Tuesday, 9 March 2010
Let the beatings begin
Tuesday, 12 January 2010
Typing of the Dead
Sunday, 29 November 2009
My, what lovely insides you have...
Legions of the Avatarial Undead
Avatars are really fucking obviously zombies. Evidence to follow. Thank you.
Lets define the undead, boring but necessary task. For Zizek the undead are the 'inbetween', they are neither concretely living or dead, hence the middle term 'living dead'. These are creatures that exhibit the markers of life, walking or talking, yet have returned from the beyond of death. Vampires and Zombies fit into this 'non-category' but it may also be the best term for discussing the nature of the avatar. The simulated representational body on the screen indicates life through body form, motion and speech without ever being more than a computer generated object. It is not definitely living or dead and so falls under the type of undead. Aside from the ontological issues the avatars purpose in the game often further determines their undead status. Avatar death is something of a regular fixture in games, occuring when the avatar sustains too much damage but there is an internal mechanic for dealing with avatarial death - the extra life. The avatar can always respawn at one point in the game. Avatars die and are resurrected. In games death is certain but its finality is not and so the respawn or continuance becomes part of the undead discourse of the avatar.
The undead being an indefinite category to which the avatar fits, has further sub-categories into which its figures may sit. In light of the avatars indefinite title the puppet metaphor as well as the player’s relationship to the avatar might be nuanced to assume the roles of zombie and necromancer respectively. Ewan Kirkland concludes his pronunciation of ‘dead’ game bodies with an illuminating statement; ‘the zombie may be a metaphor for the process of videogame engagement, representing the avatar without player, the computer-controlled figure, without the human soul to make it truly alive.’ (Kirkland: 2009). By way of unpicking this statement the avatar will be constructed as zombie (or zombi) in two ways; firstly, through a physical and behavioural resemblance that pertains to media representation and secondly in metaphorical terms determined by a history of folklore.
Zombies Behaving Badly
Perhaps the most notable and popularized depiction of the zombie comes from the visual style of George A Romero, a style that has been repeated and elaborated on since his zombie debut Night of the Living Dead (1968). These zombies are distinct creatures, slow and shambling, unable to negotiate obstacles, bent in posture with arms upraised, glazed emotionless eyes, the zombies are soulless beings motoring on primitive instinct alone. Such behavioural qualities can be seen in avatarial animation in games.
Consider the motion of avatars in the gamespace produced by remote input by the player. The directional controls (analogue stick, wii mote, six-axis or arrow keys) do not produce fluid movement when provoked. Even directing your mini-ninja, lego character or avatarial camera down a straight trajectory can produce jagged movement when trying to align. wobbling and jerking down a path appears illogical, like a zombie uncertain of its motivation.
In Zombie Zone, whatever avatar is selected, the poor rendering and control design produce zombie-like effects in the execution of certain moves. For instance the 'jump attack' requires precision and control and its direction is inalterable after the command has be executed. The speed with which this attack needs to be performed against numerous enemies often sees the avatar hopelessly jumping and slashing at the bare floor, hitting nothing like the zombie hoards banging at the door of potential prey in Night of the Living Dead.
Romero invented the contemporary principles of zombie’s destruction as a blow to the head. Horror films often have carnage riddled depictions of zombie slaughter, with their bodies suffering massive violence without halting them. The zombies physical threshold for damage is reflected in the health meter of games. This facility allows a certain amount of harm on the avatar before a game life is lost, it is a system disproportionate to expected biological norms. Zombie Zone’s avatars have a particularly high damage threshold, signified by the health meter in the lower left corner of the screen. When an avatar takes a hit the screen is splattered with red representational blood and the avatar is stunned momentarily, briefly freezing the controls. the only evidence of the depleting health of the avatar is blood on their body that can be rinsed off with ‘cleansing gems’ that rejuvenate the avatars health also. The persistence of the avatar’s body despite representational harm is a behaviour like the zombies of Return of the Living Dead part II, in which shooting or stabbing them has no effect on their animation, they keep on moving. Even severed limbs and heads don’t stop these zombies they slither and crawl, like so many hits that do not stop these avatars.
