Playing with Empire

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I've been playing Empire: Total War (read the review at GameSpot) since Christmas. Almost for an hour every day. No surprises therefore if I am getting bored of it now. I'm playing as Great Britain and am now master of almost all of mainland Europe and a considerable part of America. I've been putting off my invasion of India even though the year is very near 1757 (when the historical Battle of Plassey happened) but I'm not sure whether it is because I am reluctant to attack my country (in real life) or whether things haven't just been expedient enough. Britain, under me, is as strong a power on land as on the sea and I've been able to march my armies into most places so far making sea landings unnecessary. That is not to say that I neglect the naval side of things as I've got a powerful flotilla of all kinds of ships and various fleets sailing the different oceans. The navy, however, is mostly busy fighting other navies and raiding trade routes - hence, the deviation of historical fact. I've not attacked India and I'm already too bored to play any more.

Screenshot from Empire: Total War. Note how a large chunk of Europe is now part of the British Empire (the red colour on the map at the bottom-left). The open window shows the basics stats that are needed to keep the population of Dublin happy. Empire, here, is about a statistical balance and a rule-bound game. I am surprised that it is possible to think of it in these terms about real empires.


As I ponder what it would have been like if this version of alternative history were to have happened (after all talking about games and temporality is my hobbyhorse), it is hard to shake off what I know had happened in reality. Playing with Empire can be an intriguing experience for someone who comes from a country that was colonised for over 250 years. This is as much because of what the game does as because of what it misses. A few days ago, I was reading Plain Tales from the British Raj and watching an old TV serial called The Jewel in the Crown (for the uninitiated, this the name for India in the days of the Raj). These popular attempts to describe Empire are obviously depictions of the Raj as seen by coloniser - albeit sometimes in retrospect. Despite the best intentions of portraying the less visible aspects of Empire, these accounts miss the voice of the subaltern (if the subaltern can speak at all, that is). It is not surprising that games based on empire miss much of what it was all about.

Obviously, the people, both individuals and the collective social sectors, are discounted. The intricacies of commerce and of supplanting the extant system of government with a foreign one are not reflected or greatly simplified. However, I believe that even the perhaps all too simplistic presentation of the workings of Empire is nonetheless of vital importance to any reading of imperialism. Age of Empires (similar title to E.J. Hobsbawm's book) is one of the older examples of games based on Empire. There have been many similar games before it but it is one that I keep returning to since it was amongst the first computer games that I played. The demo version which had reached me through a friend ran with some hiccups on Pentium 1 pc and I was trying to build the Hittite empire in Kadesh with a god's-eye view of my part of the world. The reality of the game consisted of armies, some key buildings and resources such as stone, gold and food. With stone I could build walls to keep out enemies while food and gold gave me my army. In the first sections of the game, I needed these to keep others from destroying me while in the subsequent sections, the main purpose was to capture other people's resources and increase my line of sight over the map. What I could see also , therefore, became a source of my power in a somewhat Foucauldian sense. As the Age of Empires series matured, the armies and their capabilties grew and so did the historical grasp of the games. Soon Kadesh was replaced by William Wallace or the armies of Genghiz Khan. The importance of trade increased and the buildings grew more and more complex in their types and functions. There were civilians in the games but they served mostly to chop wood, farm and mine stone or gold. Governance was mostly a military preserve and although the clergy was an important unit, its purpose was to heal soldiers and convert enemy soldiers. Conversion was accompanied by audio sounding like incantations and happened almost like magic. Entertaining as the games were, they were like huge databases involving micromanagement. Adding bits of data and destroying others' access to the data was the strategy for winning the game. While these games highlighted the perspective of viewing empires as giant databases and large armies as the means of maintaining access to resources and land, the association of empire with the control over rock , food and stone made empire seem like a simple resource-management game. There was one clear omission: no allowance was made for dissent from those captured or converted. So in a sense, an empire once established would remain forever.

Empire: Total War is different. As a turn-based game, it lets the player see the world as a flat navigable map on which it is possible to play on the 'macro' level in deciding troop and resource deployment, researching technology and having the computer 'autoresolve' battles. Conquered sections of the map get coloured by your nations colour. Under me (well the king is George III, the game says), almost the whole of Europe is a big red blur: England has her European empire at last! Unlike in Age of Empires, this game is turn-based and therefore, there is more of a sense of time --- and of history. Armies and navies can move only a certain distance during a turn, research takes a number of turns to complete and the mood of the populace can swing after a turn. There is resistance from the colonised peoples, armies run away without fighting to the end and diplomacy can tilt fortune in your favour. An elected parliament governs England and the fortunes of its empire but beyond the traits of the individual ministers influencing some set policy outlines, the government doesn't seem to matter. Most of the game concentrates on the army and the navy. Although, there is a 'philosophy' tab in the section where the empire researches its technology, most of the philosophical advancements are detrimental to the maintenance of empire and there is little incentive to research them: I am currently having my 'gentleman scientists' research the 'light infantry doctrine'. Very sound for an aspiring imperialist. Cities and towns are important for their special attributes and are places that form the hubs of trade and popular activity. Having certain buildings, some specific levels of taxes and popular satisfaction (these being interlinked) and of course, a garrison will keep conquered areas under control. If these are altered due to other circumstances (such as having to move an army away from its barracks in the city), disruptions may occur in the empire. Other nations also constantly threaten the balance.


There are obvious areas where the developers could improve the game: diplomacy, trade and economics still remain quite rudimentary. One significant omission would be any method creating alliances whereby allies could agree to share their spoils; another one, would be ways to implement realpolitik or divide et impera and the list goes on. However, instead of what the game doesn't do, let's focus on what it does.


It creates an environment for modelling empires. As letting other nations amass resources will be detrimental to the player (as he or she will soon be attacked), the game's logic justifies empire as a necessity. Empire forms the main element of the game's title but the next part is equally important. 'Total War' is the definitive way of maintaining Empire. The two entities seem almost interdependent. As a model, although deficient, the game seems to capture some of the salient features of the mechanics of Empire. Empire depends on control of cities and towns and these are maintained by stabilising some parameters in the games database. There is a certain amount of money required to maintain control over a region and the rest goes into the imperial coffers - sometimes to be spent on creating more soldiers or technology to support more expansion. When a region is first conquered, it seems more resistant to the conquerors - over time, this resistance seems to weaken in the game. As far as research of technologies goes, it seems totally harnessed to the empire's martial needs - other developments that come with a cost to imperial stability although of huge benefits otherwise will be rejected by the ordinary player. No doubt the game does not think of how technology designed to serve Empire could be used against it - but then again, neither did the imperialist officialdom. The game also encourages the building of imperial bases or hubs and a reasonable control of the sea. Basically, the game works on the logic of the need to expand to maintain power and obviously, the need for power as the way to survive. The whole game is set on the assumption that the abovementioned parameters need to be maintained constantly and that they can be maintained by a set of corresponding processes. Empire is a rule-based system that functions only when certain assumptions are made and certain factors taken for granted. Military might is often relied on as a standing solution for all problems and nations with strong standing armies (and empires) are given nation status. Anything not corresponding to the above is legitimate territory for being carved up by empires. Finally, the game also requires a forced assumption of sameness among all the conquered nations - although there is some diversity in traits, the conquered nations are treated as one common factor. For example, anyone opposing the imperialist rule becomes a rebel and usually (not always though) has weaker forces .

