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The Philosophy of Computer Games - Memory and Athens

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Then it was a dream come true. To talk about videogames and philosophy in Athens, the seat of Western Philosophy, was an overwhelming experience in itself. This was probably my last conference presentation outside the UK so I was quite tense about it. Moreover, I was speaking about Bergson, memory and videogames and I felt I was on shaky and unfamiliar ground. With all this in mind and with concerns about my visa and the whole Indian-travelling-in-Europe malarkey, I set forth for Athens.

As my friend Sebastian Moering (whom you will have encountered in earlier posts) says, I attract all sorts of weird adventures. Of these I shall tell you later. For the moment let us pass the graffiti covered walls of Panteion University screaming their protest against the powers that be and enter the conference hall.  Gordon Calleja opened the conference by announcing its aim of bringing philosophy and game design, otherwise loosely connected, together in the arena of theoretical Humanities. Yannis Scarpelos added the poignant reminder of the world around us saying that Greece is a gameboard and that its people are pawns in a game - an analogy that amply illustrated why games were so important to social sciences and the humanities.

I forgot to say, I met the entire Ludotopia crowd (Alison, Sebastian and Niklas) as well as Mark Butler whose wisdom I have always respected. Among new found friends I count Isaac Lenhart, Armin Papenfuss, Christophe Bruchansky, Adam Russell, Graham Matthews,  Daniel Vella and Stefano Gualeni. Anyway, let us go back to the conference hall.

the 'Philosophy of Computer Games' mascots

As I started writing, I was thinking of making this a commentary on each of the papers. The further I got, however, the more difficult and time-consuming it seemed. So I'll switch from commentary to reportage. To start with the papers that I liked in particular.

Although we have very different theoretical orientations, Rune Klevjer's research has never ceased to impress me. Rune spoke about telepresence, embodiment and diegesis as relevant to the player's identity. His analogies ranged from Merleau-Ponty's 'blind man with a cane' to those who fly unmanned drones. He identifies a difference between being telepresent and being embodied. He also sees difficulties in having an embodied presence in a diegetic world. The player and diegetic character (story protagonist) are, for him, fellow travellers who share history and even memories but are not the same person. Readers of Ludus ex will know wherein I disagree with this - especially looking from the perspective of the player's involvement in the story as a 'becoming' (in the Deleuzian sense).

This brings me to Mark Butler's paper on 'Becoming-Zerg'. Mark-becoming-Protoss (as he confessed was normally the case) was now becoming-zerg. I have never seen anyone tackle the involvement  / identity-formation in RTS games. I touched on this briefly in an earlier paper (and at more length in my thesis) but then left it there. So how can I become all the Zerg in Starcraft  - do I become a Zerg, some zergs, the whole zerg-collective (these zerg things remind me of the Borg in Star Trek)? Mark brings in the Deleuzoguattarian concept of the assemblage. Identity is configured and de-configured (he replaces 'deterritorialise and reterritorialise' with these terms) and as such the borders between the player-experience are blurred due to a state of flow that is in place. The player's experience as a Zerg is a 'becoming'. Might I add here that the collective experience of identity in a multiplayer RTS game is also well explainable using this model.

Among the new researchers whose work I came across, Peter Day's Wittgensteinian reading of the relation between avatar and player  impressed me. Like Mark (who made the comment), I am intrigued to see Peter's work moving beyond the Tractatus to other Wittgensteinian texts. I'm sure we will see more exploration of the connection between the metaphysical subject and the 'I' within the language of games. Felan Parker's application of Foucauldian aesthetic self-fashioning to expansive gameplay ( non-canonical things that players do with a game, e.g. playing Halo without killing any of the antagonists)was another interesting topic. Graham Matthews Lac(k)anian reading of Pacman and gameplay in general the restoration of lost unity in the progressive circuit of desire was another notable contribution. Graham is going to link his research on videogame to medical humanities and outside the conference walls (over a kebab, actually) he told me about his interest in analysing how health is perceived in videogames. Wonderful, I think!

