Showing posts with label Narrative fiction. Show all posts
Showing posts with label Narrative fiction. Show all posts

Monday, 7 October 2013

An Objectivist Nightmare? Political Philosophy in Bioshock

Whilst the validity of narrative in videogames has been contested by academics, ethics, ideologies, and politics have become familiar features of videogame criticism as a growing number of videogame designers experiment with the medium.  These games present a player with situations that ‘represent how real and imagined systems work’ (Bogost 2007, xi) and allow her the potential for the ‘change [of] fundamental attitudes and beliefs about the world, leading to potentially significant long-term social change’ (Bogost 2007, xi).  Author and game designer Ian Bogost suggests that ‘videogames open a new domain for persuasion, thanks to their core representational mode, procedurality’ (Bogost 2007, xi) and it is this that allows the videogame player to actively investigate a particular rhetorical position and to form her own opinions of it, rather than being presented with an ideological standpoint, as is traditionally the case.  Procedural rhetoric, as Bogost labels it, is ‘the art of persuasion through rule-based representations and interactions (Bogost 2007, xi) and is reliant on the ability of the videogame to include the player as part of the execution of a narrative, or game, as a physically active participant.    
            The presentation of rhetoric in videogames can be found in many types of game, not just the narrative driven games that are to be primarily discussed in this chapter.  Bogost cites the game Animal Crossing, an ‘animal village simulator’ (Bogost 2008, 117) as an example of videogame rhetoric; this game, he argues, ‘simulates the social dynamics of a small town, complete with the material demands of keeping up with the Joneses’ (Bogost 2008, 119) complete with an economic system that allows  the player to understand supply and demand, long-term debt, and ‘the repetition of mundane work necessary to support contemporary material property ideals’ (Bogost 2008, 119).  The popular Facebook game, Farmville (Zynga 2009), is also based on economic principles, with the player engaging in farm management, including growing crops, animal husbandry, as well as cooperation, throung trading with other players.  Whilst these ‘casual games’[1] can be played by young children (Bogost uses his own five year old son as an example of a player of Animal Crossing), there is a sophisticated rhetoric at play within the game, the player is part of ‘a full consumer regimen’ (Bogost 2008, 118), which leads to an economic understanding of wealth and its distribution, as well as sophisticated, yet often unnoticed mathematical principles.
            More recognisable to the narrative driven videogame, is the representation of ideologies, both ethical and political as part of the games construction.  Early videogames, due to technological restrictions, were concerned primarily with ludology; that is the playing of the game.  As the medium has matured, there have been a growing number of games that use narrative and ludology concurrently to examine rhetorical issues within a fictional, and safe[2], environment.  This scrutiny can take many forms and cover a variety of themes: Deux Ex: Human Revolution (Eidos Montreal 2011) interrogates trans-humanism, for example, whilst the Mass Effect (Bioware 2007 - 2012) trilogy considers inter-racial cooperation, through the lens of an interspecies mirror.   Heavy Rain (Quantic Dream 2010) takes a more personal approach, placing the player in the role of a father, who must break ethical and moral constraints in the pursuit of a kidnapped child, prompting the question, ‘How far would you go to save someone you love?’ — the game’s tagline (IMDB 2010).  However, the most famous example of a videogame to use procedural rhetoric is Bioshock (2K Games 2007), which places the player in a specific ideological environment, and then asks her to question her actions, her motives, and the information she receives as she plays the game.

A Man Chooses, A  Slave Obeys: Political Ideology in Bioshock
Bioshock (2K Games 2007) offers a ludological adaptation of the philosophy of the philosophy of Objectivism, as portrayed in the novel Atlas Shrugged (Rand 2007) written by Russian born author Ayn Rand, considering the novel in relation to Rand’s philosophy and criticism, as well as offering a critique of the novel itself.  The interactive elements of Bioshock play a direct role in the understanding of the novel and Rand’s philosophy, especially her understanding of free will; the game is filled with references to the novel and, more widely, to Rand’s philosophy of Objectivism, on which the novel is based.  This is achieved through direct references, symbolism, and aesthetic allusions within the landscape.  Predominantly a first-person shooter game (FPS), in which the player controls a character, Jack, as he seeks to escape the underwater city, Rapture[3], Bioshock is concerned primarily with the destruction of enemies, ranging from splicers (humans addicted to ADAM[4]) to the antagonist of the game, Frank Fontaine.  Alongside this, however, Bioshock provides a critique of Rand’s philosophy via its landscape and dual narrative: that of the game: the search for and the destruction of Andrew Ryan and Frank Fontaine, and that of the destruction of the City of Rapture.
Originally published in 1957, Atlas Shrugged is a premeditated vehicle for Rand to articulate her philosophy of Objectivism.  This philosophy, she explained in 1962, holds that facts are facts, regardless of the wishes, hopes, or feelings of man; it also maintains that reason is man’s[5] only source of knowledge, his only means of perceiving reality, and his basic means of survival.  It also teaches that man must exist for his own sake, a quality that she describes as selfishness in which he must put his own interests above all others, but must not do this to the detriment of any other.  The fourth tenet of objectivism describes the political system that this philosophy breeds; that of laissez-faire capitalism, described as
a system where men deal with one another, not as victims and executioners, nor as masters and slaves, but as traders, by free, voluntary exchange to mutual benefit. It is a system where no man may obtain any values from others by resorting to physical force, and no man may initiate the use of physical force against others. The government acts only as a policeman that protects man’s rights; it uses physical force only in retaliation and only against those who initiate its use, such as criminals or foreign invaders. In a system of full capitalism, there should be […] a complete separation of state and economics, in the same way and for the same reasons as the separation of state and church. (Ayn Rand Institute 1962)
Rand believed that altruism—putting the needs of others before one’s own—was inherently wrong and her fiction is a deliberate attempt to demonstrate this philosophy and to highlight what she believed to be a fundamental truth: that altruism would lead to the downfall of society.  In Atlas Shrugged, Rand charts the decline and fall of alternate version of the United States becoming dystopian through its extreme socialist ideology; she also presents an alternative to this, in the form of Galt’s Gulch, a small, isolated community comprised of those people who believe in her philosophy.
            The juxtaposition of the narrative and the ludology is important in Bioshock; the two elements of the game are reliant on each other to create a representational fictional form, such as those described by Kendall Walton in Mimesis as Make-believe (Walton 1990).  The gameplay is constructed within the narrative: Rapture is the play arena of the game; the player explores the city to find and destroy the splicers in order to reach Ryan (and later Fontaine) and to escape Rapture.  Without Rapture and the narrative structure, Grant Tavinor notes, there would be no game. (Tavinor 2009).  Clint Hocking disagrees with this, instead claiming that the game offers the player two contracts, a ludic contract and a narrative contract.  Hocking sees these two as being mutually exclusive, in that the narrative contract is at odds with the ludic contract, creating what he coins ‘ludonarrative dissonance,’ ‘forcing the player to either abandon the game […] or simply accept that the game cannot be enjoyed both as a game and a story’ (Hocking 2007).  What Hocking sees as ludonarrative dissonance, however, is an integral part of the games questioning of free will, both for Jack and for the player. 

