Showing posts with label Virtual. Show all posts
The Avatar Experience
I'm struggling to keep up with things. I watched Avatar about three weeks ago and I would settle for no less than the much-feted 3-D version. Since then, I've been meaning to write about it. I found the film riddled with cliches to the extreme. War on terror, battle for resources, environmental issues and colonisation - all the boxes were ticked. That's not to say that I didn't enjoy it - specially the fun way in which Hollywood constructs everything that's not Western as quaintly primitive (blue skin, long ears and the capacity to link with ancestors through your ears) but bizarrely pristine and mystical. However, that's not what I'm going to talk about.
It's the title that intrigues me. Avatar: not many know that it's a Sankrit word meaning reincarnation, especially the famous ten incarnations of Vishnu. In recent cyber terms, 'avatar' has taken on a slightly different meaning - thanks to Neal Stephenson's novels. It is an 'incarnation' literally but excluding the sense of temporal recurrence that accompanies the Hindu use of the word. The movie uses 'avatar' just so - as the cyber embodiment of a character. As a game researcher (and long time gamer), I am quite familiar with this meaning as well. In my DiGRA paper I've argued that the understanding of avatar in game terms remains incomplete if we do not consider its temporal aspect as well. I won't shout about that now ...
What I do want to talk about is the film's use of the concept from the gaming scenario. On the CNet News site, David Terdiman quotes virtual worlds expert Bruce Damer as saying, "If you combine the Wii or (Microsoft's Project Natal) with augmented reality glasses or...just (hold) up your smart phone, you will 'see' into the virtual world that is cast all around you," Quite possibly.
It's the title that intrigues me. Avatar: not many know that it's a Sankrit word meaning reincarnation, especially the famous ten incarnations of Vishnu. In recent cyber terms, 'avatar' has taken on a slightly different meaning - thanks to Neal Stephenson's novels. It is an 'incarnation' literally but excluding the sense of temporal recurrence that accompanies the Hindu use of the word. The movie uses 'avatar' just so - as the cyber embodiment of a character. As a game researcher (and long time gamer), I am quite familiar with this meaning as well. In my DiGRA paper I've argued that the understanding of avatar in game terms remains incomplete if we do not consider its temporal aspect as well. I won't shout about that now ...
What I do want to talk about is the film's use of the concept from the gaming scenario. On the CNet News site, David Terdiman quotes virtual worlds expert Bruce Damer as saying, "If you combine the Wii or (Microsoft's Project Natal) with augmented reality glasses or...just (hold) up your smart phone, you will 'see' into the virtual world that is cast all around you," Quite possibly.
If Natal delivers what it promises that will be amazing, there is no doubt about that. Whatever be the level of engagement with the 'virtual' world, the awareness of the player is not totally immersed in the experience of the videogame. Instead, there is what Gonzalo Frasca calls 'outmersion' (the awareness that you are not immersed or completely in the game world) and meta-outmersion (the awareness that are aware of being outmersed).
The film, Avatar, does not, contrary to many, simplify the process of identification of the avatar-body and the human operator. In a way, there is a similarity as well as a difference between this film and the slightly earlier release, The Surrogates. The humans in the latter seem more absorbed in their surrogate existence. The whole world lives and plays out in their surrogate existence or using their avatars, barring a small enclave which refuses to use surrogates. Jake, the protagonist in Avatar, however, is always aware of his other existence because the avatar he uses / inhabits is also aware that he is on a fact-finding mission. Further, in his avatar he is actually dealing with real creatures. In Surrogates, the protagonist (Bruce Willis) gets to encounter real humans as well, although other characters don't experience this as much. In Surrogates, people use their avatars to do things in their real day-to-day world whereas in Avatar , the use of avatars is restricted to a unexplored alien world. The externality of the avatar depends on this to an extent. In both cases, the real world interferes and clashes with the avatar. In the movies, real-world characters attack the avatars as well as their real world selves - sometimes simultaneously in the two different zones of real and avatar activity. An example of this in Avatar is when the US Marines move in to destroy Pandora and have to fight one of their own, Jake, in his avatar-self. Almost at the end of the movie, the chief antagonist tries to kill Jake's real and virtual selves simultaneously thus demarcating the differences while showing how they function together. There are scenes in both movies where it does seem that the involvement of the real and the avatar self are seamless but both the movies, albeit to a different degree, question the seamlessness that they point towards in their own way. The involvement with the avatar is not one of straightforward immersion and 'flow'; rather, it incorporates an experience of outmersion and meta-outmersion. The endings of the movies, of course, move towards extremes: Surrogates ends with the rejection of avatars and Avatar ends with the total passage of Jake into his avatar self. Taken together, both movies complicate our understanding of the 'avatar' as understood in current videogame parlance: the fact that two movies linked with a somewhat similar entity end in such diametrically opposite endings makes it difficult to deem any of the endings as a plausible way of understanding the avatar-experience. Instead, this reiterates the point that the experience of involvement in a virtual world through a mediated self is complex and varied. Immersion in the sense of submergence in a virtual reality does not explain this situation and it is great that a much contested idea in videogames (however involving and realistic) is being discussed by older media such as cinema with due attention being paid to its complexity.
In sum, I'm quite happy that both the films throw open more questions about the mediality of the avatar. As for the temporal aspect, I believe that although it is intrinsic to the understanding of the avatar, we will see it emerging in discussions and representations by the media in due course.
Responses to Some of the Questions at my DIGRA Paper
Souvik
Thursday, September 03, 2009
Assassins Creed
,
Avatar
,
Death
,
Deleuze
,
Difference and Repetition
,
DIGRA
,
karma
,
Prince of Persia
,
rebirth
,
Telos
,
Time
,
videogames
,
Virtual
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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.
__________________________________
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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