As we think of Empire as a game, it might be worth thinking about whether nineteenth century politicians were also making similar assumptions and playing their politics by similar kinds of rules that we see in the empire videogames. Whether it be Metternich and Castlereagh in Europe or Richard Wellesley in India, not to mention the chain of diplomats who followed in their wake, the concept of Empire has depended on the assumptions that ignored or discounted the colonised populations except as resources and certain time-tested methods of governance supposed to be effective in administering any part of the world that came under Empire: certain practices such as the annual tour of the districts that the British developed in India were applied in very disparate conditions in regions like the Malay Peninsula. The result, obviously, was not promising but that is another story. Another key characteristic, besides the imposition of a rule-bound framework, whhich prompt a comparison of Empire with games is the competition that always marked Empire. Taking the British Empire as a case in point, we might note that its rivalry with Russia in the Eurasian region came to be known as the 'Great Game' - again, no coincidence as it was a rule-bound race for regions.

However, games are not without their problems. The essential premise of a game is that it takes place outside/alongside reality (I won't bring in the magic circle debate here but I'm sure I can make the point without it). So in playing Empire like the 'Great Game', the assumptions and the rules constantly get subverted by the diversity and the randomness of the constituents of Empire. Even in Empire: Total War , the random element constantly subverts the rule-bound strategies. As the player struggles against the game in his attempt to maintain his empire, there is a constant feeling that Empire is not as stable as it is made out to be.



Return to Ludus Ex

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It's been quite a while since I have blogged. In fact, Ludus ex has missed a lot that happened on the gaming scene. GameCity (I came away with mixed feelings from the few events that I managed to attend), my first and last attempt to play Lego Rock Band (again in GameCity where I thoroughly made a fool of myself onstage), another games and philosophy conference at Potsdam (missed because I didn't get the visa on time), several DIGAREC talks that I had planned to attend and loads of other things which have simply slipped the radar. I did, however, 'finish' Fallout 3 in seven sleepless nights and I am conquering Lithuania and Mexico in Empire: Total War. I badly injured my wrist right after I bought COD 4-2 so I couldn't pick up the M-16.

Most of my time has been spent at more mundane jobs and the hellish experience of writing applications. No more needs to be said. One very faint silver lining to the cloud is that Nottingham Trent Uni has very recently given me a small opportunity to work on designing a videogames course - 4 hours a week but it's a start.

Anyway, I've just written a piece on Fallout 3 and posted it below. It's something I've always wanted to do : a close reading of a videogame narrative much as I would do for a literary text. I've been preaching the theory for the last seven / eight years now with hesitant attempts (most of them during my Masters degree) to speak my mind through practice. So here goes. The piece obviously is wanting in academic rigour, references, bibliography and stylistic polish  - this is a draft of a draft of a draft but I'd be grateful to hear what you think. Just wanted to get the thoughts down and point to what can be done with videogame texts. Most of the piece has been written on buses, in pubs and in the brief interstices of time that I could manage during the day.

There will be more postings soon - both academic and just totally ludic.

'The Water of Life Freely': Water and the Wasteland in Fallout 3

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'I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life freely'.
King James Bible, Revelations 21:6

'Shantih shantih shantih'
The Waste Land by T.S. Eliot (l. 433)




T.S. Eliot's The WasteLand ends with the ancient Hindu incantation for peace repeated in triplicate. In Hindu ritual, the chant of peace is always accompanied by a sprinkling of water from the river Ganges. Water has always been of vital importance in the sustenance of the threefold virtues of fertility, purification and peace. At the same time, however, it is also the cause of death – in Eliot's poem there are many allusions of drowning and death. Like The WasteLand, the videogame Fallout 3 brings to us yet another tale of water and wastelands. Set in an irradiated wasteland roughly located around a nuclear war-ravaged Washington DC, Fallout 3 is all about water. Water is seen as the panacea for the restoring the badly damaged values of humanity. The wasteland landscape, like Eliot's, seems to be crying out for the ritual sprinkling of water and the consequent restoration of peace.


Fallout 3, despite its high popularity ratings, has not received the critical attention it deserves, arguably by gamers and non-gamers alike. On reading it as a wasteland narrative and focusing particularly on the game's implicit preoccupation with water, it is evident that Fallout 3 brings a further complexity to the treatment of similar themes in current Humanities' genres. Connecting the game's narrative with literary genres such as nuclear-holocaust fiction and SF or to literary classics reveals a deep exploration of a wide range of themes, which, cross-link with each other in relation to the protagonist's quest for purification, peace and of course, water.


The Lone Wanderer, as the protagonist is called, is the subject of legends after he brings pure water to a world partially destroyed by nuclear war where almost all the water is irradiated. However, the legends may vary given the multiple endings of the game, some of which have darker associations of selfishness, cowardice or even racism. Water, for all its associations with purity, is after all only a resource and as such, a way of wielding power. Another close association, already indicated, is that with religion. The key argument of Fallout 3 comes from the book of Revelations: 'I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life freely.' The other and more obvious connection between water and the vast area of the Capital Wasteland (roughly present-day D.C and outlying areas) is, ironically, the absence of water in the stony rubbish reminiscent of Eliot's poem. There is, obviously, a section of the game that features the Potomac river and others that show areas submerged in water. This, however, is 'dirty' water – deadly, irradiated and often the home of dangerous mutants appropriately named Mirelurks. Pure water, although in extremely short supply, is available in small quantities throughout the game and before the Lone Wanderer manages to fulfil his quest, the only source of purified water in the game is seen in the town of Megaton which is fighting a constant battle to maintain its water purifying plant in working condition. Indeed, one of the minor quests that the player finds in Megaton is to repair its leaking water pipes. It is not clear whether the other large human habitations in the game, such as Rivet City (an erstwhile aircraft carrier) and the Citadel have any store of pure water.


The player's / Lone Wanderer's journey begins, not far from Megaton, in an underground vault built to protect humanity against nuclear destruction. The vault is a hermetic area where the self-contained society is cut off from the wasteland outside. Even here, although not too obvious, there is a mention of the game's key water theme: the text of Revelations 21:6 is framed and displayed in the Overseer's office. The protagonist's father is a scientist who almost perfected the research for purified water and much of the game is a quest to find him after he has escaped the Vault – unknown to the player, this also implies that he or she is now on the quest for pure water.


Water is used to highlight a gulf between pure and impure. As a game, Fallout 3 is a shooter and it also corresponds to many generic criteria such as those of survival horror games and roleplaying games. As such, it is game fraught with the need for violent survival strategies. The latter, are employed against those who are morally placed as 'impure'. The game also has a moral aspect where there is a penalty for committing some actions using a system that awards or deducts karma as points in the overall score. There are often situations when the categories of pure, impure and evil become problematic. For example, there are various mutated creatures in the Wasteland that are dangerous but their violence is often not a reasoned-out evil action but rather a territorial instinct aimed at survival. The ghouls, or humans who have been horribly mutated by the nuclear fallout, are a case in point. As the player enters Megaton, he or she might come across Gob the ghoul bartender at Moriarty's pub. Gob, now ill-treated and insulted by his master, will reminisce about the city of Ghouls where he comes from. Gob is good-natured, hardworking and in all respects save his mangled features, he is human. In much of the Wasteland, however, the ghouls are wild and feral. They have lost their capacity to reason and will attack on sight. They are the zombies that one encounters in most first-person shooter games. The super-mutants in the game (with the possible exception of Fawkes, if you have him as your friend) are hostile and deadly creatures and although they seem to have more intelligence than the feral ghouls, their badness definitely does not exceed that of humans, such as the technologically advanced humans who form the Enclave or the marauding groups of raiders who roam the Wasteland. The boundaries, however, are constantly maintained even though who is pure and who is impure is a problematic decision. The human residents of Tenpenny Tower want to keep the ghouls out of their building because they are disgusted by their physical appearance. This decision-making between pure and impure is carried to another dimension when the scientist Dr Zimmerman wishes to terminate an android who perceives that he is human. Reminiscent of Philip K Dick's Do Androids Dream of Electric Sheep?, the game merges the dichotomy of impure-pure with that of human-machine. In all of the above cases, the impure-pure problem takes on the aspect of racial superiority and selection.