Would you Kindly…
Throughout the first part of the game, the player is given guidance from a character known as Atlas, who prefaces his requests with the phrase ‘would you kindly’, as he leads the player through Rapture via a one way radio.  Partway through the game, the player is led to the office of Andrew Ryan, to kill him in revenge for the murder of Atlas’ wife and child, and it is at this point that a number of critical events take place that question Jack’s role in the game, and the narrative  First, the game takes away all control from the player, rendering her a passive observer of events in a game notably devoid of cut-scenes and reveals that the phrase ‘would you kindly’ has been part of the mental conditioning of Jack and that he is programmed to obey any order preceded with this phrase.  This revelation comes not only as a shock to Jack, but to the player as well.  When asked about this, a group of players responded in the majority that the repeated use of the phrase was not noticed, or that if it was noticed, it was considered part of Atlas character rather than an indication of a sinister purpose (Facepunch.com 2009).  The phrase, which seems to be innocuous until this point, instead begins to ‘inspire a retroactive horror’ in the player (Bossche 2009)  as she is shown a montage of examples of this conditioning, from the opening scene (Figure 1 & 2) to the ‘present’ of the game, illustrating that this has taken place whilst the player has been controlling Jack, and that all the events to date have been devised and carried out with Jack operating as a pawn who must obey the instructions of a higher power.  It also becomes clear that the game is addressing the player and questioning her relationship with videogames. 
Figure 1
Figure 2
     Videogames are teleological; that is, all the events and actions are purposefully designed to work towards an ending; even games that are part of a franchise, such as Assassin’s Creed (Ubisoft Games 2007 - 2013) or the Mass Effect trilogy, use this teleological construction, with each ‘episode’ having an ending of its own, as well as being part of the larger structure.  This in turn makes the concept of free will in videogames problematic, as they are predominantly presented as a finished form, with an ending already in place, fully authored by a game design company.  The player is not offered free will at any point in any game, she is merely conforming to a set of predetermined events that dictate her actions, even if she is offered the ability to make choices (Beirne 2012).  Bioshock exploits this determinism through the revelation that Jack has been designed to obey the commands of Atlas, whilst refusing the player the ability to influence this and forcing the realisation, in the player that there is no freedom in videogames: each story has already been written and the player cannot influence that story, despite the game intimating the ability to do so. 

Whilst the player is in the role of observer, during the passivity of the cut-scene, Jack kills Ryan, who makes no attempt to defend himself, his death proving that Jack has been the subject of mental conditioning, with Ryan taunting him repeatedly with ‘A man chooses.  A slave obeys’ as Jack hits him.  Despite Hocking’s assertion that the narrative asks the player to ‘help Atlas and you will progress’ (Hocking 2007) and is thereby a failure to conform to Objectivist principles, the game does not present a scenario as simple as this; at face value, the two men are working towards a mutually beneficial outcome, perfectly acceptable in Randian philosophy as a trade by two men ‘who earn what [they] get and do not give or take the undeserved’ (Rand 2007, 1022).  It is only when it is revealed that Jack has not been operating through free will that this changes, and it becomes evident that Atlas has been acting for his own benefit, and that Jack’s role is that of a puppet as he makes his way through Rapture.

Rapture
As the player and Jack travel down to Rapture in a bathysphere[6], the graphical abilities of game machines are shown to the player, through the first views of the city (Figure 2), whilst a voiceover tells the player that Rapture was born from Andrew Ryan’s dissatisfaction with American left wing politics in the Second World War, and finding that there was no place for ‘men who believed that work was sacred and property rights inviolate’ (Fuller 2007, 42) decided to create one, following John Galt’s lead, as he created Galt’s Gulch as a place where man ‘hold three things as the supreme and ruling values of his life: Reason—Purpose—Self-esteem’ (Rand 2007, 1018) in a society that requires a producer[7] or entrepreneur to be both immolated to society and to accept this as fair and just[8].  Both settings adhere to the policies of Rand’s philosophy, and the freedom that provides for the inhabitants.  However, where Galt’s Gulch remains utopian, Rapture instead becomes dystopian, the freedom of the inhabitants to do as they wish engendering a society of inhabitants addicted to the drug ADAM, and its derivative EVE.[9]  Grant Tavinor considers that the ‘visual impact of Bioshock […] is striking’ and that the game ‘draws on the architectural motifs and cultural themes of 1930s and 1940s America […] to provide a coherent artistic statement’ (Tavinor 2009, 91) and this setting provides the backdrop for two stories in the game, that combine to produce a narrative, one of the city itself, and the other of the protagonist, Jack and his attempts to escape Rapture.

Figure 3: 'Aerial' view of Rapture
              For the reader familiar with Atlas Shrugged, Rapture is instantly recognisable as a representation of Ayn Rand’s utopia.  Most obviously, both are hidden from the majority of the world; Rapture through its immersion in the sea, and Galt’s Gulch by refractor rays in a remote valley in the US.  More closely signalling the relationship between the two is the presence of Rand’s ideology.  Andrew Ryan of Rapture created his city to be a place ‘where the artist would not fear the censor, where the scientist would not be bound by petty morality, where the great would not be constrained by the small.’  Rand uses Galt’s Gulch as an example of a perfect society, founded on individual freedom and where the Government serve as a police service, ensuring that business and individual alike are law-abiding.     
Beyond this initial indicator, there are a number of specific references to the title of Rand’s novel in Bioshock.  During the opening sequence of the game, for example, the player crashes near a lighthouse in the middle of the ocean and the doors to the lighthouse are decorated with a frieze of Atlas holding the world (Figure 3).  Further in the game, the player also comes across a statue of Atlas holding up the world and there are many statues reminiscent of these through the game, men with their hands stretching upwards to the sky.

