In the original html text, kariana
did not wear a tag which would identify her as a
paying member of the chat site, while
Ghost Tiger did. In the message kariana refers to, which was
posted by someone using a name similar to Roaming
Tigers Beloved Ghost but without the original
name and the identifying tag, a third person was attacked. Such is quite common on this
site, as it invites for discussion about topics which are at
the edge of what is acceptable in society, and despite
attempts at internal discipline and limitations to the
topics posted, it seems to be impossible to maintain the
limits of what the group visiting Biancas basement
consider acceptable perversions.
This thievery of another
persons personae is a type of power play reminiscent
of Mr. Bungle in Dibbells A Rape in
Cyberspace (1998), where he made the avatars of others
speak his words. Here
its however done much less sophisticated, as the code
permits the use of handles, which have been registered by
others when you post, no hacking required.
Any accidental passer-by can take a shot at both being nasty
to the one they attack and the one they impersonate.
What this site, Biancas Smut Shack, makes money on is
mainly the proof that the same flesh-world person controls a
given avatar every time it is being used.
They give this proof through the colours on the handle as well
as the tag next to the handle, and use passwords in much the
same way as banks keep our money safe, or NASA protects
their information. (Unlike my bank though, as
long as you pay you can have any identity you like.)
While playing with
identity is accepted in the gaming sites, playing with
identification is not, as this is the only way for others to
know whom they relate to or rather, which aspect of a
certain flesh-and-blood player they relate to. As Mariah says:
Mariah: I think everybody play shadows of themselves. I
dont think you can ever get away from yourself.
As hard as you are trying, you are still playing yourself
playing something. You are still you. And so, all of it is going to
be at least a shade of yourself, because at the very
least you are portraying something you believe thing is
like. So
its always you, it might be just a shade of you
which might not be what you are used to be every day.
(Mariah, interview 16.9.99)
What the different passwords do, is
to confirm to others that while they might not be talking,
chatting, playing or in other manners interacting with a
faithful representation of the person behind a personae,
they interact with the same controller of the shade of
yourself in every session.
This need for
identification is also necessary to be able to maintain the
secrecy of the play-arena. As Huizinga (1950:12)
states, this is an important factor of maintaining the
nature of play: The exceptional and special position of
play is most tellingly illustrated by the fact that it loves
to surround itself with an air of secrecy.
Even in early childhood play is enhanced by making a
secret out of it.
To keep a secret restricted access to the play is necessary. In online games like
Dragon Realms, Aarinfel and
LuTamohr, the restrictions went beyond
demanding a password when entering.
A new player had to go through a process of screening.
In Dragon Realms you had to be approached by an
administrator an immortal to be permitted to
play at all. The
main purpose of this check was to make certain no player had
two characters in the game at the same time.
Once you were approved, you were permitted to enter into the
game, but with certain limitations.
On the who-list (the list of characters in the
game displayed when typing who and hitting enter
while playing the game) a new player would be shown as
belonging to the clan Haven:
[ Hum
Mal ] Xeziar Borealis
Silverdew, Bardic High Mage of [ARCANA]
[
Mer Mal ]
Zalgi Hirdar. [ARCANA]
[ Elf
Fem ] Zindwyn Borealis
Silverdew, Magister of [ARCANA]
[ Pix
Fem ] Ylara, Justice of
[ARCANA]
[ Dwa
Mal ] (Busy) Wotrac
[HAVEN]
[ Mer
Mal ] Souman, Lord Marshall
of the [RED GAUNTLET]
[
Elf Fem ]
Erinn [HAVEN]
[ Elf
Fem ] Essiadora
[HAVEN]
[ Dwa
Mal ] (BATTLE) Cromath
Wigdi. The last Balserazian
[ Orc
Mal ] CorthCorth, Seeking
Scars, Cook of the Skinshields [ORCS]
[ Hum
Mal ] (Outlaw) Beobey
[DRAGONLORD]
[ Elf
Mal ] Handion
[HAVEN]
[ Elf
Mal ] (BATTLE) Hynomynon
Barru
The [HAVEN] flag was
yellow and very visible on the black background, to warn all
other players of the privileges granted new players, as well
as to remind the player that this character was not yet
approved to be fully integrated into the intrigues and play
among the different clans.
