The above image is from a famous ad campaign featuring Catherine Deneuve for Chanel No. 5. She is, or was I guess, famous for her sophistication and classic beauty. You slap the product next to her skull and print it into every single magazine you know potential consumers read. They glance at it, shrug, and keep flipping pages. The subconscious makes the connection, your conscious mind doesn’t have to do anything. The basic formula is “Fame and Glamour = Catherine Deneuve = Chanel No. 5”. You dump enough cash into this and eventually people will eventually just think, “Fame and Glamour = Chanel No.5”. That’s a basic 1 to 1 ad system with only one intermediary. Williamson’s theory is that, “this is the advertisement…constantly translating between systems of meaning, and therefore constitute[ing] a vast meta-system where values from different areas of our lives are made interchangeable.”
Here is the catch: unless you know who Catherine Deneuve is,
the ad is just an empty system. It has no content, no value assignment.
Williamson points out that an observer needs exposure to the referent system,
the fashion and modeling industry, because this allows the observer to apply
differentiation. This might be a bit tricky to understand if you don’t give a
shit about modeling so I’ll try a different example. Pretend you live in a
vacuum and there is only one chair. You have never seen or even heard about any
other kind of chair existing, this is it. As a consequence, you have no
conception of the chair being good or bad. There is no other chair to compare
it to in order to generate value. It just is. Williamson explains you need to
know about the whole system the referent exists in to fully understand
the ad.
Like Deneuve’s skull and Chanel No.5, in a video game two
systems are being juxtaposed so that the player will eventually connect them. The
formula is “game system = game content.”
On a very superficial level you can already apply some of Williamson’s
ideas to content you see in games now. The space marine image derived from
Warhammer 40K or Aliens is borrowed heavily. Sexualizing the female form to
play to male conditioning. Elves that look like Tolkein’s elves because people
recognize that shape. Orcs that look like green nasty things because that’s
what other people have done. This is obvious and you don’t need me to spell it
all out. Games borrow these preconceptions and expectations because it’s likely
their referents are already in our heads. We’ve all seen these movies, played
previous games, or read these books.
What’s interesting about games is that they also generate
their own referential and differential systems at the same time that all of
this stuff is being juxtaposed with our models of reality and our models of the
game’s system. That is, it’s borrowing the visuals for the orc but also
assigning various values like HP, damage, and other values generated by the
game design. Unlike the ad, interaction in the video game creates an additional
layer of meaning.
Several interesting questions are raised by this, the
largest being how much conflict can there be between the referential visual
system and the differential game design system? This isn’t a new concept, Clint
Hocking coined the term ludonarrative dissonance to describe when the content and design are experiencing disconnect. The issue,
when using Williamson’s formula, is the fact that she asserts there is no need
for there to be a connection between the two. The dissonance is what
gives it meaning, not the corroboration. Hocking is presuming the opposite.
The revelation here is abandoning the notion, like ads long
ago did, that the content is speaking to the player. It goes beyond just a
translation between visual images and systemic values. It isn’t just X =
attack. Instead a vast web of associations and meanings that cross from content
to system, then back again are all in play. The NPC giving you a quest is not
JUST a downtrodden peasant nor are they JUST a quest-giver. They are metaphors
for one another with two separate sets of values. One comes internally from the
game design and one comes from the content and our own cultural values.
This constant system of visual and audio metaphor taking on
systemic meaning is akin to a specific kind of metaphor. James Geary breaks
down the metaphor process in his book I is an Other. Metaphors are an extension of our natural desire for pattern recognition. We
naturally assign agency and consciousness to things we don’t immediately
understand. A knock on a wall becomes a ghost, a flash of light a UFO. You deal
with something new by basing it on the familiar. Geary goes over many different
types of metaphors but I think with games it might be better to focus on the
scientific variety. This is because scientists have to struggle with the presence
of literal scientific information and the need for analogy so people can
understand it.
J. Robert Oppenheimer, quoted in the book, explains it like
this, “We cannot learn to be surprised or
astonished at something unless we have a view of how it ought to be; and that
view is almost certainly an analogy. We cannot learn that we have made a
mistake unless we can make a mistake; and our mistake is almost always in the
form of an analogy to some other piece of experience.” Scientific analogies
develop slowly. You begin in the subjective by asking something basic like is
the Earth formed like Tapioca. You do tests, you compile results, and
eventually you start to put together a model of the system. Metaphor tells you
what things are like, not what they are. Eventually as you gain complete
understanding of the system you dispense with the metaphor.
When we say the dissonance is what generates meaning in a
system narrative, we mean that the relationship between unrelated systems, the
referential mechanism of both value from game design and the analogies in
content is where it comes from. Sticking these two things alongside each other
establishes the connection, our minds will find it in the same way they make
associations with an ad. Pressing X is attack. This does damage. I need to
damage this thing. I know all of this because of the complex series of
animations and signals the game sends to me. Competing with all this is the
slow erosion of those first subjective impressions as the player goes from
subjective to objective, from the analogy to the system. That transition
process is where the bulk of the narrative takes place through metaphor and new
experiences. New subjective information must constantly be added for the player
to base their constantly developing model of the game design.
The necessity for this kind of approach is that most games
already look like this. A systems narrative has several common features.
Characters do not change independently, they are static until the system coerces
change. The narrative consists of ever-shifting viewpoints of the system and
various changes enacted there. These effects are observed as they spread and characters
respond to them. Examples of this in other mediums would be something like The
Wire, Virginia Woolf’s To The Lighthouse, or Joseph Heller’s Catch-22. I
am mostly proposing abandoning half-ass attempts to shoehorn in literary
conventions and conversely avoiding totally ignoring the attempts of games to
tell their own unique brand of story.
We’ll see how it goes, it is time for me to focus on
individual classics and modern games with a particular critical lens. We’ll see
if this has any legs when going over a variety of individual examples.
2 comments:
Great post! I have some things to say about this in regards to "ethics" games like Sweatshop. This recent post on "The Fascist Politics of the Infinite Respawn" spurred me to get started, I think it is very relevant: http://ohnovideogames.com/the-fascist-politics-of-the-infinite-respawn
I am routinely impressed with yr essays. I hope they are collected and published some day.
Post a Comment