|
|
www.dichtung-digital.org/2008/2-Ligman.htm
Watching
the Game
Video
Games as a Function of Performance and
Spectatorship
by Kris
Ligman
Introduction
In
the recent video game documentary King of Kong
(2007), Walter Day, a gaming referee, reflects that he “wanted
to be a hero” for playing video games: “I wanted
the glory. I wanted the fame. I wanted the pretty girls to
come up and say, ‘Hi, I see that you're good at
Centipede.’”1
Kong producer Ed Cunningham, formerly a player for
the NFL, knew from the outset that the film he and director
Seth Gordon were making was not about the exoticism of
gaming subculture, but rather the ways in which competitive
video gaming parallels trends in larger society-- namely,
spectator sport. “At the highest levels, we tend to be
mesmerized by the skill of someone who can accomplish a
physical feat much better than we can,” observes
Cunningham; “[but] we can only be truly
interested in watching a sport if we know how hard what we’re
watching is to do.”2
He notes that because a greater percentage of the human
population is familiar with soccer, baseball, and other such
games, these have thus far enjoyed more widespread
acceptance than other competitive pursuits.
Of
course, as another of King of Kong’s
interviewees points out, “everybody games.” A
common baseline of experience is not limited to physical
contact sports, as historic interest in chess competitions
and the current growing market for televised card games
illustrates. Fast on the heels of these niche spectator
sports are video games, which, as a medium, often straddle
the line between sport and other forms of entertainment,
such as animation, musical performance, and narrative. While
many video games can generate spectator interest for their
purely ludic qualities --from a head-to-head Tetris
(arcade, 1985) match at the Omegathon to the world record
endurance trials found at Funspot-- other titles draw upon
elements of aesthetic and narrative to form a
player-spectator relationship much more akin to a performer
and an audience. These “passive” video game fans
are something of an accidental byproduct of the gaming
experience, unaccounted for in both the video game industry
and (as of this writing) existing theoretical literature.
Though effectively invisible, these non-playing audiences
have not only developed their own interactions with the text
which differ substantially from the perspective of the
player, we may find they also significantly inform a
player’s experience.
We
begin this article by looking at the psychology behind
spectatorship and how it applies to video games as
spectacle. Drawing upon these ideas, we will then narrow our
focus to examine narrative-intensive games in particular,
looking at the ways in which passive third parties engage
the text in a transformative manner. Finally, we will
conclude by addressing the phenomenon of non-playing game
audiences in the context of our current theoretical and
industrial mindset, in the hopes of yielding insight into
how future discourse might incorporate these
audiences.
The
Game Spectator
Spectatorship,
as a behavior, draws upon a variety of factors, having
largely to do with the background and mindset of the
individual, by himself and as part of a group. Sports
Fans (2001) identifies the top five reasons for sports
spectatorship as entertainment value, stress
relief, group affiliation, self-esteem
benefits, and aesthetic.3
Entertainment value and stress relief both may be
interpreted, in part, as the pleasure of seeing the “narrative”
of a game carried out by its players: games --be they
sports, traditional games or video games-- offer a premise
of conflict and one or more objectives for the participants
to meet in order to overcome that conflict. A failure, for
instance, of a sport spectator’s chosen team to meet
those objectives would diminish (but not necessarily
extinguish) his impression of entertainment. Aesthetic in
this sense refers to the appeal of “the artistic
beauty and grace of sports movements”, which cause us
to react in much the same way as when we admire a painting
or listen to a piece of music.4
This attention to bodily movement is significantly
pronounced in sports such as figure skating, gymnastics and
martial arts, where control exerted over one’s body is
a demonstration of overall skill; it is less evident but
nevertheless present in games such as chess and
Tetris, where mental acuity supplants physical finesse
as a form of gracefulness. Because skillfulness as aesthetic
so frequently motivates spectatorship, it comes to as little
surprise that crowds of gamers cheer during a Halo
(X-Box, 2001) deathmatch as when chess enthusiasts reenact a
championship tie-breaker.
Modern
video games, of course, are often as much pure spectacle as
they are ludic. The side effect of this is that the meeting
of objectives can be a pleasurable experience for onlookers
for stylistic elements that operate in conjunction with, or
even to the excess of player skillfulness. For example,
Dance Dance Revolution (arcade, 1998), a dancing game
popular in arcades worldwide, incites its players to perform
specifically for a crowd: its cabinet design consists of the
main console, large speakers, and a miniature dance floor
arranged with buttons, which users must step on in time with
commands on screen. The player is never isolated,
sequestered away from the rest of his environment-- he is
literally on stage for all to see. This audience-oriented
design, coupled with attention-getting features like high
volume and flashing light arrays, practically ensures
outside spectators: many are themselves players of the game,
but quite a few are simply entranced by the strange
movements and the perfect rhythm engineered by the gameplay.