Figure 3: Atlas holding up the world.
There are several other signals in the game to point to this relationship; the protagonists of both the game and the novel discover this hidden community through crashing a plane, and there are ‘Easter eggs[10]’ that reveal Rand’s face in photographs (Figure 3), leaving little doubt that Levine used Rand’s fiction in this game, and that he used Bioshock to comment on it, critiquing the practical implementation of her philosophy (just as Rand herself did in Atlas Shrugged through the Twentieth-Century Motor Company and the famous slogan From each according to his ability, to each according to his need, popularised by Marx in 1875), all pointing to the importance of the setting of the game as a critical exploration of Rand’s philosophy.

Figure 4: Ayn Rand Easter Egg

Andrew Ryan, the founder of Rapture, is a key figure in Bioshock.  The narrative indicates that Ryan fled the USSR in 1919 for the USA and, after becoming increasingly disillusioned by US politics, built Rapture in order to house the Atlases[11] of the world, ‘men who refused to say yes to the parasites[12] and the doubters. 'Men who believed that work was sacred and property rights inviolate’ (Fuller 2007, 37).  Ryan’s character shares some biographical links with Rand; she fled the USSR during the rise of Communism, eventually settling in the US, where she wrote her novels (Ayn Rand Institute 2013).   Ryan and Rand also share the same attitude to religion; Rand is open about her views on religion, believing that religion and ‘Faith, as such, is extremely detrimental to human life: it is the negation of reason’ (Ayn Rand Institute 2013) and Bioshock shows Ryan to have similar views; throughout his city, banners proclaim that there are ‘No Gods or Kings, Only Man’ (Figure 3) and religious paraphernalia has to be smuggled into Rapture to be enjoyed by the residents.  In naming Ryan, the game designers were explicitly linking the character to Ayn Rand—a masculine version of the novelists name. 

Figure 5: No Gods or Kings.  Only Man
Andrew Ryan is representative of John Galt, one of the three protagonists of Atlas Shrugged, despite spending much of the novel being called ‘The Destroyer.’  It is he that takes away the brightest minds from the world and gives them the individual freedom to follow their own passions in Galt’s Gulch, with no restrictions.  Ryan’s utopia is the same as Galt’s:  a place where a man can be free from censorship and governmental restrictions to use his skills, and Ryan offers a similar freedom.  As well as this, Ryan stands for similar characters of the novel, collectively known as ‘thinkers’, and can be seen through Ryan’s speeches and public addresses.  At one point Ryan details how
I once bought a forest. The parasites claimed that the land belonged to God, and demanded that I establish a public park there. Why? So the rabble could stand slack-jawed under the canopy and pretend that it was paradise ‘earned’. When Congress moved to nationalize my forest, I burnt it to the ground’ (Fuller 2007, 18)
This closely mirrors the actions of oil baron Ellis Wyatt at the end of the first part of Atlas Shrugged (Rand, 2007, p.336); When forced to give the majority of his (pre-tax) revenue to the government because he is ‘best able to bear the brunt of the national emergency’ (Rand, 2007, p334), and still being expected to maintain his employee levels and other costs, sets fire to his entire oil field and disappears, rather than comply with this government directive.
            It appears at first, that Andrew Ryan represents the failure of the Randian ideology at work in Bioshock, as critics such as Joseph Packer consider (Packer 2010) to be the case. As detailed, Ryan represents the ‘thinkers’ in Atlas Shrugged, choosing to leave the world, and to join like-minded people, 'men who believed that work was sacred and property rights inviolate’ (Fuller 2007, 37) to bring to fruition the utopian space that Atlas Shrugged promises; however, this Utopia is flawed and by the time the player enters the story, Ryan’s rule has taken on a number of dystopian characteristics.  As the narrative is uncovered, the player discovers that Ryan, initially, allowed free rein to entrepreneurs and free will to the inhabitants of Rapture, believing that there would be economic self-regulation, as Objectivism preaches.  However, when his position as ruler of Rapture is threatened, he begins creating laws contrary to Objectivist policy, leading to a power struggle that culminates in the New Year’s Eve battle and destruction of Rapture, as well as the apparent failure of Objectivism as a practical ideology.
Even with Rapture in ruins and the Utopian experiment failed, Ryan still adheres to the principles of Objectivism and to one of the clearest themes found in Rand’s fiction – that of the sanction of the victim[13].  According to Rand’s ideology, the sanction of the victim is ‘the willingness of the good to suffer at the hands of the evil, to accept the role of sacrificial victim for the “sin” of creating values’ (Binswanger, 2011).  It is at this point Ryan reveals that the protagonist is the product of mental conditioning and has had the phrase ‘would you kindly’ implanted as a trigger for mental control. Furthermore, Ryan chooses to die in order to try to break Jack’s conditioning, citing it as an example of free will: ‘A man chooses. A slave obeys’ (Fuller 2007, 35).  In killing Ryan, Jack proves that he is nothing more than a slave; the words ‘would you kindly’ triggering and enforcing this servitude.  Free will is one of Ryan’s original principles for the city, as an audio file reveals: ‘Free will is the cornerstone of this city. The thought of sacrificing it is abhorrent’ (Fuller 2007, 22).  John Galt is similarly willing to face death as long as his principles are not compromised; in Atlas Shrugged, Galt almost welcomes torture and pain, going so far as to instruct the governmental aggressors in how to fix their broken torture machine so they could resume their cruelty, but refuses to compromise his principles in order to appease the government who want him to save them.  The premise on which the ‘looters’ in Atlas Shrugged depend is the same mental conditioning as Jack is subject to, albeit less explicitly.  This is foregrounded in the novel with the statement ‘You’ll always produce […]. You can’t help it.  It’s in your blood.  Or, to be more scientific: you’re conditioned that way’ (Rand 2007, 984-985).  It is at this point in the novel that Hank Rearden, presented with this knowledge, ‘opts out’ of American society and becomes a member of Galt’s Gulch.
At this point in the game, it seems clear that Bioshock is showing Objectivism in a negative light, with Andrew Ryan’s utopia in ruins showing that this ideology has failed.  It is here also that Atlas is revealed to be Frank Fontaine, Andrew Ryan’s competitor, and Ryan’s position as antagonist is questioned, as well as the premise that the political ideology he represents is adverse to human wellbeing.  It is also here that the game is exposed as not just a criticism of Objectivism, but rather a more rounded critique, using Fontaine as the basis for this.