The philosopher-theorists impressed and so did the philosopher-designers. Adam Russell (another East Midlands connection), known for his design of the identity mechanism in Fable, spoke on the underlying philosophical assumptions and problems of narrative-driven games. Like Rune, but approaching the question differently, Adam asked how we can be present in a game-world as an avatar who has personality and also memory. He invokes Heidegger's idea of 'thrownness' and brings in a comparison with our real selves where, he points out,  we are always identifying with a character that we cannot fully control (ourselves). I was hoping Adam would say a bit more but tiredness and time-constraints clearly came in the way. I'm eagerly awaiting his paper online.  From Adam to Stefano 'Digital Bat' Gualeni. Stefano is a famous game designer and on sharing a beer with him, I learnt loads about innovative game design - didn't know some cool people in some cool places were designing games based on biometric input. Stefano spoke about how we could use games to illustrate philosophical concepts. So next time, we won't present papers but build games instead.


Okay, looks like this is becoming a humongous post and I can see myself struggling to encapsulate everything here. Therefore, I'll steer towards more brevity. Some of the other papers that I see my work connecting with would be Daniel Vella's work on ruins and videogames, Mia Consalvo's keynote focusing on identification in social games (well this isn't my area but it was very interesting ) and Alison Gazzard's paper on perceptions of space in game worlds where she brings in Massumi in a way which seems to connect to my work on affect.

I haven't discussed the keynotes in detail but David Myers' biological naturalism based formulation of videogame identity was very interesting. Myers' paper engaged in a dialogue with Eric Olson, the other keynote speaker. Olson's paper was provocative but I felt that some of his points needed more justification and certainly, a more solid base in terms of gameplay experience.
 
This was also the first conference where other Indians besides myself presented. Samir Passi and Ranjit Singh had to leave early and it was a pity that we didn't get better acquainted. The next day, after an enlightening early-morning trek to Acropolis with Isaac, I too had to leave quite early. Halfway through Consalvo's paper in fact - unfortunately. So I have homework to do. Not for anything in the world will I miss the chance to ask Sebastian and Niklas questions about their respective papers, both of which turned out very well as I've been told. Among the papers that the severe brain fatigue after presenting my own paper forced me to miss, I'll be looking forward to reading Elina Roinotti's paper on identity and governance in WoW. Although not a WoW fan, Esther MacCallum-Stewart's sterling work has got me more than casually interested. Elina was also our tireless host at the conference and I'd like to thank her and her team for making this a memorable experience.

'Re-membering and Dismembering': the title of my paper

Speaking of memorable experiences, my own presentation at this conference was certainly a major one for me.  This is almost my swansong - the trailing last few things that I'm probably going to say to Game Studies before I go back to India (and to possible game-research oblivion) in July. It's fitting that what I had to say was about remembering. I have made so many friends in my journeys in videogame research and I hope our shared memories remain. My paper too was about shared memories and about constructing identities through memory (re - memberings as opposed to dismemberings). I pondered the question of how multiple memories of the same game event can exist (created at each reload of a saved instance) and how these influence who and what we are in the game. I find the models suggested by Henri Bergson and Gilles Deleuze particularly useful. For a quick overview check out the abstract below and for the full paper, click here. Click here for the slideshow.

There were interesting responses to my presentation from various people. This is work-in-progress and suggestions are always welcome. Mark wanted to see a bit more of the dismembering unpicked in the paper. There were interesting questions raised regarding collective memories in games in comparison to the writing of history (from Christophe) and about how someone else's memory could be appropriated by the player (in that say I share my savegame with you, as Alison asked). Gordon asked if I had not considered psychological studies of memory and my response is that Deleuze covers some ground here in his Bergsonism which I use heavily but that I'm intent on doing more work on this. There is also the neurobiological angle that I've started looking at. The concept of collective videogame memory appealed to many and left me wondering if I should have concentrated more on this aspect. Serendipitously, on my way back I met Mara, a Psychology student from Italy and we fell talking about the multiplicity of memory. Now I have some more articles to read :)

Before that, however, I need to synchronise my memories with those of Altair and Ezio of Assassin's Creed. I'm playing after ages and I've clocked eight hours already today. Now to quickly post this and get back to my game.


