The Rhetoric of Video Games
A key
term in Ian Bogost’s essay “The Rhetoric of Video Games” is the
term Procedurality.
Procedurality gets its name from the function of the
processor— Procedurality is the principal value of the computer, which creates
meaning through the interaction of algorithms.
This ability to execute computationally a series of rules fundamentally
separates computers from other media.
It gets interesting when Bogost dives into a definition of classical
rhetoric. What I consider the heart of Classical Rhetorical Procedurality to
borrow Janet Murray’s term, is nicely summed up by Bogost:
“The adept rhetorician
does not merely follow a list of instructions for composing an oratory…he
musters reason to discover the available means of persuasion in any particular
case.”
But that’s really Aristotle. It’s gets better when he brings in Kenneth
Burke, which leads us to a Visual rhetoric
“Visual communication cannot
simply adopt the figures and forms of oral and written expression, so a new
form of rhetoric must be created to accommodate these media forms.”
Digital Rhetorical artifacts seek to persuade, both by the computer’s
seemingly omnipotent distributive properties. The first is wider distribution
of traditional argument couched in visual and written persuasion of
author-generated argument, speech acts deployed in a unilateral fashion, for
instance, something like “Global warming is bad” http://news.discovery.com/earth/videos/dnews-earth-videos.htm
It’s in the second category where Digit Rhetoric gets interesting, by
offering a new means of enforcing Procedurality, especially in gaming. “The McDonald’s game seeks to challenge
notions of capitalist excess, challenging the general public’s indifference to
the material, or real-world impact of shoving cheap hamburgers in your face. “They
aren’t aware of it, but they do it” (Marx). Indeed: if Herr Marx were around today, he
would love this game, and likely get a repetitive-stress injury from overplay.
Bogost uses it to highlight a
sort of redundant point that the computer can be used to “to sketch a few different ways video games can be used rhetorically,
whether for design, critique, or learning.” America’s Army is another stretch. Bogost quotes the designer of the game as
saying “All players abide by rules of
warfare. If a player violates the Uniform Code of Military Justice, rules of
engagement, or laws of land warfare, reprisal is instant. He will find himself
in a cell at Fort Leavenworth, accompanied by a mournful harmonica playing the
blues. “ There’s nothing really novel in that; all of these
codes, values and rules- The Procedurality of War, if you like, are instilled in
soldiers during indoctrination and subsequent training. The face that the military sees shooter games
as a way to reach the more-uh, post-modern soldier- via video games is a sobering
thought. It’s a turgid, eats-your-veggies
claim but the reality of cause and effect of shooting people while in uniform
may be dampened by repeated exposure to FPS games. “ Continued violation of the rules may cause a player to be eliminated
from the game. To rejoin, he must create a new ID and restart.”
I resent this oversimplification
that surrounds FPS. Personally, I thing FPS has a desensitizing factor in many
cases. I realize it’s a turgid, eat-your-veggies kind of argument, and while drone
pilots at Fort Carson don’t get blood on their uniform while spoiling Afghan
wedding parties, just as academic and programmers can defend the instructional
value of shooting virtual people, but ask the marine who was at Fallujah; he’ll
have a grasp what cause- and effect is like, Both viscerally and physiologically,
in analog warfare. In other words,
there’s no rest for PTSD.
But Gaming to me isn’t all bad: it has an immediate appeal, in that the
user is no longer a Spectator, but an Protagonist.
http://www.youtube.com/watch?v=zdNplzdx5OM
The one aspect of gaming- or Digital Rhetoric- that is the Affordance offered by the computer to extract a story from the Narrative Space, reconfigure it, and re-distribute it in the Digital Sphere. Form the console to the laptop the Internet, it's an empowerment of the viewer unimagined before the Rise of the Digital. And while it has long been argued that the Gamer enters the FPS Narrative Space, rather than merely watching it. (E.g. Grand Theft Auto) it’s really limited by the Procedurality encoded by the game’s designer. Then again, entering the Narrative is hardly a fresh idea:
But another, affordance is upon
us: the ability to harness the game’s engine to the Users will. This a radical
departure that Digital Media allows; the pre-eminent example are short
Machinima films, where pieces of Narrative FPS games are grafted together in a
sequence determined by the User/ Author: http://en.wikipedia.org/wiki/Machinima
This short, by the director of “ The
Road”, and the awesome must-see Australian western, “The Proposition”, exemplifies the power of this new digital
narrative medium.
http://www.youtube.com/watch?v=cZUUVV2rjoc
But then again, sometimes the power to shape narrative doesn’t always inspire
a leap forward, and the user echoes the values of the original text (in this
case the FPS game Red Dead Redemption).
http://www.youtube.com/watch?v=ptzhsa1y_NM
Although perhaps this parody of an infomercial echoes the McDonald’s game in pointing to a darker truth about American culture, by offering an indictment of America’s economy of violence in the widespread distribution and marketing of firearms?
Either way, like Hilgard's Machinima piece, it's a remediation of culturally vacuous FPS game material, shaped into something of value, an artifact grounded in Aristotelian structure: a story, and perhaps an offering of Narrative Redemption at the Digital Altar.
Either way, like Hilgard's Machinima piece, it's a remediation of culturally vacuous FPS game material, shaped into something of value, an artifact grounded in Aristotelian structure: a story, and perhaps an offering of Narrative Redemption at the Digital Altar.
Josh, a lot going on in this post! Glad to see you on the blog at last. FYI, you can break these long streams into shorter reflections of just a few paragraphs for each post.
ReplyDeleteI appreciate your embedding of these machinima examples, because they are useful boundary objects between cinema and games. Could make for a good paper topic! I also wonder if machinima made using fairly open game worlds, like that of Red Dead Redemption, is more successful than that made using more constrained worlds (say, that of Civilization).