Aarinfel had no initial screening, but it limited the
abilities of the new players, and gives them another flag,
also in very visible yellow (visible against the black
screen of most MUD-clients): (New Player).
Both Dragon Realms and Aarinfel had certain
rules for when to remove the different flags, on DR
the character had to write a public and private background,
rise 10 levels and be rewarded a favour point (FP). The favour points were
rewards for good role-playing.
On Aa the players had to write a private background and
be sponsored by an established player, which means receiving
a favour point or a recommendation for one.
This ensures the secrecy
and the sensation of being apart from the real world, even
if it is taking place in a space where everybody with a
computer has access. The sensation of being different and secret is
also enhanced by wearing and addressing each other with
something other than the real names, using the names and
relating to the appearance of the personae. Or, as Huizinga says:
The
differentness and secrecy of play are most
vividly expressed in dressing up. Here the extra-ordinary nature of
play reaches perfection. The disguised or masked
individual plays another part, another being.
He is another being. The terrors of
childhood, open-hearted gaiety, mystic fantasy and sacred
awe are all inextricably entangled in this strange
business of masks and disguises (1950:13).
MUD-characters are perfect for
playing dressing up.
Erinn, the character I played, even as a newbie with little
custom-fitted equipment, looked very different from myself:
A tall, slim elven woman with golden hair like a river
flowing down her back, and two golden eyes that watches
everything about her calmly.
Her hands are slim, but look strong and useful.
Graceful movements and her shape bear witness of a
well-trained body.
Erinn is in perfect health.
Erinn is using:
<worn on head>
a leather headband
<worn on ear>
a
silvered earring
<worn around neck>
a warm-looking cloak
<worn on body>
a cloth vest
<worn about body>
a woollen cape
<worn about waist>
a leather belt
<worn on legs>
a pair
of cloth leggings
<worn on feet>
a pair
of worn leather boots
<worn on arms>
a pair of cloth
sleeves
<worn around wrist>
a cloth bracer
<worn around wrist>
a cloth bracer
<worn on hands>
a pair of cloth
gloves
<worn as shield>
a small
shield [Worn]
<wielded>
a
dagger
<held>
a needle [Flawed]
<floating nearby>
(Glowing)
a bright ball of light
Almost a year later her personality
had changed and filled out, and my skill at playing had
grown. I had received a lot of favour points, and these
could be used to enhance the look of the character through
asking for renames from the administrators.
This is what Erinn looked like after a rename-spree in the
late days of the game, when she was one of the most
influential persons in the court of Arcana, no longer acting
as their undercover agent, and married to Eristeth, a
powerful healer and second in command in the clan:
A tall, slim elven woman, with golden hair falling like
a river down her back to her waist.
In her fey face, two calm golden eyes watch the world from
over accentuated cheek-bones.
She moves with the grace of a dancer, her shape hinting at a
well-trained body. Slim, long hands look strong
and efficient, and she keeps them calm and visible.
Dressed in dark colours, she does not stand out in any
environment, her sombre dress muting the sense of
watching a very young elf, a lost child of some ancient
dawn.
Erinn is in perfect health.
Erinn is using:
<worn on head>
a long tan velvet
ribbon twined through her hair
<worn on ear>
a
tiger's eye set against an enamel stud
<worn on ear>
a
tiger's eye set against an enamel stud
<worn on eyes>
a pair of
spectacles rimmed with darkened bone
<worn around neck>
a pendant of onyx, with a stylized falcon etched in gold
<worn on body>
a vest of charcoal
black leather, lined with tan fur
<worn about body>
a cloak of soft, oiled silk
<worn about waist>
a broad, grey leather
belt
<worn on legs>
a grey
skirt lined with black silk
<worn on feet>
a pair
of soft soled, black leather boots
<worn on arms>
a grey silk shirt
with pale threads
<worn around wrist>
a gold bracelet
<worn around wrist>
a gold bracelet
<worn on hands>
dark grey
fingerless gloves
<worn on finger>
(Glowing) A
circle of moonstone with a silver fox
<worn on finger>
a ring set
with a watery aquamarine
<worn as shield>
a shield
studded with rusty nails
<wielded>
a
crystal epee
<held>
a smooth, brown stone
<floating nearby>
(Glowing)
a golden mageball, wrapped in dark iron
When playing Erinn I imagined that I
was her, and even as I write these lines, looking at the
description brings back the sensation of being Erinn,
remembering the different items
the Tigers eyes worn
as earrings replaced the onyxes she wore while she was on a
lower level two onyxes each wrapped in a golden mesh
- the moonstone was the wedding ring, Eristeth wore an onyx
one with a gold fox leaping about the circle.
