, or often – in opposition to, the first and most popular computer medium: the computer or video game. Yet, computer games were instrumental in the development of realtime interactive computing, they popularised and made accessible computer technology. In certain highly significant ways they are cyberspace – William Gibson famously got the idea for his cyberspace from watching children playing in an arcade – they have, over the three decades since they entered the living room, generated genuinely new forms of narrative, spatial and interactive media. This paper will argue that not only is the marginalisation or ignorance of video games an oversight that needs rectifying (we are all here to do that!), but that the analysis of games as playing with computers and computer texts is essential to understand cyberspace and hence new media in general.
Video games are cyberspace: 1. Concept / set of images from popular media culture 2. ‘Technological Imaginary’ informing theoretical discourses of cyberculture 3. Actual technologies, software, popular experiences There are two important points to make at this stage: the first is to assert that cyberspace is not ‘Virtual Reality’ in the sense of an autonomous world or universe, post-symbolic, post media. We don’t enter the computer or computer networks as the protagonists of Tron and Neuromancer do. Our bodies are not left behind and, whatever else cyberspace may be, ‘entering’ it is still a media (and hence mediated) experience.
The second is that whilst the cyberspace of computer and videogames remains a media experience, it is, on significant levels, a genuinely new form of media experience. Debunking cyberspace or virtual reality as illusory threatens to overlook this. How might we start to conceptualise and analyse cyberspace as a popular computer media form? I will start with the fact that game cyberspace is not so much a pre-existing world or environment, but rather it is created or realised by the player in the act or dynamics of play. The ideas of Michel de Certeau regarding the city as a textual space ‘read’ by its citizens as they walk its streets and squares are frequently used to think about the exploration of cyberspace as active and meaningful. His assertion that space is practiced place, that neutral space is animated and made meaningful through its traversal, that an understanding of space through ‘spatial practices’ - active physical and epistemological navigation, is extremely suggestive. These notions are productive in thinking about the peculiar temporality of videogames. Simulated spaces in games are never just spaces to be explored – there is always some narrative or thematic structure to the player’s exploration
place: represented by topographical map space: represented by toplogical itinerary
Reading a ‘walkthrough’ of Tomb Raider demonstrates the game’s formal similarity to the itinerary, as least on one level. Can we talk of ‘cyberspatial practices’ then? I would argue that this line of enquiry only takes us so far. Perhaps an analogy with a theme park rather than the city might be more accurate. That is, we may make our own story as we wander through cyberspace, but with within certain limits. Cyberspace is imagineered. The space is controlled, written, coded more completely than any urban planning. Moreover, cyberspace in games can be thought of as ‘gameworlds’ for it is not just the architecture and landscapes, but the physical laws of gravity and motion that are coded.
In video games then we are both mapping gameworlds and playing with textual or media representations (or simulations – a distinction I will return to). The following extract from a study of video game console play highlights the multilayered levels of engagement with cyberspace as textual gameplay, of which engagement with a simulated space is only one: Louis: What is the game play about? What are you actually doing here? Jack: Well, you’re … what you do is you go around shooting zombies, with weapons like daggers, arrows … Louis: Like medieval - time weapons? Jack: Yes […] Louis: Now, do you like playing the game normally, or do you like having it with the codes inputted? Jack: I like playing it with … both Louis: Oh, OK … What kind of codes would you put in for the action reply, which we have at this moment, Da Dah!!!! Jack: I would, I would put … ‘continuous jumping’, which means you can just jump, and jump, and just keep jumping […] Jack: Like, how about … I wish I was Knight Arthur. Could you please explain who Knight Arthur is? Louis: He is the character you play in this story. I wish I could be Knight Arthur with my little pro-action replay plugged in … and then I would turn on, I’d turn on the action again. I’d put in, let’s see, 70027602 in the code importer, and you would get, you’d be immune to enemy attacks if … I can walk around it going through flames and lava and big demons like hydras and things Green, Reid & Bigum (1998) So, if cyberspace is not really space as such, but a kind of (interaction with) a map or itinerary, are we then playing with texts? On a certain level we are, however I would like to question the usefulness of metaphors of text and reading in relation to computer media - in either the everyday sense of the written or printed word or in Roland Barthes’ sense of culture as textual and hence readable. I would argue that whilst the notion of text is productive as a conceptual starting point, it too has its limitations as an accurate framework for conceptualising interactive media such as games. To begin to propose a more productive framework it will be necessary to identify and highlight key specificities of the video or computer game, i.e. their existence as computer media, and the concomitant interactive engagement of their players.
[at this point in the presentation a Java applet of Game of Life is demonstrated]
Game of Life and Evil Alien are both computer programs and as such have been ‘written’. Thinking of them as textual serves to remind us that these are still cultural products despite the sense they generate of alternative worlds or artificial life. However, each (as are all computer games) is based in a mathematical set of parameters with which the player intervenes and responds. These gameworlds may be more productively conceptualised as algorithmic rather than textual or even spatial.
