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(Routledge Advances in Game Studies) Rob Gallagher - Videogames, Identity and Digital Subjectivity-Routledge (2017)
(Routledge Advances in Game Studies) Rob Gallagher - Videogames, Identity and Digital Subjectivity-Routledge (2017)
(Routledge Advances in Game Studies) Rob Gallagher - Videogames, Identity and Digital Subjectivity-Routledge (2017)
Subjectivity
Rob Gallagher
First published 2018
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Contents
List of Figures ix
Acknowledgements xi
Index 205
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List of Figures
This book makes two claims. The first is that digital technologies are
fostering new conceptions of subjectivity and identity. It holds that social
networks and smartphones, augmented reality interfaces and biometric
sensors, artificial intelligence systems and, indeed, videogames are all
changing how we see ourselves, both as individuals and as human sub-
jects. The second claim is that digital games have emerged as a fictional
form uniquely equipped to address these changes. If videogames are of-
ten framed as symptoms or drivers of a shift towards digital subjectivity,
then critics tend to be less willing to acknowledge that they might also
be expressive works with things to say about this shift. Across close
contextual readings of a wide range of titles, this book makes that case,
showing how games get to grips with the implications of digitization in
a range of complex and imaginative ways. Like other fictional forms,
videogames use words and images, sounds, symbols and spatial meta-
phors to communicate. But they also ask players to cultivate an under-
standing of the rules and probabilities, interfaces and economies that
structure their virtual worlds. They are simultaneously ludic systems,
digital architectures and expressive fictions. If, as fictions, they adapt
techniques, scenarios and figures familiar from literature, cinema, the
visual arts, pop culture and myth, as software systems they incorporate
or model a range of other digital forms (by, say, simulating social net-
works, mimicking smartphone interfaces or integrating image editing
tools and digital shopfronts). By, for and about denizens of those parts of
the overdeveloped world that have most enthusiastically adopted digital
technologies, the particular games that this book addresses dramatize
the effects of new technologies in ways that traditional media cannot,
letting us playfully engage questions of identity and nationality, privacy
and embodiment, work and space. What does this mean in practice?
It means roleplaying games about becoming a reality TV star, gothic
mysteries about haunted smartphones, social networking simulations
set aboard space stations, augmented reality apps which project ador-
able monsters into everyday spaces, text adventures about training bio
mechanical horses and critiques of government surveillance in which we
lock ourselves in a bathroom to take explicit selfies – to describe just a
few of the games the book covers.
2 Digital Subjects
Defining Digital Subjectivity
In arguing that fictional forms, media technologies and models of the
subject develop in symbiosis, this book is hardly without precedent. Ian
Watt (1959) long ago argued that the emergence of the novel, for exam-
ple, is intimately bound up with the rise of the modern subject and bour-
geois individualism, both recording and helping to effect ‘the transition
from the objective, social and public orientation of the classical world
to the subjective, individualist and private orientation of the life and
literature of the last two hundred years’ (176). Nor do critics like Crary
(2001) consider it a coincidence that cinema should have been roughly
coeval with the psychoanalytic subject. Jonathan Beller (2006) goes so
far as to argue that ‘the unconscious is cinema’s product’, proposing that
film provided a ‘precursor of and model for the unconscious as it has
been theorized during the twentieth century’ (17, 18). The storytelling
strategies and the forms of subjectivation that the novel and the feature
film favour were already being challenged before videogames entered
the frame. With the advent of television, moving images began to invei-
gle themselves into audiences’ domestic spaces and quotidian routines.
Soaps and serials drew viewers into prolonged, open-ended engagements
with fictional people and places as discrete beginning–middle–end nar-
ratives were subsumed within the general televisual ‘flow’ (Warhol 2003;
Williams 2004 [1974]). Advertisements and, later, music videos pio-
neered forms of address calculated to elicit affective attunement rather
than rational comprehension. With cable and satellite came the rise of
channel hopping – embraced by theorists of postmodernity as the perfect
metonym for a culture felt to be schizophrenic or attention deficient –
and a more ‘interactive’ relationship with media (Featherstone 2007, 5).
Home shopping channels, Ceefax and Teletext, video diaries and reality
TV began a blurring of fiction and reality, production and consumption
that would be accelerated and exacerbated by the Internet. With changes
to intellectual property law and the emergence of media conglomerates,
meanwhile, came a new emphasis on extending ‘transmedia storyworlds’
across comic books, movies, novels, TV shows, toys and merchandise,
web portals, stage shows, live events and tourist attractions (Ryan and
Thon 2014).
In the process, videogames have emerged as a fictional form parti
cularly well equipped to help us understand how digital technologies are
redrawing the contours of subjectivity and identity. If games retain and
remediate techniques familiar from prior media forms, this only makes
them better qualified for this task, reflecting the fact that cultural shifts
are neither smooth nor sudden, that digital subjects continue to orient
themselves using what might seem like obsolete or anachronistic con-
cepts even as they embrace new ones. What, though, is a digital subject?
While the nature of digital subjectivity should be clearer by the end of
Digital Subjects 3
the book, there are six propositions I want to advance at this stage –
propositions that will give a sense of why videogames have a special
claim when it comes to capturing important dimensions of contempo-
rary experience.
Notes
1 Essentially the industry’s equivalent of Hollywood in terms of budgets, pro-
duction values and orientation towards a mass audience.
2 That is, games with no upfront costs, funded via advertising or optional
‘microtransactions’.
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2 Datafied Subjects
Profiling and Personal Data
How, in short, does one tell stories about individuals understood not
as sovereign subjects but in terms of programmability, permutation
and probabilistics? Franklin opts to explore this question by looking
at how ‘traditional’ narrative forms (from plays to cinematic thrill-
ers) have grappled with the new models of subjectivity emerging from
cybernetics and ‘control’ culture, addressing ‘noninteractive forms that
allegorize the digital or digitized subject in ways that produce tortuous,
conflicting syntheses with the already established conventions of those
forms’ (ibid. 175–176). He also acknowledges, however, that these ques-
tions and tensions are fundamental for videogames. As a multimedia
form that attempts to integrate storytelling techniques from film and
fiction into ludic simulations, the videogame shows how older modes
Datafied Subjects 23
of understanding temporal experience and individual identity survive
alongside information-oriented constructions of the self, and how they
come into tension.
These tensions are evident in the three games this chapter analyses.
They trade in comedy and caricature, and remain loyal to the under-
standing of character expressed in the tale: NPCs are often represented
as easily recognizable types who are amusing precisely because they
remain vain or dopey or self-pitying regardless of what befalls them.
Insofar as these games serve as vehicles for linear narratives in which
characters develop or reveal new facets of their personalities, however,
they also attest to the continuing influence of cultural forms like the
bildungsroman, the Hollywood movie and ‘quality TV’, forms in which
psychologically ‘deep’ characters follow developmental ‘arcs’. At the
same time, these games are computer software, products of the emerg-
ing regime of information; to play them is to intervene in a simulation,
to engage with NPCs on the basis of statistics, probabilities and permu-
tations. These titles attest, in short, to the fact that studying videogame
expression in terms of the relationship between story and play is not
enough; we need to recognize that digital games are hybrids that bring
together different media forms, genres and representational traditions
but also different understandings of time, subjectivity and selfhood.
While this often works against games when they are assessed according
to the standards usually applied to classical narratives, it also renders
them perfect mediators of the conflicts and tensions occasioned by the
emergence of the information paradigm.
Saleable Selves
Of course, if squad 7 are fictional entities who body forth particular per-
spectives on human character, they are also assets and articles of intel-
lectual property created and owned by Sega. The Valkyria Chronicles
property is now a transmedia franchise spanning multiple sequels, re-
makes and crossover games, an anime series, various manga and all man-
ner of merchandise. As Hiroki Azuma (2009) argues in his analysis of
‘otaku’ culture (the Japanese term for obsessive fans of anime, manga and
games), it is more than a ‘temporal coincidence’ that digital games have
attained cultural prominence at a time when intellectual property holders
are increasingly focused on extending media properties across movies,
books, comics, toys and trading cards; for him there is a ‘deep relation-
ship between the development of computer games and the development
of postmodernity’, both of which posit an image of the world as a ‘data
base’, a library of bits and pieces which can be abstracted from their
original contexts, modulated and reconfigured to form new assemblages
(80). Videogames have helped to create a transmedia ecosystem where the
characters that thrive are those that – due to the coherence and legibility
of both their personalities and their visual forms – prove themselves to be
exportable, literally and imaginatively available for relocation from their
original narrative context and insertion into other scenarios.
As Azuma stresses, such characters suit the needs of a digitized medi-
asphere in which ‘the recycling of files is desirable by necessity, not only
because of the streamlining of the production process but also because of
… limits on the capacity of recording media’ (ibid.). The ease of copying,
editing and exporting digital assets means that once a character model
has been fully fleshed out, it is comparatively straightforward to tweak
or recontextualize it. Thus certain popular characters from Valkyria
Chronicles were made available as bonus playable characters in Valkyria
Chronicles II, even when – as with Isara, who dies during the first game’s
story – it didn’t make narrative sense for them to be there. By prioritizing
fans’ fondness for particular characters above the principle of linear nar-
rative, the developers of Valkyria Chronicles II were acting in accordance
with what Azuma sees as a general tendency within Japanese pop culture.
For him, otaku have become content with derivative works which offer
appealing characters in place of complex plots or coherent worldviews,
works that essentially amount to aggregates of familiar components
drawn from a cultural ‘database’, and which are themselves designed to be
ripe for spin-offs, reimaginings, homages, bootlegs, merchandise and fan
art1 (ibid. 39–41). As reservoirs of ‘assets’ (images, animations, textual
Datafied Subjects 29
fragments, music files etc.) which are algorithmically selected and com-
bined over the course of branching narratives, Azuma sees videogames as
paradigmatic manifestations of these tendencies (ibid. 79–80) – something
that is clear from the other two games this chapter analyses, both of which
use procedural generation techniques to generate new characters and sto-
rylines from libraries of components.
Azuma’s account suggests that while it is important to address games
in terms of their production contexts, the generic traditions they partici-
pate in and the cultural histories they engage (a point Chapter 6 takes up
in more detail), it is also possible to see American and Japanese games,
indie and triple A games alike in terms of the changes that Lash describes.
Making comic types the protagonists of a serious story that requires them
to come to terms with tragic and traumatic events, Valkyria Chronicles
often feels tonally disjointed. It is this disjointedness, though, that makes
the game a useful example of the strained relationship between ‘the linear
and the permutational’ in contemporary culture (Franklin 2015, 176),
a relationship that affects both media portrayals of fictional characters
and contemporary understandings of identity and individuality. Having
looked at how Valkyria Chronicles struggles to reconcile the linear with
the permutational, we are better placed to understand how Papers, Please
and Redshirt explore identity. Where Valkyria Chronicles is upbeat and
action-packed, portraying a just war through which its characters forge
a unifying collective identity, these titles are at once more cynical and
more experimental, upholding the indie sphere’s reputation as a space
where designers can challenge the ludic and narrative conventions that
govern the triple A industry. Using procedural generation techniques to
create NPCs who are at once unique and generic before asking players
to make plans and projections on the basis of these characters’ profiles,
Pope and Khandaker-Kokoris help players to acquire a critical grasp of
the implications of data-based understandings of identity.
Risky Business
Set over 31 days in late 1982, Papers, Please takes place in Arstotzka,
a fictional authoritarian state. Casting players as an official manning a
security checkpoint, the game foregrounds the distinction between time-
bound, narrative models of identity and abstract, atemporal ones. As
new arrivals from neighbouring countries file past our booth, we receive
glimpses of hundreds of characters who, in most cases, exist for us purely
as bodies that we must ensure correspond with the descriptions offered
in the identity documents they carry. At the same time, the protagonist is
playing out his own story, and it is up to the player to juggle his conflicting
obligations (to his country, to his family, to his conscience, to his fellow
human beings) as they make choices that dictate his course through the
30 Datafied Subjects
game’s branching narrative. The game, in short, asks players to compare
embodied subjects with their paper profiles while also weighing up the
potential costs of following or breaking particular rules. On a more ab-
stract level, it also invites us to compare Arstotzka with real polities, past
and present. Pope has stated that he purposefully left the game’s setting
somewhat vague, frustrating the impulse to map the diegetic milieu to any
particular regime, place or ideology (‘Anytime there’d be something that
would nail it down as Soviet or “this is definitely the Berlin Wall”, I would
leave it out, wouldn’t do it or [would] smooth it over’ (Cullen 2014)). What
mattered to him was placing the player at the mercy of ‘some kind of bu-
reaucracy where the rules just come down from the top and boom, that’s
your job’ (ibid.). While many aspects of the game evoke Cold War Eastern
Europe, it is clear that Pope is also interested in contemporary concerns
over the erosion of individual liberties in a networked, post-9/11 world.
Like the texts critical race theorist Simone Browne (2015) addresses, in
which the airport becomes a ‘security theatre’ wherein conflicting ideas
of nationality, ethnicity, gender and class are played out, Papers, Please
recognizes international border crossings as key sites for the performance
and policing of identities and ideologies (131).
At the crux of the game is a simple risk/reward trade-off: we want
to process as many would-be entrants as possible in order to earn more
money and provide shelter, food, heat and medicine for our family; our
pay will be docked, however, if we fail to spot forgeries, smuggled contra-
band or other violations. We must be quick but thorough, developing an
efficient routine. Taking place at a time when the biometric verification
of identity could not yet be automated, the game requires us to internal-
ize and enforce the rules governing transit into Arstotzka, rules which
shift day by day in relation to unfolding events (epidemics, diplomatic
summits, bombings). Developing an efficient routine involves learning to
aggregate and cross-reference different data sources, flitting between the
three sub-windows into which the screen is divided (see Figure 2.1). The
game’s central mechanic, inspection, is based on direct comparison: in
order to query, detain or search an individual we have to discover a dis-
crepancy, highlighting two data which contradict one another – perhaps
the person’s face does not seem to match their photograph or the gender
stated in their passport; perhaps their work permit’s expiry date falls be-
fore the date shown on our calendar; perhaps the weight stated on their
identity card does not match the readout from our scales (which could
mean that they have weapons or contraband taped to their body, but may
simply mean that they have put on weight since the card was issued).
Our work, in short is all about proving what Paul Ricoeur would call
‘idem-identity’, establishing a direct correspondence between the indi-
vidual and their data (1992, 2). As Btihaj Ajana explains, idem-identity
is grounded in ‘sameness’ and the status of the ‘body as a constant entity
that can be compared to other entities outside time variants’ (2013, 86).
Datafied Subjects 31
Rewarding those who post frequently and respond quickly with greater
visibility, the platform mobilizes quantification to ensure ‘that [users]
stay active within the system, producing the content it needs to survive’
while also ‘making [them] easier to categorize and market to’. Red-
shirt merely exaggerates the ludic aspect of social networking, making
good on Graeme Kirkpatrick’s (2013) observation that digital gaming is
‘deeply isomorphic’ with ‘contemporary forms of life’ in which old mod-
els of ‘progress’ are being replaced by an emphasis on ‘playing the game
well today’ – where ‘playing well means maintaining popularity levels on
Facebook, or establishing new connections on LinkedIn’ (25–26).
Limiting our actions per day and establishing the Damoclean prospect
of destruction, Khandaker-Kokoris hyperbolically amplifies this logic,
Datafied Subjects 43
encouraging players to see life as a series of opportunities to invest their
resources (money, actions, etc.) in ways that will provide the maximal
return (in terms of likes, happiness, health, experience points, command
of skills valued by employers, connections) and hasten their escape from
the station. At some point in my playthrough, it became apparent that the
quickest route off of Megadolon 9 for Algis, my character, was to curry
favour with an NPC called Elizabeth Ericksen. A friend of a friend with
similar interests, Elizabeth also happened to be in charge of vetting appli-
cants for the game’s top job, commander’s assistant. By chance, she had
also taken a liking to Algis. Consulting the game’s careers interface, I dis-
covered that the smitten Elizabeth would be willing to give Algis the job if
he met just one of the criteria outlined in the job description. Abandoning
my plan to take the straight and narrow path off the station, I began
calculating the quickest way to become qualified. Of the four criteria –
a level six pedigree in fooling your boss, level ten in schmoozing, level
four in pandering to authority and level six in delusions of heroism – the
pandering requirement looked easiest for Algis to meet, especially if I pur-
chased a ‘Felathian charisma fountain’ from Spacebook’s shop, an item
which would add fifteen points to Algis’ ranking in this ‘skill’ every day.
Saving up the 5,000 credits needed to buy the device while ensuring that
Elizabeth retained her high opinion of Algis wasn’t easy; I had to strike
a balance between putting money by for the fountain and splashing out
on romantic dinners and zero-g yoga sessions for two, lest she abandon
the relationship. Eventually, however, I was able to buy the fountain.
Upon getting the job, the game presented me with a dialogue box, asking
whether I wanted Algis to escape now or to stay behind and work out a
way to bring Elizabeth along too. Assuming that I could revert to an ear-
lier save to try the second option later, I opted to escape, and was treated
to an image of the station exploding – before discovering that the game
had overwritten my previous save, condemning E lizabeth to a fiery death.
By eliciting outcomes like this, Khandaker-Kokoris suggests how
blurry the distinction between peers and rivals can become in a ‘com-
petitive, productive and individualist’ culture like Redshirt’s – or our
own (Berardi 2009, 99). Franco Berardi argues that contemporary so-
ciety encourages us ‘to perceiv[e] others according to the rules of com-
petition, that is to say as danger, impoverishment and limitation, rather
than experience, pleasure and enrichment’, while McRobbie contends
‘the idea of “romance” has been deflected away from the sphere of love
and intimacy and instead projected into the idea of a fulfilling career’ for
many today (ibid. 80; 2016, 91). While social media might cloak these
processes in terms of chasing your goals and dreams, ignoring haters,
doing what you love and making the most of each day, for these theorists
the reality is rather uglier. Where social media platforms might claim
to counteract atomization and anomie by connecting people (and it is
worth acknowledging the role they have in enabling forms of networked,
44 Datafied Subjects
affiliation, sociability, creativity and activism), Redshirt shows how
their emphasis on quantification also aids the diffusion of a logic of cal-
culation and competition into every area of life – as Khandaker-Kokoris
puts it, ‘love [is] a part of one of the many other types of interpersonal
politics that happen on the station’ (2015, 90). The game also addresses
one of Berardi’s (2009) main objections to the culture of competition:
its insistence that success is available to anyone willing to work for it,
and its concomitant refusal to acknowledge that ‘there is no competition
without failure and defeat’ (99–100). As we shall see in Chapter 7, games
play a part in promoting these ideas by presenting worlds where every-
one can reach the top if only they invest the necessary hours (or pay to
use shortcuts); Redshirt, by contrast, presents a world where our gain is
definitely someone else’s loss, showing how downright antisocial users
of social media can be.
Conclusion
Playing Papers, Please in tandem with Redshirt we can gain a sense
of how profiling and tracking techniques initially developed in clinical,
carceral and colonial contexts have developed into the forms of profil-
ing underpinning contemporary technoculture – a genealogy that tracks
from the literal branding of slaves to forms of online self-branding
(Pugliese 2012, 69; Browne 2015, 123–128). In the shift from A rstotzka
to Megadolon 9, we experience a version of what Deleuze (1992)
famously theorized as the transition from societies of discipline to ones
of control. D
isciplinary regimes like the ones Papers, Please caricatures
depended on strategies of ‘enclosure’ and top-down institutional con-
trol; Redshirt, by contrast, resembles Deleuze’s vision of a future where
new technologies enable forms of ‘ultrarapid, free-floating’ control pre-
mised on electronic tracking and numerical calculation, promising a
‘new freedom’ even as they place limits on personal autonomy ‘equal to
the harshest of confinements’ (ibid. 4). Where, in Papers, Please, profil-
ing is bound up with state coercion, Redshirt’s caricature of contempo-
rary social media practice suggests how sites like Facebook foster ‘DIY
surveillance’ or ‘peer to peer surveillance’ by encouraging users to share
their personal data (Lyon 2007, 191).