Frank Fontaine is a gangster who challenges the rule of Andrew Ryan in Rapture, known in the first part of the game as the amiable figure Atlas.  During the first part of the game, until his true identity is revealed, Atlas appears to be a familiar figure in videogames: a character who gives advice and instructions to the player to allow her to complete the tasks that comprise the game.  The revelation that this amiable character is Frank Fontaine, who has faked his own death in order to take power from Ryan through the mental conditioning of Jack, so he could murder Andrew Ryan, is designed to shock the player and to once again call them to question what they are being told within a game.  Here, the role of the player and the identification the player has with a game becomes foregrounded, as considered in chapter 2[14].
During the first part of the game, whilst unwittingly helping Frank Fontaine kill Andrew Ryan, the player is shown Ryan’s Utopia as a failed endeavour; Atlas relates how he brought his wife and son to Rapture for a better life, but quickly became disillusioned, as it became clear that there was a Marxist class divide developing and that ‘Ryan's […] up in Fort Frolic banging fashion models; we're down in this dump yanking guts out of fish’ (Fuller 2007, 16).  Atlas openly blames Ryan for the deterioration and destruction of Rapture, saying, ‘He’s the one who built this place, and he’s the one who run it into the ground’ (Fuller 2007, 11).  At this point in the game, the player has no reason to doubt Atlas’s words, and Ryan’s actions appear to validate this.  Once unmasked as Fontaine, this along with the rest of Atlas’s words are called into question; the likeable Irishman was a fiction, making the player question whether Ryan is the megalomaniac that he has been portrayed as being.
            As a character, Fontaine/Atlas should be the perfect objectivist; his ethics are based in self-interest, valuing his own happiness and success above all others, initially earning Ryan’s admiration and respect as a fellow Objectivist.  However, he also personifies several negative aspects of humanity, being manipulative and dishonest in his dealings with others, undermining the principles of objectivism[15] and a fair society, under the guise of freeing the inhabitants of Rapture from the tyranny of Ryan, thereby calling into question the practical implementation of objectivism.  The narrative details how Fontaine becomes a figurehead for the underclass to revolt, in a clearly Marxist reference to the overthrow of capitalism by the proletariat.  Atlas cites Ryan filling Rapture with the best of society as a failing in the City, as there is no-one to carry out the menial work that needs to be done (Fuller 2007, 39) and that the divide between the rich and poor is the fault of Ryan’s political agenda.  After the death of Ryan, the game shows Frank Fontaine as the primary antagonist, placing Andrew Ryan in the role of the victim rather than the antagonist role he has held, and calling into question the supposition that this is a world that portrays the failings of Objectivism, which then opens the player (and Jack) to the notion that is is Fontaine who brings about the downfall of Rapture, investing twelve years in planning and initiating the downfall of Ryan, calling it a ‘long con’ (Fuller 2007, 47) and replacing the Objectivist ideology with a bastardised form of Marxism[16], resulting in ‘violence, crime, and disrepair replacing the peaceful efficiency Rand attributes to Galt’s Gulch’ (Packer 2010, 215).  More symbolically, the role of the monster is given to Frank Fontaine (Figure 3), showing him, as ‘a menace [that] represents the threat of further chaos emerging’ (Butler 2010, 10) in a city that is already failing to function.

Figure 6: Atlas/Frank Fontaine
Once revealled as the antagonist,  portraying Fontaine as the monster allows the game to present him as the physical embodiment of the ethics and morals he upholds.  Just as Dorian Gray makes the transition to his real self in The Picture of Dorien Gray at the end of the novel, his ‘withered wrinkled, and loathsome’ (Wilde 2006, 188) corpse on the floor, so too does Fontaine’s first taste of ADAM reveal his monstrosity to the player. 

I believe in no God, no invisible man in the sky. But there is something more powerful than each of us, a combination of our efforts, a Great Chain of industry that unites us. But it is only when we struggle in our own interest that the chain pulls society in the right direction. The chain is too powerful and too mysterious for any government to guide. Any man who tells you different either has his hand in your pocket, or a pistol to your neck." (Fuller 2007, 24)
The Great Chain is a motif Ryan frequently refers uses in his speeches and musings regarding the economy of Rapture and is consistent with the economic elements of Rand’s philosophy.  Ryan’s own philosophy of the Great Chain of Industry is visible in Rapture through statues (Figure 5), and banners, just as Rand uses her characters in Atlas Shrugged to extoll the virtues of a free economy, and the understanding that all men will participate in this system, providing for themselves, and creating employment for other men, at a fair and just rate of pay.  The idea of industry being the chain that unites all men is, for Ryan, the foundation of Rapture and provides the basis for the City’s economy; the Great Chain of industry is the economic freedom given to the inhabitants of the City in regard to their business and the success of the City.  As long as each person, each link in the chain, is working for their own self-interest (and not contrary to objectivism), then the chain will be level and strong, as each link (business) in the chain is regulated by the principles of the consumer; if there is no demand, or the business is not functioning as the market would wish, they will simply not use it, thereby eliminating it from the economy.  However, when dishonest dealings, such as smuggling or cheating a competitor enters the economy, then this upsets the equilibrium of the Great Chain and the dishonest business becomes a weak link that can then pull the chain apart. 
Ryan's Chain


Jack's Chain
There is also a more personal symbolism associated with the chain; Jack has chains round both of his wrists, (see Figure 6) symbolising his slavery and lack of free will.  The chains are a symbol of this control, a metaphorical joke by Fontaine, that Jack (who is genetically Ryan’s son) is a slave to Fontaine and Jack’s inability to disobey him, his mental chain forcing him to obey commands preceded with ‘would you kindly’.  This makes Jack himself the weak link in the Great Chain, in that he can cause the downfall of Rapture’s economy by causing the death of Ryan.  The chains on Jack’s wrist are also a frequent reminder to the player of their own servitude to videogame design companies.     

