peter bell realism and subjectivity
TRANSCRIPT
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 1/21
Realism and Subjectivity
in First-Person Shooter
Video Games
By
Peter Bell
Communication, Culture and Technology Program
Georgetown University
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 2/21
1
Video games are increasingly becoming a subject of study as a production of the
West's increasingly visual culture. Games cross paths with cinema and television in
technique and content, and video games have spawned their own niche fields of study in
fields of education, gender studies, childhood development, military training,
entertainment and, notoriously, violence. My intent here is to outline a general
understanding of how realism and subjectivity operate in the genre of the first-person
shooter (FPS) games, games which employ a first-person perspective towards a
representation of three-dimensional space. To be more precise, I will argue that the
impression of realism and interactivity in video games is not due to the advancement of
technologies towards a paragon of interactive reality but from the technological
differentiation of games in production, a differentiation that is naturalized as realistic and
interactive.
Certainly FPS video games involve fantastic creatures and strange surroundings.
These games play host to several if not all of the arenas of study already mentioned. My
treatment of realism, however, is concerned primarily with its role as a technique in the
creation of subjectivity. The acquisition of subjectivity in the game world, or
“telepresence,” is an interactive process often linked to realistic effects such as first-
person perspective, visual detail and immersion.1
I have chosen DOOM (1993) Quake II (1997) to compare and reference. DOOM
and Quake II are representative of the genre and well known, but by themselves cannot
1 See "The Experience of Telepresence in Violent Video Games" a conference paper presented by Ron
Tamborini at the 86th Annual National Communication Association (2000).
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 3/21
2
account for all the nuances between FPS.2
It should also be said that they are not the
most recent examples of the FPS. However, as they are benchmarks in the genre's
development, I believe an analysis of these texts can better expose broader currents of
subjectivity and realism in the FPS video game.
Production and Realism
One can hardly begin to think critically about video games without encountering
20th
century critical thought's many probes into visuality. Such thinkers as Walter
Benjamin and Susan Sontag provoked us to look beyond a text's finished form and to
acknowledge its production. The influences of earlier visual media such as film and
criticisms thereof provide a logical starting point for an analysis of video games. Notes
Mark J.P. Wolf:
It is perhaps due to the desire to measure up to thestandards of visual realism set by film and television that
the video game evolved as it has; today there are far fewer of the abstract game designs that were once so common in
the days of Qix (1981) and Tempest (1980). (12)
Importantly, Wolf writes that “standards of visual realism” were “set by film and
television” (12). The standards of visual realism find their most articulated and studied
form in classic Hollywood cinema. As Colin MacCabe argues in Theory and Film:
Principles of Realism and Pleasure, “I argue that film does not reveal the real in a
moment of transparency, but rather that film is constituted by a set of discourses
which…produce a certain reality” (62). It is the hiding of the production process and its
2 Doom, one of the most popular games of all time and the one that did the most to launch the FPS genre is
still popular today. Quake II, also developed by id Software, represents another milemarker in the genre.
The graphics engine developed for the game has been licensed out for use in other games.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 4/21
3
conditions that creates the impression of realism. When one admits to the relationship
between the text and its production, films can be understood as not employing a
transparent route to “things as they really are” but, to borrow from John Berger, involve a
way of seeing (8).
Though video games are more obviously constructed realities than films or
photographs, they are, as Steven Poole notes in Trigger Happy, to be treated as reality
during game play (85). While playing a video game, one rarely considers the production
aspects of the text. But just as the intrusion of a boom microphone into a scene alerts the
filmgoer of production apparatus, if the computer freezes in the middle of a game, a
player becomes similarly aware. In both cases the presented image has been tainted with
evidence of production. As a practice, realism involves hiding production apparatuses
and often means representing the on-screen action from a supposedly objective or
detached point of view. Implicit in this goal of representing visual realism is the notion
that lived reality is scarce. Susan Sontag writes in On Photography,
To claim that photography must be realistic is not
incompatible with opening up an even wider gap betweenimage and reality, in which the mysteriously acquired
knowledge (and the enhancement of reality) supplied by
photographs presumes a prior alienation from or
devaluation of reality. (121)
For a study of realistic or interactive media such as DOOM or Quake II , this loss of lived
experience that Sontag speaks of also implies that there is no baseline of reality to which
we can compare visual representations such as photography or video games. We can
draw upon semiotics and the work of Jacques Lacan to question “reality” as a stable,
knowable baseline to which technological advances are often compared. In doing so, we
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 5/21
4
see that the reality outside the film or video game is also a constructed reality—not
necessarily a yardstick for technological progress.