The shield was later exchanged with a larger and heavier one,
and renamed to a parrying dagger, as an assassin might carry
two daggers, but would rarely be carrying about a shield.
Almost everything was renamed according to Erinns nature
and looks an elven woman with naturally bright
colours, who tried to fade into the background and sneak
around soundlessly.
Dragon Realms absorbed the players, to
the point that the immortals would ask some of them to
archive for a week or a month, and play a different
character. Huizinga
points out this as one of the characteristics of games:
Any game can at any time wholly run away with the
players (1950:8). One of the immortals, William, the
player of Azhanith, touches on this in an interview:
TM:
Well, actually, he its a little bit fun,
because he played on Strive, and he played a totally
different character from Magrath.
He turned it he was this very low-key, shy, powerless
servant. He was just deferring to everybody, he was
incredibly polite, and he was terribly careful, and he
was walking with tiny mincing steps
William: So some of it might have
been that he was just caught in the character, there was
nowhere to go from Magrath but down.
TM:
Yes, I think he was just caught up in Magrath and how he
was, and how he would naturally react, and played that
out too far and too much.
Because the characters I have seen him with on strive are very
very different.
William: I think a lot of it is
also that people get into fights much on these muds, and
competition gets really intense, again because
theres not much to lose except the pride-issues,
and so you can just build your character up and get
revenge in a way, and you can plot forever the revenge in
some way, and devote yourself to that to this
unhealthy insane passion, where a lot of the breakers
would kick in in real life, like say the police, or
restraining orders, they dont come up in a MUD.
(Interview 18.09.1999)
When in a game, there is no reason
for outside breakers to kick in, because a game
is a world of its own with rules of its own:
These
rules in their turn are a very important factor in the
play-concept. All
play has its rules.
They determine what holds in the temporary world
circumscribed by play. The rules of a game are
absolutely binding and allow no doubt.
(
) Indeed, as soon as the rules are transgressed, the
whole play-world collapses. The game is over. The umpires whistle breaks the spell and
sets real life going again (Huizinga
1950:11).
Living in a non-place 11
years at Charles De Gaulle
A man called Alfred lived on Charles
De Gaulle Airport since 1988, making it 11 years in
September 1999, when the Belgian Government granted him
refuge status (Patton 1999). In clippings from September
1999 he claims to have decided to stay at the airport,
despite having been given French residency as well.
According to the writings about him and his own words in a
Finnish documentary (Kouros 1999), he originally wanted to
go to Great Britain, claiming he was British. During the
documentary he changed his mind several times, wanting to go
to Germany, Belgium and the United States of America. At one
point in the film he also claimed that he had so many
options - he was unable to choose.
I have tried to find more
recent news of him on the net, but a search on Charles
de Gaulle airport Alfred gave me only the news that
Steven Spielberg wants to make a movie of his story:
Terminal. The movie is at best loosely
based on this story though. Did Nasseri meet the millennium
in an airport, endlessly waiting? A search on his real name,
Merhan Karimi
Nasseri, yielded little more. He seems to have disappeared
from the news when he was no longer forced to stay at the
airport, but chose to. It's a fascinating situation. Marc
Augé (1995) writes of non-places and identity:
Checks
on the contract and the user's identity, a priori or a
posteriori, stamp the space of contemporary consumption with
the sign of non-place: it can be entered only by the
innocent. Here words hardly count any longer. There will be
no individualization (no right to anonymity) without
identity checks (1995:102).
This is what trapped "Sir Alfred",
or Nasseri, on the airport. Robbed of all his papers, he
could no longer prove his innocence - but with the same
papers gone, the police could not prove his guilt. He could
not "retrieve his identity ... at Customs, at the tollbooth,
at the check-out counter" (1995:103). And after 11 years of
this, he refused to leave this life where he had become no
longer a stranger, but a celebrity. In the documentaries,
those were the words with which he refused having his
picture taken by tourists passing by: "I am a celebrity".