Addressing these games in tandem enables us to move beyond critiques
of profiling grounded in the complaint that, say, identity documents fail
to capture what is special or significant about individuals; while this is
doubtless true, the social web has enabled new forms of exploitation
precisely by eliciting forms of information and kinds of interaction
which feel truer to individuals’ ipse-identities. Sean Cubitt argues that if
‘Databasing renders the person as a “data-image”, a statistically coher-
ent version of the messy human self’, this process is ‘not at all a reduction
of the full, “real” self to “mere” writing but the construction of a new,
Datafied Subjects 45
statistical and distributed self, a deconstructed, fully textual, rewritable
file’ (Cubitt 1998, 20). Rather than complaining that communications
technologies fail to fully capture or account for the complexity of bod-
ies, identities and subjectivities, we should think about what is gained
and lost when new modes of framing selfhood emerge – and about how
the superposition or interoperation of different frameworks might pro-
duce zones of greyness and new categories of dark matter, opening up
new aesthetic and political possibilities even as it forecloses others. Pa-
pers, Please shows that determining identity by imposing predefined tax-
onomic frameworks from the top down can be cruel; failing to take into
account the dimensions of the self that cannot be abstracted into facts
and statistics, the assumptions and prejudices that inform the construc-
tion of these frameworks also mean that certain bodies fail to fit or can
be made to fit only through violence. At the same time, the very rigidity
(or, as we might conceive of it, low resolution) of these structures makes
possible tactical responses and the exploitation of loopholes, whether
for principled or cynical ends. Redshirt, by contrast, suggests how pro-
files maintained by networked individuals enable identity categories to
emerge from the bottom up: individuals share information about their
activities, tastes, routines and social lives, allowing data miners and se-
curity agencies, through processes of recursion and analysis, to abstract
salient patterns from the flux of online activity. Safety and pleasure are
purchased at the expense of one’s data. U ltimately, though, Redshirt
suggests that the effect of such systems is to refine networks of control,
helping to close the loopholes the A rstotzkan system exhibited and driv-
ing individuals to exploit themselves and others ever more ruthlessly,
instrumentalizing or commodifying aspects of the self once considered
private (Bauman and Lyon 2013, 31–32). At both a ludic and hermeneu-
tic level, these games involve us in processes of comparison, calculation
and prediction. Using visual caricature to present NPCs who beg to be
read as incarnating this or that social ‘type’, they also demonstrate how
games can convey meaning through procedural caricature, simulating
processes like checking a passport or currying favour with a colleague
on Facebook. They speak, as such, to the rise of a ‘ludified’ culture of
information (Raessens 2006), in which the spoils go to those capable of
reading others and of making themselves legible in favourable terms –
but they also equip us to recognize and contest this logic.
Cubitt’s advice about datafied profiles also proves instructive when
it comes to thinking about videogames. Rather than deriding them for
their failure to offer ‘deep’, rounded characters or well-made plots (a fail-
ure to live up, in short, to the notions of time and identity which Lash
associates with forms of cultural inscription like the novel and cinema)
we might instead address them as texts that bring not just multiple me-
dia, but also multiple cultural logics and representational traditions into
(often uneasy) alignment. All three games analysed in this chapter offer
46 Datafied Subjects
the choice between a ‘story mode’ and a mode in which play is divorced
from any narrative trajectory: Valkyria Chronicles has a ‘Skirmish’
mode (where we can select particular missions from a menu to be re-
played again and again), while Redshirt and Papers, Please have ‘end-
less modes’. These modes highlight the gap between storytelling as a
process of configuring causal chains and sequences of events that move
towards a conclusion and videogame design as a matter of tuning lu-
dic systems capable of generating new permutations, scenarios and out-
comes from a finite range of rules, roles and moves. But the problem of
reconciling stories with systems is not, of course, the exclusive preserve
of game designers; in a culture where information is overtaking nar-
rative as the privileged form of cultural inscription, it is hard to find a
branch of human endeavour indifferent to such questions. In such a con-
text, games emerge as a form qualified to address the vexed relationship
between stories and software, and to highlight its political implications.
By removing the excuses and exigencies, the ‘states of exception’ that
justify our actions in story mode (the threat of impending destruction
in Redshirt, the promise of revolution or escape in Papers, Please), for
example, these endless modes suggest the extent to which our engage-
ments with technologies that obey a permutational logic are inflected by
the human tendency to think in terms of A-B plot arcs (Agamben 2005).
As will be apparent by now, I find Papers, Please and Redshirt more con-
vincing than Valkyria Chronicles in their handling of questions of identity,
community and the datafied self. Like many commercial triple A games,
Valkyria Chronicles invites players to take part in a graphically sumptuous
story of individual heroism in a universe of Manichean moral certainties.
Papers, Please and Redshirt, meanwhile, suggest how the emergence of
an ‘indie’ sector has created space for games that portray activities and
scenarios that most commercial publishers would dismiss as too boring
while advancing arguments and posing ethical questions they would likely
consider too complex or depressing. As procedural models of the logic of
profiling, these games offer striking, albeit low resolution, caricatures of
real protocols and processes. Valkyria Chronicles, though, remains curi-
ously beguiling as a vision of how datafication ought to work. Casting us
as a benign authority figure who uses the available data to configure teams
suited to the circumstances, it asks us to make good on the promise that
given enough data we could recognize everyone’s value, find a place for
them and maximize their potential. Valkyria Chronicles is also striking for
the way that it locates habit at the core of character. Its framing of person-
ality as a matter of underlying, inflexible ‘code’ resonates with the concep-
tion of comedic character that Henri Bergson develops in his essay on the
comic, which proposes that laughter is a means of reasserting the difference
between persons and mechanisms, of highlighting and censuring ‘a certain
mechanical elasticity, just where one would expect to find the wideawake
adaptability and the living pliableness of a human being’ (1984 [1900], 67).
Bergson’s text belongs to a time when the mechanization of industry and
Datafied Subjects 47
the birth of automated entertainments such as the cinema had raised ques-
tions about humans’ more machinic tendencies. But, as Lury and Lash ar-
gue, his account of habit, attention and gesture remains compelling in an
era of networks, computer-generated animation and artificial intelligence
(2007, 93–97). They make particular claims for Bergson’s relevance to
contemporary character-driven branding and marketing, claims that are
at least as applicable to videogames. Especially, germane is Lash and Lury’s
observation that it is their status as comic ‘types’ that renders certain char-
acters so amenable to being ‘re-embedded in other spaces, other times, in
play’ (ibid. 97). They also stress comic characters’ antipathy to narrative
progress or character development (ibid. 93), a factor that perhaps explains
the failure of Valkyria Chronicles to satisfactorily integrate its characters
into a story. Valkyria Chronicles could, indeed, be seen as a demonstration
of the videogames’ suitability to portraying what Bergson terms ‘automa-
tism … the ready-made element in our personality, that mechanical ele-
ment which resembles a piece of clockwork wound up once and for all and
capable of working automatically’ (1984, 155–156, emphasis in original).
It is this inflexibility that is, for Bergson, at the heart of all comedy – and,
indeed, of character itself (‘In one sense it might be said that all character is
comic …’ (ibid. 156)). Here again, we see how, by attempting to yoke data
to process, ‘the order of the story and its irreversible time’ to digital systems
based on calculation and permutation (Lash and Lury 2007, 184–185),
games can open new expressive possibilities – with the effect, in Valkyria
Chronicles’ case, of suggesting the extent to which personality is rooted in
habit, an aspect of selfhood that many traditional narratives gloss over. For
Chun (2016), it is only by ‘inhabiting the habitual’ that we can understand
the terms on which individuals interact with new media and the conse-
quences for their sense of self: she places habit at the heart of ‘the complex
relationship between what is allegedly public and private, intimate and so-
cial’ today (xi) – a relationship to which the next chapter turns.
Notes
1 Valkyria Chronicles’ character designer, Raita Honjou, began his career
producing doujin works of this kind.
2 The term ‘redshirt’ originated among fans of the first series of Star Trek,
in which red-shirted security personnel were often introduced only to be
killed off for dramatic effect, and, as such, carries the sense of being an ano
nymous and expendable extra in someone else’s story.
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3 Private Subjects
Secrecy, Scandal and Surveillance
Let’s cast our minds back to the heady days of the mid-2000s, and to the
launch of two devices that were to have a profound impact on digital cul-
ture: Nintendo’s Wii, released in November 2006, and Apple’s iPhone,
released in the summer of 2007. Both products announced a break from
convention by way of their interfaces: the Wii’s motion-sensing con-
troller, quickly dubbed the ‘Wiimote’, translated players’ gestures into
in-game actions, sparking a craze for games with ‘mimetic interfaces’
(Juul 2010, 5); the iPhone, meanwhile, did away with keys in favour of a
touchscreen activated via taps, pinches and swipes. Less immediately ap-
parent than these innovations, if ultimately more important, was the way
that these devices combined a number of familiar technologies (WiFi,
i nfrared and Bluetooth, capacitive touch, accelerometers and gyro-
scopes, digital cameras and GPS sensors) in such a way as to reconfigure
public and private space, creating new frameworks for social interaction,
new gestural vocabularies and new resources for identity performance.
In their account of the Wii, Jones and Thiruvathukal (2012) credit the
system with shifting the attention of the games industry away from the
production of ‘ever-more realistic, immersive game spaces’ in which sol-
itary players could lose themselves and back towards the ‘space between
the player and the screen – a space mediated by a network of peripheral
devices and imagined as a possibility space where social interactions are
the ideal context for gameplay’ (5–6, 4). Rather than attempting to draw
players into the screen through visual verisimilitude, Nintendo sought to
involve them through kinaesthesis, establishing a correspondence bet
ween offscreen and onscreen bodies. By equipping consumers with net-
worked, sensor-packed handheld computers, meanwhile, Apple opened
the way to on-the-go video calls, real-time navigation, hook-up apps,
geotagged tweets, augmented reality games, quantified self software and
ride-sharing services, all of which have played a part in transforming
social and spatial practice to a greater or lesser extent.
All but coeval, the Wii and the iPhone speak to a wider interest in
developing new means of tracking, monitoring and reading users of digi
tal technologies. Jones and Thiruvathukal (2012) single out Wii Fit, one
of the Wii’s best-selling titles, as exemplary of this ethos. Less a game
52 Private Subjects
than a piece of lifestyle software, it came with a ‘balance board’ players
could use to monitor their weight and improve their posture, affirm-
ing Nintendo’s interest in looking beyond traditional interfaces to ex-
plore new kinds of ‘haptic-somatic feedback loops’ (86). This interest
quickly spread to the rest of the games industry, inspiring a wave of new
voice-, touch- and gesture-based interface technologies that took novel
approaches to mediating the player’s body. Successive iterations of the
iPhone, meanwhile, have become capable of capturing more and more
data about users; tracking locations and browser histories; recognizing
fingerprints and faces; registering orientation and inertia and capturing
audio, images and video. Concerns over the amount of personal data
such devices collect and the terms on which that data can be made public
have been raised by incidents like the 2014 iCloud hack (which saw nu-
merous celebrities’ intimate pictures being published online) and a 2016
court case in which the FBI ordered Apple to create a digital ‘back door’
allowing them access to locked iPhones. Such concerns also find a voice
in the games that this chapter discusses. The Wii game Silent Hill: Shat-
tered Memories and Robert Yang’s PC and Mac game Cobra Club are
both about smartphone-wielding subjects left exposed by digital techno
logies. Both games, moreover, pose questions about privacy, technology
and identity by making use of metalepsis, breaching the boundary sep-
arating the gameworld from the real world to implicate the player in
dramatic plot twists. As we will see, however, these games also advance
very different understandings of privacy – understandings that reflect
their very different ways of framing digital subjecthood.
That Shattered Memories and Cobra Club have conflicting notions
of privacy should not surprise us. Their differences of opinion reflect a
more widespread debate as to the meaning, and indeed the continuing
viability, of concepts of public and private in the online era. This debate
is complicated by the fact that questions of privacy are inevitably bound
up with assumptions about identity, subjectivity and sociability. As Tim
Jordan (2015) notes, discussions of networked privacy tend to take as a
given the idea of the individual as a ‘citizen of modernity with inner being
that is theirs to distribute’, presuming that what is at issue is that citizen’s
right to decide the terms on which ‘information about the inner self’ cir-
culates (123). This model of subjectivity is, however, open to question.
For psychoanalysts, subjects are impelled by subconscious drives that
remain more or less opaque to them; for deconstructionists, subjectiv-
ity is fragmentary, contradictory, contingent and culturally constructed;
for behaviourists, the individual’s ‘inner self’ is an irrelevance; from the
perspective of affect theory, meanwhile, it is necessary to account for
a pre-personal realm of contagious intensities that operate beneath the
level of conscious thought or rational analysis. Then there is the implicit
whiteness, masculinity, heterosexuality and neurotypicality of the West-
ern citizen of modernity to whom Jordan refers; if pundits mourn the
Private Subjects 53
demise of the Habermasian public sphere and the co-option of platforms
for political debate by private interests, many leftists and feminists would
argue that this public sphere was only ever open to white bourgeois men
in the first place (Papacharissi 2010, 34–39). As Wendy Hui Kyong Chun
(2016) reminds us, privacy law was first developed as a means of pro-
tecting (putatively) vulnerable white middle-class women from exposure,
corruption and shame – and, as such, is bound up with questionable and
outmoded assumptions about race, gender and technology (147–148).
Moreover, as Jordan (2015) further observes, to engage questions of on-
line privacy at the level of the individual is to forget that social networks
are not interested in individuals per se but in how single nodes become
connected to other nodes, forming the social graphs from which compa-
nies like Facebook profit. Privacy, as such, must be thought of at the level
of ‘networked publics’ rather than discrete individuals (121–129).
It is not just that digital media have made it harder to maintain one’s
privacy, in other words; rather our very definitions of public and pri-
vate are being transformed by technologies like smartphones and so-
cial networks. How, then, do we begin to talk about privacy today? For
Zygmunt Bauman, one answer is to focus on secrets. He holds that
Prescient Memories
Such contexts are important for understanding the games this chapter
analyses and their attitudes to privacy and identity. Cobra Club’s creator
Robert Yang is a queer designer and academic affiliated with New York
University’s Game Centre, who gave the game away for free as a response
to Edward Snowden’s revelations about the American National Security
Agency’s PRISM surveillance programme. His game shows how, in the
era of DIY development, games can be more personal even as they seek
to intervene in public and political life. The way that Cobra Club was
received online, meanwhile, says much about gaming culture in the era
of gamergate, showing how debates over what games should look like
connect to notions of identity, sexuality and gender. Shattered Memories,
meanwhile, is the product of a triple A publisher attempting to respond
to the impact of the Wii and the iPhone. An anomaly at the time of its
release, it now reads as prescient in its anticipation of trends in inde-
pendent game design, coming across as an ancestor of critically feted
‘walking simulators’ like Dear Esther, Gone Home and Everybody’s
Gone to the Rapture – games that gamergaters have criticized (and which
Tale of Tales would presumably commend) for ‘not being real games’.
Like those games, Shattered Memories explores themes of memory and
identity through spatial storytelling (Carbó-Mascarell 2016). Shattered
Memories’ writer and lead designer, Sam Barlow, went on to make the
acclaimed interactive mystery Her Story, while its psychological profiling
system finds an echo in Karen, a story-driven smartphone app created by
Blast Theory, a collective with a long history of work at the intersection
of games, new media and theatre and performance. Shattered Memories,
however, is not quite a notgame. A reimagining of Silent Hill, a pioneer-
ing ‘survival horror’ title regarded as something of a flawed classic, the
game attempts to strike a balance between remaining faithful to the Silent
Hill series’ conventions and capitalizing upon the affordances of the Wii
hardware to provide new kinds of gameplay experience. More downbeat
and more mechanically demanding than typical ‘casual’ games and yet
more approachable than many ‘hardcore’ games, Shattered Memories’
attempt to reinvent the Silent Hill formula now stands as an intriguing
artefact from a period of rapid transition for game design, while its con-
cern with profiling players has acquired new resonance in the context of
the games industry’s enthusiastic embrace of user surveillance.
For all that it changes, Shattered Memories leaves Silent Hill’s basic
premise untouched: players control American everyman Harry Mason,
Private Subjects 59
who regains consciousness after a car crash to find that his seven-year-
old daughter Cheryl has disappeared. As in the original game, players ex-
plore the eponymous town, solving puzzles and piecing together the plot
in the hope of being reunited with Cheryl. Shattered Memories departs
from its source text, however, by doing away with combat, removing a
barrier to enjoyment for less dexterous players and those averse to vio-
lence. Yet, Climax are unwilling to entirely do away with enemy encoun-
ters as a source of tension and challenge, and punctuate the plot with
scenes where players are forced to escape from hallucinatory, ice-bound
environments patrolled by aggressive humanoid creatures – scenes that
the game’s muted colour palette, confusing map system and poorly ex-
plained gestural cues conspire to make as frustrating as any of the boss
battles in the 1999 version of Silent Hill (for this player at least). Here,
as elsewhere, attempts at inclusivity and innovation are undermined by
questionable execution and a reluctance to entirely let go of established
notions of survival horror gameplay.
The game’s gestural controls, however, do represent a break with tradi-
tion. Where Silent Hill and its sequels saw players navigating the shadowy,
fog-bound town by torchlight from a variety of cinematic third-person
viewpoints, in Shattered Memories we play from an over-the-shoulder
perspective, directing the torch’s beam with the Wiimote. The Wiimote
also stands in for Harry’s phone: when NPCs contact Harry their voices
are relayed through the speaker built into the device, requiring the player
to hold it up to her ear – a conceit which reflects the then-prevalent idea
that mimetic interfaces could heighten ‘immersion’ by closing the kinaes-
thetic gap between player and player-character. Equipping Harry with a
smartphone also enables Climax to integrate features that would once have
been accessed via extradiegetic menu screens into the game’s world and
fiction. Players check the map (accessible in previous games via the pause
menu) by looking at Harry’s phone, which also provides access to the text
messages, photos and voicemails that take the place of the notebooks, po-
laroids and VHS cassettes players collected in previous Silent Hill games
(items which were themselves descendants of the letters, lockets and dia-
ries discovered by protagonists of eighteenth century gothic novels). Most
striking, though, is the way that the game presents the phone’s camera.
Developing the earlier Silent Hill games’ interest in the gothic qualities
of media and communications technologies (Kirkland 2009), Shattered
Memories invests Harry’s smartphone camera with literally supernatural
properties, turning it into a means of ‘reading’ objects and spaces to re-
cover the secrets they harbour. By framing certain scenes with the camera,
it essentially becomes possible to look back into the storyworld’s past –
a gameplay mechanic that, as I’ll argue in the next section, offers a means
of posing questions about memory, technology and privacy.
Shattered Memories’ other key innovation is its psychological profil-
ing system, which attempts to classify the player and tailor the game to
60 Private Subjects
play on their personal anxieties, obsessions and insecurities. Where the
phone camera serves as a symbol of how digital technologies can enable
and empower users by helping them to read the word around them in
new ways, the profiling system shows how those same technologies can
leave those same users vulnerable to the unwanted scrutiny of others.
Here, too, Climax were building on tradition. From its inception, Silent
Hill had differentiated itself from Capcom’s genre-defining Resident
Evil series by claiming to offer a more sophisticated and ‘psychological’
brand of survival horror. Prior games had heavily implied that players
were exploring realities warped by the protagonists’ twisted psyches,
encountering terrifying projections of their neuroses. With Shattered
Memories’ profiling system, Climax sought to tap into the player’s sub-
conscious as well as the protagonist’s, perhaps taking inspiration from
the Wii’s status as a system founded on the idea of reading gamers in
new ways. The game opens with a screen warning ‘this video game psy-
chologically profiles you as you play. It gets to know who you really
are then uses this information to change itself. It uses its knowledge
against you, creating your own personal nightmare. This game plays you
as much as you play it’. This screen is followed by a scene of a patient
entering their analyst’s office for a therapy session, implying that what
we play is the story Harry is recounting to his psychotherapist. Each
chapter of the game begins with this psychotherapist character perform-
ing psychological tests that establish the sequence’s key themes while
yielding responses from the player, which the profiling system uses to
tune the game. I will have more to say about these attempts to read the
player’s psyche presently. First, though, I want to say something more
about how Shattered Memories enlists us in reading its gameworld, a
world that turns out to be saturated with personal stories accessible via
Harry’s smartphone.
Personal Effects
With the exception of the aforementioned pursuit sequences, S hattered
Memories takes place in mundane, monsterless suburban reality. Tension
comes not, as in other entries in the series, from the knowledge that de-
ranged devil worshippers or otherworldly creatures might be just around
the corner, but from the eerie anonymity of everyday spaces. As we tra-
verse these environments we periodically encounter shadowy forms and
bursts of static. This audiovisual ‘noise’ directs us to spots where Harry’s
smartphone allows him to look into the past. By holding up the phone
we are able to capture images of and receive messages from hitherto
invisible ‘ghosts’. As these images and messages are threaded together
in Harry’s inbox they implicate otherwise banal sites and objects in a
range of personal stories and unhappy memories, from the relatively in-
consequential to the tragic and traumatizing. We learn that a drowning
Private Subjects 61
boy clung to this pump station grating, that a sexual assault took place
in this parked car and that a child first began to suspect her parents
might be divorcing in this corner of the shopping mall. In some cases,
these transmissions yield clues to the puzzles we must solve to progress;
in others, they are simply there to develop the game’s themes of family,
memory and secrecy. In both cases, they help to bring out the gothic
dimensions of digital mediation, portraying smartphone use in terms of
possession and haunting, invocation and exorcism. Where, however, in
games like Fatal Frame (which sees players fighting off attacking spirits
with a magical camera), the gameworld is scary because it is haunted, in
Shattered Memories the truly scary prospect is a world that is not satu-
rated with stories from the past. The game implies that it is better to see
even a harrowing or traumatic sight than to be confronted with a scene
that remains devoid of human significance, refusing to yield its secrets.