Semiotics, or the study of signs was inaugurated by Ferdinand de Saussure, who
theorized that all signs are composed of two parts: a signifier and a signified. A
semiological analysis of what Wolf terms “standards of realism set by television and
film” (12) might be described by Saussure's model as
Signifier Signified
Standards, Reality
codes of realisminteractivity
Decades later, Jacques Lacan argued that signifiers only refer to other signifiers, even as
they attempt to refer to signifieds. The problem Lacan presents is that any representation
of reality therefore incomplete:
From which we can say that it is in the chain of thesignifier that the meaning “insists” but that none of its
elements “consists” in the signification of which it is as the
moment capable. We are forced, then, to accept the notionof an incessant sliding of the signified under the signifier
(743).
Meaning is created by differences among the signifiers or elements in the chain. None of
the signifiers are capable of creating the meaning present in the chain by itself.
In other words, a representation of reality always refers to another representation of
reality. This incessant “sliding of the signified" (743) has significant implications for
representations of reality in both film and video games. Mary Klages summarizes,
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 6/21
5
…the process of becoming an adult, a “self” is the process
of trying to fix, to stabilize, to stop the chain of signifiers sothat stable meaning—including the meaning of “I”
becomes possible. Though of course Lacan says that this
possibility is only an illusion, an image created by a
misperception of the relation between body and self. (2)
Lacan’s mirror stage, loss or separation from mother and the Real occurs, and the infant
misrecognizes its reflection and physical self as a unified whole, or “I.” The purpose of
such an activity is, as Klages points out, to stop the sliding of the signifier. This is the
realm of the imaginary, “a realm of images, whether conscious or unconscious” (4). For
this reason, self-recognition in video games and film has a similarity to the mirror stage
because, as will be discussed below, films and video games often invite spectators to
identify with an onscreen character or perspective in an act of voluntary misrecognition.
Conflating this visual identification is Lacan's symbolic order or language.
The Real is not accessible to those in the symbolic order (i.e. those who speak language
and produce discourse), according to Lacan, because it is in part structured by the loss of
the fullness (Real) originally present in the infant and mother relationship before “I” or
“me” yet existed. Without delving any deeper into Lacan's work, we might say that
neither visual representation nor symbolic representation (language) can be completely
full and Real, though they try and often claim to be. This will become especially
important as we address both visual perspective and written narrative in DOOM and
Quake II . In the Sausurrean model, “reality” is a stable signified. Under Lacan's theory,
the signified “reality” becomes a signifier as well, making an objective, one-to-one
comparison of realism to reality impossible. As realism and realistic techniques such as
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 7/21
6
the use of the first-person perspective attempt to signify reality, realism itself becomes
reality, a description of what can never be fully described.
I'd now like to look at film historian Jean-Louis Comolli's argument that
“realism” is a function of product differentiation and not the advancement of technology
into a stable “reality.” In Machines of the Visible, Comolli writes,
Thus the historical variation of cinematic
techniques…seem to me to depend not on a rational-linear order of technological perfectibility nor an autonomous
instance of scientific “progress,” but much rather on the
offsettings, adjustments, arrangements carried out by asocial configuration in order to represent itself, that is, at
once to grasp itself identify itself, and itself produce itself in its representation. (109)
This social configuration that produced cinema was capitalism, and so the logic of that
system shapes how cinema is produced and consumed:
It is not exactly within the logic of technology, nor within
that of the economics of the film industry…to adopt (or impose) a new product which in an initial moment poses
more problems that the old and hence incurs the expense of adaptation without somewhere finding something to its
advantage and profit. (Comolli, 115-116)
Like films, video games such as DOOM and Quake II are mass marketed and compete
with other video games for consumers. Applying Comolli's argument to video games
frames the development of the signs of realism and interactivity not as a progressive
movement towards a grounded, objective “reality” but as a movement away from other
constructed realities, from other games. Taken as signifiers, realistic games achieve their
realism, their meaning, only from comparison to each other as they seek to differentiate
themselves. This means that the practices of realism in DOOM and Quake II (i.e.
perspective) are not the accurate mimicry of “reality” (unknowable, according to Lacan)
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 8/21
7
but that realism emerges from contrasts between signifiers, between games. As Comolli
suggested for the introduction of sound to cinema, these techniques of realism
differentiate games by attempting to “fill in the gap,” the lack that structures any system
of representation (116).