The
land in which he was familiar was the non-place of transit,
with the large brand shops of Charles De Gaulle, and what
should have been familiar after 11 years in France was
foreign. He was locked in the paradox of the traveller:
A
paradox of non-place: a foreigner lost in a country he does
not know (a 'passing stranger') can feel at home there only
in the anonymity of motorways, service stations, big stores
or hotel chains. For him, an oil company logo is a
reassuring landmark; among the supermarket shelves he falls
with relief on sanitary, household or food products
validated by multinational brand names. (Augé
1995:106)
In many ways the non-places of
airports are similar to play spaces.
A person entering the space of non-place is relieved of his
usual determinants. He becomes no more than what
he does or experiences in the role of passenger, customer or
driver. Perhaps hes still
weighed down by the previous days worries, the next
days concerns; but he is distanced from them
temporarily by the environment of the moment. (Augé
1995:103)
After having identified
himself or logged on with his password the
player has entered a different space, within which different
rules apply: All play has its rules. They determine what holds in the
temporary world circumscribed by play.
The rules of a game are absolutely binding and allow no
doubt. (Huizinga 1950:11). In an airport, the rules are
fairly simple and clear, even if they sometimes catch people
in impossible dilemmas, like the one of Nasseri to
leave the airport he had to prove that he had residency in
Belgium, to prove that he had to leave the airport and go to
Belgium for copies of his papers.
Logging on and off the net doesnt require the same
rigorous checks of identity as entering a country
(particularly not logging off), but the public space of the
net is a place of conflicting rules and dilemmas, which
makes the airport more similar to a play-space than the
public spheres of the net are. Perhaps can the image of the information-highway
be taken seriously, and we can compare the highway on the
net to the highways Augé describes:
But
the real non-places of super-modernity the ones we
inhabit when we are driving down the motorway, wandering
through the supermarket or sitting in an airport lounge
waiting for the next flight to London or Marseille
have the peculiarity that they are defined partly by the
words and texts they offer us: their instructions
for use, which may be prescriptive (Take
right-hand line), prohibitive (No
smoking) or informative (You are now entering
the Beaujolais region). (1995:96)
This place of transit is
defined partly by words, as is the super highway of
information. While the World Wide Web
today is defined also by graphics, by the speed of
connections (like the speed of the motorway smooth
and fast is a quality), words are the keys to navigating. And when you turn off, you
pass tollbooths or you reach borders where you need to
identify yourself, or perhaps you end up in a little corner
of the digital landscape, where no links lead you out, and
the only way to get on is to go back until you reach the
motorway again.
But online, reaching a space defined by history and culture
rather than by signs and words is a matter of definition.
The historical landmarks online what are they?
Creating history and culture
along the information highway
Can there be places at all, on the
net, and not just non-places, marked by signs and texts?
Surfing the net for chat rooms, the traveller often encounters
territorial behaviour.
This should, according to Augé be a sign of having
found a place rather than a non-place: The place held
in common by the ethnologist and those he talks about is
simply a place: the one occupied by the indigenous
inhabitants who live in it, cultivate it, defend it, mark
its strong points and keep its frontiers under
surveillance. (1995:42).
Chatters tend to become protective of the room and what they
understand as the benefits of their regular meeting
place, the URL or online connection point where
they find the software to let everybody connect.
Strangers are questioned and tested before they are accepted,
and offensive behaviour is punished by flaming or shunning. The games with their space
of mystery and drama are even more protective.
Not only are people asked to identify themselves at entering,
they also have to learn the history of the place both
the fictional history, which is the frame of the stories
created, experienced and told, but also the history of the
different characters.
Here I would like to point out the different layers of
fictionality and creation in a MUD (Mortensen
2003:71). When dealing with role-playing MUDs like
Dragon Realms and Aarinfel, you have first the
fiction that is the frame of the world. An example of
this is the description of how in Dragon Realms the Dragon
Lords were plotting to
take over the known world, to create a realm in their
image. Each of the clans as well
as the religion, had a history of conflict, conquest, rise
and fall, a history which none of the players had
experienced. The
original immortals, Topaz, Scarabae and Elwyn, the neutral,
the evil and the good, had created a setting with a plan for
a certain conflict. This was their history that they protected from
the interference of the players through different mechanisms
to control the play and punish those who did not pay
attention to the history they had created, at the same time
as they invited people in to play in and with it.
The other layer of history is the history of the game as it
develops. New immortals are
incorporated in this history.