At a crucial stage of the game, the player is given a choice (and indeed, made to promise) by the supercomputer/President of the United States, President Eden, that he will inject a virus into the supply of pure water that will be lethal for all forms of life that have been mutated by radiation. What Eden is suggesting here can be read as a way in which the pure water would be an instrument of a different kind of 'purification': an ethnic 'cleansing'. Eden suggests a selective virus which will work to destroy all creatures with mutated genes. The transmitter for this virus would be the purified water. In a way, the 'purification' is subverted because the water is made impure by the addition of a lethal agent. The question now arises as to how far the promised 'water of life' can be a panacea for the Wasteland in the game and the wasteland as a concept.


Despite the problems of deciding on the way to make the wastelands fertile again, water is still most commonly seen as the solution as perhaps embodied by Gerald Manley Hopkins's famous line, 'God, send my roots rain'. Hopkins is speaking of the wasteland of his mind and he places himself in the tradition followed by many others (including Eliot), where the wasteland is an allegorical device. In a way, Fallout 3 is an allegory as well as a literal chilling reminder of a possible physical wasteland that might be the result of our failure to keep peace with each other. In one of the side-quests, the player comes across a region known as the 'Oasis', which, perhaps, is the only green area in the whole game. The sudden appearance of foliage after having constantly seen vast stretches of the treeless wasteland makes one assume that this is where one finds pure water. However, here too, the water is as radioactive as elsewhere in the wasteland and the Oasis is revealed to be just another distortion of nature. The people who inhabit the Oasis, however, believe that they live in an area purer and better than the rest of the wasteland: it is only when the player performs the side-quests in the area that he or she finds out that the so-called 'pure' zone is only another aberration.

Water is connected to other examples of promise (and its subsequent frustration) in the game. If the player comes across the McClellan Townhome in Georgetown West, he or she will meet a Mr Handy robot that reads aloud the post-apocalyptic poem, ' There Will Come Soft Rains' by Sara Teasdale (Ray Bradbury uses the title for a short story set in a world destroyed by nuclear war).* Rains symbolise hope; however, even in Teasdale's poem, the promise brought forth by water is ambiguous. In her poem, nature remains as pristine as ever even after humanity dies out. That hope, however, seems ironic if the rains come as part of nuclear fallout. Nevertheless, in Fallout 3 and in the other texts, the 'soft rains' are connected to purity and a return of fertility.

In Eliot's Waste Land, the thunder leaves us with a promise of rain to the 'endless plains stumbling in cracked earth'. The thunder's speech is a threefold utterance of the syllable 'Da' (similar to the ritual utterance of shantih): in the Hindu Upanishads it stands for datta, dayadhvam and damyata – 'Give, sympathise and control', which rings as the final message in Eliot's poem.

The Waste Land
also has strong associations with the Grail legend and in this sense, it also employs the quest motif which, in Fallout 3, is of even greater significance as the Lone Wanderer's entire story is that of a quest that branches out into further quests. The end of the Lone Wanderer's quest can be manifold. It might end in failures in the many instances of incomplete gameplay or in-game death. When the player succeeds in reaching the water-purifying mechanism, a multitude of options open. It is possible to inject into water supply, the virus that will kill all but genetically 'pure' humans and in the penultimate scenes when the player is required to sacrifice his or her life to start the purifier, it is possible to avoid this by sacrificing a friend's life. The ideal ending is where the player has good karma throughout the game, destroy's the evil army of the Enclave and then sacrifices himself or herself for the good of all. In this ending, as long as the player manages to activate the purifier in time, pure water flows out into the wasteland and the narrator tells us that the 'waters of life flowed at last – free and pure, for any and all'.This echoes the promise in Revelations 21:6 where it is said, 'I will give unto him that is athirst of the fountain of the water of life freely.' The promise of water, in some sense or other, is fulfilled and the wasteland is fertile again. However, as the narrator tells us, ' the tale of humanity will never come to a close, for the struggle of survival is a war without end, and war – war never changes'. Whether there is another nuclear war we are not told but it is clear that the promise of plenty and purity that water brings to the wasteland is one that eludes humanity even as it is being realised. Like other narrative genres that speak about wastelands anf fertility, Fallout 3 also makes this point. Finally, because of its way of saying this in various permutations of the narrative events, it presents this message in manifold ways.

* I would like to thank Dr Dan Cordle of Nottingham Trent University for bringing this to my attention.

Agency: Responses to the DIGRA session

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Okay, agency is not simple. While we know that it is much debated in other fields, most of us in game studies concern ourselves with very specific applications of the term. That's one problem.


These applications of the term aren't uniform. Another problem.


We keep coming back to it in circles. Yet another problem.

However, some good work is being done on it.


At least, we recognise that all the “satisfying power to take meaningful action and see the results of our decisions and choices” etc isn't really an explanation. Neither is the formal and material cause idea useful mainly because it still leaves too much to human volition.

Noah Wardrip-Fruin brings in the discussion of the machine's agency and sort of links with the actor-network theory (see his paper). I kind of like the ways in which he identifies the 'waxing and waning of agency' and how he slashes the simplistic proportionality equation of realism and agency.

However, I do not think that this approach adequately discusses the aleatory element in games (especially for me, in RTS) and how that affects and upsets the choice equation. Also not sure it accounts for the process of moment-to-moment perception of choice by the player and also the perception by the player of choices exerted by the machine (connection also with involvement and also context: a deeply involved player thinks he is fighting the Roman army and not a program on his pc). Further, I think that the term 'agency' itself is problematic especially with its humanist connotations (and indeed the morass of other connotations that relate it 'free will' and a whole lot of other things). In any case, it is problematic whenever it implies 'pure' choice. In videogames, the human choice is also a non-choice (on the level of the machine). Justin Parsler's very lucid explanation of how he uses the concept of weak agency (and strong agency) is useful here. In a very inspired smoking break, in the presence of Miriam Eladhari, a very informed academic whose name I forget and yours truly, Parsler described 'weak' agency as the choice to choose between a certain number of shirts in a shop and not to make the initial choice of what shirts are going to be there. In a sense, I think that this is the case on even other levels of freedom and choice. For example, even the number of shirts that can be made for you depends on the availability of the material and labour and so on. Choice is never the absolute free will claimed by Renaissance Humanists like Pico della Mirandolla ('Oration on the Dignity of Man'). Neither is it free will given by Divine Grace as a one time dispensation (i.e. God as Supreme Being makes a one-time grant of a mechanism of free choice that humanity can use until Doomsday) . Nevertheless, we experience the sense of choice and do not live in a wholly deterministic world, whether that of a Calvinist God or that of Agent Smith. Please, a subtler understanding of agency is required.


An 'extra value' airtight definition of agency might be available soon on superstore shelves in varicoloured cans. The cans, however, may be empty most likely, caveat emptor. If game researchers wish to use the term 'agency' in a qualified sense that accounts for the process of experiencing choice while recognising machine constraints, then the sense in which they define agency needs to be spelled out with no ambiguity. Wardrip-Fruin does this quite well and this sets his analysis apart from the sweeping generalisations made by some earlier commentators. However, it is important that game researchers don't only speak to themselves. When we talk to outsiders, the sense of what we say should not mislead them into construing the process as one of human-centred choice. To avoid any liberal humanistic connotations, I use the value-neutral term 'action' as the starting point for my analysis of the processes (choice-making/acting/experiencing) that go on in the game-machine-human complex.