This practice of differentiation also extends to the music of video games, and
looking behind the music supplies concrete examples of the theory above. Steven Poole
writes, “in the far-off days of the Commodore 64 and Amiga, videogame music was far
more distinct as a stylistic genre than it is now” (69). How can we account for this in
terms of the realism that DOOM and Quake II profess? All songs are obvious
constructions. What is inherently unrealistic or passé about the melodies of early video
games play? The answer cannot be simply that game developers and the public now
know by some virtue what people 10 years ago were oblivious to: that video game music
of that era was unrealistic. They were natural insofar as most video games had them.
Even today, many games continue to incorporate music. If we say, “It depends on the
game” we have actually hit the nail on the head. Using Comolli as a lens, we might say
that music was incorporated to differentiate video games.3
There is no hard and fast rule
about score and video games. Some games have a lot, some only a bit; some use no
sound, some use pop music, others use elaborate scores. Thus, it not a question of
realism, but of difference.
Presently, the production team behind DOOM III (working for the same company
that created DOOM and Quake II ) is touting the skills of musician Trent Reznor as one of
its sound designers. According to the development team, Reznor is there to make the
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 9/21
8
game scarier and more immersive. But just as important that Reznor is creating the
sound for DOOM III is the implicit consumer knowledge that Reznor is not creating the
sound for other games. That it is unclear whether or not musical score is realistic, or
rather that both scored and unscored games can be realistic, suggests that there is no
paragon of reality to reach towards in sound development—merely the desire for
difference. Now that we've addressed production and realism, we need to say what kind
of subjects DOOM and Quake II create and how this is done. Doing so will explore how
the use of product differentiation is naturalized as realistic.
Subjectivity
As film theory can be helpful in thinking about realism in video games, it can also
be useful when considering subjectivity. In The Subject of Semiotics, Kaja Silverman
gives an explanation of how producer and spectator in cinema provide a parallel to Emile
Benveniste's concepts of the speaking subject and the subject of speech, which are both
present at once when one utters the pronoun “I.” Silverman recounts the division
between the level of enunciation (speaking subject) and the level of fiction (subject of
speech) offered by earlier film theorists:
The level of enunciation is in effect that of production—of
camera movement, editing, composition, sound-recording,
sound-mix, script, etc. The level of fiction designates thenarrative within which the spectator of the finished film is
encouraged to find him or herself, and the characters with
whom he or she is encouraged to identify. (46-47)
3 The Minibosses' web site (www.minibosses.com) indicates that the band is not simply poking fun at the songs, but in
their playfulness, respect the complexity and skill of the compositions. That such skill was originally recruited to writethe scores suggests that the songs had a differentiating function among games.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 10/21
9
The moviegoer does not produce the film—she does not speak or invent the dialogue.
But, the moviegoer is encouraged to identify with the characters. This is done through
“suture,” which Silverman explains “is the name given to the procedures by means of
which cinematic texts confer subjectivity upon their viewers” (195). It is by suture that
“Within this semiotic model the viewer does not have a stable and continuous
subjectivity, but one which is activated intermittently, within discourse. The cinematic
text constitutes the viewer's subjectivity for him or her.” (48) We can chart this
distinction as:
Benveniste's “I” Film FPS______
Speaking subject Production Production
Subject of speech Characters, viewpoints First-person
etc, text that viewers perspective,identify with. “me”
In Video Kids: Making Sense of Nintendo, Eugene Provenzo elaborates on this
situation: “Most video games—particularly those found on systems such as Nintendo—
provide little or no opportunity for children to control the action themselves” (93). In
DOOM and Quake II , one might conceive of a similar “slotted” subjectivity. There is a
role to be filled, and, by entering the role provided, the player enters into the game. If
realistic film acts as a window to the world, realistic video games do the same, but they
also add a key feature: it is a window that can be chosen and manipulated by the player.