An example of the creation of a new immortal and the creation
of a historical marker in the game was the
advent of Azhanith. Azhanith
in the flesh-world is my interviewee William, but I had no
idea of that when I learned the history of Azhanith.
This was the kind of history that travelled through hearsay,
not written anywhere. The help-files says this
about him:
Azhanith: As the patron of Mystery and Illusion, it is
fitting that Azhanith should be largely an enigma to the
Realms. It (even gender is not
evident) is apparently a recent phenomenon, appearing only
well after the escape of Balpherus.
However, there are references to Azhanith in ancient, arcane
texts, and it claims to remember the Great War clearly.
There are rumors that Azhanith is not a God at all, but is of
the Fey, or is even one of the Princes of Hell.
In any case, wherever the moon shines, Azhanith might be
found, granting double-edged wisdom and pursuing inscrutable
ends.
The true story of
Azhanith was that he was a mage of Arcana, who happened to
stumble upon the moon palace and its innermost secret:
The Court Of Mystery
[Exits: down]
Standing here, you can no longer be sure of anything. This is an elegant theatre
of a chamber, in which the walls hold windows to the
night sky, but themselves contain all the bright stars as
well. Above
you, the ceiling reveals a moon, looming imposingly in a
way which should be impossible.
You are not sure if there is a floor beneath you at all, or
just a descent through heatless silver flame into endless
mystery.
(Glowing) An eddy of moonlight drifts through the air.
(Glowing) (Humming) An immense sphere of silver hangs
motionless in the air.
The silver heart the humming
sphere of silver - was a repository of power, which he could
use in the fight to keep Opal and Arcana safe in the
struggle against the Dragon Lords. This gave him such immense power that he was
taken to be a god, and he became immortal for all practical
purposes. The history of William is that he himself built
the Moon Palace, and then the character Azhanith was created
to rule the palace. The real power
behind the Palace is forgotten, or not revealed.
This gave Azhanith/William a wide field to play on, as it
could be evil, and twist his intent of aiding Arcana into
serving Dragon.
This becomes part of the history of the game, which some of
its players experience through their characters, just like
there are witnesses to those or evidence of some kind of
events reported in the history of the world. At the next level there is
the private history of the characters the Court of
Mystery became where Erinn and Eristeth left their stillborn
child after a disastrous birth. That is also the place where
Eristeth came back to life after having given his life up to
Azhanith in the body of Eystyx.
And this is just the private history of two characters; the
game became packed with such events that made the game or
certain parts of the game a place for its players.
We can argue that it isnt really a place; there is
nowhere to put your feet, or even your fingers, down on a
physical spot. But
arent territories claimed and defined in the minds of
its inhabitants, rather than by geological phenomena?
The
place common to the ethnologist and its indigenous
inhabitants is in one sense (the sense of the Latin word
invenire) an invention: it has been discovered by
those who claim it as their own.
Foundation narrative are only rarely narratives about
autochthony; more often they are narratives that bring the
spirits of the place together with the first inhabitants in
the common adventure of the group in movement. (Augé
1995:43)
The players and the administrators
weave the stories of their characters together, and the
intruder, the stranger strolling by and deciding to linger
finds that there is history to each and every one of the
characters about him, history on several levels, just as it
is to the people in a flesh-world geographical space.
How can I talk about place though, when there is no
physical surrounding space? Augé (1995:53)
answers this for me, when he addresses Louis Marin.
Louis Marin, for his part, borrows Furetières
Aristotelian definition of place (primary and immobile
surface of a body which surrounds an other body or, to speak
more clearly, the space in which a body is placed) and quotes his example:
every body occupies its place.
Adhering to such a
definition of place I could make no claim to such
status for a game, which is, physically, a certain
arrangement of electromagnetic pulses stored on a disk.
However, Augé continues:
But
this singular and exclusive occupation is more that of a
cadaver in its grave than of the nascent living body.
In the order of birth and life, the proper place, like
absolute individuality, becomes more difficult to define
and think about. Michel
de Certeau
perceives the place, of what ever sort, as containing the
order in whose terms elements are distributed in
relations of coexistence and, although he rules out
the possibility of two things occupying the same
spot, although he admits that every element
in the place adjourns other, in a specific
location, he defines the place as an
instantaneous configuration of positions. (Augé 1995:53-54)
While its a long stretch to
claim that a MUD is a physical place, to claim that it is a
social place is easier. Not the least of signs to
that is what I mentioned before, the territorial behaviour.
