Professional Documents
Culture Documents
Computer Games As Landscape Art 1St Edition Peter Nelson Online Ebook Texxtbook Full Chapter PDF
Computer Games As Landscape Art 1St Edition Peter Nelson Online Ebook Texxtbook Full Chapter PDF
https://ebookmeta.com/product/board-games-as-media-1st-edition-
paul-booth/
https://ebookmeta.com/product/games-of-history-games-and-gaming-
as-historical-sources-1st-edition-apostolos-spanos/
https://ebookmeta.com/product/make-games-pixel-art-1st-edition-
derek-yu/
https://ebookmeta.com/product/shifting-grounds-landscape-in-
contemporary-native-american-art-morris/
Encyclopedia of Computer Graphics and Games 1st Edition
Newton Lee
https://ebookmeta.com/product/encyclopedia-of-computer-graphics-
and-games-1st-edition-newton-lee/
https://ebookmeta.com/product/open-ing-spaces-design-as-
landscape-architecture-2nd-edition-hans-loidl/
https://ebookmeta.com/product/games-as-a-service-how-free-to-
play-design-can-make-better-games-1st-edition-oscar-clark/
https://ebookmeta.com/product/the-nelson-atkins-museum-of-art-a-
history-1st-edition-kristie-c-wolferman/
https://ebookmeta.com/product/economics-as-religion-from-
samuelson-to-chicago-and-beyond-robert-h-nelson/
Computer Games As
Landscape Art
Peter Nelson
Computer Games As Landscape Art
Peter Nelson
Computer Games As
Landscape Art
Peter Nelson
Academy of Visual Arts
Hong Kong Baptist University
Ngau Tau Kok, Hong Kong
© The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer
Nature Switzerland AG 2023
This work is subject to copyright. All rights are solely and exclusively licensed by the
Publisher, whether the whole or part of the material is concerned, specifically the rights of
translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on
microfilms or in any other physical way, and transmission or information storage and retrieval,
electronic adaptation, computer software, or by similar or dissimilar methodology now
known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this
publication does not imply, even in the absence of a specific statement, that such names are
exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors, and the editors are safe to assume that the advice and information
in this book are believed to be true and accurate at the date of publication. Neither the
publisher nor the authors or the editors give a warranty, expressed or implied, with respect to
the material contained herein or for any errors or omissions that may have been made. The
publisher remains neutral with regard to jurisdictional claims in published maps and
institutional affiliations.
This Palgrave Macmillan imprint is published by the registered company Springer Nature
Switzerland AG.
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Acknowledgements
This book was inspired by the support and assistance of a great number of
people. I thank Gary Carsley and Royce W. Smith, whose undergraduate
classes on landscape and geopolitics had an enduring impact. I thank Gary
Wiggins, who has pursued the question of landscape with me for over a
decade. I thank curators Johnson Chang and Valerie Doran for speculative
conversations on landscape that helped me reflect on the questions I was
asking of computer games. I thank my academic supervisor from my grad-
uate student years, Olli Leino, who knew when to leave me alone with my
research and when to intervene with detailed critical feedback. From this
time I also thank Minka Stoyanova, Ariel Huang and Bogna Konior, for
frequent conversations that were so helpful. I also thank the wonderful
people I met during my short research exchange at IT University of
Copenhagen. I also thank the wonderful people I met during my research
exchange at IT University Copenhagen, who provided invaluable feed-
back over lunch of while waiting for the kettle to boil. In particular, I
thank Espen Aarseth and Hans-Joachim Backe for reading my work front
to back and for consenting to the innumerable conversations that proved
so helpful. I also thank the community of art history, game, media and
geography scholars who engaged and influenced me during this project, in
particular Emma Fraser, Clancy Wilmott, Nick Rush-Cooper, Stephanie
Boluk and Patrick LeMieux. I would also like to thank my dear friends
Andrew Luk and Alexis Mailles for all the fun and discovery we had mak-
ing Autosave: Redoubt together. Finally, I would like to thank City
v
vi ACKNOWLEDGEMENTS
1 Introduction 1
2 What Is a Landscape? 9
5 Tourism
and Gun-Running in Counter-Strike: Global
Offensive 83
6 Autosave: Redoubt119
8 Conclusion173
References181
Index195
vii
List of Figures
ix
x List of Figures
Fig. 6.7 The narrow scale of the Shing Mun tunnels in Autosave:
Redoubt and in real life as seen by a 35 mm lens. Authors’
screenshot and photography 131
Fig. 6.8 This lighting configuration allowed us to balance the need for
ambient light inside the tunnels with an illusion that a light
source was coming from the outside 134
Fig. 7.1 Spawning objects into a blank landscape in Garry’s Mod,
2006. Facepunch Studios 140
Fig. 7.2 The driveable bathtub car—a common first project for
learning to build in Garry’s Mod, 2006. Facepunch Studios 140
Fig. 7.3 Adding a tree into a game map within the Hammer editor,
author’s screenshot 146
Fig. 7.4 Adding trees into Garry’s Mod from the player perspective,
2006. Facepunch Studios 147
Fig. 7.5 I park my Lamborghini and watch a nationalistic Korean video
selected by another player in a Garry’s Mod sandbox
environment, 2006. Facepunch Studios 152
Fig. 7.6 Alduin battles the Combine in a fragmented set of City 17, in
Garry’s Mod, 2006. Facepunch Studios 153
Fig. 7.7 Imprisoned in a cage by server admins in the Garry’s Mod
version of Minecraft, 2006. Facepunch Studios 154
Fig. 7.8 Stabbed in the ‘Swamp Cinema’ server, Garry’s
Mod, 2006. Facepunch Studios 156
Fig. 7.9 Ruminating in apocalyptic idyll - playing Tetris over
Neoclassical Ruins while holding a cat in Garry’s Mod,
2006. Facepunch Studios 159
Fig. 7.10 Watching TV with discarded children’s toys in Garry’s Mod,
2006. Facepunch Studios 161
Fig. 7.11 A group of Hillary Clinton and Donald Trump ‘Nextbots’
chasing YouTuber MsBreezy across the Lost Highway in
Garry’s Mod. MsBreezy. 2016b. YouTube Screenshot 163
Fig. 7.12 Haphazard ludic architecture in a Garry’s Mod sandbox server.