It is this appearance of choice that constitutes “realistic” interactivity. When playing the
game “by the rules,” a player may “speak” with his or her actions but only according to
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 11/21
10
the laws of the game's production.4
Like the role of the cinematic spectator Silverman
describes, the player of a FPS identifies “intermittently” but not fully with the role
supplied because the gamer does not have a hand in the game's production. “In other
words, the speaking subject of the cinematic text is always situated at the site of
production, while the spoken subject of that same text is most exemplarily found instead
at the site of consumption” (Silverman, 198).
But how do the techniques of realism in DOOM and Quake II deny themselves as
discourses or otherwise come to be seen as natural, and how do these games offer the
appearance of choice during gameplay? To borrow from Louis Althusser's work, in these
games, this slotted subject believes he or she is freely making these choices. To make
production's discourse seem natural, technological differences (such as being able to look
in 360 degrees) serve production as a means of differentiation. Products are naturalized
as realistic and interactive through interpellation. Key to Althusserian subject formation
is that those interpellated feel unique or individual:
…the individual is interpellated as a (free) subject in order
that he shall submit freely to the commandment of the
Subject, i.e. in order that he shall (freely) accept his subjection, i.e. in order that he shall make the gestures and
actions of his subjection “all by himself” (123).
Althusser does not believe that a “clique” of elites has propagated a scheme of
interpellation but, similar to Lacan, that all representations given to individuals which
govern their conditions of existence are imaginary (111-112). This process of
naturalization is similar to the process of suture. Comprehension of the game's rules and
4 A helpful conceptualization of this situation can be found in "the Matrix" (1999). The ironically named"agents" of the Matrix are unable to go beyond their programming to combat Neo, who, by the power of his
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 12/21
11
conventions (its technological differences from other games) is akin to being
interpellated, and interpellation naturalizes those rules and conventions as “realistic” and
“freely chosen” by the player. Christine Ward Gailey writes, “The interactive quality of
video games gives the player the impression of limitless choice. What the player does
affects the outcome. But the perception of choice is largely illusory, since the
framework…is predetermined” (84).
To play Quake II or DOOM and accept that the screen view is “your” field of
vision, to say “this is me,” is by itself evidence of interpellation by at least one of the
game's dominant codes, namely acceptance of the perspective that gives a visual
representation of “I.” As Silverman writes, “The cinematic organization depends upon
the subject's willingness…allowing a particular point of view to define what it sees. The
operation of suture is successful at the moment that the viewing subject says, 'Yes, that's
me,' or 'That's what I see'“(205). We can chart the Althusserian model in regard to Quake
II and DOOM:
Althusser's Model FPS
Interpellation The game codes, standards of realism
production)
Individual Player, (consumption)hailed
Though we might reason that to resist suture, or to ignore interpellation, one “speaks”
through action, such a choice paradoxically reveals that the player knew that it was really
he or she that was being hailed. Such recognition is for Althusser the literal “turning
point” at which individuals become subjects.
human imagination, is not bounded by the architecture of the computer generated environment. Gamers,
then, are akin to agents.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 13/21
12
Realism and Subjectivity
Making the subjected (one who is ruled over) feel like a subject (center of
initiative) is naturalized as “realism” because to acknowledge that interactivity is a
production-side phenomenon would remove any notion that the individual is choosing it,
which is essential to Althusser's theory and the claims of interactivity. To preserve the
semblance of autonomy, production must be obscured. Colin MacCabe writes,
Hollywood cinema is largely concerned to make these two
[the speaking subject and the subject of speech] coincide sothat we can ignore what is at risk. But this coincidence can
never be perfect because it is exactly in the divorce between the two that the film's existence is possible. (68-
69)
One might see the purpose of the “realistic” first-person perspective as the shot that most
aptly hides production, and, by taking this perspective, the player is given a “realistic”
sense of autonomy and consequently thinks of himself as a speaker or a center of
initiative. Upon scrutiny, one can observe that game interactivity and realism are
functions of production, an aspect of the text in which players of DOOM , Quake II , or
most video games have no part. 5
DOOM and Quake II cast players as spoken subjects, who do not themselves
“speak” but are given the impression that they do. Interactive game play is not a dialogue
5 One of the reasons for the staying power of a game nearly 10 years old is not only an array of sequels and
similar games, but id Software’s release of the DOOM source code. This allows fans to create additional
levels for DOOM. Savvy gamers can build their own DOOM levels, which are offered on the Internet for
fellow users to try out. Similarly, the popular game CounterStrike started as a modification for the retail
game Half-Life. CounterStrike became popular enough to be sold as a game unto itself. The popularity of “mods” suggests that while rules and goal s are desirable in games, there is also a desire to write the script
or speak the production. As such, “modding” seems to bear some resemblance to “fan fiction,” which
video games seem to encourage.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 14/21
13
between player and game but a script to be read and followed by the player. The
performative/interactive aspects of games are often emphasized because as Aki Jarvinen
writes,
Games offer instant action, instant pleasure. The doses of
pleasure are delivered according to a game mechanism.