There is also the social behaviour, the way the inhabitants
tend to seek each other out in certain clusters, which are
resistant to outside pressures or attempts to split them.
One player whose character Hordir was a member of Privateer
(independent seafaring mercenaries/pirates) admitted that he
would like to play in Arcana (the mages clan fighting
against Dragon), but if he did, he would betray his IC clan
mates to his Out Of Character friends.
The game did not only have the characteristics of an arena
with teams, it had the characteristics of a place where
humans dwell. It
might not be McLuhans global village, more of a global
city - with many ooc neighbourhoods, cultures and
subcultures occupying a commonly perceived area with
history, culture, rules, codes of conduct and intertwining
relationships of love, like, dislike and aversion.
The idea that there might be actual places as in
anthropological or social, on the net, is denied by Bolter
and Grusin, who also use Augé for their discussion as
the net as a place of a non-place:
To
Augés list of non-places we would add
cyberspace itself: the Internet and other manifestations of
networked digital media.
Cyberspace is not, as some assert, a parallel universe.
It is not a place of escape from contemporary society, or
indeed from the physical world.
It is considered a non-place, with much of the same
characteristics as other highly mediated nonplaces. Cyberspace is the shopping
mall in the ether; it fits smoothly into our contemporary
networks of transportation, communication, and economic
exchange. (1999:176)
This settles neatly into my own
thoughts about the status of the net as a place it
does however not give credit to the places that are
experienced as more than shopping malls online. They give an example of the
characteristics of a non-place:
Nonplaces,
such as theme parks and malls, function as public places
only during designated hours of operation.
There is nothing as eerie as an airport at three oclock
in the morning, or a theme park after closing hours. When
the careful grids of railings and ropes that during the
day serve to shepherd thousands of visitors to ticket
counters or roller coasters stand completely empty.
Such spaces then seems drained of meaning. (Bolter and Grusin
1999:177)
This gives the assumption that the
places in Cyberspace actually stand empty.
Dragon Realms was never empty, unless something had
happened to empty it out, like the server being down.
There were always at least 4-5 people logged on.
It was a meeting-place without closing hours.
If you logged off at bedtime, you could expect something to
have happened before you logged on the next day the
game lived on, it wasnt an amusement park where the
carousels were turned off at 10 pm EST.
This was of course caused by the fact that DR had players from
all over the world in the same way The Well has
participants from all over the world.
First, their own presentation of what The Well is:
The
WELL is an online gathering place like no other --
remarkably uninhibited, intelligent, and iconoclastic.
For an action-packed fifteen years, it's been a literate
watering hole for thinkers from all walks of life, be
they artists, journalists, programmers, educators or
activists. These WELL members return to The WELL, often
daily, to engage in discussion, swap information, express
their convictions and greet their friends in online
forums known as WELL Conferences. (The Well 2001)
And then their own declaration of
internationality:
Where
Is The WELL?
The WELL is a cluster of electronic villages on
the Internet, inhabited by people from all over the
world. A discussion on the great eateries of Paris might
include playful banter from people typing to one another
from San Jose, Tokyo, Boston... as well as the Left Bank.
Yet the ambiance is all WELL. More than just another
"site", The WELL has a sense of place that is nearly
palpable. (The Well 2001)
As Augé distinguishes between
places and non-places, they are distinguished by the fact
that people pass through the non-places and pass by the
places, not by the signs or what Bolter and Grusin calls
remediation. Remediation,
the act of translating or transferring content from one
medium to an other does not create a non-place, more than
anything a non-place is distinguished by a certain feeling,
something resembling freedom:
When
an international flight crosses Saudi Arabia, the hostess
announces that during the overflight the drinking of
alcohol will be forbidden in the aircraft. This signifies the intrusion
of territory into space.
Land = society = nation = culture = religion: the equation of
anthropological place, fleetingly inscribed in space.
Returning after an hour or so to the non-place of space,
escaping from the totalitarian constraints of place, will
be just like returning to something resembling freedom.
(Augé 1995:116)
This is the same opposition between
the non-places of the net and the more closed places of
games, non-anonymous chat rooms and other areas where the
individual is no longer passing through, but returning.
