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Philology
by Julian Kücklich
Games as Literature
Historically, there have been many attempts to regard literary
texts as games. As Warren Motte (1995) points out, some of
these attempts can be traced back to the likes of Plato,
Immanuel Kant, Friedrich Nietzsche and Ludwig Wittgenstein.
By contrast, analyzing games from a literary viewpoint is a
rather new idea. Arguably, it is only through the advent of
computer games, i.e. games that feature something
resembling a story, that literary studies became aware of the
subject of games. This was made possible not only by the fact
that computer games are more "literary" than chess, poker
and football, but also by the recent inflation of the meaning of
the term "text."
Perspectives
This overview seems to indicate that the problems of
employing literary theory in the study of computer games do
not stem from the inappropriateness of such an undertaking,
but rather from the use of models that are hardly sufficient to
describe literary texts, and therefore entirely insufficient to
analyze digital games. If literary theory is to be used in the
study of computer games, it must take into account the fact
the dynamic nature of these textual objects as well as the role
of the player in constituting the gameplay experience. This
should enable us to escape the fallacy of the two-levelled
model of computer game narration and to think about ways to
reconcile interactivity and narrative.
The basic problem of this view is the fact that the player does
not interact with the code during gameplay, but solely with
the interface. He or she might access the code at a different
point in time, and might even glean some information from
this activity, but it must necessarily remain outside the
experience of playing the game. Usually, the only thing the
player knows about the world of the game is what is displayed
on the screen. However, the player is able to learn about the
implicit rules of the game simply by interacting with it for a
sufficient amount of time. Thus, without "knowing" the rules
of the game – and usually without being able to formulate
them, albeit heuristically – the player will find out how to
react in a given gameplay situation.
2. Narrative
Interaction with a non-trivial machine can also be described in
semiotic terms, thus allowing us a different view of the
process. In Charles S. Peirce’s concept of semiosis, a sign is
something which can be interpreted infinitely, a process in
which the sign gains complexity and meaning. This infinite
semiotic process is the way in which we usually make sense of
the world, without ever actually perceiving anything but signs.
The parallel to the constructivist model of perception is
obvious: there is no objective representation of the world,
only a constant process of meaning-making. It can be argued,
then, that narrative is one of the means by which the semiotic
process of playing a computer game progresses to new levels
of complexity.
3. Interactivity
To fully understand this concept of narrative, we must take
into account the means by which the player is allowed to
interact with the game. In most computer games, excluding
only games of pure skill such as Tetris, this is achieved
through the player’s avatar, or main character. Different
games feature different kinds of avatars, from the god-like
figures in games like Civilization and Age of
Empires,represented only through the mouse pointer, to
parties of several characters in roleplaying games, and to
"internal focalizers" in first-person-shooters such as Quake (in
narratological terms, an "internal focalizer" corresponds
roughly to a first-person narrator). In any case, there is a
component of the interface that allows players to identify with
the events unfolding before their eyes.
Conclusion
As I hope to have shown, literary studies can contribute to the
emerging field of computer game studies in more than one
way. While philological approaches have often been dubbed
"narratologist" in the past, thereby reducing the discipline to
just one area of research, recent work in this field suggests
that there is more to literary theory than just narratology. In
fact, games and literature have more in common than it might
seem at first. However, this does not mean that we can
transfer the models from literary theory to digital games
without first assessing their appropriateness to the task at
hand.
Works cited
Aarseth, Espen (1997): Cybertext. Perspectives on Ergodic
Literature. Baltimore and London: The Johns Hopkins
University Press.