Like scarier cousins of the cute creatures in Niantic’s augmented reality
smartphone game Pokémon GO (discussed in Chapter 6), the ghosts
conjured by Harry’s camera populate spaces and invest them with per-
sonality, imbuing an all-too prosaic material world with cultural, even
spiritual, meaning. If Harry is searching for Cheryl, he also has another
mission – that of making objects and spaces surrender stories and bear
witness, of recovering meaningful messages and signals from what had
seemed like incomprehensible noise. By coaxing sites and objects into
giving up their ghosts, his phone invests them with a quality akin to the
‘affecting metonymic power’ that, for Terry Castle (1995), is character-
istic of objects in Ann Radcliffe’s gothic novels, the mysterious ‘capacity
to make loved ones “present” again in memory’ (126, 92).
This preoccupation with memory and identity is a signature of the
series: Silent Hill and Silent Hill 3 tackle questions of individual and
collective identity, obliquely addressing Japanese culture’s dramatic tran-
sition from a collectivist ethos of ie to one of ‘democratic individualism’
(Balmain 2008, 146) through stories of suppressed cults resurfacing to
resurrect a malign god; Silent Hill 2 addresses the gap between objective
and subjective views of reality by casting players as a wilfully deluded
protagonist whose story (as Chapter 5 argues) is in part a parable about
‘immersion’ and videogame addiction. In Shattered Memories, the focus
is on how objects and places become invested with personal meanings,
accreting associations and layers of narrative scaffolding, and on how
digital technologies are changing the terms on which these meanings can
be shared, interpreted or made public. Many puzzles involve discovering
melodies, colour patterns, names, dates or phrases that hold a personal
significance for the ghostly characters we commune with via Harry’s
phone, providing a ‘key’ to unlock repressed memories. The game also
interrogates the desire to incarnate and ‘own’ valorized archetypes (high
school sweetheart, star athlete, happy family), suggesting that this mi-
metic impulse has as its flipside the horror of ‘becoming a statistic’ (as the
62 Private Subjects
discourse of public safety information puts it), of falling prey to contin-
gencies indifferent to individuality and becoming another tragic story.
Keith Thomas (1971) has famously suggested that, in an era prior
to organised systems of law enforcement, ghosts figured the wish for a
monitory intelligence concerned with rooting out and correcting injus-
tice (713, 717). In Shattered Memories ghosts serve another purpose,
specific to the information age: that of helping us to convert the material
world into data while simultaneously suggesting the survival of some-
thing irreducible to code and beyond rational understanding. Shattered
Memories blurs the lines between the digital and the spiritual, seeking to
reconcile the allure of information with the desire to retain notions of the
inexplicable or sacred. To this extent, the game can be said to reflect the
way that ‘digital information has divorced tangibility from permanence’
(Chun 2011, 5) and to echo contemporary discourses which present shar-
ing and ‘transparency’ as an ethical and political good (Bauman and
Lyon 2013, 26; Birchall 2014). These interpretations are supported by
the game’s ending, which centres on a therapeutic breakthrough that is
also a narrative twist: we return to the analyst’s office only to discover
that Harry died in the car crash with which the story begins, and that,
eighteen years later, it is Cheryl, not Harry, who is undergoing analysis.
It transpires that Harry’s quest is nothing more than a figment of Cheryl’s
imagination, an attempt to piece together an idea of who her father was.
The ghostly messages Harry tunes into, meanwhile, are in fact transmis-
sions from Cheryl’s troubled past. Depending on the choices we make
and our in-game behaviour, Cheryl will arrive at a different understand-
ing of her father’s identity, and a different ending will be shown to the
player. Many of the endings expose unpleasant secrets, revealing Harry
to have been an alcoholic, a womanizer or a coward. As this suggests,
while the game is in some respects positive about the capacity of digital
technologies to connect us with each other and with the past, promoting
empathy and understanding, it also presents disclosure as a threat – not
least through its psychological profiling system, which plays on fears of
surveillant machines by threatening to expose the player’s private psy-
chological quirks to public view. It’s to this system that I turn now.
Looking Back
As D.A. Miller (1988) observes in his study of the Victorian mysteries
to which Shattered Memories is indebted, there is only the smallest dif-
ference between a ‘totally intelligible’ world and a ‘totally suspicious’
world (29–30). With its profiling system, Shattered Memories conjures
the disturbing prospect of such a world, a world where the traces players
leave, in turn leave them vulnerable to exposure. In this, it differs from
the mystery novel, the appeal of which, for Miller, lies in the reader’s
exemption from being looked back at. With a novel, ‘the reading subject
Private Subjects 63
remains safe from the surveillance, suspicion, reading, and rape of oth-
ers’ while getting to watch these fates befall the novel’s characters; even
‘our most intense identification with characters never blinds us to our
ontological privilege over them: they will never be reading about us’
(ibid. 162). Shattered Memories, however, does subject players to sur-
veillance, suspicion and reading. Through the framing narrative of an
interview between a psychologist and a patient, it undertakes an analysis
of the player that spurs us to reflect on how new media cast consumers
as sources of information (via data mining and metrics) and/or potential
criminals (through Digital Rights Management and antipiracy measures
which covertly monitor their behaviour), and on the methods games use
to ‘read’ users – from controllers and cameras to infrared sensors and
demographic profiling algorithms.
Earlier in the chapter, I cited Jørgensen (2013) as to the difficulty of
determining where a game’s interface ends and its gameworld begins.
Where we tend to understand health bars, navigation arrows and am-
munition counts as belonging to the interface layer of a game, Jørgensen
shows that almost anything in a videogame environment can be consid-
ered a part of the interface insofar as it helps to convey information to
the player and witness the state of the simulation (60–61). In the case of
Shattered Memories, things become even more complex, as the game-
world changes depending on the profiling system’s interpretation of the
player’s personality. Even as we are invited to ‘read’ the spaces of Silent
Hill and solve the mystery of Cheryl’s disappearance, Shattered Memo-
ries is reshaping those spaces on the basis of its reading of us, configur-
ing variables according to the personality profile it has built up. Limited
by the capabilities of the Wii, these profiling mechanisms are in fact
rather primitive; as the game’s technical director Gwarred Mountain
(2010) confesses, the warning screen that introduces players to the pro-
filing system is less a true reflection of its capabilities than an initial step
in the process of ‘getting inside [the player’s] head’:
We’re building this suspense and the players play along with it and
get involved with it, so even though they don’t understand all the
very limited things we can do with the computer behind the scenes,
they believe in it and that’s the experience they get.
The screen is more than a bluff, however; drawing on various systems for
classifying psychological ‘types’ (from the Jungian taxonomy proposed
by Katharine Cook Briggs and Isabel Briggs Myers to the influential
‘Five Factor Model’ (ibid.)) the game really does assess players and alter
the content it presents to them based on its inferences. The first action
players perform in the game is to fill out a slightly modified Myers-Briggs
questionnaire, marking statements such as ‘I make friends easily’ and
‘I have never cheated on a partner’ true or false. During interludes set in
64 Private Subjects
the psychotherapist’s office, they are then presented with further yes/no
questions and simple sorting exercises (divide the Rorschach blots into
categories, arrange the characters in a story on a scale from most to least
culpable etc.). The game also monitors the player’s behaviour within the
gameworld, logging ‘where they go, what they look at, how long they
spend in specific areas’ (ibid.). Paying attention to sexualized images of
women or lingering in locations associated with domesticity and child-
care, for example, will inform the way the game ‘sees’ our Harry. On the
basis of this information, the game assigns players to one of four typo-
logical categories, providing access to different spaces and scenes. The
locations that are accessible, the characters’ personalities and costumes,
the narratives told by the ‘ghosts’ we encounter, Harry’s relationships
with NPCs and, ultimately, the story’s conclusion are all affected by
what the player ‘reveals’ to the game.
This mode of customizing the gameplay experience is particularly in-
teresting in a Wii game. As we have seen, the system was sold on the
promise of making gaming more sociable and having players engage with
gameworlds in new ways. One of the ways Nintendo sought to achieve
these aims was by inviting users to create ‘Miis’, doll-like 3D caricatures
who would represent them in games and online social spaces. Where
designing a Mii involves making conscious choices as to how we repre-
sent ourselves to others, Shattered Memories takes a different approach.
What it presents is less a portrait of the gamer (though Harry’s appear-
ance does shift) than an account of what they are personally blind to
and what they fixate on. The game selectively deploys the contents of the
DVD to construct a world, characters and a plot that reflect the player’s
proclivities, tendencies, habits and attitudes, just as search results and
online advertisements reflect the portrait of the user built up by profiling
and data mining technologies. Between Miis and Shattered Memories
we see not just different approaches to customized content and configu-
ration, but also different notions of what constitutes identity. Is identity
a matter of those aspects of the self we have the power to recognize,
change or choose? Or is it a matter of those things beyond our control,
of subjective dispositions and subconscious investments that we may not
even be aware of?
As Mountain observes, in seeking to determine ‘how the AI perceives
the player’, Climax were faced with a problem: ‘Do we try and work
out how they wiggle the stick, how they move the joystick, how they
press the button? It’s very difficult to do’ (2010). And indeed, Shattered
Memories’ profiling system never quite managed (at least in my case) to
generate the uncanny frisson of self-recognition that Mountain intended
it to – just as the Wii’s mimetic interface, which can only recognize a
limited palette of gestures, failed to deliver on dreams of one-to-one cor-
respondence between the player’s movements and those of their avatar.
For some it might be flattering and reassuring that such technologies
Private Subjects 65
struggle to register and interpret the subtleties of human thought and be-
haviour. Such complacency would be ill-advised, however, both because
systems designed to read and profile users are quickly becoming more
sophisticated and because these systems’ limitations can exert a powerful
influence, encouraging users to behave in ways that render them more
easily legible. For some Shattered Memories players, the game proved
enduringly appealing as an opportunity to explore an (admittedly crude)
automated profiling system. Various fan-authored online guides attest
to the degree of fascination fans found in reverse engineering, second-
guessing and interpreting the game’s profiling techniques. Where most
videogame walkthroughs list battle strategies, item locations and puz-
zle solutions, these Shattered Memories guides take the form of ex-
planations of the software and directions for representing a particular
personality type to it. Want the ‘Sleaze and Sirens’ ending? Then you’ll
have to accrue sufficient sexual ‘personality inventory’ points (‘Follow
Lisa. If you want more sexual PI, stare at her ass while walking. When
you get to the apartment, you can choose to sit and watch TV or check
out Lisa while she’s changing’ (Kellexx 2010)), playing the voyeur while
the system spies on your performance.
Shattered Memories remains unusual in turning player surveillance
into a core gameplay mechanic. It is, however, now entirely common-
place for games to record, analyse and attempt to interpret player be-
haviour. As Nintendo were first promoting the Wii, Microsoft were
pushing their Xbox 360 console, a system that Alex Dean Cybulski has
argued spearheaded a drive to harvest more information about gamers,
With the Xbox 360’s successor, the Xbox One, Microsoft had planned
to go even further, making the console inoperative unless it was con-
nected to the Internet and their Kinect 2.0 peripheral. Developed as a
response to the runaway success of the Wii, the first Kinect had been
sold as an add-on for the 360, and used microphones, infrared sensors
and cameras to offer controller-free mimetic interface gaming, respond-
ing to players’ movements and voice prompts. The enhanced Kinect
2.0 was held to be capable not just of recognizing faces and voices, but
also of registering pupil dilation and pulse rate. While the gameplay
applications of these biometric capabilities were not always clear, the
benefits to Microsoft – who would be able to sell data about viewers’
preconscious responses to products and promotions, and to implement
digital rights management measures like disabling media playback if
66 Private Subjects
too many people were in the room – were obvious. In a post-Snowden
environment, however, some users proved averse to the idea of having
a cutting-edge, always-online sensor array in their living rooms (Gera
2013), and Microsoft were forced to backpedal – if only to the extent
of making an Internet connection and the use of Kinect optional rather
than mandatory.
As Bart Simon and Jen Whitson (2014) argue, it should not surprise
us that digital gaming and surveillance have become bedfellows. To the
extent that game design is a matter of creating ‘ordering devices that
produce a finite range of meaningful actions’, they argue that the ludic
level playing field is always already a surveillant enclosure (310). If this
‘makes games especially amenable to digitization’ (ibid.), it also makes
digital games particularly suited to surveillance; as Casey O’Donnell
(2014) writes, ‘in a way videogames cannot help but surveil the user: it
is how a game reacts to its player’ (350). And, as he goes on to observe,
‘it makes sense that games would serve as a kind of siren’s call to parties
interested in bringing shape and form to algorithmic surveillance. Why
simply surveil when you can shape or influence those being surveilled to
behave “properly”?’ (ibid. 355). As Bauman notes, many users of new
media are aware that a trade-off is in effect, that their access to iPhones,
Xboxes and the like is contingent upon their willingness to surrender
personal data. Increasingly, the only alternative to participating in such
‘post-panoptic’ infrastructures is life on the wrong side of the
Networked Privates
Where Shattered Memories is angsty and inward-looking, Cobra Club is
more playful, more pragmatic and more explicitly political in its take on
privacy. It is concerned not with an intrepid analyst plumbing a damaged
individual’s psyche, but with a community of consenting adults sharing
pictures of their genitals – or, to give Jordan’s phrasing a risqué twist,
with ‘networked publics and [their] networked privates’ (2015, 121).
Where Shattered Memories questions technology’s ability to reveal who
we really are beneath the surface, Cobra Club is about avatars and ‘as-if’
attitudes, poses and performances that carry different meanings for dif-
ferent communities in different contexts. A topical, story-driven game
which eschews win/loss conditions and was released online for free, it is
also a product of the new gaming landscape of indie games, art games,
DIY games, serious games and ‘newsgames’, a landscape that was still
emerging at the time Shattered Memories was released.
Variously described by Yang as a ‘dick-pic simulator’ and a ‘photo
studio game’, Cobra Club was inspired by Jon Oliver’s Daily Show in-
terview with Edward Snowden, in which the comedian asked Snowden
68 Private Subjects
to break down the NSA’s surveillance infrastructure in terms of whether
‘they [can] see my dick’ (Yang 2015a). Like the games discussed in
Chapter 2, Cobra Club uses what I’ve called procedural caricature. De-
ploying procedural generation to mimic the experience of online inter-
action with an array of comical characters, the game uses humour to
draw players into a scenario designed to highlight the NSA’s disregard
for privacy. Casting the player as a member of the titular photo-sharing
site, Yang invites us to produce images of our avatar’s hairy, slightly
tubby male body via an Instagram-style interface. We are then prompted
to trade these snapshots with NPCs who are presented as fellow mem-
bers of the club. Through the circulation of these explicit selfies, Yang
addresses questions of online power and protocol, control and consent.
If these questions have been brought to the fore by the practices of the
American surveillance state, Cobra Club is also about the more mun-
dane ways in which differing norms and forms of ‘netiquette’ come into
conflict online. Its interest in transparency and complicity is established
right from the start by way of a home screen which requires players
to accept an End User License Agreement, encouraging them to click
‘I consent’ in order to access what are described as ‘special end game fea-
tures’. Hovering between diegetic and extradiegetic (am I, as the player,
agreeing to terms set by the game or am I, as the protagonist, agreeing
to a fictional social networking app’s terms of service?) this screen sets
the stage for the Cobra Club’s key plot twist. This twist divides the game
into two halves: in the first half, players are gradually inducted into the
online club, meeting other users, becoming more comfortable with the
interface and unlocking new tools and features. As I will argue, draw-
ing on scholarly discussions of selfies, webcam performances and online
‘coming out’ narratives, this first act offers a satirical but heartfelt illus-
tration of the importance of online platforms as spaces for constructing
collective identities and negotiating questions of consent. With the twist
the games enters a second act that highlights issues of online privacy
while further demonstrating how videogames lend themselves to story-
telling strategies based on metalepsis.
Like Shattered Memories, Cobra Club’s interface presents digitally
mediated experience in terms of frames within frames, with the screen
of the player’s laptop becoming the screen of the protagonist’s phone
(Figure 3.1). Bookended by the digital buttons, sliders, checkboxes and
filters, the playfield is dominated by a mirror in which we can see the
player-character, who has apparently locked himself in the bathroom
with his smartphone in pursuit of privacy. He is periodically interrupted
by his mother, who knocks at the door now and again to ask what he’s
doing in there and tell him his dinner’s getting cold. In this way the game
emphasizes the capacity of smartphones to reconfigure space, allowing
individuals to establish ‘a form of privacy in public’ and to uncouple
intimacy from physical proximity (boyd 2014, 59). It also suggests that
Private Subjects 69
this capacity can be particularly important for members of minorities
and sexual subcultures, and for other groups who face discrimination.
In Cobra Club, as for the queer rural teens studied by anthropologist
Mary L. Gray, ‘queerness is both extended outward and brought back
home’ by way of digital technologies (2009, 103). These technologies
catalyse the emergence of ‘boundary publics’ that muddle distinctions
between online and offline life, public and private space, the near and
the distant (ibid.). Thus while there is no way for players to reply to the
protagonist’s mother on the other side of the bathroom door, we are able
to engage in intimate exchanges with fellow Cobra Clubbers via chat
windows. On a basic level, these conversations come down to choos-
ing whether to respond positively or negatively to NPCs’ compliments,
offers, requests and images. What makes these exchanges entertaining
is the surreal e uphemisms and absurd allusions they bristle with: NPCs
called WillyQueen817 or BrokenWorm649 will ask if we’d like to see
their ‘pikachu’ or their ‘cushioned frankfurter pics’ before pleading for
‘material with suggestive cucumber’ or ‘work with romantic pecker’;
we can in turn opt to describe their pics as ‘mythical’, ‘salty’, ‘vintage’,
‘Kafkaesque’, ‘melodic’, ‘caring’, ‘unabridged’ or ‘farm-to-table’ – or
to break off the conversation by imploring them to ‘find god’. Limit-
ing our role in these dialogues to choosing from pre-written responses
is no doubt a pragmatic design decision first and foremost, but it also
reflects the nature of online communication, much of which is phatic
and template-based. As Alex Georgakopoulou notes in her discussion
of teenage Instagram users, the specific linguistic content of comments
matters less than the fact that they can be recognized as gestures of
‘ritual appreciation’, and messages are often intentionally formulaic
(2016, 304). In a similar vein, Michele Zappavigna shows how web us-
ers deploy discursive ‘templates’, catchphrases and memetic readymades
to foster ‘ambient affiliation’ (2012, 105, 96–99), riffing on established
blueprints. With its bizarre double entendres, Cobra Club also evokes
the poetics of spam, a style developed in response to algorithmic fil-
tering mechanisms and characterized by often ludicrously ‘heightened
and exaggerated’ euphemisms and bywords (Paasonen 2011, 123–125;
Brunton 2013). By constraining what we are able to say, in short, Yang
is able to suggest how the rules and norms of different web platforms
and communities shape what individuals can say and how they will be
read online.
While the game’s photography mechanics are more flexible than its
dialogue system, here too there are constraints on expression set by the
game’s interface. All players of Cobra Club are presented with the same
body, confined to the same bathroom and stuck in the same pose. The
game lies in tilting, zooming and panning the camera, and in using fil-
ters and sliders, to present this body in ways that will be pleasing to our
fellow club members. Again, these limits on interaction foreground the
70 Private Subjects
Conclusion
Like that of Chun, Galloway and the artist Zach Blas (2013), de Villiers’
work demonstrates that queer theory and new media theory have much
to teach one another, especially when it comes to rethinking privacy.