This is created by the designer, who allows/constructsthings to happen in the game environment, but also by the
player who achieves pleasure by successfully executing the
action that the game requires in order for the game tocontinue. (72)
While technological advances (i.e. tracking perspective, sound effects) “emphasise [sic]
action, spectacle, special effects (‘attractions’) and spatiality instead of narration,”
(Jarvinen, 72) these advances and resulting spectacles are scripted as is the back-story in
which these spectacles appear.
For instance, in DOOM , players must simply survive. This is done by shooting
your way to the exit door in each level. The levels, or boards, are sequential, though each
one must often be explored extensively to find the scattered keys that unlock the path to
the exit. There is time for dallying, and certainly time for killing monsters and
experiencing other spectacles, but this “get to the exit” goal structures the game. In
Quake II , a similar theme persists, but the individual levels are linked together into larger
mission constellations. Individual levels within these constellations may be revisited to
achieve multiple objectives, though larger mission groupings are separate. As games
become more technologically differentiated and “advanced” and seem more interactive,
earlier games such as DOOM seem less so and consequently less realistic. As Comolli
suggests, the introduction of sound to film was realistic because sound was lacking in
earlier films:
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 15/21
14
As soon as they are produced, sound and speech are
plebiscited as the “truth” which was lacking in the silentfilm….The decisive supplement, the “ballast of reality”
(Bazin) constituted by sound and speech intervenes
straightaway, therefore, as perfectionment and redefinition
of the impression of reality. (116)
It is only through a comparative difference that one is more “realistic.” For example, in
Quake II , enemies jump out of the way of gunfire, whereas, in DOOM , enemies are more
or less armed, stationary targets. Quake II also uses a more advanced graphics engine
than DOOM does. While DOOM superimposes two-dimensional characters (called
“sprites”) against a background, Quake II 's graphic engine depicts figures in three
dimensions through the use of polygon modeling. One cannot say that Quake II is
realistic other than by comparison to another representation of reality. This is true for
comparisons to earlier and later games but is also true in any comparison to “real life”
because human beings, according to Lacan and Althusser, cannot conceive of reality
without creating a representation of it. Any description of lived experience, a description
of what is realistic, is crippled by the fact that no system of representation can stuff the
whole world and also itself into a presentation of complete fullness.
A further example of how reality and interactivity are dictated by production and
then “smoothed over” can be found in an examination of Quake II 's back story or
narrative. While these narratives are notoriously weak in the FPS genre, the back-story
provides the game’s foundation, or rather the container in which real-time game play and
“choice” occurs.6
Colin MacCabe locates the division of the subject of speech and the
6 In an interview last May with Wired , id Software designer John Carmack said, "I think games are at their
best when they are true to the sense of their activity….games are not stories…the better of the story you tell
in many senses, the worse of a game it becomes." Carmack, who has designed each game in the DOOM
and Quake series, cites the uncooperative nature of the gamer as his reason for going light on plot. This
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 16/21
15
speaking subject as the split between discourse (which is produced by a speaking subject)
and narrative, “which must deny the time of its own telling—it must refuse its status as
discourse, in favour of its self-presentation as simple identity, complete knowledge” (69).
This statement clearly recalls Lacan: entry into the symbolic order is evidence of lack, a
separation from the simple identity and fullness of the infant. This gives one reason to
question the authority of narrative, and a look at the narrative of Quake II reveals its
origin as a discourse in production that must present itself as such complete knowledge:
Shortly after landing on an alien surface, you learn that hundreds of your
men have been reduced to just a few. Now you must fight your way
through heavily fortified military installations, lower the city's defensesand shut down the enemy's war machine. Only then will the fate of
humanity be known.