2006. Facepunch Studios 166
Fig. 7.13 A recreation of coloured barrel landscape stenography in
Garry’s Mod, 2006. Facepunch Studios 167
CHAPTER 1
Introduction
Fig. 1.1 Thomas Gainsborough. 1748–1750. Mr and Mrs Andrews. Oil on can-
vas, National Gallery, London
Fig. 1.2 Thomas Cole, View from Mount Holyoke, Northampton, Massachusetts,
After a Thunderstorm (The Oxbow), 1836. Oil on canvas, The Metropolitan
Museum of Art, New York
1 INTRODUCTION 3
include Unity 3D, the Unreal Engine, CryEngine, and Godot. A game
engine is responsible for the rendering of sound and graphics, as well as
calculating physics simulations, artificial intelligence procedures, network-
ing, and all other forms of programmatic representations that uphold the
player’s experience of the game (Zerbst and Düvel 2004). The distinction
between the computer game and the game engine reflects a contemporary
trend in game development of using the same engine to make multiple
games, rather than building a new software environment for every new
game. The way that game engines are appropriated to make new games,
how their repeated use changes the engine over time, and how this accu-
mulation of production leads to an identifiable medium with its own cul-
tural and economic structures, is the process that I examine across my
chapters to bring depth and meaning to the games I study. By analysing a
carefully chosen set of games, I reveal how the Valve Source Engine func-
tions as a distinct medium of representation, and a distinct medium of
landscape. Game scholar Espen Aarseth observed that computer games are
not a medium per se because the variation in forms they can take is so
impossibly vast from a Furby to GTA V. By focusing on a single game
engine, I have provided a temporary solution that allows me to talk about
computer games and landscape with a degree of medium specificity—the
Valve Source Engine is the medium that gives these four games a shared
context for comparison. The experience of each game is an experience of
the Valve Source Engine, and each game creates a different relationship
between the player and the software. This is especially apparent as the divi-
sions between playing and creative game modification are slowly broken
down, from player-produced content in Counter-Strike to modding as a
form of playing in Garry’s Mod. These changes in game experience and the
economic relationships they create present a rich fabric of experience that
unfolds as I explore the Valve Source Engine as a medium of landscape.
Chapter 2 gives an overview of the concept of landscape, and the deli-
cate interplay between how we transform the physical environment, how
we make images of it, and how we normalise our past transformations into
a new state of nature. Chapter 3 gives some basic definitions of computer
games, how they can be studied, and how existing scholars have analysed
game environments and game worlds. At the conclusion of Chap. 3, I
offer my own synthesis of landscape and game studies and share the ana-
lytical template I use to study computer games as landscapes. In Chap. 4,
I look at the genre of the single-player first-person shooter game (FPS)
using Half-Life 2 as the central example. Starting from play-based analysis,
6 P. NELSON
limitations in digital geometry and gameplay that can help to move the
conversation away from quixotic distractions of ‘realism’ in games and
refocus our analysis on the medium-specific ‘game-ness’ of these Source
engine landscapes. Chapter 7 looks at what happens when the player from
Chaps. 4 and 5 are merged with the modder of Chap. 6. The sandbox
game introduces another layer to the landscape of computer games. Using
the Valve Source Engine game Garry’s Mod, I examine how the transition
from a game to something more like a creative software environment
reveals the underlying abstraction of the computer game landscape. When
we remove rules, goals, and narratives, the objects in Garry’s Mod become
like toys in a toybox, waiting to be given a temporary meaning by the
games invented by players. The safari and the sports field are transformed
into a Situationist playground where we glimpse the underlying landscape
of Web 2.0, a social and commercial space mediated by player networks
and populated by haphazard ludic remixes. Examining Garry’s Mod along-
side the growth of user-generated content, I explore the lack of ownership
or remuneration available to game modders and a peculiar media enfold-
ing where games start to resemble both creative software and social media
platforms akin to Adobe Photoshop and YouTube. This chapter identifies
a sort of billionaire simulator swampscape where everything is available yet
seems to have lost all of its value. It is a toy box world of ludic spare parts,
ready to be repurposed into something entirely unpredictable and entirely
temporary.
The conclusion of the book summarises the methodological question
of how to analyse computer games as landscapes and the insights gained
from applying this to the Valve Source Engine games. By focusing on
games made using the same piece of software, I show the art historian, the
geographer, and the cultural critic that we cannot make conclusions about
games based on visual parallels alone. For the visually-minded scholar,
gameplay is the sorting mechanism for representation where objects are
given meaning and hierarchical importance based on their significance to
the player, and this is where we find our landscape reading of the protago-
nist safari, the sports tourist and the billionaire simulator swampscape.