In the face of demands to be vocal and visible, and of techniques and
technologies geared towards delving beneath the surface in search of
spectacular secrets, these figures suggest we might respond to technolo-
gy’s reconfiguration of identity not by demanding privacy or retreating
back to the closet, but by developing ‘tactics of opacity’ and modes of
‘black boxing’ that acknowledge the nature and exploit the affordances
of digital devices and networks. For Galloway and Thacker (2009),
the challenge when it comes to digital identity is not one ‘of resisting
visualization (e.g., refusing to be a consumer profile, a data point)’ nor
‘of constantly escaping representation (e.g. using avatars, aliases, screen
identities)’ but of cultivating ‘a certain indiscernability’ by mobilizing
the power of ‘the bland, the negligible, the featureless’ (263, 261). As
Private Subjects 79
for Chun (who stresses the need to attend to the formulaic and the ge-
neric, showing how ‘templates and repetition’ can help subjects ‘to in-
habit hostile networks’ (2016, 16)) and de Villiers (for whom Barthes’
desire for ‘exemption from meaning’ prefigures tactics of queer opacity
(2012, 67)), Galloway and Thacker’s approach involves finding ways of
being seen as illegible, opaque or irrelevant. In order to do this, of course,
we must first understand how both interfaces and cultural frameworks
shape the terms on which we are intelligible, and it is here that games
can perhaps play a role. Players of Wii Sports soon developed a working
understanding of how the Wii ‘saw’ them, learning that they did not
need to mimic a golf swing or a tennis serve to achieve the desired effect;
players of Shattered Memories, meanwhile, worked out how to present
particular personality types to the game, reverse-engineering its modes
of reading them. These examples suggest how videogames, by giving us
space to play with models of digital interfaces and systems, can help us
to feel out the principles that underpin them. We have already seen how
games like Shattered Memories, Cobra Club, Don’t Take It Personally
and Redshirt go about this task. Integrating scaled-down procedural
caricatures of technologies like smartphones and social networks into
plots which dramatize the vicissitudes of digital identity, they show how
games can help us get to grips with the digital logics that shape our lives
and identities.
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4 Beastly Subjects
Bodies and Interfaces
Altered Beasts
Needless to say, the history of humans using animals as avatars and
metaphors long predates gaming. Animal studies scholars like Lippit
(2000), Shukin (2009) and Pettman (2011) stress the increasingly im-
portant role of technology as a third term in this symbolic economy. For
Pettman, indeed, animals, humans and machines are now inexorably
bound together in what he calls ‘the “cybernetic triangle”’, a ‘flexible …
discursive geometry’ whose ‘three poles or points’ have been ‘figured,
and reconfigured, conceptually over time’ to suit shifting cultural needs
(2011, 5). Thus, if Enlightenment philosophers drew on Aristotle to ad-
vance a new understanding of man as a rational animal, in an age of
artificial intelligence we may be keener to affirm our ‘animal’ qualities
of intuition and affectivity, aligning ourselves with creaturely life rather
86 Beastly Subjects
than coldly rational software. At the same time, we continue to follow
in the footsteps of Da Vinci and Descartes by framing animal bodies
as machinic, as Boston Dynamics’ quadrupedal ‘Big Dog’ robots show.
With the advent of cybernetics and digital biotechnology, we are seeing
a growing tendency to collapse the cybernetic triangle’s three corners
onto the same plane: Pettman cites cyberneticist Norbert Wiener’s con-
tention that ‘humans, animals and machines can all be understood in
the same manner and according to the same principles: the regulation
of energy and information’, while philosopher Rosi Braidotti proposes
that our belief in human exceptionalism is becoming increasingly unten-
able in the face of ‘neoliberal market forces’ focused on harnessing the
‘informational power of living matter itself’ (Pettman 2011, 5; Braidotti
2013, 61). Such developments have put further stress on a model of hu-
man subjectivity that was already ‘internally contradictory’ and reliant
on ‘what [it] excludes as “other”’, a model defined in opposition not
just to animals and machines, but also to homo sapiens who fail to con-
form to humanism’s notion of a subject ‘implicitly assumed to be mas-
culine, white, urbanized, speaking a standard language, heterosexually
inscribed in a reproductive unit and a full citizen of a recognized polity’
(Braidotti 2013, 67, 65).
While such concerns might seem remote from the world of video
gaming, Parker’s account of Octodad’s Cartesian origins shows that it
would be a mistake to assume they are of no interest to game designers.
While they do so to very different ends, Tokyo Jungle, Octodad and Horse
Master all instantiate versions of Pettman’s ‘cybernetic triangle’, linking
players to on-screen animal bodies via digital interfaces used to com-
mand or act upon those bodies. If all videogames establish a ‘cyborgian’
connection between player and technology (Lahti 2003, 158), in these
games that connection becomes a means of exploring the relationship
between the human, the creaturely and the computational in a world of
intelligent machines, quantified self apps, cloning and 3D printed pros-
thetics. Admittedly, all three games stop short of anything like the radi-
cal ‘post-anthropocentric posthumanism’ Braidotti advocates (2013, 92).
Ultimately, these are games by, for and about humans, in which digital
creatures ‘play the role of a distorted reflection for humanity’s never-
ending mirror stage’ (Pettman 2011, 47). This does not mean, however,
that analysing Tokyo Jungle alongside Octodad and Horse Master can-
not help us to unpack the many ways in which the cybernetic triangle is
mobilized as a discursive resource in contemporary technoculture. In the
next section, I lay the groundwork for my account of how these particular
games address human/animal/technological relationships by reviewing
some of the ways in which animals are commonly represented in videog-
ames, before exploring the role of more-or-less explicit creaturely meta-
phors in other kinds of digital interface design. From there I turn to Tokyo
Jungle. An action game, it exemplifies the ability of real-time interfaces
Beastly Subjects 87
to engage players at the ‘animal’ level of ingrained reflexes and visceral
responses, entangling their bodies with those of their digital surrogates
and eliciting what are often described as ‘flow states’, a term derived
from the work of psychologist Mihaly Csikszentmihalyi. I then show
how the Octodad games’ intentionally awkward control schemes resist
the impetus towards flow. Subverting expectations of how player/avatar
interfaces ought to work, Octodad and its sequel mount an investigation
of embodied subjectivity and masculine identity that veers between the
zanily comic and the downright dysphoric. This is followed by a consid-
eration of the more abstracted relationship between human player and
animal character in Horse Master, a relationship which reflects emerging
conceptions of bodies as biocapital (Vora 2015). The chapter’s conclusion
reviews the modes of managing and manipulating creaturely bodies that
these games present, arguing for gaming’s ability to give players a feel
for bodies quite unlike their own and imagining how it might be used to
help us rethink identity categories such as ethnicity, ability, age, gender
and sexuality.
Floppy Logic
In Tokyo Jungle, the experience of controlling animal bodies is meant to
become second nature. The game subscribes to the idea that a game’s in-
terface should be as ‘transparent’ and as responsive as possible, quickly
internalized and forgotten so as to facilitate the pursuit of ‘flow’ and
the creaturely comforts of repetition. Read by the light of Nemorin’s
account of ‘animalized’ consumers, Tokyo Jungle suggests that allow-
ing oneself to be animalized can in fact be a lot of fun. With a couple of
hours to spare, I switch on the PlayStation, selecting survival mode and
assuming control of a photorealistic (if slightly angular) hyena, beagle
or springbok. Cantering through the derelict cityscape as night begins
to fall, my practised thumbs move all-but-automatically, guiding my
avatar across railway lines and over footbridges. Passages of frenzied
activity alternate with quieter stretches of play. I experience a pleasing
sense of exemption from the logistical and emotional complexities of ev-
eryday life, a sense amplified by the impassive demeanour of the rather
stiff 3D model I am piloting. Reacting to the threats and opportunities
in front of me, I find there is little purpose in thinking too far ahead.
98 Beastly Subjects
All that matters is continuing the creaturely bloodline that is my link
to the machine zone, maintaining the cybernetic circuit that connects
my body to my avatar. Thanks to a sophisticated piece of computing
hardware, I can indulge fantasies of returning to a state of animal im-
mediacy, of leaving human concerns behind. The Octodad games, by
contrast, have interfaces that are intended to feel unnatural to habit-
ual gamers. They delight in setting players seemingly trivial challenges
(making a cup of coffee, buying groceries) that are rendered fiendishly
difficult by the control scheme. Where Tokyo Jungle lets the players lose
themselves in other, more agile bodies, Octodad aims to make them feel
awkward, out of place and under scrutiny (if Octodad attracts too much
attention from NPCs, a visibility meter will fill and the game will end).
These, of course, are exactly the kinds of experience many gamers go to
videogames and their agile, hard-bodied heroes to forget about.
As I argued in the chapter’s introduction, the Octodad games use
the absurd conceit of an octopus masquerading as a smalltown dad to
convey the message that it’s tough being a man today. While this mes-
sage might be trite, even reactionary, the way that the games convey
it deserves a ttention – not least because, just as Octodad the avatar is
forever slipping out of the player’s control, so the Octodad games have
a tendency to slide off-message, pointing the way to altogether queerer
perspectives on masculine identity. In Tokyo Jungle, animals are used to
figure a particular understanding of ‘natural’ sexuality and gender, with
the game presenting sex as a means of procreation and a driver of evolu-
tionary mutation (ignoring, in so doing, the fact that non-procreative and
homosexual sex exist within the animal world). By contrast, Octodad’s
slippery, literally spineless body, awkwardly crammed into the costume
of a suburban paterfamilias, figures human sex and gender as fraught
with queer complexities.
On a technological level, Octodad’s slipperiness is the product of a
physics-based animation system. Such systems will be familiar to many
gamers from the way the player-character in games like Halo and its
sequels will suddenly enter ‘ragdoll’ mode when they ‘die’, flopping to
the ground or pinwheeling limply through the air. Videogames often try
to take the sting out of failure by making the avatar’s death cathartic or
comic (Atkins 2007, 247), and ragdoll effects have become a favoured
method of making ‘the failure state … fun’ (Swink 2008, 305). As this
suggests, most gamic heroes will only go ‘floppy’ at the emasculating
moment of their death, becoming laughing stocks once they have left
the player’s control; in the Octodad games, by contrast, such effects are
not the exception but the rule. As the games’ animator notes, Octodad
is essentially a ‘ragdoll … made of ropes’ who is tugged this way or
that by the player ‘like a marionette’ (Scott-Tunkin 2012). Whether we
are playing via a mouse and keyboard, a PS4 pad or on the PlayStation
Vita handheld, this rejection of control orthodoxies imbues the Octodad
Beastly Subjects 99
games with a highly distinctive ‘game feel’, lending play a wobbly, slop-
ing, springily erratic rhythm (Swink 2008). For a veteran gamer, the
effect is decidedly disconcerting, as objects that are familiar to us (key-
boards, controllers, even our own fingers and thumbs, tuned as they are
to traditional control schemes) become newly strange. While we may
become slightly more at home in Octodad’s skin over time, his body is
never fully incorporated. Ironically, this feeling of being out of control is
a consequence of the game affording players more flexibility than most
games. Where videogame avatars will normally head in whatever direc-
tion the player pushes the thumbstick, in the PS4 version of Dadliest
Catch, we must lift and place Octodad’s tentacular ‘feet’ one step at a
time using the joypad’s triggers and sticks; where, in most games, pick-
ing up an object is a matter of pressing a button when within the ap-
propriate range, here we must use both sticks to guide one of Octodad’s
tentacles through three dimensional space before ‘grabbing’ the desired
item with a shoulder button. In the majority of games, simple button
prompts consistently elicit the same ‘canned’ animations from our ava-
tars; here, the degree of control afforded players, in combination with
the physics system, provides plenty of leeway for unexpected, often
comic, outcomes. This degree of randomness arguably accounts for at
least some of the snobbery directed at supposed ‘YouTube bait’; where,
as Kirkpatrick observes, gamers usually pride themselves on their ability
to see past a game’s surface, discern the workings of the ludic system be-
neath and devise techniques and strategies that will enable them to excel
(2011, 228), Octodad frustrates this urge. Octodad doesn’t just struggle
to convince as a husband and father; he also makes it hard for the player
to be convincing as a competent gamer. For some players – those espe-
cially invested in the idea of videogames as opportunities to demonstrate
masculinist mastery – this puts the games beyond the pale.
the suspicion meter that fills when you do things that make you
stand out as non-human is a symbol of Octodad’s fear. A symbol of
the people around him taking note of his flaws and marking them as
strange. His ultimate fear is having his family slip away when they
discover what he really is.
(Ibid.)
the thing about Horse Mastering is that, once you get the hang of
the basic physical tasks involved, it’s basically just a giant game
of spreadsheet management. The skill becomes chaining the right
actions in order to maximize your efficiency and produce the best
horse. Horse mastery means exploiting every action and every horse
statistic. So you got all the maximum combos off a Horse Mastery
Internet forum and coded a series of macros to just let your com-
puter apply your actions for you.
Primed by popular media (which often present the bond between animals
and their trainers in exaggeratedly romantic terms (McHugh 2011)), one
104 Beastly Subjects
might expect that this automated, impersonal system would be a poor
substitute for hands-on attention. In fact, it produces excellent results.
As with Papers, Please and Richard Hofmeier’s Cart Life (a ‘retail
simulator’ in which players are cast as a street vendor struggling to make
ends meet), Horse Master is about resource allocation and the rhythm
of daily life in circumstances where the means to survive – let alone
thrive – are frighteningly scarce. The news is full of elliptical references
to recession and rebellion, and things appear to be far from rosy for
our protagonist. Having taken out numerous loans in order to reach
the championship, their only hope is to triumph, securing tenure as a
horse master. In service of this goal they are mainlining dexobrimadine,
a dangerous and expensive nootropic favoured by professional horse
masters. Again, this speculative future is recognizable as a portrait of
a present in which new drugs, apps and exercise regimes promise to
enhance productivity and eliminate fatigue, manifesting an increasingly
prevalent conviction that it is naive and delusional to ‘believe that there
are any essential features that distinguish living beings from machines’
and effecting a subordination of ‘biological rhythms … to the tempo-
rality of a globally networked ‘24/7’ capitalism’ (Crary 2013, 29, 14).
Horse M aster merely extrapolates from this point to a future where
information, currency, commerce, chemistry and biology are utterly
inextricable.
While, as a text adventure, Horse Master does not provide the same
sense of occupying a coherent virtual space that the Octodad games and
Tokyo Jungle do, it remains an intensely visceral game, using the second
person to locate players within the wracked body and fractured psyche
of a protagonist subject to accesses of paranoia, hubris, sentimentality
and shame. By the end of the game, our character is torn between ‘the
excitement of joy and the excitement of fear’. They are also physically
falling apart:
You keep losing the thread of your thoughts and then pulling hairs
from your nose or scalp as you try to work your way around to
remembering and then there is blood sometimes. If you can score
some dexobrimadine at the Horse Master Competition, your heart
might not explode.
We never see an image of our horse, but the details that gradually a ccrete
create a vivid but confusing impression of a creature that certainly
doesn’t match our image of anything equine: this species emerges from
‘the egg sac of its queen’s papal dome’ and boasts cilia, spiracles, gillflaps
and ‘elaborate flared carapaces’. While it does have hooves and a mane,
the latter is actually a ‘bundle of long prehensile tentilla emerging from
behind the carapace’, which ‘was a surprise by-product from the Fourth
Evolutionary Improvement on the Foundational Horse Formulae (FHF)’.
Beastly Subjects 105
Apparently, the adult horse ‘oxidizes luciferins, causing the distinct
horse steaming bioluminescence that is quite unsettling to humans on
a primal level’. Situated somewhere between species, sounding as much
like cephalopods, insects or crustacea as they do mammals, branded and
sold like cars, cultivated in nutrient baths and described hexidecimally
(we are told that the ‘Europa Trotter’ breed ‘range[s] in colour from
#f9f9f9 to as dark as #646270’), these ‘horses’ embody a future where it
no longer makes sense to distinguish between natural and the artificial,
the biological and the technological, life and property.
Making the ‘horse’ at the centre of the story impossible to visualize
is one of the many ways in which Horse Master undercuts the impulse
to anthropomorphize animals and sentimentalize human relationships
with them. There is none of the ‘utopian imagining’ that Susan McHugh
(2011) finds bodied forth in narratives of young women achieving tri-
umph and transcendence on the backs of horses here (65); nor do we
see joyous and mutually transformative experiences of cross-species ‘re-
ciprocal trust’ like those Haraway (2008) (who is herself wary of the
human tendency to idealize human/animal bonds) experiences compet-
ing in agility tournaments with her dog Cayenne (224). Indeed, Horse
Master’s instruction manual warns readers to ‘never ride’ and ‘never
anthropomorphize a horse’ declaring that ‘they are powerful, murder-
ous creatures capable of faster than human movement’. Bent on explod-
ing the romantic myths of interspecies camaraderie that videogames
so often mobilize, Horse Master reminds us that horses, like dogs, are
‘biotechnologies’ (Haraway 2008, 56). As Haraway notes, humans have
shaped the evolution of these species over untold generations, often
pressing them into service to effect the slaughter and dispossession of
cultures considered to be less than fully human – her agility sessions take
place ‘on the same expropriated Native land where Cayenne’s ancestors
herded sheep … imported from the already colonial pastoral economy
of Australia to feed the California gold rush forty-niners’ (ibid. 15–16).
Horse Master’s bluntest attacks on the sentimental clichés of animal and
trainer narratives come once we reach the contest itself. In the penulti-
mate round, competitors must demonstrate their control over their horse
by severing one of their fingers and forbidding the (apparently carnivo-
rous) horse from eating it until they give it leave to; in the final round,
the horse must stand obediently to attention as the player-character ‘sev-
ers its main nervous bundle’ with a knife and extracts its ‘nerve disc’, on
which is imprinted a radar chart of its scores in the five categories it is
being judged in. While this act kills the horse, it is apparently considered
entirely compatible with the pledge we have taken ‘to treat [our horse]
with the full dignity of its species and according to all the customs of
[our] people’. It may be that the judges are suitably impressed, in which
case we win the game and are treated to a slightly hollow-sounding
happy ending; it may be that we lose, in which case our character goes
106 Beastly Subjects
back to a life of penury. Either way, the game returns us to its title
screen, adorned with an adorable pixel art image of a cowboy and his
steed dashing across a desert landscape.
Conclusion
In Horse Master, the refusal to indulge sentimental visions of animal/
human companionship goes hand in hand with an interface that keeps
the player at arm’s length; rather than beguiling ‘animalized’ gamers
with the kinaesthetic pleasures of controlling an agile creaturely body, it
has them click through pages of words and statistics on the way to one of
several more or less dispiriting conclusions. We might conclude that, by
appealing more to the conscious brain than the reflexes, abstract inter-
faces lend themselves more readily to critique; such a conclusion would,
however, be too simplistic. Horse Master’s mode of configuring the
‘cybernetic triangle’ linking player, avatar and technology is an excel-
lent fit for the story it wants to tell. But while it is the most trenchant of
the three games in its portrayal of human greed, cruelty and hypocrisy,
Tokyo Jungle and Octodad are far more effective as examples of how
games can convey ideas about embodiment and identity not just through
words, sounds and images, but also through their interfaces, control
schemes and modes of simulating physical forces. This capacity becomes
especially interesting if we take into account the way that critical the-
ory has begun to address questions of identity and subjectivity in terms
of inertia, friction, mass, flexibility, flow and discontinuity over recent
decades. Celia Lury (1998), for example, takes exception to Csikszent-
mihalyi’s ideas on the grounds that flow discourse is a potent articula-
tion of the neoliberal dream of the flexible, self-starting, resourceful,
entrepreneurial subject. For her, it suggests the way in which subjects
are pressured to adopt forms of ‘experimental individualism’, cultivat-
ing the ‘ability to be disembodied and re-embodied at will’, to become
‘disembedded from specific social relations, to be deracinated, without
gender, class, sexuality or age … to display a combination of such natu
ral and social characteristics as required’ (1998, 23, 7–15, 24). Simi-
lar ideas animate Susan Ossman’s (2002) unpacking of what she calls
the discourse of ‘en-lightenment’, a discourse that celebrates an agile,
lean, light, fluid corporeal ideal constructed in opposition to non-white,
non-Western, non-modern bodies that are framed as at once dark and
heavy, weighed down by ponderous and outmoded traditions, rituals
and values (20–29). Jasbir Puar (2007), meanwhile, highlights the way
that scholars working at the intersection of affect theory, queer theory
and critical race studies have been advancing accounts of discrimination
notable for their emphasis on questions of texture and velocity: Sarah
Ahmed and Arun Saldanha, for example, use notions of fluidity and
‘stickiness’ to address the way that negative affects seem to attach more
Beastly Subjects 107
easily to certain subjects, the ‘viscosities’ that cause bodies to form ag-
gregates and the way in which race can make ‘certain bodies stick to
certain spaces’ (189–190, emphasis in original).