The implication of this is that Dance Dance
Revolution is able to entertain purely as spectacle,
without necessarily having to involve an individual
esoterically.
The
Industrial Intentions of Story
The
allure of spectatorship is easily observed in video games
which emphasize skill, endurance, and often grace and beauty
of performance. However, as stated before, while many, if
not most contemporary titles can be appreciated partially or
predominantly for their gameplay elements, they share with
their more narrative-intensive brethren some command of
story form, as a means to justify and propel the on-screen
action. What emerges from these narrativist strategies is
that many video games --some far more than others-- generate
a narrative experience which a third party may evaluate
under vastly different terms than might the
player.
This
third party is one which the game industry doesn’t
even appear to consider. Game writing texts, for example,
generally speak of “the audience” as a metaphor
for the player, even in situations where player agency is
irrelevant, such as in the case of cinematics. Though
conceptualized as a form of enticement, and reward and,
often, a mode of communication between game and player,
cinematics, by their very definition, are nevertheless
movie-like: they are played out by the system rather than
performed by the gamer, thus the player and any given third
party both experience them passively. The collection of
cutscene “reels” on Youtube videos or collectors’
DVDs which merely string these cinematics together is a
testament to their innately filmic properties. Certainly,
players can feel rewarded for unlocking a cinematic, but the
observer is also rewarded for his patience. The audience
--here, I mean audience in a non-playing sense-- is
gratified the same way he is gratified watching a theatrical
performance: through no effort of his own, he is reaping the
benefits of an enacted narrative.
Putting
the Family in Super Famicom
We
have looked thus far largely at the interplay between a
player and a presumably unaffiliated third party: a crowd
watching a competition, for example, or an incidental
passer-by in an arcade. However, intensive game
performances, especially of narrative-heavy titles, do not
tend to be carried out in public settings, but rather occur
most frequently in domestic spaces. Game-oriented sibling
and peer groups, therefore, have a much greater potential to
develop a consistent performer-and-audience dynamic, one
which lasts over time and can become quite involved. Often
in families with two or more siblings, narrative-intensive
video games such as Japanese role-playing games (JPRGs) can
become an extension of other forms of non-competitive,
messenger-recipient entertainment, such as reading to one
another or putting on magic shows, where one child (often
the oldest) is the performer and the rest merely observe.
Likewise, in many families, video games occupy a space
alongside or in preference to television and other pursuits
as a favorite communal pastime, turning the game console
into another component of Lynn Spigel’s “family
circle”. Greg Roy, a father of five children, says
that video games were a cost-efficient way to create a
family experience: “When I was a kid, we went jeeping
and camping all the time: that was our big thing. Well, I
wasn’t making quite the money my father did, so I sold
off my Jeep and all my camping equipment and I bought an
Intellivision. It was something we could all do together.”5
Although
the Roys consider themselves lovers of all games, Greg’s
son and four daughters are noted for being avid JPRG
players-- and watchers. Jenny Roy, the third-oldest child in
the family, admits that she has never completed Final
Fantasy VII (Playstation, 1997), and yet knows its
characters and storyline by heart, having watched her
younger brother play it from start to finish. Of the games
that she has played, narrative-intensive titles dominate the
list: “I don’t play fighting games or simple
action games. Things like Grand Theft Auto don’t
do anything for me”, she explains; “If it doesn’t
have a plot, it’s just boring to me. It’s
especially boring to watch”. Even Timmy, who is more
ludic than his sisters and often plays more action-oriented
games, favors RPGs for their depth of storytelling: “Storylines
in games can be some of the most rewarding in the world,”
he says enthusiastically; “They can be deep, they can
be philosophical, they can play with a lot of different
themes. Some of these games just blow your mind, and it only
happens because you play them for so long.” Jenny
observes that while she and her sisters found little
interest in watching Timmy slog through mythical dungeons
and hack at palette-swapped monsters, they were virtually
glued to the television set during a dialogue sequence or a
cinematic, which occur quite frequently in JRPGs.