Games, like paintings, books, and films, exist in economic, social, and
technological networks that influence their meaning. This comprehensive
analysis of computer games as the paradigm medium of landscape illus-
trates how the interaction between visual representation, gameplay experi-
ence and technological networks reveals an insightful portrait of
contemporary life, which after all, is the goal of landscape studies. I hope
8 P. NELSON
that this book can demonstrate the value of considering computer games
as landscapes and provide the reader with a rich historical context for what
I think are some of the most fascinating cultural works of our age.
References
Berger, John. 1972. Ways of Seeing: Based on the BBC Television Series with John
Berger. London, Harmondsworth: British Broadcasting Corporation, Penguin.
Casey, Edward S. 2002. Representing Place: Landscape Painting & Maps.
Minneapolis: The University of Minnesota Press.
Clark, Kenneth. 1949. Landscape into Art. Boston: Beacon Press.
Fuchs, M. 2019. Phantasmal Spaces: Archetypical Venues in Computer Games.
Bloomsbury Publishing USA.
Rose, Gillian. 1993. Feminism and Geography: The Limits of Geographical
Knowledge. Cambridge, UK: Polity Press.
Schama, Simon. 1995. Landscape and Memory. London: Fontana Press.
Zerbst, Stefan, and Oliver Düvel. 2004. 3D Game Engine Programming. Portland:
Premier Press.
CHAPTER 2
What Is a Landscape?
inscriptions like the opening pages of a book. My use of the term ‘land-
scape’ refers to the form of visuality that travelled the world from colonial
expansion to the global consumer economy, a particular way of framing
the environment that we see in paintings, photography, film, and, I argue,
computer games. But the reader should be reminded that cultural and
historical lineages are never simple, exclusive, or tracing a single line of
historical power structures. For example, when Vincent Van Gogh and
Claude Monet were becoming enamoured with Japanese Ukiyo-e prints in
the nineteenth century, what is often overlooked is the fact that these
prints were already entirely modern hybrids that combined Chinese and
Japanese techniques with new visual conventions from Dutch landscape
paintings imported by traders in Dejima two centuries prior (Mizutani and
Nakamura 1998), therefore what the Impressionists were picking up on
was already a semi-digested form of the modern European landscape, rein-
terpreted using various approaches from East Asia. The hybridity of con-
temporary visuality is no different, and in this book, where relevant, I
highlight similar moments when the spatiality of computer games was
shaped by unexpectedly congruent influences, such as that of sprite graph-
ics and isometric side-scrolling with the Chinese history of parallel projec-
tion and boundary painting. But as a general rule, this book focuses on the
origins and functions of landscape tracing European visual and linguistic
precedents.
So let’s start with the word itself. In his book Landscape and Memory,
Simon Schama writes the German word ‘landschaft’ originally signified a
physical area of human occupation that might make a pleasing subject for
an image. The word entered the Dutch language as ‘landschap’ and was
used to refer to the image of the physical environment, rather than the
physical environment itself (Schama 1995, 10). According to philosopher
Edward Casey, the German term ‘landschaft’ referred to a border zone
where nature and culture collided, where buildings situated amongst agri-
cultural land can be a contrast to ‘wilderness’. Casey argues that the transi-
tion of the German word into the Dutch ‘landschap’ occurred at a time
when nearly all proximal land had become in some way civilised, and the
term came to be used to refer to a site that would be represented by a
painter or mapmaker. Anne Whiston Spirn incorporates the process of
human land-shaping more directly into her etymological reading, and
highlights a connection to the Dutch word ‘landskab’, where ‘land’ (the
physical environment) was combined with ‘skabe’ and ‘schaffen’, which
means ‘to shape’, and the suffixes ‘–skab’ and ‘–schaft’ and ‘skip’ mean ‘in
2 WHAT IS A LANDSCAPE? 11
The Picturesque
Landscape painting emerged as a popular genre in Europe at a time of
immense change. For the Dutch and Golden Age painting, their recent
independence from the Spanish, and the successful reclamation of land
using windmills, drainage, and dikes resulted in a pastoral school of paint-
ing that took the physical environment as both a principal subject matter
and an object of national pride, and created a new market for small-scale
landscape paintings. These transportable commodities were no longer
overtly religious as in the case of genre painting, and of a small enough
scale to appeal to a new consumer market of recently wealthy agricultural-
ists, both in the Netherlands and in other European centres. During the
mid-seventeenth century, the Second Agricultural Revolution saw British
farmers abandon the age-old practice of resting fields between crop cycles,
and start rotating crops with nitrogen-fixing plants such as turnips and
clover, leading to a boom in productivity. With productivity came profit,
and a consumer demand for Dutch Golden Age landscapes. So popular
were these landscape paintings that their subject matter and aesthetic came
to influence how British landowners started to physically transform their
own properties (Fussell 1984, 10; Daniels and Watkins 1994, 20; Schama
1995, 10; Macarthur 2007, 46).
The Second Agricultural Revolution was tied in with the later Industrial
Revolution. Agricultural historian G. E. Fussell describes how as the pop-
ulation of London was growing, pressure was placed on food production,
which the rotations of turnip and clover answered, but with a new system
of land ownership that also brought about the land privatisations that
transformed a feudal countryside into a modern capitalist countryside.