For papers by other presenters, use this link. 
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Abstract

Re-membering and Dismembering: Memory and the (Re)Creation of Identities in Videogames
[Heading: Identity, Artifacts and Memory]
Perhaps one of the most natural things in gameplay is to avoid the same tactics that killed the player in the last saved game when he or she reloads and play again. In fact, it seems so natural an element of gameplay, that the act of remembering is almost unnoticed. As scholars such as Michael Nitsche (2007) and Barry Atkins (2007) have observed, however, memory plays an important part in shaping videogame actions. Remembered actions educate the player against making some decisions and as Nitsche observes, narrow down the number of possibilities in each future iteration of gameplay. Simply put, based on memory, the player does not get killed in the same way twice. Atkins and also the present author have analysed how the remembered experiences in videogames complicate the temporal schema of the game plots, thus making them problematise linear chronologies. From these initial forays into looking at the relationship between the videogame and the player memory, one salient issue emerges. Remembered actions inform the future in-game deeds of the player and these, in turn, contribute to the construction of the in-game identity. Given its influence on in-game action and by extension of the player’s in-game identity, the role of memory can almost be seen as a ‘re -membering’ (from the original sense of the word ‘member’ meaning ‘body’) - memory therefore serves to re-embody and recreate the player-character.
The question, however, is further complicated because of the nature of the memory itself. Often, the memory is a collective construct. Digital artefacts such as walkthroughs and  game wikisites host a massive database of remembered experiences uploaded by players. Future players ‘plug-in’ , as it were, to such a collective memory when they seek help or context while experiencing the game. Their experiences, arguably, are modified with the involvement with the collective memories in such paratextual material.
Remembered experiences can be instinctive and ‘gut responses’: for example, before entering a narrow lane in a First-Person Shooter where the avatar might have died in a previous instance, the remembered response might be to automatically spray the area with bullets before entering. At the same time, in-game memory is also a clearly defined entity that calls for reflective analysis. Some games consciously make memory a key trope in their plots and there they address issues like temporality and identity. Prince of Persia: The Sands of Time (2003) and Assassin’s Creed (2008) are prominent examples where the avatar’s lived experience is governed in various remembered experiences . STALKER: Shadow of Chernobyl (2007) is about a protagonist who plays out the game’s narrative in order to find out who he is -  his identity and memory constantly inform each other.
The question of how the act of remembering (or re-membering) contributes to the in-game identity formation of the avatar might be problematic but whether it is an entirely new one is a moot point. A comparison with parallel concepts in philosophy would be useful, therefore, in exploring the role memory has in building in-game identities. Such a comparison would also provide concrete illustrations to support or refute  philosophical models.  Taking this approach, this paper explores parallels between Henri Bergson’s philosophy of memory and videogames. In doing so, particular emphasis is placed on the Bergsonian view of time and memory as a multiplicity. Like the mass of discrete yet inseparable remembered experiences that game walkthroughs, wikis and other records consist of, for Bergson multiplicity is qualitative and is characterised by both heterogeneity and continuity.  Memory is categorised by Bergson into the automatic ‘habit-memory’ that is aligned with bodily perception and a ‘pure’ memory which involves thought and action.
The similarities with memory in videogames come out even in the comparison with  the brief sketch of the Bergsonian model above. Despite the similarities, the process of identity-formation and its relation with the player memory still needs further clarification. Gilles Deleuze (1988) proposes a reading of Bergson that takes into account the Bergsonian multiplicity and also provides a more substantial model of perception, affection and action where in between the perception and the action, memory plays the important role where the character of the avatar can be seen to be constructed in the ‘movement of memory’. After a certain event in the game, how the player responds to it depends susbtantially on  the  past experience, whether it is his or her own or whether it is drawn from the collective wisdom of databanks or fellow players. The identity of the avatar is the result of actualisations that occur from within a complex space of parallel and interlocking possibilities. This space of possibilities is, however, constantly modified by the player’s previous actions as well as by what the player remembers of previous actions or in other words, his or her memory. Having analysed the function of memory in videogames and having compared it with Bergson’s concept of memory as well as Deleuze’s commentary on Bergson, this analysis will illustrate how player memory - both singular and collective - forms a key part of the mechanism of identity-formation.