As with the Nintendo kids already discussed we see an engagement with computer generated worlds that requires an implicit awareness of layers of meaning. Players must engage with the game as a relationship between the environment and characters and the underlying mathematical parameters and algorithms of the simulation. Ted Friedman’s analyses of simulation games are very useful in conceptualising the specificities of games as computer-based media and as play with computers. He asks what kind of identification or immersion are we experiencing when we play simulation games. Referring to games such as SimCity, he argues When a player "zones" a land area, she or he is identifying less with a role than with a process. And the reason that the decision, and the continuous series of decisions the gamer makes, can be made so quickly and intuitively, is that you have internalized the logic of the program, so that you’re always able to anticipate the results of your actions. "Losing yourself" in a computer game means, in a sense, identifying with the simulation itself. [...] What makes interaction with computers so powerfully absorbing – for better or worse – is the way computers can transform the exchange between reader and text into a feedback loop. Every response you make provokes a reaction from the computer, which leads to a new response, and so on, as the loop from the screen to your eyes to your fingers on the keyboard to the computer to the screen becomes a single cybernetic circuit. So far, then – I have argued that the popular notion of cyberspace as space within a computer or computer networks - as borrowed from popular fiction - is resonant but limiting. The sense of interacting in and with a space whilst playing a game is often palpable, though it is only part of a series of layers of interactive processes and engagement. Moreover I would argue that the cybercultural concept of cyberspace (from its wholesale and largely unreflexive borrowings from Gibson to its dreams of transcendence and cyborg subjectivities) is in fact a sublimation of the real, day to day, popular development and experience of computer-generated spatial representations – and players’ relationships with them - manifested in video game play. It is important then to assert the distinction between fictional and actual cyberspace (whilst acknowledging their mutually interdependent development, aesthetic and experience). Categories of actual cyberspace:
These categories are not mutually exclusive and they overlap substantially, but for now I want to focus on the overlap between video games and simulations. Simulation: ‘a copy without an original’, a shift from the representational practices of imitation or mimesis to the production of a ‘reality’ that is experienced that does not correspond to any actually existing thing Jean Baudrillard ‘mathematical or algorithmic model, combined with a set of initial conditions that allows prediction and visualisation as time unfolds’ Marc Prensky Within cybercultural theory ‘simulation’ is usually taken in the sense developed by Baudrillard – as simulacra. According to Baudrillard, simulacra are signs that can no longer be exchanged with ‘real’ elements, but only with other signs within the system. For Baudrillard reality under the conditions of post modernism has become hyperreality, disappearing into a network of simulation. This has been conceptualised as a shift from the practice of ‘imitation’ (or ‘mimesis’, the attempt at an accurate imitation or representation of some real thing that lies outside of the image or picture) to that of ‘simulation’ (where a ‘reality’ is experienced that does not correspond to any actually existing thing). A simulation can be experienced as if it were real, even when no corresponding thing exists outside of the simulation itself. Lister et al 2003. Marc Prensky offers three definitions of simulation:
For the purposes of this paper I would like to address Prensky’s third definition - simulations as material technologies and media - but bear in mind the Baudrillardian sense, reflecting on the notion of simulation as productive of reality, not ‘counterfeit’ nor necessarily approximating the real world. Prensky’s emphasis on the temporal nature of simulations is also salient for this discussion. He cites Will Wright (the creator of SimCity, The Sims, and numerous other simulation games) discussing simulations as models quite different from, for example, balsa wood models. The simulation is temporal, modelling processes such as decay, growth, population shifts, not physical structures. To this we can add Ted Friedman’s concern for the position of the player in the generation of simulated worlds and their processes: Representing flux and change is exactly what a simulation can do, by replacing the stasis of two- or three- dimensional spatial models with a map that shifts over time to reflect change. And this change is not simply the one-way communication of a series of still images, but a continually interactive process. Computer simulations bring the tools of narrative to mapmaking, allowing the individual not simply to observe structures, but to become experientially immersed in their logic. Friedman. So simulation in a videogame could be analysed thus:
b. this ‘reality’ then is mathematically structured and determined. As Prensky points out, The Sims adds a fun interface to a cultural form rooted in science and the mathematical and traditionally presented only as numbers on the screen. ‘Games such as SimCity incorporate a variety of ways of modeling dynamic systems – including linear equations (e.g. spreadsheets), differential equations (system dynamic – based simulations) and cellular automata – where the behaviours of certain objects come from their own properties and rules for how those properties interacted with neighbors’;
c. thinking of videogames as simulations also returns us to the assertion that the player’s experience of cyberspace is one not only of exploration but of realising or bringing the gameworld into being in a semiotic and cybernetic circuit. ‘The distinguishing quality of the virtual world is that the system lets the participant observer play an active role, where he or she can test the system and discover the rules and structural qualities in the process’ Espen Aarseth This raises the question of the relationship between a non-game simulation and the processes it models. This goes beyond the remit of this paper, but is a fascinating question. It is generally assumed that non-entertainment simulations achieve some level of mimetic effectiveness, or they wouldn’t be produced and used. However – again perhaps we are using the model of ‘representation’ inaccurately here. Flight simulators don’t so much simulate the complexities of flight or the aerial environment at 30 thousand feet as the activity of using the aeroplane’s ‘interface’. They mechanically simulate the use of a different machine. Economic simulations are widely used yet appear more effective as ways of generating a range of possible outcomes and eventualities than predicting actual economic downturns and crashes. Could we say then that the computer simulation is therefore not so much a copy without an original as a model or process without a referent, the itinerary rotting over space-time?
Questions for the study of new media and cyberculture from within videogame cyberspace: What are the relationships between the cyberspace Imaginary of Internet media and VR v. the materiality of embodied, popular play? What are the implications of studying simulation as cultural form? Is actual cyberspace post-symbolic, textual or algorithmic? How does it articulate its time and space? How do we theorise the player –as actual cybernetic subject?
references and related reading Aarseth, Espen Cybertext
: perspectives on ergodic literature, Maryland : The John Hopkins
University Press, 1997. |