-
A lot had to happen between 1915, when the U.S. Supreme Court first
ruled that cinema was not "speech" and was thus unprotected by
the First
Amendment, and 1982, when the Court decided that films were one of
the "traditional forms of expression such as books" and ought to be
considered "pure speech" (Mutual Film Corp. v. Industrial
Comm'n).[1] The 1915 Court
justified its decision at least in part through reference to "common-sense," a category whose later reversal neatly sums up
the changed sense of film's legitimacy as a medium: today the opinion that film is not
speech would get its proponent laughed out of the room, even if the film
in question were silent.
-
The history of film's gradual acceptance as an expressive medium--an
acceptance mirrored in the academic reception of film studies over
roughly that same period--is worth keeping in mind as one approaches new
media today. Because while the issue of film as speech has been
settled for
film and, on the basis of their similarities, television,[2] the issue remains alive for new forms of digital
culture, especially video games, whose legal history extends back only
twenty years. In the early 1980s, courts reviewing cases involving the
zoning and licensing of video game arcades generally agreed that video
games were not speech, with one court asserting that
"in no
sense can it be said that video games are meant to inform. Rather, a
video game, like a pinball game, a game of chess, or a game of baseball,
is pure entertainment with no informational element" (America's
Best v. New York).[3] The
comparison to baseball or chess is telling, as is the reference to
"information"; the test applied to video games in these early court cases
draws explicitly from the early legal history of film, in which the
expressiveness of the medium (and thus its ability to "inform" its
viewers) was deemed secondary to an "entertainment" value that
disqualified it as serious "speech."
-
But as video games have become more complex--a complexity enabled by the
exponential growth in computer processing power--and as they have moved
from arcades to home computers and the Internet, it has become
increasingly difficult to distinguish them from other constitutionally protected media.
As newer games approach the conditions by which we identify mainstream
literature and film--that is, as they begin to express ideas, develop
characters, and tell stories[4]--the
claim that they do not "inform" their players seems harder and harder to
make.[5] Indeed, the difference between
Pac-Man and a contemporary, story-driven game featuring
Hollywood actors (Christopher Walken appears, for instance, in 1996's
Privateer 2) might well be said to redefine the scope of the
entire genre. And the court record reflects this shift in scope. In a
1991 decision, the Seventh Circuit Court of Appeals wrote that there was no
record that might allow it to decide "whether the video games at issue
here are simply modern day pinball machines or whether they are more
sophisticated presentations involving storyline and plot that convey to
the user a significant artistic message protected by the first amendment"
(Rothner v. Chicago). In 2001 that same
court upheld a ruling that argued that "at least some contemporary video
games include protected forms of expression," even while it held that several of the games "described in the record are relatively
inconsequential--perhaps even so inconsequential as to remove the game
from the protection of the First Amendment" (American Amusement
Mach. Ass'n v. Kendrick). Although neither decision ultimately
settled the question of video games' expressiveness, their ambivalence
seemed promising, and the 1991 decision's reference to "storyline and
plot" offered another dimension by which games might be judged to be
"speaking." Though neither film nor literature is currently held to that
standard (books that have neither storyline nor message are still
protected by the First Amendment), the demand that video games express
either information or a narrative remains, in these decisions as it was in
the 1980s, the sine qua non of First Amendment protection.
-
But if the complication introduced by the Seventh Circuit had seemed to
open the door to video games' eventual acceptance as speech (thereby
giving them a trajectory to mirror film's), a recent decision in U.S.
District Court has closed it with a vengeance. In April 2002, Judge
Stephen N. Limbaugh issued a judgment in which he declared that any
expression or communication "during the playing of a video game is purely
inconsequential," and that video games "have more in common with board
games and sports than they do with motion pictures." The case in
question, Interactive Digital Software Association v. St. Louis
County, involved an attempt by the St. Louis County Council to
restrict access to violent video games. Backed by research showing that
playing games incites children to violent play and encourages them to
identify with perpetrators of deadly violence--and reacting in part to a
series of school shootings, most notably the ones in Littleton, Colorado
committed by avid players of violent video games--the Council voted in
October 2000 to require parental permission for the sale of video and
computer games (and the playing of video games in arcades) rated by the
gaming industry's own system as designed for "mature" audiences. The
Interactive Digital Software Association sued, arguing that the ordinance
violated the First Amendment and was unconstitutionally broad and vague.
In April 2002, Limbaugh rejected all of the IDSA's arguments, dismissing
the case in summary judgment, before it could come to trial.