The totalitarian constraints of place are imposed
on the players in a MUD, and logging off the game is
returning to something resembling freedom
the return to the place of departure, which is
not going home.
Topography in Cyberspace
Mapping out the landscape of
Cyberspace seems like a mission impossible.
The places as well as non-places shift and move constantly. But if we approach the problem from another
angle, the topography of Cyberspace creates Cyberspace.
This sounds like Umberto Ecos playful dilemma when he
writes of the impossibility of drawing a map of the kingdom
in the scale 1:1. The essay contains six demands to a map in scale
1:1, and I am translating the sixth:
6.
That the map at the end becomes a semiotic tool, which means
that its able to signify the kingdom or refer to it,
particularly in the occasions where the kingdom cannot be
realised in other manners.
This last demand excludes the possibility of the map being a
transparent cover stretched over the kingdom, and where the
landscape of the territory would be reproduced precisely.
In that case any extrapolation on the map would mean a
simultaneous extrapolation on the territory beneath, the map
would lose its function as a maximally existential diagram.
This
is why its necessary that (a) the map is opaque, or
(b) that its not on top of the territory, or (c) that
its placed so that the points of the map are not
touching corresponding points in the territory.
It
will turn out that all these three solutions leads to
insurmountable practical difficulties and theoretical
paradoxes. (Eco 1994:166)
The essay continues through a wide
range of amusing paradoxes, but the most important is that
the use of such a map will change the territory that it maps
out, and as such, the map will no longer be correct.
Or, as Eco says: At the moment the kingdom draws the
map, the kingdom can no longer be represented.
(1994:174)
This logic takes a different turn in Mark Nunes
discussion of Virtual Topographies (1999:61).
His article points out how naming Cyberspace creates
Cyberspace.
Topography
serves as a highly appropriate word within the discussion of
how these metaphors write space. In the way J.
Hillis Miller uses the term, topographies are performative
speech acts that simultaneously map and create a territory
(4-5). With Internet, this
performative function is even more marked, since no
reassuring ground rests beneath the writing of
place. (Nunes 1999:61)
Nunes goes on to point out that
Cyberspace is perceived as a place by its users, as
real as the work and play conducted in it. (1999:61)
In his discussion of Cyberspace as a place, he refers to
Deleuze and Guattaris discussion of striated and
smooth space. Striated
space in the case of Cyberspace is supposed to be more
functional than real space through more efficient
point-to-point communication.
Smooth space rebels against the striated space of grids,
contact and control. From within a
State/striated topography, nomad/smooth space appears a
dangerous zone, in need of containment. References to smooth space
within striated topographies refer to it as a wild
beyond or as a frontier waiting for its settlers and
pioneers. (Nunes 1999:65)
When comparing Augés term non-place to
Nunes presentation of Deleuze and Guattaris
discussion of striated and smooth space, they both come
tantalisingly close, and conflict in interesting manners. The non-place is the area of
transport as well as of commerce.
A place to use to go from point to point with the highest
possible speed. Its also a regulated
place, marked by rules and regulation, and filled with
signifiers rather than history. Striation according to
Deleuze and Guattari is what transforms territory into
land, which awaits allocation as property/proper
place. On the
other hand, holding property is associated with the home,
the place, not the non-place of Augé, but the place
where you are part of history, culture and social networks.
Nunes uses the MOO as an example of a striated place, and also
of a place not of departure, but of arrival:
In
a MOO your presence expresses itself in terms of proximity
to other players within this virtual space.
In fact, players literally inhabit rooms in the MOO; a
player-object stays inside the MOO, waiting for
its player to log on and awaken it. All actions occur within this closed, defined
system of the MOO as a whole (a cybercity), and
within the strictures of a hierarchical arrangement of
permissions. (1999:71)
This gives the striated space the
qualities both of place and non-place. It is the space of
connections and point-to-point communication, but also of
arrival, property, and home.
Smooth space is according
to Nunes represented through the surfing, as opposed to
point-to-point contacts of telnet, email and ftp.
Web-browsers permit for a rhizomic movement rather than a
hierarchic structured travel. This puts the smooth
space/striated space in a different dichotomy of that of
Augés place and non-place. The striated space covers
both, while the smooth space covers neither.
What Augés dual image lacks is the wilderness,
the area of rebellion and exploration.
