Showing posts with label Neitzsche. Show all posts
Showing posts with label Neitzsche. Show all posts

Thursday, April 16, 2009

Things That Go BLEEP-BLOOP in the Night




Your humble co-narrator has been busy. Busy with video games.

It might be suspected that as far as business goes, video games might be one of the more pleasant things to be busied with. And, heck, I would have thought so too! But in playing some two dozen horror video games in rapid succession, jumping across systems and decades in a craven search for an understanding of the breadth of the matter, I fear I have begun to do immeasurable damage to my psyche.

In true Lovecraftian form, I may have unearthed secrets not fit for the gaze of man. Each of these games, after all, serves as an attack on a player’s sensibilities. To be truly afraid, something must be undone, leaving some fuse in the viewer’s lizard brain frayed and sparking. But each of these games chooses a different approach, a separate jab and feint that may be radically different from others of its kind. Put together they form a kind of onslaught upon all regions of the self, like a particularly virulent form of Neitzschean nihilism but with way way more zombies.

Like the Inuit's apocryphal hundred words for snow, I am discovering new words for FEAR.



FUN FACT: In one ten second period, Christopher Guest says "suck" four times.


These varying visions of spookiness jumble together, a melange in the slow cooker of my subconscious. These horrors take hold of me when I least expect them... I have begun to be plagued by fevered dreams! In some, I am assisted by my erstwhile companions, but often I am alone. Perhaps I am on a spaceship, or in a strange town, or confined to a mall or a haunted house. Sometimes I have a gun, or something else entirely, but often I have nothing.


In every dream I am chased by something... something inscrutiably terrible, seen only in the corners of my eyes. It looms over me, hovering, long, black finger of a forgotten god.


Is it.. Oh, God, is it? It is! IT IS!

It's an Atari 2600 Joystick!


I didn't even know they still made those.


- Rook

Wednesday, January 14, 2009

Signifying Violence, Part Deux: Lost in New York




Why, if we've dispatched millions of goombas and koopa troopas in our gaming lifetimes, do some symbolic acts of violence come to matter, and others come to be dismissed?

In part, there is the matter of signification. In most early video games, death and violence serve as handy referents to the act of playing and progressing, but contain none of the symbolic weight of the actual acts. The earliest model of this is found in arcades, where 'lives' referred directly to play-time and performance: In playing against the clock, and your own dime, the notion of the "free man" evolves directly from Pinball's "free play": the literal notion of a free bit of playtime.


When games moves from arcades to consoles the system of "points" quickly went from being a chief arbiter of performance to a vestigial limb of earlier media, but the notion of playtime as finite and operating within a window of opportunity remained. Death in this context is a soft reset, a do-over: Fall a thousand feet onto rows upon rows of jagged spikes? Yikes. Well, just don't do it again.

Similarly, when you "kill" a sprite, it flickers for a moment, and disappears. Not disappears in a "Your soul will be dead before your body: fear nothing further", Nietzsche-type-deal. It's a time-out: according to the rules of the game, it's gone for a little while. Die and start over, and everything's back to status quo.


It's only when the signification of death and dying are brought to the fore that this transaction comes to have any type of moral weight. To suggest that all you are doing in Mario is "killing things" isn't just disingenuous, it's downright Froot Loops.

Pictured at down-right: Froot Loops

This isn't to say that the signification of violence and death are possible in a game-space where respawns and points-for-killing are the norm, only that an environment like this functions as a kind of null-space: You get what you give: Consider a game like Stainless Games' Carmageddon, a proto-GTA sandbox racer where the way you generate points is by hitting people with your car. Here is a game boating "motorized carnage", where the very goal of the game is to slaughter people. Here, people don't flicker and disappear when killed: They explode like blood sausages in a microwave.



As a caveat, blood sausage is actually quite delicious.

Though made in 1997, and boasting the graphical wizardry of the mesozoic, we have here a game capable of inciting widspread revulsion, to the point of moral rejection: For some time, the game as ported to countries like Germany changed the 'people' sprites to zombies, thus hammering home this basic pillar of ethics: It's okay to kill everyone, so long as they're already dead.


Of course, in either case, no act of violence is actually being committed: It's a matter of whether violence is being signified, or not. And it's here that we encounter the moralistic questions raised by individual playership: Do I want to be playing a game where you can kill people? Where you must? Which has the greater capability to offend: The game that insists we do something that offends our morals, or the game that simply offers it an option within a spectrum of action? Next week I hope to look at games that are conscious of this type of signification, and attempt to put it to use in one form or another.

- Rook