-
Drawing on a case history involving both video games and film, Limbaugh's
decision is unequivocal about both the standards it uses to judge video
games and the degree to which games measure up to those standards. When
deciding whether a new medium qualifies for First Amendment protection,
Limbaugh writes, one must find "at least some type of communication of
ideas in that medium. It has to be designed to express or inform, and
there has to be a likelihood that others will understand that there has
been some type of expression." Limbaugh finds that video games cannot
pass even this minimal standard, and goes on to reject the Seventh
Circuit's arguments that some video games might merit First Amendment
protection: "The Court has difficulty accepting that some video games do
contain expression while others do not. [...] Either a 'medium' provides
sufficient elements of communication and expressiveness to fall under the
scope of the First Amendment, or it does not." Limbaugh later claims that
even though the plaintiffs presented him with scripts of video games to
suggest that the games contained "extensive plot and character
development," this creative detritus, while itself expressive, did not
confer any of that expressiveness on its own final products.
-
Limbaugh's decision ultimately to deny First Amendment protection to
video games depends, then, on his judgment that their expression is
"purely inconsequential," that whatever gets expressed during the game
remains effectively extraneous to the main "work" of the game experience.
Strangely enough, although the video games were initially regulated on the
basis of their degree of "violence"--which would appear to let
expressiveness out of the digital bag[6]--Limbaugh argues that "'violence' does not
automatically create expression," that violent games are no more
expressive than other video games just because they are violent. This
blanket rejection of the idea that video games might have expressive
content allows Limbaugh absolutely to forego the ambivalence of the
Seventh Circuit decisions; instead, he classes video games with a group
of cultural activities that includes baseball, chess, and bingo: that is,
as games.
-
What the decision thus makes clear is that the status of contemporary
video games as a medium effectively hinges on a comparison to two related
types of culture: film on one hand, and entertainment activities on the
other. And the comparison is definitive: if video games are like film,
they are expressive, constitute their own medium, and deserve First
Amendment protection (indeed the plaintiffs in the Limbaugh case ask the
judge to treat the game medium as "no less expressive than its 'motion
picture counterpart'"). But if video games are like activities (pinball,
chess, baseball), they not only are not covered by the First Amendment,
but also may not even be a "medium" at all (any more than baseball is a
"medium"). The decision therefore clarifies the degree to which status as
a "medium" confers a priori on a cultural object the privilege
of being assumed to mediate between an expressor of some kind (a
person or an idea) and the receiver of that expression; the idea that
video games do not "express" is thus tantamount to declaring that they
cannot transmit content at all.
-
One potential response to such an argument--one especially tempting for
scholars trained in reading texts--argues insistently for expressiveness.
Indeed, much work done recently would insist not only that video games
express meaning, but that any number of cultural activities or objects
not currently granted First Amendment protection are expressive as well;
baseball, one might argue, teaches its viewers or players something about
teamwork, about labor-management disputes, about geometries of space, and
so on. As literature departments have aggregated more and more of the
culture to their own field of study, and as the term "text" has come to
mean any expressive (or signifying) surface of the real, the drive
towards a consideration of everything as (at least potentially)
expressive has left less and less outside the category of meaningfulness.
-
Something like this defense of the "medium" of video games has been
articulated by Wagner James Au, who, writing for Salon,
calls Limbaugh's decision "a disaster for anyone who wants to see games
evolve into a medium every bit as culturally relevant as movies or
books." Au argues that Limbaugh's decision demonstrates the need for a
"preemptive attack" from the gaming industry, designed to show that the
expressions of ideas in a number of recent video games are "inextricably
woven into the experience" of the games themselves. Au ultimately
suggests that the video game industry borrow a page from the history of
motion pictures, whose Hollywood studios, he writes,
regularly produced
a few films every year whose main intent was to dramatize social issues
and give their more ambitious artists room to breathe [...]. Imagine what
could happen if the game industry followed this example. Successful game
publishers could invest a portion of their profits into games conceived
with explicit social and artistic goals in mind.
Only by effectively
making games as much like (serious) films as possible (and thereby
treating the game medium as "no less expressive than its 'motion picture
counterpart'"), Au believes, can the game industry secure for its
products the kind of legal status and cultural respect that now accrues
to film. -
Au's plan may well be the best way to legitimize games as a form of
expression, but the impulse to develop a legal solution out of a shift in
video game production ought not simply to carry over to video game
hermeneutics; that is, while it may be legally useful to make games as
much like (serious) films as possible, the legal benefits of such a move
ought not to determine in advance the interpretive strategies available
to the study of games as cultural objects. Video games are, of course,
expressive; they contain narrative elements. But they are not exclusively
expressive (in a conventional sense) or narrative.[7] Evaluating video games exclusively on the basis of
those features--and inviting them to take their seat at the First
Amendment table by defining themselves largely in relation to narrativity
or expressiveness--ignores the other side of their cultural position: the
degree to which video games resemble gaming.