            Whilst it seems clear that Bioshock offers a consideration of Objectivism, there is some confusion over whether this is a criticism of the philosophy, or whether the game tries to empower the player into making her own decision about whether she agrees with the philosophy.  It is true that the game shows Rapture, the realisation of the philosophy ,as a dystopia; the game does not, however, simply show this as a result of Objectivism, but rather as a result of the introduction of a destructive force, in the form of Frank Fontaine, that undermines the philosophy.  This is symbolised through the representation of Fontaine as a monster.  However, the game offers the player an exploration of the philosophy from within, rather than from without, and allows her to form a decision based on all the information she collects in the game.

Bibliography

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[1] Casual games are considered to be games that can be played quickly and easily, with little learning curve and generally no need to save the game's progress.Invalid source specified.
[2] The player is physically safe, in that she is interacting with fictional characters and situations, without any real danger.
[3] This is one of a number of religious references in the game.  Here, Rapture is descriptive of the inhabitants being taken from society and led to a better life, just as God is said to intend to do when he causes The Rapture.
[4] ADAM is a drug created from the stem cells of a parasite, which replaces human cells with that of the parasite, causing side effects that act as ‘superpowers’.  However, this also causes cosmetic and mental deterioration in users, resulting in the need for more ADAM.
[5] Rand was a self-professed male chauvinist, who believed that women should engage in male hero-worship, and so the use of gendered terms that favour the male is deliberate in relation to Rand’s philosophy. (Thomas 2013)
[6] An automated submarine that carries the player through underwater areas.
[7] In Randian terms producers are ‘independent, rational and committed to the facts of reality, […] and to their own happiness (Younkins 2007, 14)
[8]This is also the basis of the Randian notion of the ‘sanction of the victim’—being acquiescent to one’s own rights being infringed.
[9] The religious symbolism cannot be ignored here.  Just as Adam and Eve ate of the fruit of the tree of knowledge causing the Fall, so too does the use of ADAM and EVE cause the society of Rapture to become dystopian.
[10] Content not considered part of the game, or as extra content, and hidden within the game for the player to find.
[11] In the novel Atlas Shrugged, these characters, metaphorically speaking, hold up the world through their creativity and ability.
[12] The use of the word parasite to describe any character that is not of the same ilk as Ryan is taken directly from Rand’s fiction; she postulated, through her fiction, that any person who relied on another to survive was a parasite – and that this reliance on another person was forcing them to live for your sake.
[13]This is a recurring theme in Rand’s fiction, most explicitly found in Anthem and The Fountainhead as well as Atlas Shrugged.
[14] I am not certain whether this is where the discussion will go – maybe Ethics is a better place?
[15] Objectivists believe that whilst they put their own self-interest above others, they do not do this to the detriment of any other person, which is perceived as having another person live for their sake. 
[16] Fontaine does not uphold Marxism; he is working for his own gain, and the lower class inhabitants are useful to his plans to conquer Rapture, rather than for altruistic means.

Wednesday, 11 May 2011

Playing With Literature: Video Games as Narrative Fiction

Video games are often described as lacking in narrative depth; that is, the gameplay is (obviously) more important than the need for a sophisticated plot or narrative structure and so any storyline takes second place, or even is not considered as part of a games design and delivery. It has even been argued by video game theorist Jasper Juul that ‘…game and narrative are two separate phenomena that in many cases rule each other out.’(Juul, 2001) For some games, there is no need for a narrative; best selling titles such as Tetris do not need a narrative structure, involving simply the scoring of points in order to progress through the game. This has been the case throughout the relatively short history of video gaming; the playing aspects of video games - the puzzles and violence found in many games, has, until recently, been the major selling point and indeed remains a major aspect of video game design. Games such as the bestselling Tomb Raider (Eidos Interactive, 1994) contain a story that is simply a device by which the game strands are held together; the game revolves around the search for the Scion, a tenuous narrative strand which allows the player to complete a number of puzzles and search for treasure without the need for a sophisticated story.

However, the recent past as seen a change in the demographics of video game users and so designers have had to change the construction of games as a result of this. According to the Entertainment Software Association, the average American gamer in 2009 is 34 years and somewhat surprisingly, considering popular beliefs, (Barry Atkins says in 2003 that the video game is ‘...fiction for children and adolescents...’ (Atkins, 2003, p5)) ‘Women aged 18 or older represent a significantly greater portion of the game-playing population (33%) than boys age 17 or younger (20%).’ (ESA, 2010) However, the change in video game players has meant that it is no longer adequate that games are merely point scoring exercises; similarly, having a narrative that is merely a device by which the game play is justified is no longer sufficient to hold the attention of a modern audience; that is one made of mature adults as well as younger people.

The difficulties in creating something which can mix game play and a strong narrative are evident upon a cursory exploration of video games; there are at least two distinct problems arising as game designers try to make narrative more sophisticated. Aside from what is seen as the weak plot in many games, there are also problems with delivering the story to the player without interrupting the playing of the game; that is interacting with the events of the game as they unfold. There are two basic solutions to this; the first being that the gameplay becomes simple with a reliance on cut scenes (pieces of cinematic style footage in which the player has no control over the characters or their actions) which interrupts the game play. This is the case with the 2010 game Final Fantasy XIII, which relies heavily on cut scenes to carry forward the story; however, despite the quality of graphics and the sophisticated storyline of the game, gameplay itself is somewhat restrictive, essentially consisting of ‘…fighting your way through soldiers, monsters and robots … down a long hallway toward an orange target symbol on your mini-map that triggers a cutscene, a boss fight, or both...’(Glasser, 2010) for the majority of the game, which can take upward of 60 hours of gameplay, based on personal experience. The large amount of cutscenes featured in Final Fantasy XIII also means player interaction is disjointed; the role playing element of the game, an important factor in the franchise, is lost in favour of the fantastic quality of the in game graphics and the fight sequences (Kohler, 2010) as the story becomes more important.

The second way to incorporate a strong narrative into a video game has been to concentrate on the game playing experience and insert aspects of the storyline at intervals. This has the advantage of making player interaction more central, but has the misfortune to make the narrative feel less important. Indeed, if a puzzle or fight sequence within a game is particularly difficult and it takes a long time to progress, the game runs the risk of having the player forget the narrative as they concentrate on gameplay. For these games, playing disrupts the storyline, which results in a disjointed narrative experience; this can be seen in Tomb Raider where the narrative, although simple, is lost as the gameplay takes precedence.