This is the full extent of Quake II 's backstory; this paragraph effectively cordons off the
game world. It creates a beginning, an end, and a required course of action. In other
words, it creates a “full” reality that players are invited to be involved in a personal
way—hence the word “you.”
As Provenzo notes, video games “represent microworlds complete unto
themselves. The images they present are easy to fall in love with, often narcissistic in
nature, allowing the player the potential to function within a self-selected and artificial
microworld” (38). It should not be forgotten that video games are mass marketed and,
for the most part, no more individualized for viewers than a primetime situation comedy.
The apparent individualization and interactive pleasure that Provenzo notes can be seen
suggests that while some form of narrative is necessary, or perhaps inevitable, game designers are quite
cognizant of the prescripted "choice" tied to it. In the same interview, Trent Reznor named what he thoughtmade DOOM important: "When the original DOOM came out, not only was it technologically beyond
anything else…there were chances taken, there were rules broken." This again frames game design and
production as fueled by a desire for difference.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 17/21
16
through an Althusserian lens as an example of interpellation. This type of relationship to
the game is also suggested by Poole in Trigger Happy:
…because one needs to understand the rules of the semiotic
system present and act as if those rules, and not the rules of the real world, applied to oneself. The requirement is to
project the active consciousness into the semiotic realm.
(185)
Poole's player participation is not in production but in acceptance of the game's codes.
The player's “choice” constitutes his interactivity. Poole goes on to draw what sounds
like a thoroughly Althusserian conclusion: “The videogame player is absorbed into the
system” (185). Poole's player can accept or identify with a role and perform various on-
screen actions but cannot create that role. “This then, is the traditional solution thus far in
video game history: the drama is provided by the prescripted story, the virtual
exploration is interactive, and never the twain shall meet” (101-102). Because
interactivity supposes a center of initiatives, which according to Althusser is illusion, it
might be said better that the narrative of the game is one set hailings (cinematic cut
scenes, for example, or end of level score reports, or the backstory) and that rules for
performance comprise another set.7
Poole's separation of narrative story from the
player’s performative relationship to the environment exposes the naturalized rules of the
performance which makes them seem realistic and chosen when they are, as Jarvinen
notes, scripted and necessary for game play (72). This is why, in Poole's observation,
interactivity seems possible between the narrative cuts and why the narrative itself seems
as oppressive as gravity does in lived experience.
7 In the case of the FPS these rules for exploration have their roots in Western culture's privileging of sight.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 18/21
17
The work of Marsha Kinder and others suggest that video games may involve a
larger player role than indicated by the Althusserian model and that interactivity may be a
function of consumption as well as a function of production. While my concern is mainly
how DOOM and Quake II naturalize production techniques as realistic and interactive
through the dominant goals and means of play, one might also describe a player that
negotiates or replaces the given goals and means of a game as “interactive.” This is a
different kind of interactivity, in which a player intentionally brings to play alternative
rules or goals not prescribed by the game.
In Playing With Power , Marsha Kinder suggests that “The dual spectator/player
position…contradicts this Althusserian notion of a totally passive subject” (12). Kinder's
study synthesizes psychoanalysis and cognitive theory to study the role of popular media,
including video games, on the subject of development of children. In part, Kinder's study
is concerned with to what extent a subject can negate dominant cultural values presented
by the game.
Similarly, Mizuko Ito has drawn upon the work of Althusser and deCerteau to
study how children can create their own goals within game play and in that process take
up subject positions different from the dominant one. This is also an example of non-
prescribed interactivity. Though Ito does not address any FPS, the study does suggest
that alternate subjectivities may be able to squeeze themselves out from under the
dominant discourse of the games.