Indicative Bibliography
Assassin’s Creed, 2008, Ubisoft Montreal, Ubisoft.
Atkins, B.  2007, ‘Killing time: time past, time present and time future in Prince of Persia: The Sands of Time’ in B. Atkins and T.  Krzywinska (eds.), Videogame, Player, Text, Manchester: Manchester University Press. pp. 237-253.
Bergson, H., 2004. Matter and Memory, Mineola, N.Y: Dover Publications.  
Deleuze, G., 1988. Bergsonism, New York: Zone Books.  
Deleuze, G., 1986. Cinema 1 : The Movement-image, London: Athlone.  
Nitsche, M., 2007, ‘Mapping time in video games’. In DIGRA. Tokyo. Available www.lcc.gatech.edu/~nitsche/download/Nitsche_DiGRA_07.pdf.  Accessed: 12 January 2011.
Prince of Persia: The Sands of Time, 2003, Ubisoft Montreal, Ubisoft.
STALKER: Shadow of Chernobyl, 2007, THQ, GSC Gameworld.

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Responses to Some of the Questions at my DIGRA Paper

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Presenting at DIGRA was a dream come true.Back in them days, when I used to I used to wait for ages for my dial-up to download a DIGRA paper and suddenly the infamous Calcutta power-cuts would frustrate all my endeavours... II never thought I'd be at one of these conferences.

Well, I made it and now my paper's done. As my earlier post said, the paper was on Indic eschatologies and the multiple temporality in videogames. Not surprisingly, I re-traversed my favourite topic of difference, repetition and endings. Again, not surprisingly, I went back to Deleuze.

I am quite satisfied with the paper - in the way I never am, because all I aimed to do was to open up some perspectives and not to defend a thesis. The upshot of it all was that seen from alternative viewpoints (theological and philosophical), the multitelic instances of gameplay complicate the very idea of narrative itself. Through its obvious presence videogames, this complexity is also revealed in earlier and more canonical forms of narrative. Indeed, coming from a literary background, my prime concern happens to be narrative in the videogame.

The paper itself is not in the conference proceedings - because I messed up and did not submit on time. So I'll put it up here. I still use (and will forever use) the very idiosyncratically British MHRA citation system but I'm sure you can put up with it. Fact is, it took me almost three years to get the hang of it.

Now, for some answers to the questions I was asked:

Q1: how can the difference and repetition (and Karma as actualisation of potentialities) idea be squared with recorded instances of the game (i.e. in games where you can switch on the recording mode and replay your record - not 'replay' as in reloading a savegame but an action replay as in a football telecast)?

I view even that as a different event that paradoxically is the same. the difference here lies in the fact that the event is actualised under different factors (singularities) , for example, the pressing of the record button.

Q2: I don't remember the exact question since I was half-dead with fatigue by then - in short, why is all this linking with karma etc useful? We already know that games have repeating instances.