Another
non-playing video game fan, Heather Pederson, has developed
additional methods to enmesh herself in games in an
unconventional way. Though she occasionally takes hold of
the controller for herself, she usually does so with
friends, to create a team dynamic: “One person plays,
one person’s consulting the strategy guide, one person’s
on look-out [for dangers in the game]. We might
switch if someone gets tired or if someone else can
[pass an obstacle] that the first player can’t”,
she explains, adding that it is forbidden among her friends
to advance the storyline when someone on the team isn’t
present.6
In the absence of a support network, Heather often uses
cheat codes or maxes out her characters’ stats
manually to play through the game with ease, and reads
voraciously about the title in online resources. Like Jenny
Roy, she considers herself a fan of many more games than she
has played to completion. For Heather, the story is
everything, while gameplay is merely an obstacle to be
overcome-- and if it can be overcome by someone other than
herself, all the better.
Passenger
Mentality
Whether
non-playing video game fans should be considered a
legitimate part of the gaming community is a non-issue: the
point is that they exist, and in numbers far greater than we
might imagine. Though video games are habitually perceived
in terms of the player’s agency over the text, these
passive audiences engage the text as they would a play or a
film. However, this is not to say that audiences always
confer absolute power to the player as the enacting
agent.
First,
there is any number of reasons why an individual would
choose to be a passive rather than active participant. In
cases where observation closely resembles sport
spectatorship, the observer may defer to the player because
of his skill. He may do this to study technique, to admire
player performance, or because he wishes to better
appreciate how the game behaves. Siblings and peer groups
may orient themselves into player-audience dynamics for
similar reasons, or because, owing to a variety of factors,
the audience may feel alienated from the playing experience.
The observer might have a tough time with hand-eye
coordination, making play difficult; others might feel
intimidated by the player’s situation, and even crack
under the pressure if given control. Though it is a
generalization, industrial and scholarly research also tends
to indicate that females do not enjoy violence or tough
situations as much as males do; conversely, females tend to
appreciate narrative and character relationships far more
than their male counterparts. Females, therefore, may be
drawn to watching a game for these elements, which they can
enjoy without feeling intimidated. Occasionally, the love
they develop for these storylines can pressure them into
taking up the controller when they might otherwise not: one
girl I interviewed acknowledged that she first taught
herself to play games because her older brother tired of
being a storyteller.
A
player can come to feel encumbered or emboldened by the
presence of an audience. Many player-audience groups reflect
on game experiences as being profoundly shaped by the
communal experience: mothers I interviewed often hailed
games as a bonding experience; peer and sibling groups
recall the way they would shout out suggestions, laugh
collectively at comedic moments, or talk back to the screen.
Players that I spoke with --both male and female-- tended to
evaluate story in games much higher if they were used to
playing with an audience: boys like Timmy Roy, though
generally having more of an interest in game combat than
their sisters and female peers, were typically more likely
to appreciate narrative and care about its matter of
execution if others were experiencing it passively. In a
sense, the game audience can respond to the enactor in
real-time, making him more aware of narrative and
potentially influencing his decisions and manner of play.
Gamers who might skip through dialogue sequences if playing
by themselves are often ordered to wait so that their
audience can take it in; other players adopt a pedagogical
approach and read the text aloud for the benefit of their
younger siblings. Games which call upon the player to make
moral decisions might have them decided (insisted upon) by
the player’s audience, either to the reinforcement of
a collective ethical code or its subversion to see what kind
of mess it will land a player in. And as I mentioned, in
many groups, for the player to advance the story without his
audience to witness it can be a grave sin.
Audiences
legitimize story for story’s sake and performance for
performance’s sake, something which many titles are
hard-pressed to do if they are ostensibly only intended for
the player. What meaning does Guitar Hero
(Playstation2, 2005) have to a single listener? What point
do Metal Gear Solid 4’s (Playstation3, 2008)
extensive nonplayable sequences have if there is no “pure
audience” mentality? Perhaps video games are a lot
like cars: the driver is empowered by being the
decision-maker, but the passenger has the option to take in
a view that the driver can’t, to offer alternative
solutions, and to give additional meaning to the experience.
Game audiences, therefore, are able to provide incentive,
validation, and editorialization of the game
experience.
Game
as Film, Gamer as Filmmaker
Ludologists
such as Espen Aarseth are critical of any perceived
narrativist imposition in video games. Aarseth even goes so
far as to say that games which proceed along a singular path
are not games at all, but rather misrepresented
narratives:
In
a game everything revolves around the player’s ability
to make choices. If the choices presented are so limited
they clearly seem to lead the action in one unavoidable
direction, they become quasi-choices, and the game becomes a
quasi-game. [...] [The] story disguises
itself as a game, using the game technology to tell
itself.7
Aarseth’s
prescription for genuine (as opposed to “quasi”)
game titles most accurately suits competitive gaming, as it
essentializes games down to their ergodic qualities in
achieving empirically observable feats and solutions, such
as gaining points, performing combos, and defeating enemies.