Whilst it is true that establishing the presence of narrative within a video game has been problematic, the past few years have seen marked changes in the way that video games are presented to the changing audience and the type of games that are being released. There have been many games which are aimed at adults, reflecting a level of real life, as in the case of the hugely popular game Call of Duty: Modern Warfare 2, (Activision, 2009) with its portrayal of terrorism and warfare in such locations as Afghanistan, which can be seen regularly in the media. Alongside this, recent games have involved a serious endeavour to strengthen the narrative content alongside the improved capabilities of modern games consoles and personal computers, something which was recognised in 2003 by Barry Atkins in More than a Game when he saw ‘...the first signs here of a form of fiction...’ (Atkins, 2003, p2) when playing computer games. This technological advancement has produced games such as Red Dead Redemption, (Rockstar, 2010) a role playing game or RPG, which has the player take on the persona of John Marston and carry out a variety of tasks in the Wild West, including hunting, breaking horses and chasing down outlaws.

Red Dead Redemption features a ‘sandbox’ narrative; that is, the narrative is to some extent non linear and is typical in RPG games, where the player can roam throughout the games landscape at will completing various tasks at leisure. Despite this non linear approach to the game, there is a firm story running through it, not merely an effort to hold the player’s attention long enough to progress to the next level or section of the game. Set at the turn of the 20th Century, Marston is hunting and killing an outlaw gang on behalf of the Government and the player follows Marsden through a series of events (some of which must be completed in a linear fashion) which culminates in his death. However, this game is still predominantly, a ‘first person shooter’ or FPS and the narrative, although stronger, is still lacking the sophistication of a novel or film.

While Red Dead Redemption contains a discernable plot which can be followed through the game, even one quite primitive by literary standards, there have been a number of other games in the last eighteen months which have the potential to lead the field in the creation of video games with some of the sophistication of a novel or film, with narratives substantially stronger than earlier games. In 2010 there have been at least two major releases which push video game narrative boundaries, Heavy Rain (Quantic Dream, 2010) for the Playstation 3 and Alan Wake,(Remedy 2010) for the Xbox platform.

Alan Wake, said by Time Magazine to be the top game of 2010 (Narcisse, 2010), is an RPG with a linear narrative and contains aspects which allow the player to explore the narrative potential of the game as well as conform to the more traditional shooter style game. The narrative content of the game is typical of the novels of prolific authors such as Stephen King or Dean Koontz and indeed the relationship to the work of King is foregrounded in the opening words of the game: ‘Stephen King once wrote that ‘Nightmares exist outside of logic, and there’s little fun to be had in explanations…’ Alan Wake tells the generic story of an author with writer’s block who, when on holiday in Bright Falls a fictitious American town, is tangled up in a supernatural event. Taking the role of the author, Alan Wake, the player tries to save the life of Wake’s wife Alice. As a third person shooter (TPS); that is a shooting game where there is a visible onscreen character, there are enemies which need to be neutralised; the player must shine a light onto the ‘Taken’, (characters that have been transformed by the Darkness - the representation of evil in the game) draining the Darkness from inside them, before being able to shoot or otherwise destroy them. The fundamental narrative of Alan Wake is simple enough to conform to the stereotypical gameplay of the TPS game; which James Merry describes in 2000 as often being

‘…nothing more than the player’s character’s fiancé…being kidnapped by a horrible evil character. The fiancé…must be rescued…’ (Merry, 2000)

As well as this basic adherence to the shooter gameplay, the creators of Alan Wake also made it possible for the player to choose whether they wish to explore the more sophisticated narrative, explaining that having the gamer collect pages from the manuscript that is Wake’s novel means that

Everyone who plays will get the skeleton of the story but there is a lot of optional content with TVs and radios in the game to flesh out the story. We do flashbacks as well. There is even a live talk show with live actors. And we use live actors for some of the other scenes as well. This is all optional content. (Howson, 2010)

For the player who chooses to explore this optional content, the attempts to build a sophisticated narrative are evident; the game raises issues around identity, the concept of good and evil and also questions what is real. Wake, as the protagonist requires the use of his mental faculties over physical strength to defeat an elusive enemy who takes the form of Darkness; he must write a novel in order to save the life of his wife, Alice, whilst also trying to discover whether what is going on in Bright Falls is simply a manifestation of his own psyche.

Alan Wake makes use of many of the tropes of psychological thriller fiction; the game is narrated in the first person by Wake as he recounts the events taking place and the players viewpoint is restricted to having the same knowledge as Wake, even if that is erroneous. Furthermore, the use of the interior monologue allows the player to gain an insight into Wake’s mind, as he relates his thoughts and fears to the player. In keeping with the psychological thriller theme of the game, Wake is not endowed with superb physical prowess; he quickly becomes out of breath when running and frequently needs to recover from battling. This further highlights the fact that Wake cannot use physical prowess to conquer the Darkness, but must rely on his mental faculties. There is also a significant portion of the game given over to backstory; Wake’s personal history and his reasons for being in Bright Falls. This allows the game designer to present Wake as a three dimensional character and encourages an emotional attachment between the player and Wake.

The Playstation 3 game Heavy Rain, again marketed as a psychological thriller, is another example of the way that narrative has become stronger within video games in the very recent past. In this game, the player takes the part of a number of characters and the decisions the player makes as the character affect the outcome of the game. Although the classification of Heavy Rain as a psychological thriller puts it in the same genre as Alan Wake, the differences in both gameplay and narrative are extensive. Where Alan Wake’s story is supernatural, featuring as it does ‘The Darkness’, which is a manifestation of evil, Heavy Rain is firmly grounded in reality and tells the story of a serial killer known as ‘The Origami Killer’ whose modus operandi is to drown his child victims and leave an orchid and a piece of origami on the their bodies. All of the characters played in the game are searching for the identity of the serial killer before his latest victim, Shaun Mars, is killed and the game design utilises the way that the player interacts with the game via the control pad.