The Enclosures Acts of the 1760s was a series of laws that shifted agricul-
tural production from smaller subsistence models (using common grazing
areas) to larger estates that could systematically implement the more pro-
ductive farming techniques of crop rotation (Fussell 1984, 15). They
removed the rights of common people to farm common lands and priva-
tised these lands so that wealthier individuals could implement modern
farming methods at a larger scale. This had several consequences, from
increased economic productivity to increased economic inequality between
landowners and peasants, and a surplus of labour, which further fuelled
the Industrial Revolution (Fussell 1984, 58). Land ownership was consoli-
dated into the hands of the rural aristocracy, who transformed some sub-
sistence farmers into waged employees, and pushed others to find work in
2 WHAT IS A LANDSCAPE? 13
the cities (Fussell 1984, 15; Copley 1994, 50; Modiano 1994, 208; Roskill
1997, 92; Macarthur 2007, 7). The consolidation of land ownership facil-
itated the creation of vast private gardens, the dramatic remodelling of the
English countryside, and the pastoral visions that are at the core of the
modern notion of ‘landscape’.
For these wealthy farmers, Picturesque design theory became a fashion-
able way to transform the landscape. Inspired by the Dutch and Flemish
paintings they had been collecting, local landowners/Picturesque theo-
rists advocated that British gardens should be built in a rustic manner, not
looking ‘designed’ like the geometrical topiary of the French, but reach-
ing for an almost invisible aesthetic, something that looked like it had
always been there, and something that could both aesthetically and ethi-
cally justify this new balance of ownership and control. Picturesque theo-
rist William Gilpin wrote in 1794, “we must ever recollect that nature is
most defective in composition; and (it) must be a little assisted” (Gilpin
1794). Despite their naturalistic ethos, these improvements were often
quite dramatic, including hills and lakes as well as artificial ruins (known as
‘follies’), and a peculiar type of fence known as a ‘ha-ha’, which was a ditch
that could prevent livestock from wandering off the property but could
not be seen from the perspective of the house, giving the landowner a
visual impression of a boundless property (Fussell 1984, 16; Schama
1995, 539).
From around the 1970s, Marxist material scholarship emphasised that
in addition to studying the formal qualities of Picturesque gardens and
paintings, we need to understand that this movement was partly an attempt
to morally justify the mass privatisation of public lands. Comparative lit-
erature scholar Raimonda Modiano writes: [there was] “no way of ignor-
ing the fact that the major aestheticians of the Picturesque were wealthy
landowners and that their ability to reserve vast amounts of land for the
enjoyment of the Picturesque views was made possible by the profits they
drew from enclosures” (Modiano 1994, 208). Ian Macarthur connects
the process of landscape image composition, and dividing the image sur-
face in “parallel thirds” to structure landforms such as water, mountains,
and distant horizons, to a manifestation of an “aesthetic of ownership”
(Macarthur 2007, 197) and that the process of assimilating a physical
environment into this conception of landscape automatically communi-
cates a sense of property, because it requires the viewer to identify as sepa-
rate from what they are perceiving (rather than being engulfed, surrounded,
or part of it, as one might find in the immersive patterned abstractions of
14 P. NELSON
The Romantic
While the Picturesque was more concerned with a secular economic ratio-
nalisation of landscape, the Romantic landscapes of the nineteenth cen-
tury had a more religious and metaphysical mission. For Romantic
landscape painters such as Caspar David Friedrich, landscapes were a place
where the abject danger of the Swiss Alps or the imperceptible vastness of
the ocean could eclipse the artificiality of the factory and the rituals of the
church and return oneself to the humility of the divine (Rewald 2001, 36)
or even experience the sublime, as described by Immanuel Kant and
Edmund Burke (Punter 1994, 220). The Romantic desire to escape the
scientific objectification of enlightenment culture and find God in the wil-
derness is also a relatively modern development. Scientific objectification,
the optical developments in telescopes and microscopes, and the new sys-
tems of standardised measures to systematise and rationalise the world
were extended by European nations in their exploration, cartography, and
colonisation (Descola 2013, 40–1). Anthropologist Philippe Descola
argues that this period more than any other led to a radical distinction
between nature and culture. The Copernican revolution, the Cartesian
rationalisation of space, and the development of lens-based optics led to a
16 P. NELSON
Nature, now dumb, odour-free, and intangible, had been left devoid of life.
Gentle Mother Nature was forgotten, and Nature, the cruel stepmother,
had disappeared; all that remained was a ventriloquist’s dummy, of which
man could make himself, as it were, the lord and master. (Descola 2013, 41)
Images are reversed so that the wilderness stands for order (ecological order)
and freedom whereas the central city is chaotic, a jungle ruled by social out-
casts. Suburb, once perceived as the place for paupers and obnoxious trades,
has now greater prestige than the decaying city core. Time-honoured mean-
ings of ‘core’ and ‘periphery,’ ‘centre’ and ‘margin’ are reversed. (Tuan
1974, 248)
Fig. 2.1 Caspar David Friedrich, Ruins of Eldena, near Greifswald, 1825. Oil on
canvas. Old National Gallery, Berlin
The citizens of the United States had laboured under a mighty inferiority
complex when they looked back at Europe. The European landscape was
given meaning by the long history that could be read in its names and ruins
18 P. NELSON
and monuments. The American landscape lacked all that to its newcomers.