I find it easier to look at agency from a Deleuzian perspective in my PhD dissertation. After yesterday's session, I feel I must at least state the issues I perceive with the problem of 'agency' in videogames and especially so, since recent scholarship is also tending to move in a similar directions. The aim is to enter the discussion- with yet another point of view.


Below is an extract from Chapter Seven, 'Playing in the Zone of Becoming I: Agency and Becoming in the Videogame, from my PhD thesis, The Zone of Becoming: Game, Text and Technicity in Videogame Narratives (Nottingham Trent University, 2009), pp. 220-260. Please cite with my permission.

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Murray’s conceptions of agency have provoked much critical response. The above analysis of procedural authorship clearly shows that the action in videogames occurs in a process of interaction between player and machine rather than being located as embedded agency. Further, contrary to Murray’s anthropocentric model, the player as the protagonist or subject is not homogenous and absolute; neither is the participation in a game just a wearing of a mask or a journey into the Holodeck, as will be shown subsequently, here, and in the following chapter. In fact, how much of the playing-subject is human and how much machine is a moot question. Considering these issues, a theory of an anthropocentric and embedded agency is insufficient in explaining the process of action in videogames. Recent commentators, therefore, argue against this model and also take into account the issue that Murray calls attention to but does not pursue: the ‘call of the machine’. Critics like Atkins and Krzywinska express their scepticism about earlier conceptions of agency and Atkins briefly refers to these as the ‘illusion of individual agency’,i a phrase that will be significant in the subsequent sections of this chapter. A more sustained criticism, however, has been made by critics like Poremba and Susana Tosca who approach the problem from different perspectives. It will be instructive to identify these approaches first because they create the base for creating the model of ludic action in the subsequent sections.


Poremba quite clearly argues against the earlier conception of ‘embedded agency’ which is how she identifies the model proposed by Murray and followed by theorists like Klastrup. Commenting on GTA III, Poremba concludes that its agency is ‘difficult to attribute [and can be seen as] lying somewhere in a nebulous region between player, designer and system’.ii Though an issue such as agency, which has always been hotly debated in other contexts, obviously attracts a lot of controversy, recent game studies criticism generally is in consensus with the description above. The so-called nebulous region has, of course, attracted much critical attention and this chapter will also attempt to locate and explore the zone of ludic action and agency.

In fact, though she does not mention it, Poremba’s account clearly illustrates a Derridean supplementarity between the various situations in which agency might be possible within a game. The phrase ‘situations in’ has been purposely chosen over ‘types of’ as a reminder that this description does not aim to divide agency into separate types with different ‘ordered centres’. The various elements associated with agency — the player, the designer and the machine — are not distinct entities. In fact, Poremba’s analysis reveals that they cannot be characterised as originary and derivative as Murray’s model does. Poremba states that ‘further work needs to be done to explore new models of agency that accommodate a more complex relationship between game designer, player and the game itself’.iii While the issue could not have been better expressed, the term ‘agency’ still poses problems especially because of its connection with human-centred choice and the problems of reconciling this with the bipartite process of action in videogames.

Murray’s conceptions of agency have provoked much critical response. The above analysis of procedural authorship clearly shows that the action in videogames occurs in a process of interaction between player and machine rather than being located as embedded agency. Further, contrary to Murray’s anthropocentric model, the player as the protagonist or subject is not homogenous and absolute; neither is the participation in a game just a wearing of a mask or a journey into the Holodeck, as will be shown subsequently, here, and in the following chapter. In fact, how much of the playing-subject is human and how much machine is a moot question. Considering these issues, a theory of an anthropocentric and embedded agency is insufficient in explaining the process of action in videogames. Recent commentators, therefore, argue against this model and also take into account the issue that Murray calls attention to but does not pursue: the ‘call of the machine’. Critics like Atkins and Krzywinska express their scepticism about earlier conceptions of agency and Atkins briefly refers to these as the ‘illusion of individual agency’,iv a phrase that will be significant in the subsequent sections of this chapter. A more sustained criticism, however, has been made by critics like Poremba and Susana Tosca who approach the problem from different perspectives. It will be instructive to identify these approaches first because they create the base for creating the model of ludic action in the subsequent sections.


Poremba quite clearly argues against the earlier conception of ‘embedded agency’ which is how she identifies the model proposed by Murray and followed by theorists like Klastrup. Commenting on GTA III, Poremba concludes that its agency is ‘difficult to attribute [and can be seen as] lying somewhere in a nebulous region between player, designer and system’.v Though an issue such as agency, which has always been hotly debated in other contexts, obviously attracts a lot of controversy, recent game studies criticism generally is in consensus with the description above. The so-called nebulous region has, of course, attracted much critical attention and this chapter will also attempt to locate and explore the zone of ludic action and agency.


Poremba’s account is representative and thorough. She argues for a model of agency that will account for the game designer’s agency, player agency and the emergent and artificially intelligent system’s agency. Besides making conscious choices to explore, configure, experience and react with the guided environment of the game system, the player often subverts this environment by using external tools (additions or modifications to the game’s code) or by exploiting latent possibilities in the game’s code (as in the ‘Hot coffee’ mod in GTA: San Andreas) or in its logic (the ‘hooker cheat’ in GTA III, as mentioned by Poremba). In all the cases mentioned above, player agency is possible only in response to the ‘call of the machine’. The modification and subversion of gameplay certainly falls under the category of constructivism described by Murray but in that case it is necessary to realise that this is a machinic constructivism. An awareness of the machinic affordances is not only required for modifying and subverting gameplay; it is essential for the process of play itself. As Wright, Boria and Breidenback, in their analysis of creative player actions in online FPS videogames, make it clear, ‘Playing is not simply mindless movement through a virtual landscape, but rather movement with a reflexive awareness of the game’s features and their possible modifications’.vi Poremba supports their conclusion in her essay on agency in GTA III and maintains that this is indicative of the fact that agency in games needs to be seen in terms of newer models which move the analysis beyond the limitations inherent in the notion of embedded agency. She also states that player agency and designer agency are not discrete binaries but rather they exist as interdependent categories. According to her,

Game designers have expressed pleasure in player’s creative actions — even ones that clearly go against design intention and extend the boundaries of the game. Conversely from a player perspective, gameplay is often about determining what the game designer wants (i.e. how to play the game) rather than a constant drive for increasing agency.vii

This assertion illustrates a clear shift in the understanding of procedural authorship from Murray’s separation of the design perspective and the gameplay to a more supplementary relationship between the two. In fact, though she does not mention it, Poremba’s account clearly illustrates a Derridean supplementarity between the various situations in which agency might be possible within a game. The phrase ‘situations in’ has been purposely chosen over ‘types of’ as a reminder that this description does not aim to divide agency into separate types with different ‘ordered centres’. The various elements associated with agency — the player, the designer and the machine — are not distinct entities. In fact, Poremba’s analysis reveals that they cannot be characterised as originary and derivative as Murray’s model does. Poremba states that ‘further work needs to be done to explore new models of agency that accommodate a more complex relationship between game designer, player and the game itself’.viii While the issue could not have been better expressed, the term ‘agency’ still poses problems especially because of its connection with human-centred choice and the problems of reconciling this with the bipartite process of action in videogames.