For gameplay, Heavy Rain builds on experimental techniques found in the game Fahrenheit, (Quantic Dream 2005) with the control pad being used in innovative ways. Where Alan Wake has Wake pointing a torch, shooting and looking around him, Heavy Rain has the player complete a range of everyday tasks as well as those central to the narrative; the control pad is used in a variety of different ways, being shaken and tilted amongst other things, not just used for direction and pressing an ‘action button’ which is usual. This intimate interaction allows the player to become emotionally involved with the characters as the player literally becomes them, completing tasks such as brushing teeth and taking a shower as game ‘author’ David Cage explains; ‘They [the tasks]…tell so much about the characters, contribute to the role play, triggering empathy and identification – I could not imagine not having these moments.(original emphasis) (Stuart, 2010) Cage is clear in interviews that the narrative content of the game is important, so important that he took

‘a year to write this, to get the story [he] want[ed]. [He] also wanted to get rid of any supernatural elements, any sci-fi and what have you. [He] wanted to write about real people in real life.’ (Kendall, 2010)

As with Alan Wake, there are evident tropes of the psychological thriller; none of the characters are endowed with more than average physical prowess and the ‘central’ character Ethan Mars has to pit his wits against the serial killer, who gives him fives tasks to complete in order to save his son, Shaun; these tasks involves both physical and mental bravery, involving such things as cutting off his own finger and facing electrocution in the attempt to save his son.

Structurally, both Alan Wake and Heavy Rain are similar to visual narratives. Alan Wake’s construction is similar to that of a television series, with six ‘episodes’ complete with opening and closing credit sequences and the even the familiar words ‘…Previously on…’ recapping what has already happened. This is a movement away from the previous work of the game designers; the game which preceded Alan Wake, Max Payne (Remedy, 2002) is created to feel like a film, albeit quite primitively. As the managing director of the development company Remedy, Matias Myllyrinne, says in an interview shortly after the release of Alan Wake, Max Payne ‘…kind of stretched the film-style of storytelling over a game.’ (O Hannessian, 2010) However, Myllyrinne goes on to say that this format was not something that was suitable for Alan Wake, as the story was much larger than in the Max Payne games. Heavy Rain is more explicitly connected to the medium of film; this game utilises methods such as the split screen technique showing different events occurring at the same time in the same screen (Figures 1&2) which heightens tension in the narrative as well as ‘the excitement and frenzy of certain activities.’(Chandler, 1995) This technique can be found throughout film, and has recently become popular in television serials such as 24 and CSI:Miami.

Description: http://ps3media.ign.com/ps3/image/article/104/1041377/heavy-rain-20091103010131360.jpg Description: http://www.behindthehype.com/wp-content/uploads/2010/05/24-split-screen1.jpg

Figure 1: Heavy Rain (Robinson, 2009) Figure 2: 24 (Wikipedia, 2010)

Both the games Alan Wake and Heavy Rain allow the gamer to literally see what the character sees; there are methods by which the player can make the camera of the game look around them in the first-person; that is the camera angle temporarily becomes the eyes of the character, allowing the gamer not only to see what the character sees, but, more importantly, how the character sees something. As with the use of mundane tasks in Heavy Rain, the gamer becomes the character thereby heightening the emotional links between the player and the character.

Allowing the player to become emotionally involved with the characters in the game serves to garner the player’s interest in the narrative of the game; the player carries on playing in order to find out what happens next or how the story ends, rather than just to progress through the game and gain points or ‘kills’. Here, Alan Wake and Heavy Rain’s narrative successfully manages to hold the players interest; the usual cutscenes are dramatically reduced and the character can interact with the surroundings as the narrative is expanded. These scenes combine player activity with the cutscene; in Heavy Rain an example of this is when Ethan is talking with his psychiatrist. This segment of game consists of a lot of backstory, linking the introduction of the game, Ethan at home with his family, to the present of the game, which has Ethan as a single man with weekend access to his son. Previously, this would have taken the form of a cut scene, with no control over the proceedings on the screen; however, in Heavy Rain, the player can control Ethan to move around the room and interact with the furniture and objects found there while the psychiatrist explains the backstory. Within these portions of the game, there is also the use of Quicktime Events, (QTE’s) which, as the name suggests involves character events being played out in a fast manner. In Heavy Rain, this involves pressing highlighted buttons within a short time, with the failure to do this resulting in a penalty. There is also the potential within the QTE’s of Heavy Rain to change the path of the game, although, as a review of the game says it is ‘…in the game's latter half where your decisions really start to matter and it's here that the game impresses with its sense of consequence.’ (Wales, 2010) The presence of the QTE allows the narrative to progress without the player having to become a passive observer; the player continues to interact with the game as the story unfolds, avoiding one of the main problems of narrative delivery.

While Alan Wake has a linear narrative, with only one path that the gamer can take to get to the end, Heavy Rain has a different narrative structure. The game has the player making decisions which affect the outcome; whether the serial killer is apprehended and the child, Shaun, saved. Playing as the character Ethan, who is being manipulated by the serial killer, the player must decide whether to shoot another character to save the life of his son, with the instruction ‘Are you willing to kill someone to save your son?’ It transpires that the target is a drug dealer, who might, in other games, be thought of as worth killing; but within the context of the game, the player must make a moral decision as to whether to kill another person. In a way not usual for video games, the death of a single character becomes a major event; the player must decide whether to carry out a cold blooded murder, as the control pad simulates the reactions of the character. The pad shakes in the player’s hand, making it harder to aim the gun and hesitation can result in the character being shot, ending Ethan’s involvement in the game. Here, the game takes a common aspect of video games - killing, and makes it shocking; it makes the player seriously consider the consequences of their actions. This is evidence of social commentary, making comment on the frequency of violence in games and life, and having the player reconsider the morality of such actions. As with the everyday tasks of the game, it is clear that the peripheral equipment, the QTE aspects of the game and the ability to change the outcome of the game in this way immerses the gamer in the narrative, to the extent that the player effectively becomes the author, writing their own version of the narrative, although there are only a certain number of scenarios available to the player.

