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www.dichtung-digital.org/2008/1-Jannidis.htm
On
Genre Theory and Popular Arts
by Fotis
Jannidis
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Lecture:
Understanding S.T.A.L.K.E.R. or the hermeneutics of
popular digital art
Abstract:
Computer Games have long been viewed as a
preparatory hell for juvenile deliquents before
they blossom into rampage killers. But this view
has changed not the least because nowadays most
people under 30 have actively played games.
Nevertheless there still seems to be a deep gap
between computer games and art. My talk will try to
close the gap by using concepts developed in the
studies of popular culture to describe the new and
already famous game S.T.A.L.K.E.R. in relation to
the paradigms of the ego-shooter genre. In contrast
to the Cultural Studies approach and their focus on
the reception process, this talk will focus on the
game and view it as a work of modern popular art
and try to contribute to a hermeneutics of this
kind of art.
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Popular
culture is all about repeating a working formula, but it can
only repeat it successfully by adding variation. So while
all works of high art in the last 200 years promise to be
solitaires, to be unique and individual, all works of
popular culture promise to be familiar but interesting at
the same time. The recipient usually has some clear idea
what kind of emotional experience he or she can expect and
wants. Actually the usage of cultural objects, of books,
films, songs for a kind of self medication, for a way to
stimulate or suppress certain emotions and thoughts seems to
me to be not researched enough yet. From internet sites with
sex stories which developed a system of codes to signal in
advance what kind of sexual fantasy the reader can expect to
the genre system of modern popular literature which
allows readers to choose the familiar made
interesting, all this can be seen as going to a drugstore
and choosing your psychotropic
yourself. But in the following I don't want to discuss games
as popular arts from the side of the recipient but want to
concentrate on the work. Nevertheless genre seems to me to
be the fundamental category to understand a work in popular
culture. Usually these works advertise the genre they belong
to already in the paratexts, and this information is
important to establish a horizon of expectations or
if you prefer a newer metaphor the relations in this
cultural field. Genre is a concept which is notoriously
difficult to define.
For my line of argument those approaches seem most
appropriate which see genre as a pragmatic concept which is
used to structure communication. In this view it belongs to
the work of cultural criticism to analyse cultural objects
and their paratexts to determine the historical system of
genres used at a certain time and at a certain place. Then a
genre concept like 'detective novel' is nothing stable but
in the year 1920 it has other features than in the year
2000. But feature lists alone are probably not enough to
describe a genre, because people are not organising their
memories of complex objects using lists alone. If we, as
cultural critics, want to understand genres we have to mould
genre concepts following the new insights in how people use
concepts. At the moment one of the most fruitful approaches
in cognitive sciences to concept modelling is still the
prototype concept.
For
the following discussion I am only interested in two aspects
of this theory: the idea that there are prototypes for a
genre, which play the role of a standard model or a best
example, and the idea that the list of properties
distinguishing a genre from another is not a clearly defined
set of equally important features but a roughly ranked list.
I will use these aspects to describe the work and its
relation to the genre. A work can then be described as a
having properties and each of these properties can be
related to the genre as it is defined by the genre history
up to this moment. Not all properties are equal but some are
more prominent for a genre like the system of resources and
activity types in a strategy game, some are common to all
genres in a media but important nevertheless like the
quality of graphics in computer games or the quality of
writing in all literary texts.
This
sounds more formalist as it really is. It is a common
scenario for a first person shooter that the player has to
save the world from a menace, very often from outer space.
This scenario has been used by the very first ego shooters
like the Doom (id 1993). There have been some
interesting variations, some of them just got rid of the
"save the world" story line altogether, like Max
Payne (2001, Remedy),
which tells the story of a revenge in the style of a film
noir (actually a comic version of a film noir) or No one
lives forever (Monolith 2000), which is a very funny
tongue in cheek spy story set in the 1960ies. Others have
taken up the scenario but transformed the cliché
framing story into an intense and gripping story line by
adding interesting side characters and a detailed story
line, like Half-Life (Valve 1998). Each of these
variations can be described under two relations: one is the
relation to other scenarios used in first person shooters
(and other computer games) and the other is the relation to
our common cultural knowledge about fictional and non
fictional worlds. Each property has to be seen in both
relations, in the long row of genre specific variations of
this property and in the relation of them to the common
world including other media.
dichtung-digital
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