Well, I am interested in narratives in videogames and one of the reasons why game-narratives are considered problematic is because of their multiple instances - which effectively confuse the hell out of formalist narratologies. To analyse the story(ies) in the game is to grapple with the problem of repetition. And no, the problem of repetition is not a given and is far more complex than game studies yet can tackle. Fresh perspectives are therefore necessary. This, however, has not fallen from the sky ... ancient philosophies were already engaging with this : games add to this serious philosophical discussion. another reason why games are important. my conclusion was pretty clear about this. And yes, Deleuze is very important in engaging with this. Game theorists the world over are now beginning to approach game studies from the Deleuzian perspective (read Bogost and Galloway for a start). I was also heartened that the commissioning editor of MIT Press, Doug Sery, made the obvious connection with DeLanda (himself an important commentator on Deleuze) and videogames --- something that academics in the field have often missed.

This also partly answers another question I don't see death in games as being trivial - because I'm looking at the narrative aspect. Even if you look at it like Frasca does ('it trivialises life' etc), as I say, this is a limited response based on a linear theology.

And after that little lecture, a question which though answered somewhat clearly at the time, is beginning to make me think in retrospect:

Q3: Is there a connection between videogames and the religious experience?

I'm not sure and i think I need to think this through. The paper, however, uses the theology in its philosophical aspect and shies away from religious commentary. This question, however, opens up a whole new angle (by the way, The Escapist was supposed to do an issue on games and religion).

Jesper Juul's comment on board-games also involving similar issues is interesting. I know I need to do something on Indian conceptions of play (Lila and khel/ krira etc) but am hesitant because this will involve a rather heavy study (parallel to the work on Huizinga etc) that I am reluctant in undertaking just yet, especially with my scant knowledge of the field.

Arnav Jhala's comments backing up my response about the Indian gaming situation were helpful: I didn't know that some people have tried making a Mahabharat game.

Anyway, got to get some sleep before leaving home at an ungodly hour to attend the last day of DIGRA. Apols for the stacatto writing. And I'll upload the paper tomorrow after cleaning it up a bit.

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PKD-Day 3@NTU is a Huge Success

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My absence from Ludus ex this time was due to the fact that I was co-organising PKD-Day with Prof John Goodridge from my department. NTU had another fab event: the third successful PKD-Day. We did it again.



PKD-Day, as regular readers of Ludus ex, will know is a small and offbeat event for those who enjoy the works of Philip Kindred Dick, the legendary Science Fiction writer. For the absolutely uninitiated, he's the guy who wrote the Blade Runner book (called do Androids Dream of Electric Sheep?). This time's event had an interesting mix of papers featuring Baudrillardian responses to Dick's work, the Dickian response to ideas of humanity, the police-state in Dick's novels, samizdat responses to Dick on YouTube and a Gnostic reading of PKD. My own paper was on how the Phildickian world is actually like a videogame because of the alternate realities and parallel tracks of time that Dick (in a very Deleuzian way, I argue) presents in his books and discusses at length in his talk 'If You Find This World Bad, Go Take A Look at Others'. I used the obvious example of Prince of Persia: The Sands of Time to start my discussion. self-reflexively states that time is not linear like a river but like an ocean. Then I looked at Dick's novels The Man in the High Castle and Ubik in terms of the alternate realities they posit.

There were two highlights of the day. One was the lovely lunch that John had laid out for us and the other was the key attraction: a Skype conversation with Tessa Dick, PKD's last wife. This, although effected using improvised means (since the university apparently doesn't support Skype), worked out really well in that the audience were able to ask Tessa questions and hear her live, without our having to pay the loads of money for airfare or telephony that our small event cannot afford. Tessa spoke on A Scanner Darkly, PKD's philosophy and even PKD's cats.

Besides these events, we also had a workshop to discuss the reading experiences of the participants and thereafter, a chance to reconvene at a local pub (which took us 30 mins to reach on foot, courtesy my superb planning!). Anyway, the ale was good (even though they ran out of Bombardier) and the event came to a fantastic close. The papers and more details about PKD-Day will be available on the event's website. We also aim to create a mailing list to keep the PKD-Day community active and involved.