Over the decades, a new Yankee credo arose, in which the landmarks of
Europe were evidence that the place was weary, spent, used, soiled almost;
the supposed newness of the U.S. demonstrated that it was fresh, young,
pure, a child of promise with its history all laid out before it, a tabula rasa on
which a heroic history would be inscribed. (Solnit 1994, 116–7)
She continues:
The United States of America has, ever since this strange upwelling of
nationalistic optimism, been distinguished by its amnesias, its sense of pro-
digious destiny, its looking ever forward and never back – and its frenzied
transformation of landscape into real estate. (Solnit 1994, 117)
Fig. 2.2 Albert Bierstadt, Valley of the Yosemite, 1864. Oil on paperboard,
Museum of Fine Arts, Boston
2 WHAT IS A LANDSCAPE? 19
American future made possible by the promised land of the New World.
By aesthetically characterising the indigenous Ahwahneechee people as
extinct by disease, warfare, or miscegenation, they could be mourned and
absorbed into the mythology of the landscape, whilst the environment
itself could be converted into a visual spectacle of American modernity
(Solnit 1994, 258). At the same time that the nearby Sierra Nevada was
being enthusiastically excavated by the California Gold Rush, Yosemite
was becoming a destination to experience the unspoiled beauty of the
North American landscape. The amnesia of these historical rebrandings of
wilderness and landscape continues to create new chains of consequence
today. Like many of Australia’s most agriculturally productive regions, the
Edenic meadows of the Yosemite Valley were not permanent features but
were man-made products of indigenous fire-farming.1 The colonial dis-
ruption of Ahwahneechee land management disturbed the germination of
pine cones from the giant sequoias which required fire, and much like in
Australia where I’m from, regular controlled burns have been replaced by
irregular catastrophic wildfires, which plague us to this day (Solnit
1994, 280).
Like my description of Picturesque landscapes, this quick overview of
Romanticism is not intended as a moral condemnation of entire periods of
art-making, it simply seeks to unpack what Schama wrote about
landscapes as social texts that reflect contextual histories back at us. This
summary is intended to acclimate us to seeing landscapes as both aesthetic
statements of visual beauty and layered encapsulations of historical
moments, where even the most breathtaking mountains can arise out of
the fertile soils of historical contradiction. As an avid hiker and ocean
swimmer, I can’t discount the breathtaking wonder of submitting myself
1
Almost 30 years after Solnit’s research, Bill Gammage’s The Biggest Estate On Earth simi-
larly catalogues how the Australian landscape, before the British invasion, was shaped by a
complex regime of controlled burning by Indigenous people (Gammage 2011). Like Solnit,
Gammage uses this history to point out that present-day national parks in Australia, much
like Yosemite, are very different landscapes compared to when they existed under Indigenous
management. In both Australia and North America, concepts such as ‘wilderness’ must be
understood as a European projection that requires the erasure of the history of indigenous
land management, and the recognition that the landscapes painted by colonial settlers often
depicted the results of indigenous land management practices, not Edenic promised lands.
20 P. NELSON
Definitions of Landscape
Now that I have covered some contextual histories of landscape, I want to
introduce a few key definitions, which will be referred to throughout this
book. These definitions, like my definitions of computer games in Chap. 3,
will set up the language for the major analysis of this book. In 1984, geog-
rapher Dennis Cosgrove, in his book Social Formation and Symbolic
Landscape, gave the following definition of landscape:
Rose offers simple geographical examples, such as how the open space
of an empty street can become an oppressive space when a sense of
detached safety is replaced with feelings of threat or danger, to the point
2 WHAT IS A LANDSCAPE? 23
where space becomes “an enemy itself” (Rose 1993, 143), pointing out
that the implicit removal of the body found in empiricism can lead to a
male-biased reading of space. Like Yi-Fu Tuan, Casey, and other geogra-
phers influenced by the philosophy of phenomenology, Rose re-inserts the
body as a critical consideration for how we understand the meaning of a
landscape. As we will see later, the body and the lack thereof in computer
games can provide a fascinating way to step aside and see the vision of the
world that computer games are presenting to us. In place of a homoge-
nous subject position, Rose argues that notions such as space, place, loca-
tion, cartography, and landscape should be characterised by what she calls
“paradoxical space”, that which is “lived, experienced and felt” and pro-
duces “radically heterogeneous geometries” (Rose 1993, 140).
In the early 1970s, geographer David Harvey focused on economic
relationships and social processes to destabilise the notion that landscapes,
both physical and represented, can be understood by formal relationships
between objects in the neutral container of Cartesian space (as was
espoused, e.g., by the Picturesque theorist William Gilpin). Instead,
Harvey argues that ‘place’ as experienced by the body, produces ‘space’
according to the material and historical position of the observer (Harvey
1973, 306). The Marxist revision of space not only challenged the notion
of space as a neutral absolute container but also sought to contextualise
Cartesian space as itself the result of material historical processes. In The
Production of Space (1974) Henri Lefebvre argues that the mathematical
system of absolute space of Descartes and Spinoza obscures how space
actually functions (Lefebvre 1991 [1974], 9). As an example of how
Cartesian space is culturally constructed in the landscape, Lefebvre
describes how perspectival representation partly derived from patterns in
land ownership developed in the Italian countryside during the thirteenth
century. The mêtayage system of agriculture, where production was incen-
tivised by redistributing a share of agricultural produce to mêtayers (for-
mer serfs) was introduced to meet the demand for produce coming from
the increased population of town-dwellers. The local division of architec-
tural space, from the houses of the mêtayers to the mansions of the land-
owners, and the delineation of rural properties using straight rows of
cypress trees, created a particular rural space that lent itself to converging
perspective lines and the Cartesian plotting of a landscape environment in
two dimensions, required for a typical abstract spatial conception. Whilst
this is only one of many contingent factors, Lefebvre argues that even the
scientific invention of perspectival drawing cannot be disentangled from
24 P. NELSON
2
In The Production of Space, Lefebvre criticises the notion of infinitely extendable abstract
space implied by René Descartes’s concept of res extensa. In Descartes’s ontology, res extensa
(translated as ‘extended thing’) exists in binary opposition to res cogitans, which refers to
consciousness or the non-physical mind, typically associated with dualist or idealist philoso-
phy (Lefebvre 1991 [1974], 39).