In these cases, the ability to play the game “against itself” is probably related to
how successfully the game can be played while pursuing alternate means to the dominant
goals. Because games carry a reinforcement component, changing the means or the goals
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 19/21
18
(whether during gameplay or programming) must be rewarding if the game is to be
played more than once.8
For example, Quake II is virtually unplayable without firing a
weapon, but, theoretically, winning without shooting could constitute some type of
negotiated subjectivity. Or the gamer might choose a different definition of what
“winning” means and use dominant means to achieve that alternate goal. It should be
said that the choice to not fire a weapon, for instance, should be seen as the product of
interpellation by an alternative discourse. It is not so much that interpellation is
overcome in an act of independence, but that an alternate interpellation is being
responded to instead. This does not overturn Althusser's model of subjectivity, but
suggests some room for negotiation and thus follows in the footsteps of others who have
found Althusser's theory compelling but overbearing.
For both sound and visuals, claims of realism are based in production of
difference and the naturalization of these differences. Steven Poole writes, “The purpose
of a videogame…is never to simulate real life, but to offer the gift of play” (63). As
“realistic” as first-person shooters may seem, Poole's point is hard to dismiss, given the
lack of consequences in game play. But it is in the service of this “gift” that realism is
invoked, and it is the production of “play” between the games that drives claims of
interactive realism.
8 See chapter two of Mind at Play by Goeffrey R. Loftus and Elizabeth F. Loftus for a study of
reinforcement and video game design.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 20/21
19
Works Cited
Althusser, Louis. ““Ideology and Ideological State Apparatus.” Lenin and Philosophy
and Other Essays. Ed. Frederic Jameson. Trans. Ben Brewster. New York:
Monthly Review Press, 2001. 84-126.
Berger, John. Ways of Seeing. London: Penguin Books Ltd., 1972.
Comolli, Jean-Louis. “Machines of the Visible.” Electronic Culture: Technology
and Visual Representation. Ed. Timothy Druckrey New York: Aperture Books,
1996.109-117.
“DOOM III's John Carmack and Trent Reznor discuss the game's new audio-visualfeatures.” Audio interview. Wired, 2002. 28 May 2002.
http://www.wired.com/news/games/0,2101,52661,00.html (2 Dec. 2002).
Gailey, Christine Ward. “Mediated Messages: Gender, Class and Cosmos in
Home Video Games.” Journal of Popular Culture 27.1 (1993): 81-97.
Ito, Mizuko. “Kids and Simulation Games: Subject Formation Through HumanMachine Interaction.” Paper for the Annual Meeting of the Society for the Social
studies of Science Oct. 1997.
http://www.itofisher.com/PEOPLE/mito/Ito.4S97.pdf (Dec 2002).
Jarvinen, Aki. “Quake Goes the Environment: Game Aesthetics and Archaeologies.”
Digital Creativity 12.2 (2001): pp. 67-76.
Kinder, Marsha. Playing with power in movies, television, and video games : from
Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley : University of
California Press, 1991.
Klages, Mary. “Jacques Lacan.” 8 Oct. 2001.
http://www.colorado.edu/English/ENGL2012Klages/lacan.html (2 Dec. 2002).
Lacan, Jacques. “The Agency of the Letter in the Unconscious or Reason Since
Freud.” Critical Theory Since 1965. Ed. Hazard Adams and Leroy Searle.Tallahassee: Florida State University Press. 738-756.
Loftus, Elizabeth F. and Geoffrey R. Loftus. Mind At Play: The Psychology of VideoGames. New York: Basic Books, 1983.
MacCabe, Colin. “Theory and Film: Principles of Realism and Pleasure.” Tracking the
Signifier: Theoretical Essays. Minneapolis: University of Minnesota Press, 1985.
Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New
York: Arcade Publishing, 2000.
7/27/2019 Peter Bell Realism and Subjectivity
http://slidepdf.com/reader/full/peter-bell-realism-and-subjectivity 21/21
Provenzo, Eugene. Video Kids: Making Sense of Nintendo. Cambridge: Harvard
University Press, 1991.
Silverman, Kaja. The Subject of Semiotics. New York: Oxford University Press, 1983.
Sontag, Susan. On Photography. New York: Picador USA, 1973.
Tamborini, Ron. “The Experience of Telepresence in Violent Videogames.” Paper
presented at the 86th
annual convention of the National Communication
Association, Seattle, WA Nov. 8-12 2000.http://web.ics.purdue.edu/~sherryj/videogames/VG&T.pdf (3 Dec. 2002).
Wolf, Mark J.P. “Inventing Space: Toward a Taxonomy of On- and Off-Screen Space inVideo Games.” Film Quarterly 51.1 (1997): 11-23.