Understandably, critical accounts of videogaming, identity and embod-
iment have largely concentrated on questions of visibility and represen-
tation, looking at who is portrayed and how, while critiquing the games
industry’s fondness for pernicious stereotypes (e.g. Downs and Smith
2009; Gray 2014, 3–4). While such work is often subtle and insightful,
it tends to focus on how videogame characters look and behave rather
than how they ‘feel’ to the player controlling them.4 In so doing, it misses
the opportunity to address how videogames uphold or challenge models
of embodied identity through the terms on which they simulate different
bodies’ physical properties. One might argue, for example, that we should
be more alert to the way that action games in general articulate a dream of
‘manualizing’ the body, so that it is ‘condensed into the hand’ (Kirkpatrick
2011, 104), with its connotations of motility, mastery, utility and flexi-
bility. Whatever our avatar may look like, such games tacitly advance an
ideal of the body as an obedient vehicle of the will rather than a ponder-
ous, fallible, intractable or inflexible mass. Indeed, we could argue that the
appeal of such games lies in bringing into being the sort of body evoked by
Michel Serres’ (1997) comparison of the hand – as ‘a faculty, a capacity
for doing, for becoming claw or paw, weapon or compendium’ – with the
physique of the dancer or gymnast, a corporeality of ‘pure faculty, cleared
up by exercise, by the ascetism of un-differentiation’ (34). Playing action
games can be exhilarating, but we should acknowledge their compatibility
with somatophobia, the valorization of ‘postplural’ models of identity and
the production of states of quiescence and ‘flow’ that leave us vulnerable
to the machinations of corporations dreaming of an ‘animalized’ customer
base. From YouTube cosmetics tutorials to quantified self and lifelogging
technologies to software that promises to ‘nudge’ users out of their bad
habits, contemporary technoculture is full of calls for digital subjects to
technologically master and manage unappealing, recalcitrant, risk-prone
or otherwise beastly bodies – and games are no exception.
Games like Octodad, however, suggest how designers might use
real-time interfaces to explore the factors affecting the ability of parti
cular subjects in particular contexts to live up to these dreams of flexibil-
ity, flow and control – from nationality, neurotype and socio-economic
status to ethnicity, medical history and access to technological or cul-
tural resources. By requiring us to develop an intuitive understanding
of the capacities and properties of simulated bodies, videogames can
also prime us to consider how non-humans apprehend and interact with
other entities. Forbidden Siren 2, a game I will be discussing in the
next chapter, offers a great example in its portrayal of the relationship
between a partially sighted character and his guide dog. These scenes
present a model for how designers might go about fashioning the kinds
108 Beastly Subjects
of ‘figuration[s]’ Haraway (2008) calls for in her account of media as
‘material–semiotic nodes or knots in which diverse bodies and mean-
ings coshape one another’, knots which use digital technology to engage
our ‘fingery eyes’ and attune us to ‘the myriad of entangled, coshaping
species of the earth’ (4–5). There is potential here to change how players
feel – and, consequently, think – about embodiment, identity, time and
the coordination of creaturely and technological bodies. With marketers
and military intelligence operatives developing modes of ‘sidelin[ing] …
conscious deliberation’ even as governments keen to shrink healthcare
costs are asking smartphone-equipped citizens to take more responsi-
bility for their bodily well-being (Hansen 2015, 55–60), this kind of
thinking is only becoming more important.
The games I’ve analysed in this chapter use animal bodies to connect
players to different subspecies of the digital subject: in Tokyo Jungle,
it is the ‘animalized’ gamer perpetually chasing experiences of flow; in
Octodad, the awkward modern man floundering in the face of contra-
dictory understandings of masculinity; in Horse Master, the neoliberal
labourer killing themselves in the attempt to survive. One can easily
imagine how similar forms of kinaesthetic connotation could be put to
more radical uses, putting players in touch with other bodies and subjec-
tivities, whether they belong to our fellow humans or to other life forms.
Even comparatively ‘mindless’ games like Tokyo Jungle have the poten-
tial to make players aware precisely of the extent to which their actions
are unconscious – a matter of habits and aptitudes ingrained over very
long periods of time and of myriad intuitive decisions made too quickly
for conscious oversight. Mark Hansen (2004) has long argued that their
status as processes rather than representations enables digital media to
make time and the body ‘present’ in new ways, by ‘tingeing or flavouring
the embodied perceptual present’ (605). This being the case, videogame
avatars, whether or not they outwardly resemble us, may be understood
as re-presenting our bodies back to us via what Hansen calls ‘supple-
mentary … mediation’ or ‘mediation of mediation itself’ (2015, 53). As
I noted in Chapter 2, Hansen consider videogames an instructive exam-
ple of how ‘technoculture puts increasing demands on us to act in the
absence of any prior awareness and without sufficient time for conscious
deliberation’ (ibid. 57). Through ‘repetition that leads to embodiment’,
players train themselves to respond in the ‘microtemporal moment’, syn-
chronizing their actions with the ‘machinic microtemporal operationality
of … game engine[s]’ which operate at speeds ‘beneath the threshold of
ordinary human perception’ (ibid.). While critics like Kirkpatrick argue
that this renders games unsuited to conveying ideas in the way that books
or movies do, it also makes them capable of conveying the texture and
rhythm of embodied experience in new ways – ways that might just lead
us towards a more developed understanding of the relationship between
biology, technology and identity in contemporary culture.
Beastly Subjects 109
Notes
1 Perpetuating a long tradition of European and American journalists treating
Japanese games as strange, quirky and exotic (Gallagher 2014b).
2 For reasons that are never explained, Octodad’s son and daughter appear to
be perfectly normal human children. The game’s failure to supply an expla-
nation becomes the occasion for a joke at the very end of Dadliest Catch.
3 The developers argue that Octodad is a hero because ‘He overcomes his fear,
and continues on even while his suspicion meter fills and people begin to
whisper’.
4 Though as Diane Carr’s (2014) disability studies-informed perspective on
how ‘ability and augmentation’ are represented in the Dead Space and Deus
Ex series shows, there are exceptions.
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5 Synthetic Subjects
Horror and Artificial
Intelligence
Blissful Ignorance
A self-contained tale only tangentially related to the first Silent Hill,
Silent Hill 2 casts players as widower James Sunderland. Summoned to
a sleepy lakeside town by a letter purportedly written by his late wife
Synthetic Subjects 121
Mary, he finds the streets swathed in fog and the buildings abandoned
but for packs of hideous humanoid monsters. Having narrowly escaped
from a run-in with a strange masked figure carrying a cleaver, James
encounters a woman named Maria, who bears an uncanny resemblance
to his dead wife. But where Mary was prim and sentimental, Maria,
with her sardonic put-downs and her snakeskin miniskirt, is more as-
sertive, more impulsive, more sensuous and in general more alive. From
the player’s perspective, Maria also performs another function, serving
as an alluring embodiment of the PlayStation 2’s technological prowess.
Sony had dubbed the PS2’s graphics chip ‘the emotion engine’, claim-
ing at the console’s launch that it would enable unprecedentedly lifelike
characters to express and elicit feelings in a manner hitherto impossi-
ble; as a high-profile game released early in the system’s lifespan, Silent
Hill 2 attempted to make good on these claims by foregrounding the re-
lationship between James and Maria. Players spend large passages of the
game escorting the AI-controlled Maria through the town, protecting
her from the bizarre creatures they encounter. Eventually, however. there
is a sequence during which the player cannot prevent Maria being killed
by the masked man with the cleaver. This scene initiates a cycle of sepa
ration and reunion, death and resurrection, which recurs until eventu-
ally it becomes apparent that Maria’s repeated ‘deaths’ and rebirths are
a symptom of Sunderland’s guilty conscience: in a flashback triggered by
the discovery of a degraded VHS tape, we learn that Mary was sick and
that James himself killed her, motivated less by mercy than his revulsion
at her physical decline. His subconscious has been insistently re-staging
Mary’s death as Maria’s murder at the masked executioner’s hands.
As a game structured around repeated re-playings of an eerily familiar
woman’s traumatic death, it is easy to see why critics interested in un-
derstanding Silent Hill 2 have turned to Freud’s account of the uncanny,
concerned as it is with repetition, automatism, doppelgangers and the
return of the repressed (Niedenthal 2009; Kirkland 2009a, 2015). If we
turn instead to Lydia Liu’s engagement with Freud’s text, however, we
can see that while Silent Hill 2 is certainly a game about masculine psy-
chosexual hang-ups, perhaps more interesting and original is the way
that it uses gothic conventions to pose questions about interaction and
immersion, simulation and solipsism. Drawing players in only to bathet-
ically push them away again, the game elicits a sense of unease rooted
not in the fear of violence but our readiness to play along with (and even
to be played by) media and machines.
As in Her and Ex Machina,1 Silent Hill 2 frames the promise and
threat of AI in gendered terms, drawing on misogynistic clichés to ex-
press its anxieties. In each of these texts, our wonder and our suspicion
are directed at sexualized female characters who end up confirming our
worst fears by taking the hapless male protagonists for a ride. If this re-
flects the fact that the film industry and the games industry alike remain
122 Synthetic Subjects
shamefully androcentric, it also points to a phenomenon observed by
Nina Power (2014), who highlights the pervasive use of female – or
‘female-sounding’ – voices as instruments of ‘soft coercion’ in the net-
worked neoliberal city (23). As she argues, there is no reason that the
voices of self-service checkout machines, transport networks or digital
‘personal assistants’ need to be gendered at all – or, rather, if there is a
reason for feminizing these systems, it is so that they can perform an
‘ideological function’, obfuscating both the fact that real authority re-
mains, for the most part, in male hands and the degree to which citizens,
consumers and users are disempowered by systems that purport to serve
them (ibid. 23–24). While these computerized voices might sound be-
nignly solicitous, the truth is that ‘you do not command the machine, the
machine “commands” you by informing, instructing, softly controlling’
(ibid. 25). While it could hardly be called feminist, Silent Hill 2’s story
of a man willingly fooled by a sexy simulation does at least gesture at
the way AI designers used gendered representations to play on users’
vanity and complacency, exploiting the predisposition to take the imper-
sonal personally, to mistake pre-recorded messages or rote politenesses
for real, spontaneous, meaningful interaction. Bad enough when it was a
matter of mini-skirted air hostesses expected to perform the ‘emotional
labour’ of making passengers feel special (Hochschild 1983), this ten-
dency takes on an eerie new resonance when it is a matter of machines
designed to keep users quiescent.
With this narrative conceit – in which a female figure with whom the
male protagonist should be able to enjoy the ‘full erotic presence and
mutuality’ that Plato calls for turns out to be a mere simulacrum (Peters
1999, 49) – Silent Hill 2 ingeniously turns the bathetic slips to which all
AIs are prone into a virtue. ‘Companion’ NPCs are often temperamen-
tal: one minute, they will be obediently following the player-character;
the next they will suddenly halt at a threshold, undergo a violent mood
swing, get lodged in a piece of scenery or lapse into a cryptic behavioural
loop. And, more often than not, they will die again and again, right before
our eyes. In most games this is a problem; not for nothing have so-called
‘escort missions’, in which players must protect AI companions, come to
be seen as a cardinal game design faux pas. Silent Hill 2, however, cre-
ates a context in which Maria’s emergent behavioural quirks contribute
to, rather than detract from, the game’s story and atmosphere. If it is
disturbing to watch the game’s deformed, mannequin-like enemies jit-
tering and loping across the screen, it is even more striking to see Maria
suddenly ‘break character’. Here, as in the other games the chapter con-
siders, the horror of our character being attacked by violent monsters is
only part of the story. Less immediate, if ultimately more pervasive, is
the sense of finding ourselves taken in by AI.
Silent Hill 2 offers multiple endings depending on how the player has
behaved, taking into account things like whether we have protected or
Synthetic Subjects 123
neglected Maria and whether we have kept James’ energy levels topped
up. It is hard to call any of these endings happy, however. In one,
Sunderland returns to a reality bleached by his delusion’s undoing; in
another, he takes his own life; the remaining two see him retreating fur-
ther into fantasy, whether by preparing an occult ritual intended to bring
Mary back to life or by leaving town with Maria – who begins to cough,
evoking Mary’s illness and suggesting Sunderland cannot even allow
himself to enjoy the consolatory fiction he has concocted. These port
raits of a protagonist torn between clinging to or rejecting the fantasy
of a fulfilling relationship with Mary/Maria are also none-too-flattering
images of the player/videogame relationship, with the delusional James
as a doppelganger of the gamer passionately invested in a piece of soft-
ware. Like James’ conversations with the phantom his subconscious has
created, gameplay is not a true dialogue but a matter of feedback loops
which aim to foster the illusion of meaningful interaction: players make
their inputs in the here and now, but the outputs that games issue in re-
sponse are set in stone before play even begins; the system might react in
‘real-time’, (which, as we saw in Chapter 4, is itself a slippery concept),
but it does so by selecting from a predetermined database of instructions,
operations and assets. Just as with Weizenbaum’s ELIZA/Doctor script,
which ‘cause[d] the software to parody the conversational patterns of
a nondirective therapist’, giving correspondents back their own inputs
reworked via ‘a multistep transformation’ so as to resemble thoughtful
responses (Wardrip-Fruin 2009, 28, 30), games translate players’ manual
inputs into audiovisual outputs, allowing those players to converse – or
play – with themselves. This is not, in other words, true, live interaction,
and it is for this reason that some critics have challenged the tendency
to define games as ‘interactive media’, preferring to describe them as
‘configurative’ or ‘ergodic’ texts (Aarseth 1997, 1; Moulthrop 2004,
60; Dovey and Kennedy 2006, 23, 105). This lack of true interaction
lays behind the lingering sense that there is something eerie, pathetic or
onanistic about gaming and the tendency to portray games as escapist
fantasies which attempt to compensate players for a presumed lack of
purpose and success in ‘real life’. As we know, however, the fact that
they are not truly interactive does not necessarily make videogames less
engaging. Graeme Kirkpatrick uses the neatly oxymoronic term ‘willed
illusions’ to describe this paradox, arguing that ‘players know that they
are responsible for maintaining the illusion that is the gameworld and
the sense of play that supports it’ and that this ‘ultimately threatens the
game itself, giving it a kind of ontological insecurity’ (2011, 74–75). To
see games as hypnotizing their players is, then, as mistaken as believing
that players are in full, conscious control of the gameplay experience. In
fact, as we saw in Chapter 4, passages of rapt engagement or fugue-like
absorption alternate with accesses of boredom, frustration or bathetic
self-awareness. While this is true of all videogames, the ludic and
124 Synthetic Subjects
diegetic conventions of the survival horror genre are particularly good at
bringing this dynamic to the fore, playing on the nagging fear that new
technologies might reveal us to be little more than machines ourselves.
Note
1 These texts are of course drawing on a long tradition of more or less gothic
Pygmalion narratives about mechanical women, from Villiers de l’Isle-
Adam’s L’Eve Future/Tomorrow’s Eve to Harbou and Lang’s Metropolis.
138 Synthetic Subjects
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6 Mobile Subjects
Framing Selves and Spaces
By the mid-2000s, videogame spaces had come a long way from the
abstract mazes and featureless planes of early two-dimensional games.
Gameworlds had become so detailed and expansive, in fact, that players
sometimes struggled to find their way around them. Designers faced a
dilemma: how to create complex, visually rich, ‘immersive’ virtual spaces
without preventing players from discerning those spaces’ affordances and
underlying rules. A number of games arrived at the same solution to this
conundrum: equipping the player-character with an ‘augmented reality’
(AR) device. If real-world AR technologies turn ‘physical space’ into ‘aug-
mented space’ by ‘overlay[ing] it with dynamically changing information’
(Manovich 2007, 251, emphasis in original), the headsets and hand-
sets with which the heroes of Condemned Criminal Origins, Batman:
Arkham Asylum, Heavy Rain and their ilk are furnished use colour
coding, captioning and graphic overlays to strain out superficial details
and draw the player’s attention to enemies, items, alternative routes and
aspects of the gameworld that can be interacted with. While such systems
have become increasingly common in triple A games, not everyone likes
them: indeed, in a 2010 talk about Arkham Asylum, the game’s art di-
rector David Hego joked that he had ‘want[ed] to cry’ when he heard that
many players had gone through the entire game with the ‘detective vision’
filter engaged, ignoring the work he and his team had put into crafting a
detailed and atmospheric playspace (McWhertor 2010).
This chapter considers how videogames frame spaces and how, in
the process, they position players as digital subjects. It focuses on three
games that use innovative or unusual graphical techniques to draw at-
tention to this positioning process: Killer 7, Fez and Pokémon GO. Each
of these games plays on the paradox of the screen as a two-dimensional
surface that opens (or seems to open) onto three-dimensional depths.
Going beyond the forms of ‘narrative architecture’ that Henry Jenkins
(2004) has described, they show how videogames can use spatial meta
phors and optical illusions to articulate novel ‘points of view’. Before
moving on to discuss these games in detail, however, I want to expand on
Hego’s account of being reduced to tears by his own game’s AR system –
an account that bears not just on the question of how and why people
142 Mobile Subjects
play videogames, but also on that of what videogames can tell us about
digital visuality and spatiality. Graeme Kirkpatrick (2004) would argue
that what has upset Hego is the revelation of gamer culture’s fundamen-
tal cynicism. Where we often think of gaming as an opportunity to take
on other roles and explore fantasy worlds, for Kirkpatrick gameplay al-
ways comes down, sooner or later, to the process of working out what it
takes to win and doing it over and over again. Drawing on Sloterdijk’s
(1987) Critique of Cynical Reason, he notes that if Sloterdijk’s cynic
‘sees through the illusions of power but does nothing to dispel them’, the
same is true of the gamer who, even after they have become ‘aware of
the underlying algorithms that guide the game … succumbs to the mean-
ingless disenchantment of the interface and continues to play regardless
of how empty the experience has become’ (Kirkpatrick 2004, 117–118).
In-game AR systems speak to this cynical imperative, expediting the
process of ‘seeing through’ the game’s superficial charms to discern its
algorithmic essence. Read this way, such systems also begin to take on
an ‘allegorithmic’ significance (Galloway 2006, 91): for Galloway, ‘to
play game means to play the code of the game. To win means to know
the system. And thus to interpret a game means to interpret its algorithm
(to discover its parallel “allegorithm”)’ (ibid. 90–91). McKenzie Wark
expands on this idea, suggesting that games reveal an allegorithmic di-
mension when ‘the gamer discovers a relationship between appearances
and algorithm in the game’ that reflects a truth about the role of tech-
nology in ‘everyday life’ (2007, 128–133). To translate this into terms
relevant to Arkham Asylum and its ilk, the player’s recovery of informa-
tion from the gameworld by way of the tools with which their avatar is
equipped represents an allegorithm of the player’s mastery of the game –
and, more generally, of fantasies of mastering an unruly, recalcitrant
material world using technologies that render it legible and tractable.
These critics suggest that to identify as a ‘gamer’ is to affirm a com-
mitment to seeing through things, to going beyond the surface. Video
games repeatedly restage the drama of a player who finds him/herself
temporarily halted – whether thwarted by an obstacle or awed by a
spectacular view – before experiencing a revelation that allows them to
progress, to escape stasis, to reassert their dominance over their environ-
ment. The rise of systems like detective vision – which, ironically, add
supplementary layers to the interface in order to help players see through
it – suggest just how tricky it is to create coherent illusory spaces while en-
suring that players are able to discern their workings, however. In trying
to strike this balance they highlight the existence of two tensions that all
of the games I will be discussing in this chapter engage with in one way
or another. The first tension is between captivation and control: as Hego’s
tears suggest, while the process of learning to see through the interface
and find the solution can be very satisfying, it can also be tinged with a
sense of loss. Players assert control only at the cost of blinding themselves
Mobile Subjects 143
to the aesthetic pleasures that initially drew them to the game, of becoming
cynical and jaded. The second tension is between taking control and dele-
gating control. As I have observed, systems like detective vision help us to
‘see through things’ by interposing an additional interface layer ‘between’
the player and the gameworld. If they reveal certain things, they do so by
obscuring others. We gain more control only by becoming beholden to
the technology that grants us that control. It’s perhaps for this reason that
more committed gamers are often drawn to practices like glitch hunting
(combing games for interesting bugs and quirks), boundary breaking (at-
tempting to access parts of the environment the developers never intended
them to reach) and ‘speedrunning’ (discovering the quickest possible route
through a game, often making use of glitches and exploits), practices
which go beyond identifying the structures that underpin play to bend or
even break those structures. But if, in cases such as these, gamer culture’s
investment in ‘seeing through’ things inspires benign curiosity and admi-
rable ingenuity, we should note that it can also assume more troubling
forms. The accusations of corruption, bad faith and malign intent levelled
at developers, journalists and academics during ‘gamergate’, for example,
bespeak not just an intense aversion to being duped or talked down to,
but also a paranoiac flair for finding hostile alliances and covert attempts
at manipulation lurking around every corner – as we saw in Chapter 3,
certain gamergaters even became convinced of the existence of a state-
sponsored feminist conspiracy to destroy gaming culture from within.