The new frontier has no history or culture yet, through which
it can be defined, the roads can have no signs to tell us
where we are or where we can go from here. The smooth space is all
departure, a departure into the white areas on the map
or home. Going into the frontier, we can discover that the
globe is round and return home, or we can find dragons.
Augé offers us no white spots on the map to explore,
only a sense like freedom.
So wheres the place of
play?
In these dualistic settings of
places and non-places, striated and smooth spaces, I find
little room for the play. Bolter and Grusin claim that
amusement parks or theme parks (1999:177) are non-places,
which should make the non-places places of play.
But are non-places playgrounds in the understanding of
Huizinga? They
fit with the limited locality, the different rules, the
meeting of many, but are the playgrounds marked with signs
and not with culture and history?
If a place can be defined as relational, historical and
concerned with identity, then a space which cannot be
defined as relational, or historical, or concerned with
identity will be a non-place. (Augé 1995:78). The question is is the playground defined
as relational, historical and concerned with identity or
not?
If the playground isnt a non-place, by
Augés logic, it has to be a place. But it is
still a place apart. The football field is apart from the
home and daily life, just like a game of football is an
experience apart:
More
striking even than the limitation as to time is the
limitation as to space. All play moves and has its being
within a playground marked off beforehand either materially
or ideally, deliberately or as a matter of course. Just as
there is no formal difference between play and ritual, so
the consecrated spot cannot be formally
distinguished from the playground. The arena, the
card-table, the temple, the stage, the screen, the tennis
court, the court of justice, etc., are all in form and
function play-grounds, i.e. forbidden spots, isolated,
hedged round, hallowed, within which special rules obtain. All are temporary worlds
within the ordinary world, dedicated to the performance of
an act apart. (Huizinga 1950:10)
The
playground in relation to striated and smooth space defies
definition. It is an area of strict rules, often a world
apart: Inside the play-ground absolute order reigns.
Here we come across another, very positive feature of play:
it creates order, is order. Into an imperfect world
and into the confusion of life it brings a temporary,
limited perfection. Play demands order absolute and
supreme (1950:10). This is the characteristics of
striated space but at the same time, striated space
represents the state, demands and restrictions (Deleuze
& Guattari 1987:491), which play does not acknowledge:
Play is superfluous. The need for it is only urgent to
the extent that the enjoyment of it makes it a need. Play
can be deferred or suspended at any time. It is never
imposed by physical necessity or moral duty. It is never a
task (Huizinga 1950:8).
This is a characteristic not of a hierarchical space, but of a
movement dependent on pleasure, desire and enjoyment.
According to this, play demands a smooth space, a space of
something not just like freedom but freedom
itself. Play is freedom.
Where do the players play?
Somewhere in between striated space
and smooth space, somewhere not a place and not a non-place,
but touching and using all of these, we find the place of
play, the playground. Even if I could map all the places where play is
supposed to happen, the designated playgrounds, play happens
elsewhere as well, simultaneously. Play happens on the mailing
lists when they suddenly take off into the ritual of flame
wars, and play happens in the home pages of institutions or
individuals when there is excess. Because play is born from
excess and from pleasure, and will slip out of any
designated play spot to happen elsewhere, be it sexual play
or silliness, role-play or competition.
To be able to study play I have to accept that it will happen
everywhere, and that the spots particularly assigned to play
online are just theme parks on the net closed areas
to escape into - while play wants to be free and breaks out,
mutating and taking over any resource it can thwart to its
purpose of pleasing and challenging the player.
Bibliography
Augé,
Mark: Non-places, Introduction to an Anthropology of
Supermodernity, London and New York: Verso, 1995
Biancas
Basement, at Biancas Smut Shack:
http://bianca.com/,
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Interviews:
Kentley,
Mariah Pratt: Interview Portland, Oregon 16.9.99
Billoghwy,
William: Interview Portland, Oregon 18.09.99
MUDs:
Elwyn
(Andrew South), Scarabae (Martin Dick) and Topaz (Kelly
Grant) (administrators and creators) (1995-1999): Dragon
Realms
Kierae,
Lorelei, Solandri, Stavo, Jarok, Ylandir (Administrators and
creators) (1998-2001): Aarinfel (The administrators of Aarinfel surrendered their nicknames as they surrendered their
position in the administration/immortal pantheon, and before
the game was closed to players all of the original immortal
names were used by the new administrators.)