The first-person shooter BioShock, as well as many others, features zombie maneuverings although they are perceived from a different perspective. The mazelike design of the game requires turns in motion often, the sensitivity of the controls however produced jerked movement that often passes the intended point. Couple this directional severity with motion and the commands may produce an unintentional diagonal straif or direct the avatarial camera directly into a wall. Once the avatarial camera is confronted with the wall there a two ways to right the positioning that appear awkward and illogical; the avatarial camera can be motioned backwards gradually creating space for the avatarial camera to be directed elsewhere, or by pressing forward the avatarial camera will slide down the wall until reaching its end. Crashing into things and awkward movement is reminiscent of the zombies irrational motion, ‘twitchers’ thrashing in fountains in Dawn of the Dead (2004).
In Metroid Prime 3: Corruption (2007) is anther first-person shooter in which the characters hands serve as the only physical presence in the game. Collecting items, viewing computer log data, and activating buttons are a common feature I the game that utilize the avatarial hands. If the distance from the object is too great or the angle off the hands will swipe fruitlessly in the direction of the object. The repeated attempt to hit the target produces an affect not unlike a zombie grappling for flesh.
Zombiisms
The second aspect in determining the metaphor of the zombie avatar pertains to a specific folklore, descending for Haiti. The zombie has evolved in fictional depictions but the zombi traditions of Haitian voodoo represent the nature of the avatar as well as the relationship between player and avatar.
Boon continues to divide the zombie into seven types that might better assert the avatars analogy to the zombie. The zombie invokes many types and has numerous connotations, and the zombie that the avatar is best likened to is a specific model – the zombie drone. This zombie differs somewhat from the popularized ‘zombie ghoul' represented in contemporary horror and defined by the films of George A Romero. This is the earliest type of zombie to enter into western folklore, dating from the American occupation of Haiti from 1915-1934. Tales circulated of bodies raised from the dead to serve in labour. This reanimation is performed in with Haitian voodoo practices. William Seabrook defines their appearance, conjuring and purpose in Dead Men Working in the Cane Fields:
The zombie… is a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life – it is a dead body which is made to walk and act and move as if it were alive. People who have the power to do this go to a fresh grave, dig up the body before it has had time to rot, galvnize it into movement and then make it a servant or slave, occasionally for the commission of some crime, more often simply as a drudge around the habitation or the farm, setting it dull heavy tasks, and beating it like a dumb beast if it slackens.
(Seabrook in Boon: 38)
The zombie as worker shares function with the avatar. Like the drone the avatar is mechanized. Coded with finite capacities, animations that simulate life and numerous predetermined actions that would constitute their labours. The avatar is put to work in the game by command of a remote control, performing the tasks it is commanded to. The avatar is enslaved in that it cannot disobey, it has no volition of its own to go against the input of the player. A glitch is not disobedience as that would endow the avatar with consciousness, nor could the ‘idling’ poses and cut-scenes of a videogame constitute actual volition as they are predetermined animations. When the avatar performs badly in a game, or ‘slackens’ - regardless of player culpability - they receive corporal punishment. This may take the form of gibs, dismemberment or even temporary life loss to be brought back into the game and the same zombified state.
Peter Dendle’s (2007) cultural analysis of the zombie also concentrates on the zombie drone, though without recourse to the term coined by Boon. Dendle’s essay The Zombie As a Barometer of Cultural Anxiety, considers the zombie as tied up in a metaphor for the economies of labour, beginning with the Haitian lore and progressing through to consumer capitalism. Essentially Dendle sees the zombie engaged in themes of subservience, from the othering of ethnicity in White Zombie, the dominated women in The Stepford Wives to the mindlessly consuming mallrats of Dawn of the Dead – ‘the zombie is a soul-less hulk mindlessly working at the bidding of another… the essence of the ‘zombie’ at the most abstract level is supplanted, stolen, or effaced consciousness; it casts allegorically the appropriation of one person’s will by that of another.’ (Dendle: 2007, 46-47). What seems to be key to this particular zombie type is the control that is assumed over the undead body. This is reified in the relationship between player and avatar as the player commands (x,o, up, down on the keypad) and the avatar responds. The way in which the control over the avatar is performed might best explain the relationship at work between player and avatar. Taking the puppeteering analogy with a nuanced perspective relating to Haitian zombification lore, the player can metaphorically become the necromancer.