In the introduction to Intertextuality Graham Allan says that ‘texts, whether they be literary or non-literary, are viewed by modern theorists as lacking in any kind of independent meaning,’ (Allen, 2000) and this is something which can be seen in both Alan Wake and Heavy Rain. For players of Alan Wake, there are clear references to other texts and a quick search of the internet can uncover literally dozens of these cultural references, ranging from the Smoke Monster in Lost to the Raincoat killer from I Know What You Did Last Summer (Weijo, 2010). Although not academic, nevertheless, these references help to establish the type of game being played and highlighting an intertextual relationship can also serve to establish the game as a more sophisticated narrative, rather than just gameplay; some of the texts referenced in the game ‘...include the like of Twin Peaks, Lost and the works of Stephen King’ according to an interview with the games writer, Sam Lake. (Cowen, 2010) Twin Peaks is one of the first, and clearest, instances of intertextuality within Alan Wake; indeed, the games designers are clear that ‘...Twin Peaks is actually a big inspiration...’ (Howson, 2010) for the town of Bright Falls, which is the setting for the game. There are a number of clear connections between the two; for instance, the diner in Bright Falls is called the Triple D ‘Oh Deer’ Diner, echoing the name of the Double R Diner in Twin Peaks. Furthermore, the Light Lady in Alan Wake, who carries a lamp around with her is similar to the Log Lady of Twin Peaks, and‘…their appearance, behaviour and importance to the plot is almost identical…’ (Giant Bomb, nd) As well as these clear references to Twin Peaks, there are many other filmic intertextual references visible throughout the game, including a flock of birds which attacks Wake and his friend Barry, in the same way in which Hitchcock’s birds attack in the film The Birds.

Whilst there are many references to film and television within Alan Wake, there are also many allusions to Stephen King and his work within the game. As already stated, the game opens with a quote by King, but there are references to The Shining (King, 2007 ed) amongst others, with Wake comparing himself being chased by a crazed man with an axe to Torrance chasing his wife with an axe. There is also a sequence near the end of the game where Wake is being chased through a maze; again this can be compared to The Shining, where Torrence is chasing his son through the maze. However, the biggest instance of King’s influence is the storyline of the game, which has similarities to Misery, featuring as it does an author who is held captive, whilst being forced to write a novel with a particular ending.

When playing the game Alan Wake, it quickly becomes clear that the central theme of the game is light and the way light destroys darkness. As already mentioned, Wake must use a torch to destroy the Darkness in the ‘Taken’ before they can be neutralised; but this is merely part of the preoccupation with light that the game displays. There is the ‘Lamp Lady’ who carries a lamp everywhere she goes, and has lights burning at all times; if the player gets lost in the game, heading towards the light is the easiest way to get back on track; Wake can recover faster than usual if he is within a circle of light and it is light that drives the darkness out of the ‘Taken.’ As a motif in literature light has a clear meaning, with the relationship between light and religion being well known; there are many references in The Bible to light and to Jesus being the light. These include Jesus being ‘…the real light which gives light to every person (John 1:9) Jesus described himself as light: ‘I am the light of the world. No follower of mine shall ever walk in darkness. (John 8:12)…’ (Dues, 2006, p182) Light plays a major role in the game, and as such can be easily interpreted as having a religious significance. Here, in what can only be described as obvious religious imagery, light is the saviour of Wake, his wife and the community of Bright Springs, with The Darkness being representative of evil, especially in the way it can penetrate a person and only be destroyed by the presence of the light.

Alongside the presence of light as a motif of Alan Wake, there is a preoccupation with the written word in the game; as previously discussed, Wake is a frustrated writer who must write to save the life of his wife. However, there are also more subtle ways which the written word takes a dominant place in the video game; there are 106 pieces of manuscript scattered throughout the game, which when read together make up the entire narrative of the game, which makes up some of the optional narrative content of the game. Literally speaking, the game can therefore be read as well as played, with the player gaining access to parts of the backstory of the game and insights into other characters that the restrictive narrative style of the game does not allow. Throughout Bright Falls, there are many signs which can be read, giving the history of the area, a tactic which allows the player to gain an understanding of the setting, and again fills in elements of backstory which Wake (and the player) would otherwise not know. There is also the presence of glowing words; that is, written messages which can be seen to glow when light is shone on them. Words are known to have a religious significance, alongside the representation of light; indeed one of the more famous passages from The Bible is ‘In the Beginning was the word, and the word was with God and the word was God.’ (John 1:1, King James Version) Alongside the religious motif, the presence of text is significant in showing the importance and power of the written word within both the game and life; words give meaning to the fictional town of Bright Springs through the signs displaying aspects of the history; words are also able to build a cohesive whole, as in the way the manuscript pages build up the entire narrative of the events in Bright Springs. Finally, words are a way of changing events; this is clear in the game as the physical manifestation of the Darkness wants Wake to write a particular story, which will allow its influence to spread further than the boundaries of Bright Springs and in the way Wake eventually understands that in order to save Alice, he needs to write his own ending.

It is clear then, that the video game has become more sophisticated throughout its short history and that game writers are beginning to consider more than shooting and point scoring when they embark upon creating a new game. This includes inserting examples of intertextuality in the text and an exploration of themes and motifs as well as making allusions to contemporary life. However, the narrative of games is often derided for being simplistic and lacking any depth when it is present; something which film has endured for much of its existence. It is true that video game narrative is in its infancy, indeed there is a vast scope for improvement within the games analysed; Heavy Rain’s conclusion where the serial killer is unmasked is not a sophisticated piece of storytelling, involving action replays which undermine the previous narrative, inserting actions which were not evident when playing as the character at the time the events took place. While the narrative of Alan Wake is fairly generic, echoing a number of stories by authors of the psychological thriller, nevertheless there is definite potential for the expansion of the video game narrative as a genre, with the techniques used in these games being built on and expanded to allow games to involve the player as much as reading a piece of fiction can. Technological advancements should also aid in this, with recent innovations regarding the Xbox Kinect making the potential for interaction greater as the player does not need a control pad; the player can mimic real actions as the camera attached to the console interprets the movements and shows them on the screen. While the player will not have the sensory interaction that the control pad offers in Heavy Rain, for such actions as moving through landscapes this could be invaluable.

It is evident that the video game has the potential to grow into a sophisticated narrative form, rivalling the efforts of filmmakers of the 21st Century, who are exploring the potential of animated film, by creating an interactive experience in which the player is not only an observer, but also an active participant in the outcome of the narrative. There are a number of issues with the way that the narrative is delivered to the player, but this can be overcome with close attention to the story that is being created and careful consideration of the whole narrative. It can also be suggested that the continuing technological breakthroughs by console making companies can create a more immersive experience for the player and affect the way that the narrative is delivered. With the popularity of video games, it is possible that video games could become a mainstream and popular way for people to enjoy narrative, with games such as Alan Wake and Heavy Rain being instrumental in expanding the interactive fiction of video games.

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