2 WHAT IS A LANDSCAPE? 25
‘place’ and how this shapes the political and social status of their spatial
fabric. For example, Tuan describes how rectilinear architecture, whether
as urban structures or the orthogonal division of rural properties corre-
lates to the tendency of individuals to perceive shapes on a flat place, such
as a parallelogram, or indeed a straight line as an extension into a hypo-
thetical space (Tuan 1974, 76).
Given that I have been discussing how landscape experience produces a
particular kind of ‘space’, it is worth mentioning two influential and
related theories that present landscape through an instrumental biological
or militaristic experience. Jay Appleton’s 1975 book The Experience of
Landscape used John Dewey’s philosophy of aesthetic experience to derive
what he termed the ‘habitat’ and ‘prospect-refuge’ theories of landscape
experience. Habitat theory states that the aesthetic enjoyment of a land-
scape derives from the perceived potential of an environment as providing
safety and sustenance. The prospect-refuge theory states that aesthetic
enjoyment of a landscape derives from the perceived ability to safely survey
an environment without being seen yourself. According to Appleton,
landscape elements can be encoded with remnants of these biological
qualities, which collectively contribute to the aesthetic experience of a par-
ticular landscape (Appleton 1975, 63).
Appleton’s focus on a sort of survival-based instrumentality can also be
seen in the work of philosopher Paul Virilio. Influenced by Merleau-
Ponty’s phenomenology, Virilio developed a theory of landscape-based on
war and the military gaze. In War and Cinema: The Logistics of Vision
(1989) and The Vision Machine (1994), Virilio outlined a theory of land-
scape based around spatial dominance, the line of sight, and a theory of
military optics that linked modernist architecture to technologies such as
the lens, the camera, and the moving image. In contrast to Marxist mate-
rialist accounts of landscape as value and commodity, Virilio focused on
speed and the ‘war machine’ as the dominant force in the landscape,
towards which production, the market and the state are subservient
(Virilio 1994, 3).
Within this whirlwind round-up of theories of landscape and spatial
experiences, what emerges is a paradoxical tension between whether physi-
cal landscapes and their visual representations are to be understood as
texts, via art history or cultural studies, or as experiences of the body, via
phenomenology. The two quotes below, the first from James Elkins and
the second from Rachel Ziady DeLue are taken from a 2007 debate on
landscape, and summarise this tension quite well:
26 P. NELSON
The landscape is always ‘for us,’ since we construct it; but it seems to me
that one of the things that a phenomenological reading allows us to do is to
break down the subject-object relation, to break down the idea of landscape
as a view. It is about lived experience, rather than ‘me-it,’ or self and other.
That is one of the things the phenomenological has to offer: landscape as a
thing that we live within. (Ziady DeLue 2008, 104)
References
Appleton, Jay. 1975. The Experience of Landscape. Landscape Planning. London
and New York: Wiley.
Casey, Edward S. 2002. Representing Place: Landscape Painting & Maps.
Minneapolis: The University of Minnesota Press.
Copley, Stephen. 1994. William Gilpin and the Black-Lead Mine. In The Politics of
the Picturesque: Literature, Landscape and Aesthetics since 1770, ed. Stephen
Copley and Peter Garside. Cambridge: Cambridge University Press.
Cosgrove, Denis E. 1998. Social Formation and Symbolic Landscape. 2nd ed.
Madison: University of Wisconsin Press.
Cubitt, Sean. 2017. Finite Media: Environmental Implications of Digital
Technologies. Durham and London: Duke University Press.
Daniels, Stephen, and Charles Watkins. 1994. Picturesque Landscaping and Estate
Management: Uvedale Price and Nathaniel Kent at Foxley. In The Politics of the
Picturesque: Literature, Landscape and Aesthetics since 1770, ed. Stephen Copley
and Peter Garside. Cambridge: Cambridge University Press.
DeLue, Rachael Ziady. 2008. Elusive Landscapes and Shifting Grounds. In
Landscape Theory, ed. Rachel Ziady De Lue and James Elkins. New York and
London: Routledge.
DeLue, Rachel, and James Elkins. 2008. Landscape Theory. New York and London:
Routledge.
Descola, Philippe. 2013. Beyond Nature and Culture. Chicago and London: The
University of Chicago Press.
Elkins, James. 2008. Writing Moods. In Landscape Theory, ed. Rachel Ziady De
Lue and James Elkins. New York and London: Routledge.
Fussell, G.E. 1984. Landscape Painting and the Agricultural Revolution. London:
Pindar Press.
Gammage, Bill. 2011. The Biggest Estate on Earth: How Aborigines Made Australia.
Sydney: Allen & Unwin.
Gilpin, William. 1794. Three Essays: On Picturesque Beauty; On Picturesque Travel;
and On Sketching; To Which Is Added a Poem on Landscape Painting. London:
Printed for R. Blamire.