xoxo Final Girl
Saturday, 28 November 2009
CandyGothic
Friday, 25 September 2009
Dolls and Dead Bodies: metaphors for games
Welcome to the Dollhouse
While dolls remain distinct from puppets, Steve Tillis claims that a puppet can be a doll but a doll cannot assume the role of puppet (Tillis: 57), the difference seems to be one of performance and play, both elements that both hold fast in the study of games. The puppet may be a vessel for theatrical or virtual performance and the doll a figure for play, but both are pliable bodies. The doll rather than the puppet is subject to more macabre readings that lend to the darker more cynical construction of an alternate ‘virtual puppet’ theory.
In her book Critical Games, Mary Flanagan uses the dollhouse in reading The Sims. The games replication of a domestic environment in a virtual space is prefaced with a macabre overview of the changing nature of doll play as a socially constructed form. Using both Freud and Foucault, Flanagan suggests that playing with dolls takes a shift from the expression of domestic ideals to more sinister forms under repressive social times. Referring to Victorian doll play depicted familial discord and doll abuse, the use of dolls to emulate crime scenes and train criminal investigation as well as grotesque doll creations of the surrealist movement, Flanagan introduces the idea of ‘unplaying’. This refers to subversive play actions such as doll mutilation and the acting out of taboos, actions that are aligned as opposition to socially enforced repressions, from sexuality to oppressive regimes.
Unplaying, manifests in children abusing their dolls, “killing” them, or some other revision of the “care giving” framework of expected play… While at first the gruesome act of killing dolls was seen as subversive, parents eventually encouraged doll death ceremonies in order to instruct girls on family funeral etiquette.
(Flanagan: 33)
The doll may have as weighty a connection to the avatar as the puppet, though Flanagan does not pursue the negative connotations of unplaying in games, the play element available in avatarial control can carry over the doll rhetoric into gameplay. Unplaying is reified in the montage film of Brody Condon, Suicide Solutions (2004). This is a collection of gameplay footage from 50 first and third person shooter games depicting avatarial suicide, player’s killing their avatars. Perhaps considered aberrant in terms of the game texts set imperatives the possibility for intentional avatar death certainly sits within the frame of unplaying, and broader play than it does performance. There are numerous ways to intentionally kill the avatar in Halo 3, allowing the avatar to be shot by various weapons, falling of high platforms, jumping into water, inverting and reverting gravity. The player can chose to play with the avatars death, this may take the form of walking into enemies in Sonic the Hedgehog, provoking a witch in Left 4 Dead, getting infected in Zombie Zone. As it has been stated throughout this thesis, games often offer ways to ‘die’ and playing with the avatars death seems to invoke the morbidity of Flanagan’s doll play. The unplaying with avatarial death in videogames does not perhaps carry the political and psychoanalytical context of Flanagan’s dolls, but the specificity of this avatarial play is indeed deathly doll like.
While the puppet performance seems to be championed in terms of life giving performance the doll is more open in play and imbibed with darker process of meaning production, one that Flanagan’s discourse finds inseparable from cultural contexts of repression and obsessed with death. Deaths connection to the doll is not at all unwarranted and the play of ‘killing’ dolls might have a more direct relationship to the doll itself.
Freud’s notion of the uncanny is formulated in regard to his other theories including the ‘return of the repressed’. For Freud the uncanny emerges from a literary text that forces the reader to address what was once repressed. Working from Jentsch’s formulation of the uncanny which conceives of literature that confuses the animate and the inanimate, Freud explicitly apposes the doll’s inclusion in he nuanced formulation on the grounds that it does not invoke the Oedipal complex. He writes ‘the theme of the doll, Olympia, who is to all appearance of a living being, is by any means the only element to be held responsible for the quite unparalleled atmosphere or uncanniness which the story evokes; or indeed, that it is the most important among them’.