While this chapter will not dwell on these events, they shed light on
the facets of gamer identity it does address. They also speak to the con-
cerns of other digital subjects: trends like taping over one’s webcam or
undergoing ‘digital detox’ express a more general sense among users of
networked digital devices that, by naively succumbing to the superficial
allure and aesthetic pleasure of digital interfaces, we risk picking up
pernicious habits and exposing ourselves to the machinations of shad-
owy entities out to con or control us. Scholars like Mark Andrejevic
(2013), meanwhile, read conspiracy theories as desperate attempts to
shore up collective identities and visions of how the world ought to be
in response to the daunting condition of ‘infoglut’ brought about by the
web (228–229). Games, then, are not unique in fostering an urge to see
through the interface to some underlying structure. They do, however,
provide a key site for working out these anxieties about naivety, control
and technological enchantment. As we have seen in previous chapters,
while videogames are now a mainstream proposition and are no longer
considered to be just for children, there is still an uneasiness, both within
and outside of ‘hardcore’ gamer culture, about being seen to coincide too
closely with the stereotype of the gaming ‘geek’ enthralled by the crude
and cartoonish fantasy scenarios unfolding onscreen (Thornham 2011,
69–70; Kirkpatrick 2012). For gamers, the wish to retain a childlike
capacity to be captivated and confounded by technology vies with the
144 Mobile Subjects
desire to demonstrate a mature command of it, informed by a working
knowledge of the systems beneath the surface. These tensions are vividly
dramatized in speedrunners’ commentaries on games, which often entail
tender mockery of both the game being played and the runner’s younger
self – a self not yet sophisticated enough to see through the interface or
skilled enough to exploit the opportunities it affords the in-the-know
player. And, as we shall see, these same tensions animate Killer 7, Fez
and Pokémon GO – games which ask players to think about how images
and interfaces situate digital subjects.
Points of View
Having begun to set out how I will be addressing questions of space
and subjectivity in this chapter, it’s perhaps worth saying a bit about
what I won’t be doing. From here, one might go on to elaborate the
ways in which videogames are bound up with what Jay (1993) calls ‘the
dominant Cartesian perspectivalist scopic regime’ of Western modernity
(363), and with what Mirzoeff theorizes as ‘visuality’, a system of tech-
niques, technologies and institutions that have functioned not just to
order, mediate and archive reality, but also to authorize and aestheticize
its domination by those in possession of the requisite knowledge and
equipment (Mirzoeff 2011, 35). Videogames, and especially first-person
shooters, often construct a martial, colonial, Cartesian subject position
for the player, expressing dreams of splitting the mind from the body
and making players the bearers of a deadly, digitally-augmented gaze
that reduces others to objects and ‘enframes’ environments as ‘standing
reserve[s] for technology’s instrumentalization’ (Friedberg 2006, 96).
They are, of course, intimately entangled with the military–industrial–
entertainment complex (De Peuter and Dyer-Witheford 2009; Crogan
2011; Chinen 2014). If I am not going to take this approach, it is in
part because so much excellent work has already been done in this di-
rection. It is also, however, because while I think that framing games in
these terms is entirely valid (especially when it comes to triple A games)
I also think that it is important to offer more granular accounts of gam-
ing, space and subjectivation. As Jay (1993) notes, there has always
been ‘a multiplicity of scopic regimes’ at work in modern culture (133).
Friedberg, meanwhile, contends that the rise of the computer has spurred
the emergence of a new ‘visual vernacular’ characterized by a ‘frac-
tured, multiple, simultaneous, time-shiftable sense of space and time’
while also arguing that it was only through ‘conflation’ and elision that
Cartesian perspectivalism came to seem like one coherent, pernicious
phenomenon in the first place (2006, 3, 48). As this suggests, critiques of
visuality’s totalizing aspirations can themselves have totalizing effects,
and sometimes risk making the operations they warn against seem like
faits accomplis – as if the construction of completely convincing virtual
Mobile Subjects 145
spaces and the digitization of real spaces were not just fantasies (albeit
ones being actively pursued) but done deals.
It’s with this in mind that this chapter addresses three games that sub-
vert, repurpose or reflexively foreground the techniques games employ to
create ostensibly solid and coherent virtual environments. On one level,
they are all videogames about videogames, highly self-referential and
steeped in the culture and history of gaming. If that history is often fig-
ured as a technologically driven progression from flat and abstract play-
fields to deep and realistic 3D gameworlds, these games can help us to
complicate that idea. They foreground gaming’s engagement with a wide
variety of technologies, techniques, representational conventions and cul-
tural histories. They also attest to how profoundly its visual and spa-
tial vocabulary has been shaped by exchanges between North A merica
and Japan (which, from the mid-1980s onwards, has played a crucial
role in global gaming culture, particularly in the domain of console and
handheld gaming), challenging the assumption that videogames can be
neatly slotted into the scopic history of ‘Western’ modernity. Beyond that,
though, they merit analysis for what they have to say about how interfaces
and infrastructures enable (or encourage) digital subjects to assume par-
ticular perspectives. Killer 7 and Fez portray fragmented, cryptic spaces
that defy mapping, requiring us to perpetually switch between conflicting
points of view to make progress. Pokémon GO, meanwhile, attempts a
layering of gamespace onto real space but, in its failure to achieve a seam-
less synthesis, ends up offering something far more interesting, drawing
the player’s notice to the layers of infrastructure – from subterranean
cables to airborne electromagnetic pulses – which make seemingly ‘magi-
cal’ technologies work. All three games ask us to play with the principles
of framing, with the terms on which real or virtual volumetric forms
intersect with the pixelated plane of the screen. This interplay of 2D
and 3D forms – which, in GO’s case, involves the live compositing of
3D models onto video feeds of real spaces – becomes a means of creating
challenges, puzzles and spectacular tableaux, but also of opening up new
subject positions and vantage points for players. The likes of Arkham
Asylum attempt to assure us that technology can help digital subjects to
assert sovereignty over space, positioning players as tooled-up masters
of all they survey. These titles, by contrast, give a sense of how digi-
tal technologies have brought into being what Wendy Chun (2016) calls
‘the seemingly sovereign individual, the subject driven to know, driven to
map, to zoom in and out, to manipulate and to act’ but often thwarted by
the very technologies that purport to serve this drive (8).
Flatlands
Fez also uses ‘interdimensionality’ as an expressive resource. By contrast
with Killer 7, however, Fez’s premise is simple, even perfunctory. E choing
Edwin Abbott’s 1884 novel Flatland, in which protagonist A Square is
visited by a spherical herald from three-dimensional ‘Spaceland’, Fez
tells the story of Gomez, who is bequeathed a red fez that grants him
the ability to perceive the third dimension. In order to navigate Fez’s
gameworld, players have to repeatedly switch between ‘reading’ objects
and spaces as 2D or 3D, flat or full. Like Killer 7’s rails, this reframing
system has a thematic significance beyond its ludic function, establishing
the game’s concern with the degree to which digital life involves flipping
between competing frameworks, vantage points and scales. Aestheti-
cally, the game conforms to what Juul (2014) has argued is one of the
defining traits of ‘indie games’, ‘using contemporary technology to em-
ulate visual styles from earlier times, including pixel style graphics’ (1).
For Juul, ‘retro’ graphical styles allows indie games to elicit nostalgic
feelings while
Mobile Subjects 153
invok[ing] a type of authenticity and ‘honesty in materials’ that
marks [them] as distinct from the alleged realism of bigger-budget
titles … enabl[ing] videogames developed with few resources to
present themselves as, and be recognized as, the result of conscious
decisions rather than of a lack of resources.
(Ibid.)
Figure 6.2 S creenshot from Fez. Here rotating the camera reveals a pier, creat-
ing a route to a hitherto inaccessible island.
154 Mobile Subjects
their innate qualities than out of nostalgic narcissism. By having them
flip between incompossible framings of its world, Fez also asks players to
consider what it is we see when we look at a videogame, proposing that
there is both more to digital media than meets the eye (because there is
always the code behind the interface to account for) and less (because
viewers actively imbue what they see with associations and meanings
which can’t otherwise be said to be ‘there’, reading ‘into’ them).
Fez’s flipping and reframing mechanic is not, it should be said, with-
out precedent. In fact, it is prefigured in Nintendo’s own Super Paper
Mario, a game mostly played from the same side-on perspective as the
‘classic’ Mario titles, but which sometimes offers players the option of
switching to a three-dimensional playfield. There is an important dif-
ference, however – one that aligns Fez more closely with Sony’s Echo-
chrome, a spatial puzzle game inspired by the drawings of M.C. Escher.
In Echochrome as in Fez, the z-axis phases in and out of being: we
refer to it when looking for viable paths, but disavow its existence when
taking those paths. By reorienting the camera, we can squash onto the
same plane elements that, from another angle, do not appear to touch.
There are parallels here with anamorphic images, which require view-
ers to shift their vantage point relative to the picture plane in order to
bring certain elements into focus.1 For the ‘cybertext’ theorist Espen
Aarseth, such images provide a model of how certain videogames work.
In explaining his notion of ‘ergodic literature’ – a category that encom-
passes works, including games, in which a degree of ‘nontrivial effort
is required to allow the reader to traverse the text’ – he uses the term
‘anamorphic’ to describe games in which users must discover the correct
configuration in order to progress (1997, 1, 180–181). ‘Metamorphic’
cybertexts, by contrast, allow the user to plot their own paths (ibid.).
Fez literalizes Aarseth’s simile, in that ‘vital aspect[s]’ of its environ-
ment (such as the path that ‘appears’ in Figure 6.2) can ‘be discovered
only through the difficult adoption of a non-standard perspective’, by
switching angles in order to create viable routes (ibid. 181). But if Fez
is anamorphic rather than metamorphic insofar as progress is only per-
mitted along paths set out and sanctioned by the designers, we must also
consider the associative and interpretive ‘pathways’ that its reframing
system opens up. For, beyond enabling traversal of the gamespace, Fez’s
switching mechanic also performs a symbolic function. In order to solve
its puzzles the game requires us to cultivate a kind of spatial relativism,
acknowledging but selectively tuning out contradictions, admitting the
equal validity of incompatible points of view. And, by ensuring that
players must perennially hold at least two readings of the same space in
their minds, it gestures at the struggle between captivated credulity and
masterful cynicism that is part of gamer subjectivity.
In an age when re-releases, remakes of ‘classic’ titles and new games
that revisit ‘retro’ genres and graphical styles have become common,
Mobile Subjects 155
Fez’s reverence for gaming history is hardly remarkable. Throwbacks
to the 8- and 16-bit eras of gaming are now ten a penny, many of them
little more than comfort food for ageing gamers pining for simpler
times. Fez’s 2D/3D switching mechanic, however, announces that the
game is something more than an exercise in nostalgia, that in fact it
has something to say about nostalgia, and about what it means to un-
derstand one’s own life and identity in relation to the temporalities of
new media – of Moore’s law, generational cycles, iterative developments,
software updates and in-built obsolescence. As I have said, it offers a
spin on the 2D platformer, a genre that the original Super Mario Bros.
essentially defined. It also contains references to other older games: a
series of levels are rendered in green and black like a Game Boy game,
while constellations visible in the night sky evoke pieces from the puzzle
game Tetris, a title similarly preoccupied with rotating and aligning geo-
metric forms. 2 On one level, Gomez’s amazing ability to shift into the
third dimension is a droll reference to the shift that videogames made
from bitmaps to polygons – from the 2D pixel graphics of the earliest
Mario games running on the Famicom in the mid-1980s to the poly
gonal spaces of the paradigm-shifting Super Mario 64, released on the
Nintendo 64 a little over a decade later. At the same time it gestures at
the degree of imaginative investment players made in ‘filling out’ the ab-
stract, two-dimensional representations of early games. After all, players
had to want to enter the worlds that these 2D games represented – had,
in a sense, to have already mentally fleshed them out – for 3D iterations
to be commercially viable.
In 1990s gaming culture, 3D represented the future. In Super Mario
64, players accessed new worlds by jumping into paintings – a reference
to the game’s rounding out of the earlier Mario titles’ flat spaces and, at
the same time, a cute reversal of the gothic tradition of portraits com-
ing alive and breaking their frames (a staple, of course, of early cinema
(Nead 2007, 92–93, 100)). But where Mario 64 was concerned with
realizing the desire to flesh out the 2D Mario games’ crudely rendered
but evocative representations, Fez, like Super Paper Mario, is more con-
cerned with witnessing that desire than fulfilling it. Dating from an era
when 3D graphics have lost their air of millennial promise, when players
and designers alike have realized that 3D games are not necessarily go-
ing to be more diverting than their 2D forebears, these games wistfully
recall a time when imagination had to supplement shortfalls in process-
ing power. Rather than positing an inevitable onward progression from
flat to full, from abstract to realistic, Fez institutes a reversible relation
between the second and third dimensions, and, through them, the ‘past’
and the ‘present’. Through its marriage of retro gameplay and graph-
ics with new conceits rendered possible by 3D graphics technologies, it
interrogates the appeal of the spaces portrayed by 2D games, turning
our attention away from technology to address the role of the spectator
156 Mobile Subjects
in making sense of virtual spaces. While these spectators are, to be
sure, embodied subjects whose perceptual apparatuses are susceptible
to depth cues, optical illusions and so forth, Fez recognizes that they
are also imagining, desiring, interpreting, remembering individuals for
whom old games may be full of evocative cues.
Earlier in the chapter I proposed that practices like speedrunning point
to conflicting attitudes within ‘gamer culture’: on the one hand, gamers
revel in the superficial pleasures of illusionistic playspaces like Mario’s
mushroom kingdom; on the other, they feel the urge to strip games to
their algorithmic cores. I also suggested that this ambivalence reflects the
fact that there is still something of a stigma around gaming: as Helen
Thornham (2011) notes, for adults to play too enthusiastically is to risk
being marked out as immature, sexually inadequate or out of control
(19, 69–70). Elsewhere (Gallagher 2013) I’ve suggested that gamers often
respond to this lingering risk of ridicule or censure by cultivating forms
of irony and ambivalence akin to the ‘sophisticated naiveté’ that, for
Joseph Litvak (1997), is characteristic of queer cultural consumption.
Litvak observes that many queer subjects will have spent ‘late child-
hood or early adolescence’ seeking escape ‘from a heterosexual every-
day every day more banal and more oppressive’ by daydreaming about
‘Hollywood’, ‘the opera’, ‘haute couture’ and ‘other world[s], magically
different from the world of family and school’ (76). At the same time,
they will have become aware that such fantasies may seem questionable
or ridiculous in the eyes of society at large. There is an alternative to sim-
ply relinquishing these ‘bad’ attachments though, one that involves de-
veloping the ‘endlessly renewable (if latent) gift for inversion’ that L
itvak
calls ‘sophisticated naiveté’ (ibid. 75–76). This gift allows one to vacillate
between indulging and disavowing these guiltily extravagant, nostalgic
investments, maintaining an affection for objects that one simultane-
ously acknowledges to be tacky, trivial, silly or overwrought.
Today, gameworlds – and, through them, ‘worlds’ like ‘the videogame
industry’ and ‘Japanese culture’ – have become sites of escapist fantasy
for gamers gay and straight, 3 and gamers are developing their own
equivalents of Litvak’s sophisticated naivety. Games like Broforce ask
us to laugh at how thematically overblown, unremittingly violent and
graphically crude games like Contra were, while also affirming the guilty
pleasures of retro running and gunning. Such games retain gaming as a
source of pleasure and solace, while reserving the right to concede that,
yes, gamer culture can be rather juvenile, rather fanciful, rather geeky,
rather remote from reality. The ambivalence becomes more charged with
games like Mattie Brice’s Mainichi. Using 1990s Japanese RPG aesthet-
ics to talk about transgender experience, the game gestures towards the
importance of JRPGs as spaces in which players could escape a big-
oted world and playfully experiment with gender identity. At the same
time, the game’s concern with the quotidian and its downbeat tone mean
Mobile Subjects 157
Mainichi can be seen as taking games to task for failing to grow into
a medium capable of dealing with these kinds of experiences. Fez’s re-
framing system, meanwhile, essentially turns Litvak’s acts of ‘inversion’
into a play mechanic. Asking us to flip between sophisticated cynicism
and naive credulity, it admits that while games sometimes seem rich and
deep, they often seem flat and flimsy too.
The deeper one gets into Fez, the clearer it becomes that the game
is more than a throwback Mario clone. Initially, the player is mainly
preoccupied with physical movement, with discovering routes that allow
Gomez to reach the golden blocks strewn throughout Fez’s locations.
Gradually, however, it becomes apparent that the game has another,
more abstract dimension. Where Fez had been billed over the course of
its five-year development as a simple platformer, many of the game’s en-
vironments turned out to conceal complex puzzles requiring mental agil-
ity rather than physical dexterity to complete – something that had not
been evident from the many previews written about the game over the
course of its gestation. Moreover, players began to intuit that the symbols
with which the surfaces of Fez’s world were inscribed were not purely
decorative, eventually realizing that the game contained its own alphabet
and number system (made up entirely of squares and oblongs), as well as
various other codes and ciphers. Over the week that followed the game’s
release, players began to share speculations, findings and decryption
techniques online, tapping the collective intelligence of a sizeable ‘know
ledge community’ (Jenkins 2006, 26–27; Kubba and Orland 2012).
For our purposes, the important thing about Fez’s puzzles is that
they require players to realize that there may be a ‘deeper’ meaning to
what they are seeing. If connoisseurs will assure novices that there is
much more to Super Mario Bros. than meets the eye, Fez really does
contain another, altogether more abstract and intellectual level behind
or beyond its retro platforming action. In short, on various levels (and
it proves impossible, here, to avoid a metaphorical register of lay-
ers, levels, dimensions and depths), Fez draws our attention to video
games’ doubleness – their ability to be simultaneously flat and full, code
and image, crude playthings and evocative cultural talismans. Angela
Ndalianis (2004) sees such doubleness as a fundamental characteristic
of both Baroque art and the ‘neo-baroque’ spectacles of the digital era,
which for her are ‘simultaneous[ly]’ experienced ‘both as a technological
achievement and as an alternative reality’ (213–214). Baroque space, in
other words, is fetish-like; able to hold in tension contradictory prem-
ises, opposed ‘realities’. In much Baroque art, creating a tension between
2D and 3D forms serves a pedagogical function, teaching viewers to dis-
trust appearances, to seek significations or solutions that might dwell on
the other side of the 2D/3D binary. Truth either lies in the ‘hidden depths’
behind an illusory flat screen (for Descartes, the viewer so captivated by
a spectacle that they ‘can only perceive the first side of an object that
158 Mobile Subjects
is presented’ has a duty to see what lurks behind or around that plane
(Hanafi 2000, 191)) or emerges via the application of a flat filter, plan or
template ‘over’ an otherwise incomprehensible mass of volumetric forms
(like the baroque labyrinth which produces the wish for a 2D plan view,
or the algorithm which recognizes and causes a digital camera to focus
on a smiling face). Similarly, in Super Paper Mario, getting stuck in one
dimension can normally be rectified by switching to the other. But of
course, in these games, both sorts of image are ‘virtual’ – the 3D world
is no more solid than the 2D one. This is especially apparent in Fez, in
which progress is not about rectifying illusions but producing more use-
ful ones, and where there is finally no division between seeming and be-
ing. We are not asked to determine which reading of a space is ultimately
correct, but to cultivate the ability to switch between equally tenable
premises, either of which may be currently preferable. What is import-
ant is not what we are seeing but the process of learning to shift frames,
switch viewpoints, cultivate flexibility. By flipping between readings of
space, by alternately acknowledging and ignoring the playfield’s third
dimension, Fez has players rehearse the shifts between visual grammars
that are part of computer-mediated life, shifts that chip away at the sense
of there being a truth beyond appearance.
In Fez, this switching becomes a way to talk about what it means to
identify as a ‘gamer’, someone whose biography and identity is bound up
with this process of exploring increasingly sophisticated virtual spaces
and working out the rules that shape them. The game is a reflection
on gaming’s history and cultural status, its developing aesthetics and
technologies but also its bumpy ride from a culturally marginal acti
vity associated with deviance, addiction, violence and social isolation
to a mainstream pastime which nevertheless tends to be seen as a hobby
or a distraction rather than a mature cultural form worthy of serious
emotional investment or ‘deep’ thought. Like Braid, which built on the
Mario blueprint by incorporating a time-shifting mechanic, devious
puzzles and a thematic concern with regret, lost love, nuclear war and
the nature of time, Fez wants us to know there can be more to games.