Commentators such as Atkins suggest that the experience of agency is illusory; the chief reason for this is a reaction to Murray’s notion of agency as free choice. Susana Tosca examines this issue in detail through a critical analysis of the Blade Runner game (1997) created by Westwood Studios. Blade Runner is an interactive adventure game — one of the last of its kind; though it wasn’t commercially as successful as its FPS rivals such as Quake 2 (1997) and Half-Life (1998), it still has a considerable fan-following and figures in many game studies analyses. It requires the player to play as Ray McCoy, a blade runner employed to ‘retire’ replicants; McCoy is similar to Deckard, the protagonist in Ridley Scott’s film and Philip K. Dick’s novel. The issue of whether to have sympathy for the replicants or to kill them, a major philosophical question in both the book and the film, is incorporated into the game as player choice. The game has thirteen different ‘official’ endings which depend on what chain of actions the player follows in the game. Player choice is, therefore, responsible for determining the player’s character within the game as well as the fate of the various characters. This is how it looks from the player’s point of view but that, however, is not the only perspective. Louis Castle, the designer of Blade Runner, in an interview with Pearce, describes how this works from the point of view of the game:

If you play the game as if you are a replicant, then the game treats you as a replicant. If you play the game as if you were a Blade Runner human, it treats you like you’re a human. So people perceive that at some point they’ve made a choice that puts them on one track or the other, which isn’t the case at all. It’s based on how you play the game, whether you hunt the replicants, whether you kill them, whether you let them go. Those things give us clues as to what you think you are—and at any given point, you can switch over. You can go halfway through the game and go "Oh, my gosh, I’m really not a human after all, I’m a replicant." And just turn mid-stream and start saving the replicants. And that’s okay. The game lets you do that.ix

In the above comment, the way the game constructs the playing subject is important. Castle’s language, especially his usage of phrases like ‘the game treats you’ or ‘the game lets you do that’ clearly indicates that the game is also an actor or a player. For the (human) player, the choices she makes may seem all important- they may even seem to reflect the player’s character. For the game’s logic or algorithm, the case is different. Here the response is input-based, as Castle states.


The subject is determined by the actualisation of technical choices. Tosca makes a similar point in the following comment:

Each action matters towards the end and that we contribute to the evolving story as we go. Trying to guess which actions those are, and how they lead to each conclusion, is a sort of narrative reverse engineering where, in my opinion, the pleasure of the game lies. And once we know, of course, we can always exert our free will and choose another path.x

Tosca’s statement is important because it highlights a dichotomy. First, there is the idea of each action contributing to the evolving story. This is part of the process of configuring and interacting with the game’s algorithm. Hence agency seems to involve both the player and the game algorithms together with their technical affordances. Tosca’s idea of the process of back calculation or as she calls it ‘narrative reverse engineering’ is also in consonance with this kind of agency in that such activity still involves the game’s logic as an equal partner in the process. The problem arises, however, when she speaks of exerting free will to choose another path. This sounds as if it is arriving at the same conclusions as the earlier conceptions of embedded and anthropocentric agency. Tosca’s qualifying comment in a later statement, however, shows a contrary position: ‘Blade Runner creates a digital suspension of disbelief that players are willingly drawn into through the excitement of the different moral choices, where trusting our implanted memories will bring us the illusion of free will’.xi


This is a statement that needs careful attention: the memories that allow the player to reverse engineer or, in simpler words, to reconstruct a narrative actualisation, are not just human memories. They are also a part of the machinic memory in that they are steps in the algorithm that the game follows. In the example of Sands of Time in Chapter Six, the saved games were attributed as the Prince’s (and therefore the player’s) memories. The ‘free will’, in this context, is an illusion simply because the choices made by the player are not entirely free but rather bound to the affordances of the machine algorithm.


Once the player returns to the point of deviation in a game that is being replayed (for example, from a saved game), she encounters a series of choices and has the opportunity to exercises choice yet again. Beneath the apparent vital nature of the player’s emotional choice, which the game convincingly portrays, lie the game choices and these are primal in determining the path of actualisation. The player perceives moral choices and memory whereas the game algorithm contains its algorithmic choices and pathways. The two coincide when, as Tosca says, there is a ‘suspension of disbelief’. The suspension of disbelief, intrinsically related (in the nature of the supplement) to agency, will merit a separate analysis in Chapter Eight.


The present discussion will return to the question of memory. Not surprisingly, Tosca uses the phrase ‘implanted memories’, a concept that is all too familiar from Blade Runner texts, to describe the experience of memory in videogames. Those familiar with the Blade Runner movie will remember the famous scene where Deckard (Harrison Ford) administers the Voigt-Kampff test to Rachael (Sean Young). At the end of the test, it is revealed that Rachael, unknown to herself, is really a replicant. She does not know that some of her memories are not real: they are ‘implants’ from Tyrell’s sixteen-year old niece. While the player’s memories are literally not ‘implants’ as in Dick’s novel or Ridley Scott’s film adaptation, they are reconstructions of a series of in-game choices: they are as much memories as part of game algorithm. Hence, after accessing these to replay a game sequence, the player willingly becomes part of game system and executes another algorithm.


For the player, to choose not to kill replicants may be a moral choice, but it is also a choice informed by the machinic attributes of the game and its specific algorithm. For example, the player in Doom does not have the choice not to kill the monsters that appear in the game. It is of course possible to subvert the original game using cheats and mods but as noted earlier, to do even this involves restrictions in the game program.


Tosca’s conception emerges as more complex than mere non-agency. The ‘illusion of agency’ most certainly includes and allows for choice. Here, choice is, however, a decentred phenomenon: it is not the prerogative of either the (human)player or the machine algorithm. These entities themselves occur as supplements to the other, as already observed in earlier chapters. The element of choice therefore occurs within the (human)player-machine algorithm complex. Given this supplementarity within which choice operates in videogames, it is possible to relate this to the earlier examples of supplementarity between writing and reading or game and play where the elements in the relationship are all in-play. Even in conceptualising agency and choice in videogames, it is possible to see them as being in-play. This notion has significant implications in the way the phrase ‘illusion of agency’ can be read. By ‘illusion of agency’ something different is to be inferred. The use of the word ‘illusion’ here is perhaps fortuitous but it serves the purpose marvellously. The etymology of ‘illusion’ (as derived from ‘illude’, which can mean ‘make sport of’, albeit used pejoratively) contains the Latin root ludere or ‘to play’.xii It is possible to read the term differently from what was perhaps the intended meaning: one can read ‘illusion of agency’ as the "making ludic of agency" and this reflects the process of interaction and response between the (human)player and the game algorithm. In the case of videogames, it is important to remember that the game is also an artificially intelligent machinic algorithm. The possibility of choosing the action in videogames is therefore always related to the ‘call of the machine’.


From Agency to Becoming: A Deleuzian Understanding of Choice in Videogames



The altered conception of agency, as described above, marks a major shift from the earlier human-centred concept of free will to a relationship between the player and the machine that can be more clearly understood in terms of a bipartite process of action. Commentators such as Galloway already have already started thinking about the bipartite process as being a supplementary one. For him,

One may start by distinguishing two basic types of action in videogames; machinic actions and operator actions […] Of course, the division is entirely artificial — both the machine and the operator work together. […] The two types of action are ontologically the same.xiii

Galloway quite rightly identifies the importance of studying the action in videogames as a more accurate way of analysing gameplay. He stresses, almost axiomatically, that ‘if photographs are images, and films are moving pictures, then video games are actions. Let this be word one for video game theory’.xiv While maintaining the importance of an action-based approach for game studies, Galloway notes that there is no clear division between machine and operator actions. This account also illustrates the supplementary relationship described above. In the first chapter of his book, Gaming: Essays in Algorithmic Culture, Galloway launches directly into a discussion of action, in digital games as being performed ‘step by step [and] move by move’xv by operator and machine. As the base foundation of his analysis, he reads games in terms of the ‘action-image’ as described by Deleuze. However, he does not engage with the concept of videogame action within a Deleuzian framework in any detail. The importance of the concept makes it merit further analysis and it will be seen in this and the following chapter that the process of involvement of the player and the ludic action that characterises gameplay finds its best explanation when analysed within a Deleuzian framework.