Harvey, David. 1973. Social Justice and the City. London: Arnold.
Häyrynen, Mäunu. 2008. Assessment of Landscape Theory Roundtable Seminar.
In Landscape Theory, ed. Rachel Ziady De Lue and James Elkins. New York and
London: Routledge.
Ingold, Tim. 1992. Culture and the Perception of the Environment. In Bush Base:
Forest Farm, ed. E. Croll and D. Parkin. London: Routledge.
Lefebvre, Henri. 1991 [1974]. The Production of Space. Edited by Donald
Nicholson-Smith. The Production of Space. 1991st ed. Oxford and Cambridge,
MMA: Blackwell.
28 P. NELSON
The ability to propel ourselves into the rich visual environments of com-
puter games makes it natural to start thinking about them as landscapes.
We can compare what these worlds look like to the vistas we find in paint-
ings and photographs, where a view of the world is framed on a flat sur-
face, and to films, where moving images and moving cameras bring us into
a represented world with its own diegetic time and space. But computer
games offer us something different, we can control the camera, interact
inside them, make decisions, and have these decisions affect the environ-
ment, our position in it, and even how we relate to other people occupy-
ing the same virtual world, as in the case of a multiplayer game. Computer
game studies have struggled with the visual comparisons between games
and film and the structural comparisons to narrative literature, partly
because there are just so many different experiences that we house under
the label ‘computer game’ that in some cases, certain comparisons make a
lot of sense, and in others, they make no sense at all (consider the narrative
significance of Tetris (Pajitnov 1984) versus The Elder Scrolls V: Skyrim
(Bethesda 2011)). If we remove the word ‘computer’, we can start to see
the problem more clearly. It would be strange to analyse a game of soccer
or chess as a film or an image, even if we were watching it on a screen. We
could retrospectively read a narrative struggle between the players of the
game relative to the rules, contextualised by biographical specifics of each
team, but it would be a stretch to read this narrative in the design of the
jerseys of the stylistic carvings of the individual chess pieces. In this chap-
ter, I give a brief overview of how more sophisticated versions of these
comparisons have played out amongst scholars who study computer
games, and offer a framework that I believe is reasonably congruent with
what I have just discussed concerning the idea of landscape. From these
two perspectives, I outline a method for analysing computer games as
landscapes and hopefully justify my assertion that computer games could
be the paradigmatic form of landscape in contemporary media.
where their meaning relies on how they might help or hinder the ability of
the player to survive in the game. Leino defines this ‘gameplay condition’
as follows:
Given that I desire to play, and am willing to demonstrate the lusory atti-
tude, the materiality of the game artefact imposes on me a freedom of choice
of which I am responsible in my choices. (Leino 2010, 133–4)
From this perspective, games and the objects inside them have specific
meanings for players compared to passive observers examining screenshots
and recordings, just as a soccer ball means something different to the
player, and spectatorship means something different to a sports fan com-
pared to someone who does not understand the game. Put simply, a com-
puter game is more than just what it looks like, and its most intimate
meanings will be derived by those who are playing.1
1
This is not to discount the notion of spectatorship, which is especially relevant for ESports
and the spectacle of Let’s Play YouTube videos, both of which will be discussed in Chaps. 4
and 6 respectively.
32 P. NELSON
Bogost argued that when what is seen on the screen is congruent with the
procedural rhetoric, a game can make a successful representation, mea-
sured by the degree to which the player is persuaded by the argument
being made by the game designer. According to this line of thinking, a
‘serious game’ might not be so serious if how it appears on the screen is
trivial, but an existing game can be ‘reskinned’ with more serious visuals
and a new procedural meaning can be generated (Bogost 2007, 49,
238–41). One of the problems with the procedural rhetorics argument is
that the player might not act or interpret meanings as the designers
intended, as this would constitute, as Miguel Sicart points out, an autho-
rial fallacy. Following the logic of Roland Barthes (“the unity of a text is
not in its origin, it is in its destination … the birth of the reader must be
ransomed by the death of the Author”) (Barthes 1967, 6), Sicart writes
“against procedurality an army of players stand and play, breaking the
rules, misunderstanding the processes, appropriating the spaces of play
and taking them somewhere else, where not even the designer can reach”
(Sicart 2011). While Sicart’s repost to Bogost is reasonable, I think we can
take it with a grain of salt and imagine a plausible set of assumptions by
which a player willingly engages as a player. If they throw the game con-
troller across the room or pour ketchup into their console, perhaps they
have started playing something else.
A more fine grained and pragmatic solution to how players might inter-
pret simulated meaning in a computer game traces back to what Leino
dubbed ‘the gameplay condition’, or simply the desire to stay in the game.
In the paper Emotions about the Deniable/Undeniable: Sketch for a
Classification of Game Content as Experienced (2007) Leino makes the
distinction between computer game representations that have a deniable
or undeniable significance to the player—do they help or hinder the player
to stay in the game. Leino defines this distinction as follows:
Undeniable meanings are the ones the player cannot deny without decreas-
ing his possibilities to act in the game, e.g. the importance of making it to
the next checkpoint in Turbo Outrun. Deniable meanings are the ones
which can be denied without such consequences, like the shape of Bismarck’s
moustache in Civilization IV. (Leino 2007, 116)
dangerous enemy or a vital health pack, and these differences will be con-
firmed at the programming layer of the game. The existential drive of the
player to stay in the game can give us a fixed point of meaning, around
which we can balance other interpretations the player might make relative
to whatever the game designers might have intended.