Both titles already feel like they belong to a particular phase in gaming’s
history, a phase which saw various designers attempting to do new and
self-consciously grown-up things with genres familiar from the 1980s
and early 1990s. As we shall shortly see, Pokémon GO has become
popular in part because it allows players to reflexively perform the kinds
of nostalgia, irony and ambivalence that Fez and Braid gesture at. Play-
ers use an AR interface to insert cute fantasy creatures into everyday
environments, creatures powerfully evocative (at least for millions of
millennials) of childhoods spent immersed in virtual worlds that may
now seem painfully crude or charmingly innocent. Like the selfie pheno
menon, the game’s success speaks to the importance of framing in con-
temporary technoculture (Papacharissi 2015, 96, 135): as I noted last
Mobile Subjects 159
chapter, scholars like Celia Lury (1998) argue new media have fostered
an understanding of individual subjects ‘not as wholes but as the sum of
diverse factors amenable to analysis and manipulation’ (19). The digital
subject is expected to be flexible, to cultivate ‘a self that may be continu-
ally dis-and re-assembled across contexts’, ‘subject[ed] to regrouping …
[and] endlessly recombined’ to fit new frameworks (ibid.). Like the Fez
player forming a bridge by flipping the camera, digital subjects tacti-
cally foreground certain qualities while consigning others to the back-
ground (if only for the moment) as they move between different spaces.
Circumstantial utility, rather than objective truth, becomes the measure
by which any one framing is judged. It’s with these ideas in mind that
I want to end the chapter by considering Pokémon GO. Using AR to
turn real spaces into playgrounds, the game serves as an example of how
new media allow subjects to position themselves, while also hinting at
how videogames might help players to better understand the nature of
networked spaces.
Conclusion
At a time when cultural geographers are trying to think beyond signi
fication and address the ‘diverse human, inhuman and nonhuman forces’
that compose environments (Anderson 2016, 1), it is important to re-
member that while games like GO often serve to screen out history,
166 Mobile Subjects
inequality and exploitation, they can also work to attune players to the
ways in which urban environments and individual spatial practices are
being reconfigured by new media. In trying to make the virtual creatures
they covet appear on their screens, pokemongoLondon participants
make a host of other chimerical entities apprehensible. Their discussions
point to the fact that, while urban space may not be as rigidly bounded
as Killer 7’s networked gamespace, cities, like interfaces, are increasingly
conceived in terms of ‘choice architectures’ which instantiate a ‘libertar-
ian paternalism’ by framing ‘the subject … as a free player in a defined
rule-space’, at liberty to make their own choices on the condition that
they accept ‘total surveillance’ (Schrape 2014, 21). Where many games
seek to efface their own interfaces and to make the player feel that defini
tive mapping and mastery of space is possible, Killer 7, Fez and (albeit
inadvertently) Pokémon GO invite consideration of what it means to be
caught between different viewpoints and frameworks, dimly aware both
of the networks we are connected to and of the fact that the technologies
we look through are probably looking back at us.
Notes
1 The classic example is Hans Holbein’s 1533 painting ‘The Ambassadors’,
which famously requires viewers to stand to the side of the image in order to
resolve an image of a floating skull.
2 These constellations are one of the game’s many conceptual jokes, suggest-
ing an analogy between the activity of reading clusters of stars as 2D images
(of ploughs, bears, hunters etc.) and that of reading Fez’s spaces as alter-
nately ‘deep’ or ‘flat’.
3 Consalvo (2012) interviews Western gamers for whom 1990s Japanese
games represented ravishing glimpses of another culture.
4 Caillois differentiates between ‘paidiac’ (free-form, improvisatory, creative
and ‘playful’) and ‘ludic’ forms of play (rule-bound, goal-oriented and
‘gameful’).
5 YOLO, or ‘you only live once’, being a byword for free-spirited millennial
positivity.
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7 Productive Subjects
Time, Value and Gendered
Feelings
Gaming Gamified
It is important to note that videogames have developed to better serve
these ends. Over the period this book covers, we have witnessed a gam-
ification of gaming, as core and casual games alike introduce systems
calculated to reassure players that they are not wasting their time and
effort but investing it in order to reap the benefits later – whether those
benefits constitute points, perks, equipment, in-game abilities, markers
of prestige or, as with ‘exergames’, the shedding of real-world weight.
Metagamic reward systems and social features fold each play session
into wider projects of acquisition, progress and self-promotion. Such
measures recognize and enhance the videogame’s potential as an object
of cruel optimism: absolving us from having to account for what we
are doing right now (because it is always framed as an effort towards
accruing or maintaining something for the future), they also spare us
from having to imagine the future we are notionally working towards
in any detail (because there is always a task at hand to focus on). In
order to understand how and why these processes work, we first need
to acknowledge videogaming’s dirty secret: that games aren’t actually
all that much fun most of the time. As Ruggill and McAllister (2011)
point out, people who make, sell, promote and discuss games – and, for
that matter, people who play them – often go to great lengths to pres-
ent videogames as ‘compelling, radical, funny, artful, dangerous, and so
forth’ (37). For Ruggill and McAllister, however, they protest too much,
and the very avidity with which they reiterate these claims points to the
degree of ‘discomfort’ and ‘drudgery’ inherent in digital play (ibid. 34).
While certain games might succeed in being thrilling, moving or endur-
ingly engaging, Ruggill and McAllister argue that these are the excep-
tion rather than the rule. Such exceptions, they hold, are the products
of ‘an enormous amount of craft, talent and luck’, and at their core lies
a battery of techniques designed ‘to entice, encourage and especially
coerce players into active engagement’ and the assumption of certain
subject positions (ibid. 32). Drawing on Adorno, Ruggil and McAllister
discuss these techniques as modes of ‘interpellation’ (ibid. 36). Games,
they argue, are like ventriloquists’ dummies, through whose mouths
designers flatter, coax, threaten and chivvy players into playing – and
perhaps even enjoying playing. Echoing Barry Atkins (2006), they ar-
gue that one of the main ways in which games interpellate players is by
making them look forward, whether to what might be around the next
corner or – via gameplay innovations, cutting-edge graphical techniques
Productive Subjects 179
and similar ‘advances’ – to where the medium as a whole might be head-
ing. Gamified progression mechanics are another way of inviting players
to look forward, encouraging them to spend more time gaming and to
feel better about it even as they seek to defuse notions of videogaming
as a sedentary, antisocial, perniciously addictive waste of time, enjoyed
only by geeky loners and losers. If many independent games want to
show that games can be meaningful in the sense that cinema or literary
fiction can be meaningful, these systems focus instead on presenting play
as profitable or generative, a matter of playing towards something.
As I have already conceded, to talk about a ‘gamification of gam-
ing’ might seem odd. According to Detereding et al.’s influential for-
mulation, gamification is ‘the use of game design elements in non-game
contexts’ (2011, 2). It is often discussed in terms of importing feed-
back and reward systems developed by videogame designers into other
domains – and sometimes in terms of turning the baleful power of dig-
ital games to good account, levying the same force which compels kids
to keep playing Mario Kart when they should be doing their homework
to incentivize learning, healthy eating, the completion of household
chores, civic engagement, etc. In fact, though, the work of research-
ers like Schrape (2014), Schüll (2014), Karlsen (2016, 72–73, 79) and
Elmer (2003, 56–57) shows that so-called gamification often owes less
to videogame designers than it does the operators of airlines, casinos,
supermarkets and jails, who have spent decades honing modes of mon-
itoring and recasting behaviour, from prize draws and loyalty cards to
electronic tags. Gamification, in other words, is arguably something of
a misnomer. That being the case, what do I mean by the g amification of
gaming? In a 2014 article, I suggested that one way to narrate this pro-
cess is in terms of how designers of console games responded to the in-
creasing availability of storage and ‘save game’ facilities over the course
of the 1990s. I argue that as writable memory became more widely avail-
able, we saw a subtle but significant shift in design philosophy, a move
towards rewarding players for succeeding rather than just punishing
them for failing. Videogame designers began motivating players with
unlockable rewards (items, characters, costumes, game modes) and in-
tegrating the kinds of progression and character ‘levelling’ systems that
had hitherto been the preserve of roleplaying games (RPGs) into other
genres. Indeed, gamers sometimes used the term ‘RPGification’ to de-
scribe the trend, referring to racing games that require players to ‘grind’
to unlock more powerful cars, or action games where players must save
up for and buy new combat abilities as ‘RPGified’. This reorientation
towards earning upgrades and rewards rather than just besting obstacles
brings questions of anticipation and motivation to the fore. As the player
jumps through the hoops necessary to unlock this or that character, cos-
tume, weapon or vehicle, they are invited to look forward to the moment
when everything will be at their disposal. Is this, though, the moment at
180 Productive Subjects
which true play can begin or the point at which it ends? Caught up in the
cycle of earning and unlocking, it is easy to tell ourselves that the best
is yet to come – and that, even if we are not enjoying ourselves at this
precise moment, we are at least laying the groundwork in anticipation of
the moment when the real fun will begin. What we often find, though, is
that in the absence of more treats to unlock, more extrinsic motivators,
play loses much of its allure. Perhaps this is because the pressure to enjoy
play for its own sake can in fact be rather burdensome; perhaps it is be-
cause, without the prospect of a carrot to motivate us, we risk realizing
just how boring, meaningless and repetitious gaming really is most of
the time.
This trajectory mirrors that of the hoarder, whose behaviour is, for
Berlant, a classic expression of cruel optimism. She argues that hoarding
‘performs the enjoyment of an infinite present of holding pure potential’
(2011, 42). Should the hoarder attempt to exercise their sovereignty and
realize the potential that the hoard represents, however, they are cer-
tain to be disappointed. Videogames beguile us with the promise of a
kind of pure play – an autotelic, fully voluntary activity that constitutes
its own reward. Chapter 4 stressed that if games do provide pleasure,
satisfaction and contentment, the industry’s high-flung rhetoric of flow
and immersion masks the fact that they also elicit boredom, frustration,
discomfort, hilarity and disorientation. I would argue that if something
like pure play is possible, it shapes gaming culture as much as a prospect
as it does a reality, a prospect that is put to work for the purposes of
monetization and subjectivation.
This process of gamification or RPGification was occurring at the
same time as the emergence of online gaming, first on PC and then
on consoles. If online gaming opened up new forms of competition,
collaboration community and creativity for gamers, from an industry
perspective it also transformed play into a source of data, supplementary
income and surplus value. Publishers and developers began to incorpo-
rate data mining techniques and shopfronts into games alongside social
features intended to keep people playing and tie them into particular
corporate ecosystems, with the Xbox 360’s ‘gamercard’ system proving
particularly influential. Players were invited to create an online profile
and were awarded points for completing game-specific challenges cre-
ated by developers, unlocking ‘achievement’ badges, which would in-
crease their overall ‘gamerscore’. Suddenly, by playing any particular
game, players were also making progress in a system-level metagame.
In Chapter 3 I discussed how, for Microsoft and their affiliates, achieve-
ments provide a means of gathering data about which games users are
playing and how they are playing them. For players, meanwhile, the
gamerscore system provides an ongoing measure of commitment and
competence, taking into account all the games that a user has played on
that platform. On one level, the system can be understood as a means
Productive Subjects 181
of ‘redeeming’ what would otherwise be solitary, gratuitous or unwit-
nessed acts: where once one might have felt a faint glow of personal
pride at having pulled off a particularly tricky, ingenious or comedic in-
game feat, such acts are now recognized, recorded and published online
for all to see. These systems also provide players with a greater number
and diversity of goals, so that even if we are not making any progress
towards a particular milestone (such as completing a game’s next story
mission), we may nevertheless be contributing to the fulfilment of other
criteria (working towards having killed 50 hunters, decrypted 25 coded
engrams or found 50 hidden ‘ghosts’ in Destiny for example). Such sys-
tems encourage us to see videogaming not in terms of fruitless repetition
and futility but according to a teleological philosophy of purpose, prog-
ress, direction and development.
Systems like the gamerscore are essentially attempts to literalize what
Mia Consalvo (2007) calls ‘gaming capital’ (184). If ‘cultural capital’
describes aptitudes, knowledge, possessions and qualifications valued
within a particular ‘field’ of social relations (Bourdieu 1993, 163–164),
then gaming capital can be taken to refer to the skills and know-how
that distinguish a player in the eyes of fellow gamers (or some imagined
homogeneous group thereof). Offering a constantly updated record of
who has played what and how well they have played, the gamerscore sys-
tem has created what de Peuter and Dyer-Witheford term ‘a sort of com-
petitive exchange rate’ (2009, 79), a currency of fungible units by which
to evaluate the credentials of a particular player. While we should be
careful about claiming that gaming’s appeal was ever ‘pure’ (see, for ex-
ample, Karlsen’s (2016) comments on the difficulty of disentangling in-
trinsic and extrinsic motivators (89)), such systems have helped to gamify
gaming, enhancing games’ capacity to colonize and monetize time, at-
tention, effort and emotion, offering a framework of intelligibility – not
to mention a means of quantification and ‘capture’ – for hitherto nebu-
lous or evanescent investments, resources, relationships, phenomena and
feelings. In Lone Bertelsen and Andrew Murphie’s (2010) terms, they
are a means of ‘refraining’ the affects to which play gives rise. Bertelsen
and Murphie offer an account of how ‘refrains structure the affective
into “existential Territories”, enabling the ‘micro-coloniz[ation of] the
infinity of little affective events that make up our everyday lives’ and
allowing pre-personal affective atmospheres to crystallize into personal
emotional experiences (ibid. 139, 141).
Creating contexts for showboating, competition, collaboration and
gossip, ‘territories’ like Xbox Live, the PlayStation Network and Steam
can be understood to be constituted of ‘slow[ed], refrained or looped
affects’ (ibid. 145). Games have always supported the emergence of ri-
valries and alliances, feelings of ambition, triumph, belonging, schaden-
freude and pride, but Microsoft’s gamerscore and other such metrics
enable these relations and affects to be visualized, consolidated and
182 Productive Subjects
channelled. They exemplify what Steven Shaviro sees as a shift towards
understanding ‘media works’ as ‘machines for generating affect, and for
capitalizing upon, or extracting value from this affect’ (2010, 3, empha-
sis in original). Economically speaking, the character of the feelings to
which games give rise is less important than the fact that those feelings
can be refrained, measured and monetized. Trolls and cheats can play an
important role in keeping the affective tenor of online spaces profitably
volatile by generating negative or hostile feelings; games like FarmVille,
which emphasizes nurturing, creativity, gift giving, collaboration and
sharing, and was highly popular among middle-aged women (Ingram
2010), may afford opportunities to rehearse ‘effeminate feelings’, but
they can be every bit as ruthless as ‘hardcore’ shooters in their attempts
to levy players’ social ties and drain their wallets. In fact, it is often
tonally upbeat casual games – many of which are free-to-play – that
are most persistent and audacious in pumping the player for cash, con-
tacts and data. To recap, then, over the course of gaming’s recent his-
tory a new answer to the question ‘what is a videogame’ has emerged: a
videogame is a means of modulating feelings, of managing the flow of
time, of creating and exchanging data – and, publishers hope, of capi-
talizing upon these processes. Whether ontogenetically – at the level of
console dynasties – or phylogenetically – at the level of players’ experi-
ences within one game – the games industry aims to instil a reassuring
sense that players are perpetually earning, investing and making prog-
ress. And, as the following sections show, this is every bit as true of
‘antieffeminate’ triple A shooters as it is ‘effeminate’ smartphone games.
Destiny Calls
Destiny is in many ways a typical ‘hardcore’ console game – and also,
as I will argue, an exemplary ‘antieffeminate technology of feeling’ on
Warhol’s terms. As I have emphasized, to call Destiny ‘antieffeminate’ is
not simply to accuse it of being sexist or homophobic. While the games
industry still has a tendency to privilege combat over other forms of
interaction, to caricature queer characters when it represents them at
all and to portray women as sexualized playthings and prizes, these
tendencies are not my bone of contention here – and indeed, by these
standards, Destiny comes off as fairly progressive, at least by compar-
ison with many of its peers. Rather, without discounting the way that
imagery, plot and other such diegetic elements mount gendered appeals
to players, I want to use Warhol’s work to shift the discussion of gaming
and gender beyond questions of who is portrayed and how, and towards
questions of temporal structure and affective valence. As Warhol (2003)
notes, while narrative media of course ‘offer representations of “virtual”
time and space’ and of characters who move through diegetic space and
time, they also ‘take up “real” time in the lives of audiences who have
Productive Subjects 183
to “make space” in their days for reading or for viewing’ – or, indeed,
for playing (72). For her, it is crucial that without losing sight of content,
we address the role of form in eliciting gendered feelings, while also
accounting for the routines and spaces within which different kinds of
readers, viewers and players make room to engage with media.
Warhol makes these claims in the course of an analysis of the serial,
a form that, like the ‘gamified’ or ‘RPGified’ videogame, is highly depen-
dent on repetition with variation. Like serials, games structure time and
mediate access to information about real or imagined others in ways that
promote gendered habits of feeling, leaving traces in and on the bodies
of players. Focused on combat, graphically cutting-edge and requiring
specialist hardware, Destiny addresses a demographic already au fait
with gaming’s conventions, promising to challenge and reward those
willing to devote enough time, effort and attention to it. This audience’s
familiarity with, for example, the principle of manoeuvring the avatar
with one thumbstick while they aim with the other, speaks to the time
they have already invested in moulding their body into that of ‘a gamer’.
Destiny’s visuals at once tie the game into the aesthetic traditions of
sci-fi, cyberpunk and anime, and aim to instil awe and pride in the own-
ers of devices capable of rendering the game’s glittering dunes, burnished
crags and creeper-clad ruins. In gameplay terms, meanwhile, Destiny
offers players the chance to prove their worth in both player versus en-
emy (PvE) and player versus player (PvP) confrontations. While none of
these characteristics bar Destiny to non-male players, they all contribute
to the game’s construction of a space where (putatively) ‘manly’ states of
feeling can be ‘rehearsed’, generated and managed, a space designed for
digital subjects who are skilled, tech-savvy and genre-literate.
Videogames have many ways of eliciting ‘manly’ feelings from players,
and even within the category of violent games, we see a wide range of
ludic and aesthetic cues that invite an equally wide range of responses.
Military shooters aim to elicit righteous patriotic ire with stories of inva-
sion; Grand Theft Auto games invite an attitude of knowing irreverence
through endless parodies, travesties and pastiches; games like OtoGi:
Myth of Demons or Shadow of the Colossus generate a sense of fleeting-
ness and pathos that, following William Huber (2007), we might trace
back to the Japanese aesthetic tradition of mono no aware (212). From
the panoramic grandeur of its scenery to NPCs who offer swashbuckling
wisecracks or dire prognostications through our headphones, Destiny
uses a number of techniques to convince players that they are engaged in
a heroic, high stakes endeavour with galactic implications. Beyond any
of these elements though, even games that might seem to invite more
or less ‘effeminate’ responses (say Nintendogs or Cooking Mama) can
function effectively as antieffeminate technologies of feeling insofar as,
at a mechanical level, they are incorruptibly objective rule-bound simula-
tions running on computers incapable of empathy. Games can neither go
184 Productive Subjects
easy on players who are feeling vulnerable, nor push players out of spite.
In a culture where forms of ‘affective labour’ are increasingly prevalent,
this renders videogames a welcome break from the work of feeling. It
also makes them a potent source of solace or catharsis for players who
have been patronized, turned down, stood up, laid off, bereaved, repri-
manded or otherwise subjected to putatively ‘emasculating’ feelings (and
of course, most feelings are considered emasculating in a culture that
persists in equating sensitivity with femininity). In other words, while
we might justifiably call the original Tomb Raider sexist for the way it
used Lara Croft’s improbably proportioned virtual body to attract male
players, and while we might also call it antieffeminate insofar as it was
content to leave those players alone to probe its possibility space and
piece together its puzzles, these two qualities are not the same. Which is
not, of course, to say that sexist visual content can’t amplify the effects
of antieffeminate formal patterning and vice versa.