Here, player agency is absolute. In these games, any
perceivable narrative, as Ragnhild Tronstad predicts,
becomes a product of retrospective assessment, something
which is defined by the player and his audience to describe
an incidental collision of events.8
However,
though “quasi-games” may be less ludic, this
does not mean they stop succeeding as entertainment
products. Calling them video games may or may not be wholly
appropriate, or rather, perhaps “video games” is
too hasty a label to apply to a medium so varied as to
include puzzles and digital chess to one extreme and visual
romance novels on the other. Nevertheless,
narrative-intensive games retain an interplay between ludic
and conventional storytelling that recalls film and
literature, therefore enticing both players and audiences
that other game genres might not. One of the more memorable
non-playing game fans I spoke with remarked that not only
did watching her older sister play enhance her reading
ability at an early age; it also informed her of novelistic
structure and prepared her for complex narrative. The girl,
now 17 and in her second year of college, credits games for
giving her a passion for literature; her older sister whom
she watched now aspires to be a movie director. For these
player-audience dynamics, video games cease to be a matter
of utmost autonomy within a fictional space and become
instead a dialogue between enactor and audience, using game
storytelling just as they would other forms of narrative to
engage and communicate.
Conclusion
The
current division amongst game theorists between narratology
and ludology is fundamentally fictitious and, as Matthew
Johnson notes, “has actually begun to stand in the way
of valuable scholarship.”9
As stated previously, most video games combine ludic and
narrative elements to achieve a particular effect, just as
films are comprised of an interplay between imagery and
story. The video game industry and its consumers are far too
diverse to suggest that the same techniques --or ways of
talking about them-- should be applied universally. We need
a more holistic approach, and there are far worse places to
start than to reconsider what the “game audience”
consists of.
Video
games, like their ludic antecedents, will likely continue to
occupy a larger and larger role in our culture, including as
a spectator pursuit. The niche that “electronic
athletes” like Steve Wiebe currently occupy is poised
to expand significantly, perhaps even into the mainstream,
in the coming decades. But even as more people play video
games, it is important to keep in mind that individuals play
--or don’t play-- for any number of reasons, and
absolute player agency is not the only way to guarantee
entertainment.
Unless
we are prepared to say that narrative as a whole is set to
vanish from our culture, we must acknowledge that audiences,
and even many players, enjoy the perspective of the
passenger: they want stories as well as freedom, and the
opportunity to see artistry as well as make art. We must
stop generalizing games as novelties of interactivity and
appreciate them for their multifarious qualities by which
they garner human engagement. By exploring video games as
participatory and passive, where the player and game
authors act in concordance rather than in opposition or
submission to the other, we may uncover new possibilities
for games as electronic art or even literature-- to be
experienced communally rather than in isolation, as
performance as well as play.
References
1Gordon,
Seth, director. King of Kong: A Fistful of Quarters.
2007. DVD. Picturehouse, 2008.
2
Cunningham, Ed. Personal interview. 16 April,
2008.
3
Wann, Daniel L. et al. Sports Fans: The Psychology and
Social Impact of Spectators. New York: Routledge, 2001.
31.
5
Roy, Greg and family. Personal interviews. 17 May,
2008.
6
Pederson, Heather. Email interview. 8 March,
2008.
7
Aarseth, Espen. “Quest Games as Post-Narrative
Discourse”. Narrative Across Media: The Languages
of Storytelling. Marie-Laure Ryan, ed. Lincoln:
University of Nebraska Press, 2004. 366.
8
“Quests [...] are basically performative: they belong
first and foremost to the order of the act. As soon as they
are solved, though, they turn into constantives. The reason
quests can easily be confused with ‘stories’ is
that we are normally analyzing the quest in retrospective,
after we’ve already solved it.” Tronstad,
Ragnhild. “Semiotic and Non-Semiotic MUD Performance”.
Quoted in “Quest Games as Post-Narrative Discourse”,
Espen Aarseth, 2004.
9
Johnson, Matthew S.S. “Combat to Conversation: Towards
a Theoretical Foundation for the Study of Games”.
dichtung-digital, 37. 2007.
<http://www.dichtung-digital.org/2007/johnson.htm>
dichtung-digital
|
|