Eva-Maria Simms contests that the doll be included in relation to both formulations of the uncanny by virtue of its deadness. Reading the uncanny representation of dolls in Rainer Maria Rilke’s writing, Simms observes a persistent theme of confusion between the toy and the corpse.
There is a… connection between the doll and death, one which we have hinted at and which is so obvious that it is easily overlooked. The doll is a dead body, an inanimate child, an unresponsive rigid corpse.
(Simms: 81)
Proclaiming the doll a dead body, or dead object allows it to infiltrate the Jentsch’s form of the uncanny as it animates with play, but the deathly doll as represented in Rilke allows it to permeate Freud’s model in context. The dead doll, through its association with female innocence and play in childhood evokes a repressed developmental stage. For Simms the dead-like doll relates with the infantile mind that at one stage could not distinguish between life and death and thus provokes a return, an uncanny impression. The deathly connotations carried by the dolls figure may explain the fictional tradition for expressing the scenario - when dolls come to life.
Killer dolls
Victoria Nelson’s The Secret Lives of Puppets is a cultural historical analysis of the representations of puppets through literature and entertainment with recourse to their uncanny, supernatural and more sinister manifestations. Nelson’s approach does not differentiate between puppets and dolls in terms of performance and play, rather the approach is progressive looking at the perceived ‘life’ present within constructed bodies from puppets and toys to cyborgs and avatars.
From the twentieth century, according to Nelson, two schools of thought regarding the puppet asserted themselves, the first perceiving an uncanny soulless body and the second regarding the puppet (and its like) as a ‘Neoplatonic ensouled idol’. The uncanny school perceives the puppet as a lifeless object, born of the hand of man and equally controlled by him. Whereas the Neoplatonic school is evident in twentieth century science fiction, emerging as tales in which the makers and supposed controllers of the puppet are rivalled by them. Terming these puppets ‘divine machines’, Nelson is referring to mechanised human simulacra’s. The anxieties of the divine machine, that somewhat resemble those of cyborg rhetoric, are exhibited in films like Terminator, Blade Runner and Ghost in the Shell. What follows the thematic tension of machines returning on humans is a specific representation termed ‘killer puppets’. Taking the deathliness of dolls and dummies, Nelson observes a trend for horrific filmic depictions of the puppet turning on its master and this scenario set forth might best describe the playeravatarial camera relationship at work in first-person shooters.
Nelson’s supernatural approach to the puppet mythos leads her to speculating on ideas of possession. Referring to a possession of the puppet object, not ownership, but demonic devilish possession. This theme is discussed in particular relation to a set of films that depict the doll or dummy endowed with volition without the use of strings or direct handing from another body, that is achieved through dark or evil forces. Films like Dead of Night (1945), Puppet Master (1989), Dead Silence (2007), ‘The Puppet Show’ episode of Buffy the Vampire Slayer and the Childs Play series (1988-2004) all feature possessed dolls.
In both Dead of Night and Puppet Master the puppets are victims of manipulation by an evil master but eventually gain control destroying their operators. In the latter Toulon craves immortality and brings his puppets to life in order to kill people as part of his quest. Eventually the puppets gain autonomy and take vengeance on their master.
In no time the Divine Machines were casting off their now-superfluous human agents, acquiring supernatural powers along with their freedom. Over and over the old roles were reversed as the newly independent and increasingly omnipotent simulacra first surpassed, then dominated, their human masters.
(Nelson: 258)
For Nelson this type of killing doll is motivated by vengeance, giving deserved death to a cruel master that made them perform murder. There is a second type of killer puppet however, completely autonomous homicidal maniacal dolls. Chucky, the ‘good guy doll’ from the Childs Play series for instance bares the soul of the ‘Lakeside strangler’, transferred at the moment of his death. The doll kills at random in the quest to reacquire a human form. For Nelson this depiction is a contemporary reflection on the nature of the soul and supernatural alignments with evil. Our inability to determine the existence of the soul whilst desiring it produces paradoxical representations in the form of the killer doll. The supernatural taboos mingle with desires for the spirit and, after life, return as Chucky.