Lonesome Tonight
Structurally, then, Destiny echoes the push-and-pull rhythm of the anti
effeminate serial, alternating between breathless skirmishes against
high-level enemies, the ongoing business of buying, selling and crafting
equipment and the process of grinding through the same missions for
loot drops while waiting for the next update. It also elicits the kind of
powerfully ambivalent feelings that, for Warhol, leave gendered marks
on the bodies and the affective lives of serial audiences, having received
stern criticism from players who have nevertheless poured hundreds of
hours into it. As one high-level Destiny player puts it, ‘we don’t play the
raid because we just love playing that content over and over again, ad
nauseum [sic]. We play it because we might get a Vex or essential raid
gear [at] the end’ (dinosuzuki 2014). Such players seek out ‘exploits’ to
try and circumvent the grind and expedite progress – a process that can
Productive Subjects 187
be both challenging and sociable, as players collaborate to discover and
capitalize on loopholes in the game’s logic before Bungie can close them
(Phillips 2016b). Destiny’s gamified systems, in other words, appear to
aggravate and alienate players even as they keep them playing – proof,
perhaps, of the fact that gamification is less about ‘chang[ing] the way
people think’ than ‘how they behave’ (Schrape 2014, 24).
Indeed, one of the ways that Destiny serves as a forum for manly feel-
ings is by giving players a chance to complain and to criticize Bungie’s de-
sign decisions, in so doing affirming their manly resistance to the game’s
attempts to captivate them. Bungie would surely prefer people were not
complaining about their game. At the same time, these complaints prove
consistent with the way that Destiny seeks to draw players in, even as
it gives them alibis for asserting that they are not overinvesting in the
game, speaking in so doing to the contradictoriness of gaming mascu-
linities. As Helen Thornham observes, many male gamers are loath to
admit to becoming immersed in solo play; for her interviewees, playing
alone too often and too enthusiastically is a form of ‘“Geek” gaming …
laden with signifiers of the lone, perverted male, essentially fulfilling all
his abnormal pleasures and desires through the technology’. To become
too fixated on play is to depart from the ‘temporal structure of working
lives where every hour has meaning or purpose’, threatening your status
as a man who gets things done (2011, 19, 30). Such attitudes help to
illuminate Destiny’s attempts, and those of similar games, to present
play as something other than a solitary waste of time through its social
features, its various multiplayer modes and its gamified progression sys-
tem. The range of mission types and modes available makes it possible
to jump into the game for twenty minutes or to spend hours on a raid –
and, in both cases, to feel like you’ve achieved something in the context
of your character’s overall progression. While the game is demanding
in certain respects (its requirement that we have the right hardware and
sufficient gaming literacy, the fact that it takes hours of concentrated
play to climb its ladder), in others it is very accommodating – hardly
all things to all people, but certainly a console videogame calculated
to appeal to different kinds of console gaming fans. Depending on our
mood, our preferences, our playstyle and the amount of time available to
us at that moment, the game offers a variety of character classes, modes,
difficulty levels and mission types to try. In certain respects, the Destiny
that I played is different to the Destiny played by an avid PvP player, or a
member of a guild who coordinates with a team of friends to repeatedly
run ‘raids’ in search of the most exotic loot. The game demonstrates an
awareness of itself as a mode of passing time, supportive of different
routines and styles. In giving players the option of playing more or less
alone, of engaging in competition or collaboration, Destiny witnesses
‘the feelings of restless dissatisfaction, of isolation, lonesomeness, and
ambivalent self-sufficiency that partly constitute what has been coded
188 Productive Subjects
as masculinity’ in our culture (Warhol 2003, 96); like the serial, it pro-
vides ‘both a “workout” for solidifying solitary feelings and a means
of entering into virtual and actual communities that would offset those
feelings’ (ibid. 96–97). At the same time, it is absolutely insistent that
we play online – if the servers are down, or our Internet connection isn’t
working, or an update file is downloading, the game is inaccessible. Even
playing alone, we are kept company by the software agents working to
turn our play into profit.
Kim Kardashian: Hollywood, too, insists that we remain online while
we play. In other respects, though, it differs profoundly from Destiny.
For one thing, the barrier to entry for potential players is considerably
lower. Where Destiny players must have the right hardware, buy the
game and subscribe to PSN or Xbox Live, Hollywood is a free download
with modest hardware requirements that mean it will run on almost any
laptop, tablet or phone. Where Destiny requires a console hooked up to
a TV, Hollywood is always to hand, seconds from booting up. Destiny
assumes a knowledge of console shooter conventions and the ability to
react to in-game threats in real-time; Hollywood has a simple interface
vocabulary of taps and swipes, and shows no interest in testing the play-
er’s reflexes, memory or puzzle-solving skills. From a development per-
spective, too, Destiny’s tortuous gestation stands in stark contrast to
the apparently relatively simple process of applying the Kim Kardashian
licence to a ludic skeleton that developers Glu had already constructed
(Tweedie 2014). Graphically, meanwhile, Hollywood swaps Destiny’s
photorealistic renderings of alien worlds for stylized line drawings of
familiar locations, rendering Los Angeles, Florence and Paris as cute,
stylish caricatures. Like Destiny, Hollywood is RPGified, but here the
scenario sees us creating a character and working our way up the celeb-
rity ladder from the E-list to the A-list, expanding our network, our fan-
base and our wardrobe alike across reality TV appearances, modelling
jobs, dates, premieres and launch parties.
While this is still a fantasy, it is a fantasy that is (literally) more down
to earth than Destiny’s interplanetary odyssey. Likewise, where Destiny
invites players to shut out everything else and lose themselves, Hollywood
expects and enables them to remain in touch with real life – to snatch
scraps of play here and there as they go about their day, putting the game
down if something more urgent arises. In what follows, I propose that
these differences reflect the fact that while both games seek to capitalize
on ‘cruel optimism’, Hollywood is a more effeminate (or at least a less
‘antieffeminate’) technology of feeling than Destiny. This difference is
clearly signposted by a story that hinges on trysts, break-ups, shopping
sprees, catfights and other staples of ‘effeminate’ media rather than the
epic battles and voyages that are the stock-in-trade of ‘antieffeminate’
narratives. As I’ll argue presently, Hollywood’s story is a classic exam-
ple of how, as Tiqqun (2012) and McRobbie (2016) argue, style-savvy,
Productive Subjects 189
go-getting young women have become privileged avatars of neoliberal
values – though it is also more sceptical of those values than we might
anticipate. Again, however, I want to underline the importance of looking
beyond images and storylines to ask how games’ structures, mechanics
and distribution methods reflect the logic according to which gendered
digital subjects are constructed. Thus, having considered H ollywood’s
scenario, I will move on to address the way that Hollywood’s systems
and mechanics work to structure both the player-character’s ascent to
the A-list and the player’s time – and from there to show how the game
operates as a ‘connective commodity’ which is at least as unrelenting as
Destiny in its attempts to elicit money, time, attention and information
from the player (Nieborg 2015).
California Dreaming
In their Preliminary Materials for a Theory of the Young-Girl, the Tiqqun
collective propose that the ‘model citizen as redefined by consumer so-
ciety since World War I’ is the ‘Young-Girl’: an ambitious, adventurous,
glamorous, youthful, ruthless figure devoid of scruples or political com-
mitments (2012, 15). While Tiqqun stress that men, too, can be ‘Young-
Girls’, and while feminist scholars have objected to the way that their
text makes young women ciphers for the ills of culture of which men
remain in command (Power 2013), for Angela McRobbie (2016) Prelimi
nary Materials points nevertheless to an important truth about the new
capitalism: that ‘the gender of post-Fordism is female’ (89). McRobbie’s
analysis of the gender dynamics of the new capitalism can help us to un-
derstand both the world Hollywood represents and the cultural and eco-
nomic context within which it functions. As she notes, the working-class
men whose labour underpinned Fordist capitalism have struggled to ad-
just in the wake of rapid and aggressive deindustrialization – a struggle
figured by Swanson’s Washington Post story about unemployed young
men who’d rather play videogames than seek work. At the same time,
more and more young women are entering higher education and the
workplace. Many have carved out careers in the creative and service
sectors of economies increasingly oriented around forms of ‘immaterial’
and ‘affective’ labour, sectors that prize qualities traditionally consid-
ered ‘feminine’: empathy, emotional intelligence, ‘girlish’ enthusiasm
and quiescence, the maintenance of an attractive and appealing image.
While such jobs do not necessarily offer security or prosperity, they re-
main appealing to post-Fordist, post-feminist subjects taught to prize
the ability to secure ‘an interesting, possibly creative and ideally glam-
orous job’ while maintaining an ‘attractive, well-groomed body’ that
functions at once as a professional asset, ‘a mark of pride, a sign of self-
responsibility and a way of “feeling good” about the self’ (ibid. 89, 90).
The ‘fashion-beauty complex’ plays a key role here, both as an employer
190 Productive Subjects
(or at least a purveyor of jobs to aspire to) and for its role in propa-
gating this ‘agenda of self-management’ and ‘focus on self-presentation’
(ibid. 87, 90). These discourses rework Romantic notions of the subject,
valourizing ‘individualism[,] uniqueness and creative genius … elevated
imagination and “otherworldliness”’ while downplaying the role of
craft, graft, education and socio-economic circumstances in informing
who has the potential to succeed (ibid. 108).
Hollywood makes these values the engine of an RPG. The game be-
gins with Kim plucking our character from obscurity, having discerned
(in keeping with neoliberalism’s co-option of Romantic individualism)
that we possess that special yet ineffable something that could make
us a star. While the game gives us the option of choosing both our ava-
tar’s gender and their sexuality, it also posits a reality in which everyone
(including the player) is a ‘Young-Girl’ in Tiqqun’s sense: all of the NPCs
we encounter are ageless, slim, able-bodied, snappily dressed and ready
to network.1 If its portrayal of these ‘Young-Girls’ is hardly as savage
as Tiqqun’s (whose text, for Power (2013), raises questions as to where
reflexive parodies of misogynistic discourse shade into the real thing),
neither is it entirely uncritical. The process of interacting with NPCs,
for example, shows just how mercilessly Darwinian life as a Young-Girl
can be: only NPCs on or below our rung of the celebrity ziggurat will
deign to speak to us, with D-listers fraternizing with D-listers, C-listers
with C-listers and so on. The only exception here is Kim herself. Kim,
however, can afford to be munificent – after all, she is at the top of
the celebrity tree. For the other characters, however, fame is literally a
zero-sum game: every time somebody moves up the league table, some-
one else has to move down it. When NPCs do consent to speak to us,
they invariably introduce themselves with their name and career, reflect-
ing the centrality of the cool job to neoliberal identity (most NPCs are
actors, DJs, set designers, ‘writers’ or creatives of some kind, though the
odd improbably handsome geophysicist crops up too). Upon striking up
a conversation, we are given the option to ‘network’ and in some cases
to ‘flirt’ – though as we will see, love is very much understood as a career
move in Hollywood’s world, in line with McRobbie’s (2016) contention
that in recent years, ‘the idea of “romance” has been deflected away
from the sphere of love and intimacy and instead projected into the idea
of a fulfilling career’ (91). Once added to our network, contacts can be
called upon to help out on jobs (having a top set designer on call makes
it easier to get a five-star rating on a fashion shoot; inviting a fellow re-
ality star to make a cameo in our show is likely to boost ratings). We are
also given a nemesis, Willow Pape, who is forever attempting to outshine
our character, criticizing our outfit choices and goading us into making
a scene. 2 Pape’s attempts at career sabotage have a tendency to back-
fire, however, often proving more useful in boosting our profile than
the efforts of our friends and collaborators. In short, everyone we meet
Productive Subjects 191
in Hollywood is both a potential rival and a potential resource. Much
as in the social networking satire Redshirt, analysed back in Chapter 2,
we are very much invited to view others in instrumental terms. On the
one hand, we could argue that it is refreshing that the game is willing
to admit that celebrity is such a nasty business; on the other hand, there
is no option but to comply with the rules of the game – the idea of fame
as an individualistic struggle to surpass one’s rivals is fundamental to
Hollywood as a ludic system. Moreover, while it portrays this system
as savage, it also assures us that, as the hero of our own game, there is
nothing to stop us from reaching the top, as long as we are sufficiently
patient and diligent – or, failing that, willing to spend what it takes to
buy our way onto the A-list.
Which brings us to the question of how Hollywood structures time.
For Bea Malsky (2015), the game exemplifies the way that ‘by welcom-
ing fragmentary engagement, casual games subtly pervade the lives of
their players in the minutes of getting a snack at work or sitting on the
bus during a commute’. As Hjorth observes, players of smartphone and
mobile games tend to ‘move between different types of immersion, en-
gagement and distraction’, with play falling into the category of ‘nagara’,
a Japanese term for ‘an activity that is done “whilst-doing-something-
else”’ (2011, 116). Where Destiny demands prolonged focus (at least
during battles), games like Hollywood ‘fill in the empty spaces of their
players’ lives, never capturing an extended period of full attention but
also never receding fully into the background of awareness’ (Malsky
2015). While Glu describes the title as a roleplaying game, it is a long
way from the forbiddingly complex, often fantasy-tinged RPGs popular
among PC and console gamers. As in most free-to-play games, the game
allocates us a limited stock of action points per real-world day, signified
by a lightning bolt icon. Once that energy is spent, players can either
wait five minutes for a unit to replenish or pay real money to refill the
reservoir immediately. We spend this energy on completing tasks (mod-
elling assignments, public appearances, tapings of reality shows) all of
which boil down to tapping at coloured circles to fill meters. Events can
last for one hour, three hours and eight hours, with eight-hour gigs re-
quiring more energy but yielding better rewards in terms of popularity
and money. Not, of course, that players are expected to remain glued
to the game for eight hours; rather, they are expected to start the event,
blow their stock of energy, do something else, come back, rinse and
repeat – or perhaps pay to speed things up a little.
Such ‘time-lapse’ or ‘energy system[s]’ are common in free-to-play
games and have proven controversial (see Burroughs 2014; Evans 2015;
Nieborg 2015). Many gamers see them as a manipulative means of capi-
talizing on players’ impatience, holding that they compare unfavourably
with the tradition of paying an upfront fee to buy a game outright. While
it is entirely possible to grind through Hollywood without ever making
192 Productive Subjects
a payment, paying money speeds things up dramatically, and certain
status-boosting items (like the reproductions of pieces from this season’s
Balmain collection currently on offer in the game’s store) are all-but im-
possible to acquire without converting some of our real cash into ‘Kim
Coins’, the scarcest of the game’s many currencies. I am less interested
in the rights and wrongs of this business model, however, than I am in
the temporal structures that it helps to establish. Drawing on studies
of soap opera, Aubrey Anable (2013) proposes that casual smartphone
games perform a similar role to that which TV soaps used to in the
lives of housewives, ‘punctuating and providing a rhythm and timing
to work wherever and whenever it is done—mediating shifts between
different tasks, different emotional tones, and attention and inatten-
tion’. Like most casual games Hollywood is highly interruptible (Juul
2010, 50), letting us break off at any time to answer a phone call, check
our e-mail or placate a wailing toddler. It also expects us to keep com-
ing back, however, and unlike Destiny, uses both positive reinforcement
techniques (daily in-game gifts) and negative ones (the longer players
stay away from the game, the more fans their character will lose) to
spur players to check in regularly. It also offers perks for getting friends
to play, encouraging us to publish our in-game activities to Twitter and
Facebook. In short, it wants to weave itself into both our routines and
social worlds.
Indeed, Malsky (2015) notes that if Hollywood teaches players to
see both material assets (like ‘money, furniture, and clothes’) and im-
material ones (like ‘energy, happiness, and social or cultural capital’) as
‘comparable and exchangeable currencies’, it also extends this logic of re-
source management, investment and exchange beyond the diegetic frame.
Hollywood is perpetually breaking the flow of play to cut the player
deals – a wad of in-game dollars or an extra lightning bolt in return for
watching a thirty-second advertisement, say. In doing so, it literalizes the
founding metaphor of the attention economy, turning our cognitive band-
width into a resource that can be exchanged for in-game items. The ad-
verts featured in Hollywood hail us in terms compatible with the game’s
scenario, constructing the player as enterprising, stylish, aspirational,
dynamic and desirable – and, implicitly, female. Some of those I saw ex-
tolled the virtues of apps for booking bargain beauty treatments, specu-
lating on the stock market or arranging family photos. Others promoted
universities and job search sites using images of confident-looking female
students and searchers. There were also ads for other videogames, from
cute smartphone puzzle games to visual novels and triple A Nintendo
console games (which certainly don’t contain ads for Hollywood). In this
way, our (fictional) struggle to become a star begins to blur into our (pre-
sumed) role as a real-life post-Fordist Young-Girl.
The most head-spinning of these invitations to convert extra-gamic
assets into in-game advantages came after I had been playing for some
Productive Subjects 193
time. At one point in my playthrough, my character’s agent rang to say
that it would be good for my career if I started dating a fellow celeb-
rity. I duly made advances to the first NPC with whom the game gave
me the option of flirting, a fellow D-lister named Maria, before taking
her out for a meal (tap to order dessert, tap to flirt, tap to kiss – which
requires less energy than flirting). Returning to Hollywood after an ab-
sence of a few days, I received a message from Maria, telling me she felt
neglected. The game offered me the opportunity to placate her for the
cost of five Kim Coins; unfortunately, however, I had only four coins
to my name. I selected the option anyway, only to be asked whether
I wanted to earn more Kim Coins by completing a special task. Many
of these tasks amounted to downloading, installing and then booting
up one of the games and apps Hollywood was currently advertising.
Alternatively, I could fill out a survey. Curious, I selected this option,
discovering that in order to keep my avatar’s love life alive I was being
asked to yield my household income, relationship status, postcode, level
of education and other such details, trading demographic information of
interest to data brokers for a currency only valuable within the context
of the game.
Where, as we saw in Chapter 3, Cobra Club aims to jar us into an
awareness of the ‘leakiness’ of an avidly surveilled internet, Hollywood
aims to naturalize the idea of the game as a ‘connective commodity’,
a networked platform for advertising, product placement, social inter-
action and spending (Nieborg 2015). My experience of being asked to
surrender personal data to keep a fictional romance going highlights
how Hollywood’s interpellation strategies differ from those of Destiny
and similar ‘hardcore’ games. Destiny is forever coaxing and goading us
into remaining engaged via a steady flow of new goals, challenges and
rewards; Hollywood, by contrast, is stop-start. Abruptly blocking our
progress and breaking the frame to feed us advertising – including ad-
vertising for other games – it is willing to acknowledge that the outside
world exists, but confident that the gamified force of inertia will keep us
coming back. Where Destiny alternates between testing us and praising
us, Hollywood’s interpellative approach is more about an ongoing pro-
cess of negotiation and speculation, bolstering Hjorth and Richardson’s
claim that the term ‘casual belies a broader shift in contemporary work
and leisure practices, whereby leisure is further commercialized and pro-
fessionalised’ (2016, 23). The key moment here is that of hitting zero
lightning bolts. Each time we exhaust our energy, we are faced with a
decision – a decision as to whether we’d rather wait, pay or stop playing.
This being a casual game, there’s a good chance that we’re only playing
in the first place to while away time – perhaps to inure ourselves to the
queue we’re in, as a break from the PowerPoint slides we’re supposed to
be assembling or the housework we’re meant to be doing. As Tobin notes,
mobile games are designed to be more absorbing than doing nothing,
194 Productive Subjects
but not so absorbing that we miss our bus stop (2013, 103). Who, we
might ask, would pay to continue doing something they’re only doing
for want of something better to do anyway? And yet, free-to-play games
like Hollywood are predicated on the fact that enough people will pay to
make the whole affair profitable for the publishers. And if we don’t pay,
we can stick around, watch some adverts or walk around the gameworld
jabbing at the scenery in the hope that a Kim Coin or a bundle of cash
will pop out. Free-to-play games, in short, bank on the power of cruel
optimism: as long as we continue playing, we don’t have to do something
else and are free to remain in the tepid shallows of what Berlant (2011)
calls ‘“lateral” agency, a mode of coasting consciousness within the or-
dinary that helps people survive the stress on their sensorium that comes
from the difficulty of reproducing contemporary life’ (18). Like Destiny,
with its players who are often at a loss to explain why the game seems
to command so much of their time, Hollywood elicits a strange kind of
ambivalence, making it hard to decide what it means to keep playing.
If someone pays to refill their energy bar should we read this as a sign
they’re enjoying themselves? Or merely as a sign they’d rather not stop
playing, if only so they don’t have to go back to ‘real life’? Couldn’t we
also read it as a desire to be done with the game – or, as psychoanalyst
Adam Phillips might phrase it, ‘an attack on the desiring part of the self,
a wish to get to the end of [one’s] appetite and finish with it once and for
all’ (1993, 71)?
Notes
1 The only character who comes close to being an exception is our agent,
whose inability to understand the modern world provides grist for many
jokes.
2 Fans of the game believe that Pape is based on Kardashian’s erstwhile friend
Paris Hilton, making Hollywood a kind of jeu à clef.
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Index