This division between what is seen on the screen (what the graphics
card renders as a moving sequence of still frames) and the mechanics that
the player must resist to stay in the game are what Sara Mosberg Iversen
refers to as the rendered spectacle versus the abstract mechanical rules.
Iversen proposes that the dualism of a mechanics layer and a representa-
tional layer be understood according to ludic and thematic representa-
tions. Ludic representations exist as “the state machine with its objectives,
legal and illegal actions, points, and measurements of success” and the-
matic representations refer to the story fragments that exist in characters
and environments, driven by functional characteristics, but “interpreted
within the frame of everyday cultural significance” (Iversen 2009, 80–1).
Borrowing from the literary concept of the implied reader, Iversen argues
that computer game representation on ludic and thematic levels must be
triangulated by the implied player, who is both an assumed player pro-
duced by the expectations of the game mechanics and a subjective, or
‘situated’, individual who parses what they experience in the game and its
perceived cultural significance relative to their experience of the world
(Iversen 2009, 41–58).
Satuja.
1. Kissa ja Koira.
Kissa kuuli koiraa uskollisuudesta kiitettävaän ja vähä kadehtienki
lausu sentähden toiselle: "mikä uskollinen palvelia isännellesi sinä
olisit! makaat ulkona köllötät, taikka juoksentelet metsissä, taikka
haukkua rähiset ihmisiä — mutta minä, ka aina asun isäntäni
silmissä, enkä vaivaa hänen korviansa semmoisella rähinällä, kun
sinä, vaan naukuilen hälle suosioksi ja köyristelen selkääni hälle
kunnioksi." "Waiti mokoma, vastasi koira, pirtissä asumallasi,
naukuilemallasi ja selkäsi köyrystämisellä et tee isännällesi äyrinkän
hyvää; kiitä häntä, kun saat ruokasi, vaan elä kerskaile ansiostasi."
2. Oinas ja Härkä.
3. Warpunen ja poikansa.
Warpusella oli pesä räystään ala. Eräs pojista, kun siivet vähäkän
kasvovat, heti yritteli lentämään. Waan vanhin varotteli, ei niille
luottaumaan, Wielä vahvistua tarvitsevan. Kerran vanhimman ruokaa
ulkona etsiessä lenteli tämä vähäkuuliainen lapsi kuitenki pesän
partaalla ja ja putosi viimmen maahan. Heti tapasivat hänen lapset,
ottivat kiinni, sitoivat rihman jalkaan ja kun minne'kän lentämään
yritteli, heti nykäsivät rihmasta jällen ja muutamassa nykäsemässä
katkesi jalkaki poloselta. Siteestä viimmenkän irtautunut koki lentää
ja pääsiki suurella työllä pesäänsä takasin. Waan ehkä henkiin
jäänyt, sai hän kuitenki kaiken elinajan jalkapuolena
tottelemattomuuttansa muistella.
taikka
Tosi kyllä taitaa se olla, ettei ylellinen hoppu ja kiire töissä edistä,
vaan kuitenki soisimma maamiestemme useinki liikkuvammasti
elelevän, kun tavallinen, eikä niin, että aika menee arvelossa, päivä
päätä väännellessä, taikka sillä tavalla kun entisen miehen, jolle
poika äkisti sisään juostuaan huusi: "isä, tulkaa auttamaan, susi vie
lampaan", vaan johon isä vastasi: "jahka ma pistän esinnä tupakkaa
piippuuni."
*****
Elias Lönnrot,
Läänin Lääkäri.
*** END OF THE PROJECT GUTENBERG EBOOK MEHILÄINEN
1836 ***
Updated editions will replace the previous one—the old editions will
be renamed.
1.D. The copyright laws of the place where you are located also
govern what you can do with this work. Copyright laws in most
countries are in a constant state of change. If you are outside the
United States, check the laws of your country in addition to the terms
of this agreement before downloading, copying, displaying,
performing, distributing or creating derivative works based on this
work or any other Project Gutenberg™ work. The Foundation makes
no representations concerning the copyright status of any work in
any country other than the United States.
• You pay a royalty fee of 20% of the gross profits you derive from
the use of Project Gutenberg™ works calculated using the
method you already use to calculate your applicable taxes. The
fee is owed to the owner of the Project Gutenberg™ trademark,
but he has agreed to donate royalties under this paragraph to
the Project Gutenberg Literary Archive Foundation. Royalty
payments must be paid within 60 days following each date on
which you prepare (or are legally required to prepare) your
periodic tax returns. Royalty payments should be clearly marked
as such and sent to the Project Gutenberg Literary Archive
Foundation at the address specified in Section 4, “Information
about donations to the Project Gutenberg Literary Archive
Foundation.”
• You comply with all other terms of this agreement for free
distribution of Project Gutenberg™ works.
1.F.
1.F.4. Except for the limited right of replacement or refund set forth in
paragraph 1.F.3, this work is provided to you ‘AS-IS’, WITH NO
OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO WARRANTIES OF
MERCHANTABILITY OR FITNESS FOR ANY PURPOSE.
Please check the Project Gutenberg web pages for current donation
methods and addresses. Donations are accepted in a number of
other ways including checks, online payments and credit card
donations. To donate, please visit: www.gutenberg.org/donate.
Most people start at our website which has the main PG search
facility: www.gutenberg.org.