The analysis of ludic action within a Deleuzian framework, however, may be opposed by various commentators. As mentioned earlier, Bogost’s objection to such an analysis was that the ‘local operations’ within such a ‘nomadic’ structure would deny any factor of deliberation in digital games. For him, it is difficult to locate agency in the workings of the Deleuzian manifold since he sees the multiplicity as being characterised essentially by the element of the aleatory. Such a reading of Deleuze is open to contestation.


Bogost, however, is not alone in his objection. Hayles, quoting Mark Hansen, notes that ‘Deleuze and Guattari are much more thoroughgoing in their deconstruction of the liberal humanist subject and of "subjectification" in general. As Mark Hansen comments, "D+G do not shift the locus of agency [... but] dissolve the role of agency altogether"’.xvi She, however, adds that ‘they too recuperate agency at crucial points […] They warn the reader against giving up agency altogether’.xvii Hayles agrees with Hansen that Deleuze and Guattari wish to deny agency but she maintains that they cannot avoid it because ‘through their performative language, they exercise agency even as they deny it […] Deleuze and Guattari cannot avoid inscripting into language, the agency implicit in their performance of desire’.xviii While she is right in stating that Deleuzoguattarian theory does take into account the exercise of agency, her assertion regarding its intention to deny agency is controversial. Hayles’s argument is drawn from her reading of A Thousand Plateaus where Deleuze and Guattari do not directly address issues of agency. Such a reading misses the more direct analyses of agency and subjectivity in Deleuze’s earlier works, such as his treatises on Hume and Spinoza, which also play a key role in shaping the main body of his work including the texts where he collaborated with Guattari. Aurelia Armstrong, commenting on Deleuze’s modification of the Spinozist conception of agency states that in Deleuzian (and indeed, Deleuzoguattarian) thought, quite differently from earlier notions, ‘agency is conceived of as a movement, which evades the definition of the individual in terms of forms and functions and the delimitations of its capacities, whether such a definition is biological, psychiatric or political’.xix Armstrong further maintains that the ‘growth of agency is shown to consist in a becoming-active, in the increase and enhancement of “individual” powers through their combination with the powers of other, compatible individuals and things’.xx This is obviously quite different from liberal humanist notions in which agency is situated as the free choice of the individual; it is also equally different from the totally aleatory scheme of events.


In the analysis of temporality in Chapter Six, the Deleuzian idea of the manifold was compared to phase portraits of molecular movements where the population of trajectories as a whole influence the course of any action. Agency should be seen as an analogous and related experience. In an emergent structure, agency can only be thought of in terms of the options for acting within a framework of the constraints imposed by the actions of connected elements. Further, the concept of ‘becoming’, which runs as a key theme throughout the whole thesis, is equally important in speaking of agency. True, agency is action but it is actually the ‘becoming-active’; in this process, the individual’s subjectivity is experienced in a complex manner due to the actions performed by her within the system. ‘Becoming’ has already been introduced in Chapter Two as the ‘zone of indiscernibility’xxi occupied by the subject: the player in the computer game does not act as if free of her machinic persona and neither does she get totally absorbed in such a persona. Instead, as explained in the subsequent chapter, her experience can be described as a ‘becoming’. In game studies, the concept that corresponds most to this is well-known as ‘immersion’. The subsequent analysis will, however, indicate the problems in seeing this as being a separate phenomenon. Instead, both immersion and agency need to be viewed as merged concepts that constitute the core of the process of ‘becoming’. As already discussed in the context of videogames, an altered conception of agency is being put forward here: this conception is based on action and on movement or ‘becoming’ and it moves beyond the more traditional ways in which game studies and other analyses of machinic media conceive of agency.


However, it is obvious that despite their apparent differences with Deleuze, both Hayles and Hansen are in agreement regarding the two aspects of agency described in Deleuze. Total free will for the (human) player is not the case in videogames because of the pervasive presence of the (machine) algorithm and because during gameplay, the machine can also be considered a player and the human player a part of a certain algorithmic sequence. The first issue would be the emergent patterns present in videogames that preclude any totally determined act on the part of the human agent. Secondly, the human agent, in becoming part of the game experiences a complex subjectivity that any conclusion of pure agency difficult to envisage. Both of these issues are described in Deleuze’s formulation of the action-image in the ideas of action as actualisation and as resulting in a ‘new mode of being’ for the agent.


In fact, it might be argued that Deleuzian ideas of agency are not so different from Hayles’s own, especially when seen in a broader Deleuzian context. Hayles maintains that ‘if the posthuman implies distributed cognition, then it must imply distributed agency as well, for multiplying the sites at which cognizing can take place also multiplies the entities who can count as agents’.xxii Her position is similar to that of Poremba and Tosca, described above. It is also the point of entry to Galloway’s application of the Deleuzian action-image to videogames and to its extension to discussions of agency. Distributed agency is seen as resulting from distributed sites of cognition. This is similar to the Deleuzian explanation provided by Armstrong: agency can only be conceived of in connection with the actions of connected elements; hence, to use Hayles’s term, it is ‘distributed agency’. More needs to be said about distributed agency in the subsequent discourse on the action-image. From this analysis, it is possible to conclude that the Deleuzian framework used in this thesis does not support a denial of agency as some critics suppose; instead, it effectively brings together the different aspects of the discussions on agency and helps view the process within a more representative framework. Nevertheless, within this framework, the earlier approaches need to be sufficiently modified and some significant changes must be made. The first of these would be to replace the term ‘agency’ itself.


The analyses of the computer game narrative show that the process of gameplay is not deterministic from the point of view of either the human or the machine, but the use of the term ‘agency’ gives it that connotation, especially when considered in the light of its liberal humanist history. The subsequent analysis will, therefore, use a more representative term for the process and one that is well supported by the Deleuzian framework that provides adequate tools for studying the process; the concept in question is ‘action’.

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Well, that's pretty much what my position is and I am posting this in response to yesterday's speakers as well as to share ideas with Justin. I am happy to enter into a more extensive discussion.

DIGRA 2009: My Paper - excerpts

2 comments
Here, I attach excerpts of my DiGRA paper - a reworked version has been submitted for publication.


Remembering How We Died: Telos and Time in Videogame Narratives


Dr Souvik Mukherjee
Nottingham Trent University



‘Time is like an Ocean, not a river’, says the Prince of Persia. This reflexive comment by a videogame character describes the multiplicity of temporal experiences in the game narrative, also including the many times a player has to die before learning how the game ends. Such an eschatology transgresses against accepted Christian conceptions of the linear movement of the soul from birth to the afterworld. As evident in the writings of St. Augustine or Joachim of Flora, however, there is considerable speculation in Christian theology regarding time and telos. However, by allowing the player to replay the life of his onscreen avatar, videogames defy Christian expectations of the finality of telos by making it a multiple and repetitive event. Effectively, the implication of this multitelic structure is that Death itself becomes multiple.

Early discussions of game studies believe that this multiplicity 'trivialises the “sacred value” of life'.[1] It will be argued here that this is a limited reading of the issue, especially when considered in respect to pre-Christian eschatologies, whether Hindu, Buddhist or Ancient Greek. These, in themselves, are, of course, quite disparate and this paper does not aim to engage with their complex theological nuances. Rather, concerns itself with specific ideas from Indic theologies that highlight the importance of the alternative conceptions of Time in videogames while developing on the earlier research done by commentators like Barry Atkins and Michael Nitsche, and analysing the phenomenon of in-game death from philosophical perspectives that have hitherto been virtually unexplored in game studies.