It is according to Nelson’s account of the representation of the killer doll that the design of the first-person shooter is perceptibly analogous to the killing doll in three specific ways, the positioning of the players representative body on screen, the games required performance and the games rejection of the player.
The first-person shooter does not feature an avatar, but the player is positioned in ‘first-person’ assuming the position of the eyes of a playable character often with an arm wielding a gun being the only physical representation on the screen. In this sense the player occupies the body of the invisible avatar, like chucky, they are possessing it from within. The visual field, in place of a visible body as a players presence in the diegesis is a more suitable analogy than the puppet. The marionette for instance would be more suited to ‘top down’ gameplay in which the avatar is seen from above. There are no visible strings, the players hand is not directly implicated in the motion of the doll but remotely, and the player cannot perceive the physical motion of the body that they command, the position is transferred to an embodied vision of the possessed doll or puppet. In Gaming Mind, Gaming Body Bryan Mitchell-Young uses a particular form of phenomenology to formulate the player’s embodiment in the first-person shooter game. He claims that the players own body disappears in game play, merging with the ‘absent body’ on-screen, leaving only the mind, effectively producing a Cartesian spilt between mind and body. While Angela Ndalianis suggests that the ‘gameplay logic is that the player’s own body, which exists beyond the computer screen, “fills in” the remainder of the protagonists [avatars] body.’ (Ndalianis: 100). Perhaps this is why Nelson refers to avatars as ‘ethereal Neoplatonic daemons’, the player orienting their consciousness and physicality into the absent avatarial body in the game.
Gameplay in the first-person shooter genre is consistently about killing enemies and the body possessed in the game is controlled with the specific role of killing. The first-person shooter is survival based, set in labyrinth environments that must be negotiated through whilst under enemy attacks. House of the Dead 2 and Left 4 Dead enemies are a variety of zombie characters, BioShock features mutant enemies, Rise of the Triad consists of Nazi enemies and monsters, and in every case the game imperative requires the elimination of the enemy for the played character to survive and progress forward in the game. The impetus on killing in the genre situates the avatarial camera as the possessed killer doll, motivated by the possessor (the player) to kill on command.
However there comes a point in the game where the possessed body seems to turn on the player. The first-person shooters in-game death will occur from a failure to kill enemies, in Left 4 Dead this moment shifts the first-person perspective. If the playable body is ensnared by the tongue of a smoker enemy the avatar body is exposed, dragged forward appearing in the diegesis. The separation from the position of the avatarial camera is a loss of possession and the player is no longer effectively controlling the killer doll or making it kill, it is getting killed. Similarly in House of the Dead 2 the in-game death occurs when the player fails to kill an enemy, the poor possession of the killer doll becomes an equally poor performance of the killer doll manifest on the screen in the conceding of attacks by a non-player character enemy. When the attacks results in in-game death the player loses control completely and is faced with a death animation in which the avatar swoons to the ground like a puppet or doll without a master steering it. At this point the relationship that the player/possessor has to the avatar/killer doll is broken. The killing performed through the avatar as motivated by the player results in the death animation that signifies the avatars revolt on player as the avatar body is revealed in the death moment and the connection between them is severed. Like the puppet master, the possessor has had a hand in their own death, brought about with their connection to the control of the doll. Taking up the position of possessor in the game is as fated as the supernatural connection forged by Toulon in Puppet Master.
Playable character death in the first-person shooter BioShock takes another form of representation, though its results are ultimately the same as the other two examples. When the character dies the avatarial camera flips simulating a falling body whilst audio and visual feed for a few moments before fading to a menu screen. In these moments the player looks helplessly out of the invisible avatars unblinking eyes without control of it. Like the Divine Machines, the programming and animations of the games design see that the killer puppet can always turn on its master.
xoxo Final Girl