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Instead of trivialising death and telos, it is evident from the above examples that videogames actually add to some of the oldest discourses on Time and endings. Neither is their role fortuitous. Atkins illustrates this through his example of Prince of Persia: The Sands of Time. He observes that 'Sands of Time accommodates something close to the save/reload inside the game-space, and within the game's internal logic. Fatal decisions and actions are reversible, quite literally with the player able to “rewind” play.'[5] Of course, the player is not literally re-born and certainly does not occupy a different body as some karmic proponents describe. Further, the karmic schema does not involve time-travel into the past. Similarities, however, exist. Often, after restarting a level, the player ends up with the same situation in the story that he has earlier encountered; it is only too likely that he does not have the power-ups and weapons that he was accustomed to using in his past 'life'. In this sense of restarting a ‘life’ in the game world, then, he is reborn into the game. Regarding the journey back into the past, some karmic notions, especially Hindu beliefs, support the idea of being able to remember past lives and as Swami Abhedananda states, it is a power that can be achieved in the higher levels of Yoga.[6]


The word 'remember' plays a twofold part, here. The more obvious meaning is that associated with memory. As Atkins points out, from the second iteration of gameplay onwards, the shift changes from 'How do I do this' to How did I do this last time?' Memory plays a vital role in giving us cues for gameplay and at the same time, it complicates the temporal scheme because we remember our past 'life' in the same scenario while re-living it in another iteration. The second meaning of 'remember' is less usual. 'Remember' could be read as 're-member' where 'member' is used in its old sense connoting body parts. The act of remembering (as re-membering) could be likened to a putting together of a body (as opposed to dismembering). This dual connotation is well evinced by Assassin's Creed.


For those unaware of the game, the setting is that of a laboratory where, sometime in 2012, kidnapped bartender Desmond Miles's memory is being scanned for his experience in a secret group of assassins, in a past life. Before proceeding any further, two things need to be pointed out. Firstly, in the game, there’s a similarity with the yogic concept described above: only instead of the extraction of memories of a previous life, here the machine extracts ancestral memories through genetic code and to ‘re-live’ his ancestor’s life (again, almost like reliving a past life). The second point is about the protagonist or rather his ancestor called Altair ibn-La’Ahad (literally, 'the Eagle, son of no one'[7]). Altair is killed by his master for failing in a mission and then miraculously revived and given a second chance to redeem himself. Altair, the 'son of no one' is not born and does not die. The player playing Altair dies manifold within the game but lives again and plays out other instances of his narrative. Finally, Assassin's Creed consciously connects memory, death, multiple temporality and rebirths through an element in its gameplay. The protagonist, through his memory, recreates the body and the actions of Altair – as explained above, he 're-members' Altair. In a rather nice touch, Ubisoft illustrates this in the moments where, in an intentional glitch, the player's memory struggles to recreate Altair's image, which breaks up from time to time into a mesh of DNA patterns and nucleotide chains. Altair himself does not seem bothered with death – he dares to jump from the top of high towers and monuments in what is called a 'leap of faith', in the gameplay. Even when he dies, it is possible to move on to another seemingly parallel memory, where Altair is not dead and can continue on his further adventures. Neither is Altair the only life that Miles can remember – Assassin's Creed II will tell the story another descendant of Altair, this time a noble called Ezio di Firenze. These multiple strands of Time and the parallel lives and 'rebirths' of Altair and Miles, further explain the Prince of Persia's comment about Time being like an ocean and also prompt a comparison with the eschatologies of the Indic religions. Perhaps, it is not a coincidence that the Prince of Persia unleashed the Sands of Time in an Indian palace.

That the player's avatar necessarily does not die and can saved and reloaded in the game is a fact that reflexively allows videogames to engage in discourses on the multiplicity of Time. Earlier connections of the ludic with the philosophy of Time have existed for long in Hindu or vedantic traditions where Time (kala) and Karma are all subservient to the divine cosmic play or Lila. This play is beyond mortal comprehension and also beyond the limitations of the karmic cycles. Rather, this is more in the realm of the gods. Besides the cyclic comprehension of Time in the karmic cycles, there is a further conception of cyclic temporality that is uniquely associated with divinity. This is the concept of reincarnation or the avatar.




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As previously observed, the iterations of gameplay are not the same thing as the rebirths in the karmic eschatologies. However, they bear a marked similarity with these in that they are involved in a multiplicity of temporal structures, often concurrent and certainly without a fixed teleology. Like the avatars in the Hindu pantheon, the player's avatar is at a given moment the same character and yet different. In one instance of gameplay, Altair is really weak and unable to face up to challenges while in another, he takes on a dozen Templars and vanquishes them. Both of these temporal strands might be located at the same point in the same narrative and yet they tell different stories. It is also possible, as Nitsche points out, to have multiple events portrayed simultaneously on the same screen and in the same game event:

XIII includes multiple frames that, like comic novels, tell an event over time and are framed in certain panels that overlay the main game view. At the same time, players stay in continuous control of the main character. Players have no difficulties understanding the situation although the temporal conditions are different from panel to panel to game world.[9]

Both Nitsche and Atkins, observe how Sands of Time allows the player to 'rewind' Time, as a necessary part of its narrative, thus reflexively recognising the multiple temporal frames that the save and reload function that is part of most videogames allow anyway. For example, after reaching point B from point A in the game, the player (as the Prince) can choose to rewind Time and return to point A. Thereafter, he can again travel to point B', with added knowledge of the situation (there is, of course, the possibility of random changes made by the AI to the game environment experienced in an earlier instance). In the story that the game tells, both of these strands are equally valid and there might be many more than two such instances (depending on the difficulty of the game and the number of times one needs to replay an event), which effectively creates a very complex mesh of temporality. The question also arises as to how the player's action(s), as occupying many separate chronologies and yet describing one event, is to be described. Finally, is the instance of the replay the same action (as in the replay of a goal 'event' in a football match) or is it different? It would perhaps not be wrong to say that it is the same difference.

This phrase obviously brings up an important issue in analysing the game-narrative. Considering how many times players 'die' in the course of the game and the number of replays involved, this issue ties in with other complex discourses on the multiplicity of telos and Time in philosophy, both ancient and modern. It is possibly because of this complexity that when the Buddha is posed questions about the mechanism of rebirth, he replies with a resounding silence. Unlike the Hindus, he does not accept the imperishable atman but at the same time, stresses on the doctrine of rebirth. Later Buddhist philosophy, tries to interpret Buddha's silence on how karma can pass on from one life to another. McDermott analyses the explanation of the Buddhist monk Nagasena as follows: 'The act (kamma) itself does not pass from one state to the next; it cannot be said to exist here or there. But since its potential cannot be prevented from actualising itself in due time, it may be considered to follow man like a shadow.'[10] Nagasena's concept contains the key ideas of the potential and the actual, which prove useful in analysing the event in videogames. It also captures the sense of how the player's action in a previous iteration of gameplay can have an effect on later instances.

Nitsche brings up this idea of repetition of play through his comment on Brenda Laurel's 'flying wedge' figure where Laurel proposes to explain the player's learning process as a 'gradual development of player behaviour from the possible, via the probable towards the necessary.'[11] For Nitsche, players experience the same event in the game's fictional time differently, because the later iteration of gameplay has already been influenced by the earlier (that is, in most cases, the second time the player has some idea about the obstacles ahead). This effectively skews the 'wedge' because players do not return to their former state and instead know more about the probable behaviour. These observations bring up a few questions. How is it possible to explain the multiplicity of time and of different instances of the same event? Are the later iterations of a videogame event contingent on the experience that the player carries forward, and finally, are all these instances different or the same?

Nagasena's reply to the questions posed by King Menander, mentioned above, argues against karma being carried by a fixed agent and with fixed results. So his scheme is quite different from the far simpler Hindu belief of karma where one's next birth is rigidly codified according to one's actions in this one (in this there are strange formulations, such as, if one steals green leafy vegetables, he will be reborn as a peacock). Similarly any game experience is not literally carried forward as a sort of karma (in its original sense, meaning 'action'). However, it forms part of the changing potentiality that is variously actualised in every event in the game. This later Buddhist concept is not easy to explain but it can be examined at greater length through another complex philosophical perspective. The ideas in question are those on difference and repetition as stated by the French philosopher Gilles Deleuze.
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The complexity and gravity of both Deleuzian philosophy and Hindu or Buddhist theology is well recognised and it is not surprising that a connection with a seemingly disparate entity like the videogame is not the most obvious of things. However, the associations with such philosophical systems need to be made to explain multiplicity of Time in gameplay. Instead of trivialising the multiplicity of endings and death, based on the linearity Christian teleology, the full complexity of the issue needs to examined from other perspectives, ranging from pre-Christian theologies to modern philosophy. Finally, when analysing videogame narratives, it needs to be remembered that older methods of narrative analysis often miss point. Instead of solely basing the analysis of the 'tying and untying' of the plot (desis and lusis in Aristotelian dramaturgy), videogames show how criticism should also seriously consider the 'dying and undying'.


[1] Gonzalo Frasca, ‘Ephemeral Games: Is It Barbaric to Design Videogames after Auschwitz?’ [accessed 23 November 07]
[2] Gananath Obeyesekere, ‘The Rebirth Eschatology and Its Transformations: A Contribution to the Sociology of Early Buddhism’ in Karma and Rebirth in Classical Indian Traditions, ed. by Wendy Doniger O’Flaherty (Delhi: Motilal Banarsidass Publishers, 1983), pp.139-49
[3] James P. McDermott, ‘Karma and Rebirth in Early Buddhism’ in Karma and Rebirth, p. 175
[4] Jorge Luis Borges, Labyrinths, ed. by Donald A. Yates and James E.Irby (Harmondsworth: Penguin Books, 1970), p. 53.
[5] Barry Atkins, 'Killing Time: Time Past, Time Present and Time Future in Prince of Persia: The Sands of Time', in Videogame, Player, Text, ed. by Barry Atkins and Tanya Krzywinska, vols (Manchester: Manchester University Press, 2007), p. 243
[6] Swami Abhedananda, Reincarnation, (Project Gutenberg), [accessed 29 August 2009]
[7] ‘Assassin’s Creed wiki’, [accessed 29 August 2009]
[8] Bhagavad Gita , Chapter IV-7.
[9] Michael Nitsche, 'Mapping Time in Video Games' in: Situated Play: Proceedings of the Third International Conference of the Digital Games Research Association DiGRA '07 ed. by Akira Baba (University of Tokyo, Tokyo, 2007), p.145-152
[10] McDermott, ‘Karma and Rebirth’, p.168
[11] Nitsche, ‘Mapping Time in Videogames’.
[12] Souvik Mukherjee, ‘Gameplay in the Zone of Becoming: Locating Action in the Computer Game’ in Proceedings of the Philosophy of Computer Games Conference, 2008, ed. by Stephan GÏ‹nzel, Michael Liebe and Dieter Mersch (Potsdam: University of Potsdam, 2009), pp. 228-241
[13] Manuel DeLanda, Intensive Science and Virtual Philosophy (London, New York: Continuum, 2002), p. 28
[14] Gilles Deleuze, Difference and Repetition, trans. Paul Patton (London: The Athlone Press, 1994)p. 358
[15] Ibid.
[16] Ibid.
[17] Deleuze, p. 353
[18] Deleuze, p.105; emphasis mine.

You Played That? Yes, I've been playing that game criticism game for ages

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Just read about the 'You Played That' panel at Digra on Andrew's site (he is blogging his detailed notes on whatever he's attended so is high on my recommendation list - far better than the desultory tweets). Am very happy that the senior academics are finally interested in close-reading games. Something I've been trying to for ages (Reading Games and Playing Books, ergo). Hoping that this increase in interest in close readings of walkthroughs etc will improve research in the area.

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.

__________________________________

DIGRA Day One

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DIGRA at last! When it almost looked like all chances of getting the day off were forfeit, my colleagues at work came to the rescue. Thanks Elaine and Sanj.

The troubles were worth it. Day One at DIGRA was a rewarding experience. Of course, there was much that I missed (e.g. Bernard Perron's paper). The sessions that I went to, however, were brilliant. The Bad Games panel led by Jesper Juul started with the discussion of 'camp' games and a discussion of para-gaming. Juul defined four categories of 'taste': traditional, casual, indie and 'good' (academic) taste. A 'bad' game would be breaking with the requisite elements of the above, as the case may be. Juul highlighted the need for researching 'the great unplayed' comparing this with similar work on the 'great unread' going on Literary Studies (interesting comparison coming from a Ludologist, Jesper). Having come from a department with a strong recovery research presence, the literary side of this I am only too familiar with. I certainly agree with the need to research / resurrect interest in the games that suffer years of neglect and are even tagged as 'bad'. Of course, there's a historical perspective to the creation of the videogame canon. The reasons that the prolific 'bad' game creator Ian Gray's (Anglo-Saxon , mind you) China Miner has been tagged as bad and yet draws many an addicted fan to it are worth investigating.Anyway, I dwell too long on this. All in all, I think this is a great initiative taken by Jesper and co. If your forthcoming book explores more of this, I'm certainly buying it. The two other papers in the panel were also interesting. The comparison between full motion video in earlier games and the way this remediated / even copied B-movies is interesting. The social aspect of these so-called 'bad' games is also a thing to look into.


In the second session, I mistook the panel on film and games for the session on horror games (wonder how) but luckily for me, it was a great one. Michael Nitsche brought back the issue of Ludology and Narratology; although I hope not in the old way (well, i think not) with the famous 'versus'. I have blogged about such watertight categorisations earlier and written endlessly against such positions. Michael, as far as I understood, is doing something much more intellectually informed. He says that the problems that the L-N debate brought to light should not be ignored. I agree. He mentioned the problematics of doing and telling; to me the problem is much more complex than a (mis)reading of Genette on description and narration. Michael identifies the need for a performance studies approach to videogames. Incidentally, there was another lady at the conference who told me about her work on this. Both she and Michael mentioned Richard Schechner whom I now must read / read about. We are probably moving near Frasca's work on 'live theatre' Augusto Boal and games, which I much admire. Michael's uniqueness comes from his deep knowledge of both the theory and praxis of film. He used examples of camera usage in games (read his book for some nice examples) to illustrate how the framing of the action was important in the conflation or otherwise relating of the action and the telling. For me, of course, this is a form of actualisation of the potential. Two things that Michael mentioned struck me as quite important and I'll just copy out these points straight from my notes:

Aram Barthollie FPS glasses

In Natal, how do we control the camera?

After Michael's presentation, there was another nice one by Eric Campion. Again a few points from my notes (i'm tiring out now):

Architecture is narrative

Biofeedback

Game uses different parts of brain unlike film.

Not sure I agree with everything Campion says but then again, food for thought.

I went to some other sessions and listened to quite a few papers but either they weren't particularly relevant to my interest or else I was too zombiefied from the tiredness and the tension of having to present.