-
This is where one learns something from the legal case: though Limbaugh
is wrong to decide that video games are entirely like other games, his
comparison opens up interesting possibilities for anyone wanting to
develop a theory of video games as a medium because it suggests that any
such theory ought to deal with both sides of video gaming's cultural
history. Though many readers in English departments will be more
comfortable with the expressive aspects of games that essentially
resemble those of more familiar forms like film or literature (even as
they may be suspicious of the right of any popular medium to claim for
itself the relevance of those forms), the present seems an opportune time
for expanding the range of what literary and cultural study might do with
new media.
-
In a recent essay on this issue, Jesper Juul notes that the "narrative
turn of the last 20 years has seen the concept of narrative emerge as a
privileged master concept in the description of all aspects of human
society and sign-production." But he goes on to argue that some of the
main features of narrative analysis cannot be applied to the study of
games without substantial modification. For instance, he writes, though
narratives "rely heavily on [the] distance or non-identity between the
events and the presentation of these events" (what Christian Metz calls
"the time of the signified and the time of the signifier"), any game in
which the user can act (by firing a weapon, by kicking a ball, by driving
a car) necessarily unites those two times as closely as possible. Even
when they present players with narrative experiences, then, video games
force an experience of that narrative that differs in vital ways from
getting a story through a film or novel.
-
That video games, even when narrative, present a fundamentally different
experience of that narrative's topology, suggests that Limbaugh's
decision--despite its somewhat primitive notion of expressiveness and the
odd logic of its position on "violent" content--might point the way to
one possible mode of reading. Caught between entertainment "media" like
film and television and entertainment "activities" like baseball and
bingo, video games require an evaluation that registers those differences
without collapsing them. In what follows we intend, in a reading of the
online role-playing game EverQuest, to develop a theory of
reading video games that might account for the legal bind in which they
find themselves, that might read in and through that bind rather than
choosing one side or the other. We would like this approach to
EverQuest to illustrate the potential for the apparently
irreconcilable elements of video games--their status as game, cultural
practice, narrative, or visual text--to be pulled together into a
coherent analysis, one that acknowledges both the ways EverQuest is like a game and the ways its "game"
elements might lead to a reading of the "expression" of ideas.
EverQuest
-
EverQuest, the most successful "Massively Multi-Player
Online Role-Playing Game," is one of the most complicated video games
available today, involving hundreds of thousands of players, an immense
imaginary world, and large, involved fan communities. Designed by Verant
Interactive, a subsidiary of Sony Online Entertainment,
EverQuest has, since its release in March 1999, set the
standard for games of its type; the game boasts more than 430,000 playing
(and paying) customers[8] spread across
forty-eight servers, each of which runs a separate version of the game
world for up to approximately 3,000 players at any given time.[9] EverQuest's visual- and
text-based world, a rough descendant of J.R.R. Tolkien's Middle Earth,
allows players to choose an avatar and go out into the world to fight,
trade, make friends with other players, and explore the expansive virtual
geography.
-
Because our reading proceeds structurally, we will not be taking
on a number of promising approaches to the study of video games,
including sociological studies of players, questions of masquerade and
identification (when male players play female characters, for instance),
individual game sequences or narratives, or the game's internal economics
(the platinum piece, the basic monetary unit in EverQuest,
trades on the Internet at a rate of about 1000 to the U.S. dollar).
Rather, our approach focuses on the aspects of EverQuest that
make it like a "game," namely the formal structures that frame player
experience. These formal structures include the rules of the game that
limit and direct players' actions, the goals and obstacles set out for
players, and the strategies and practices adopted by players as they
navigate the game's rules and goals. Like visual and aural conventions
of film, the interactive circuit between game and player constitutes a
register of meaning independent from narrative content or the conditions
of a game's production. EverQuest's rules and goals
constitute the core of what defines it as a game, and what establishes
the terms by which it participates in the production of cultural meaning.
-
While online, EverQuest players can freely pursue a wide
variety of in-game activities, including casual conversation with other
players about characters or places in the game world or the fictive
history that provides EverQuest's back-story. Nonetheless,
the vast majority of the interaction between players on an
EverQuest server focuses on issues more specific to the
achievement of the game's basic goals--defeating monsters, acquiring
powerful or valuable items, and traversing dangerous territory. Though
the pictorial or visual aspects of the game constitute an important part
of an EverQuest player's experience, the vast majority of
the detailed information required to succeed in the game and to
communicate with others appears in a "text box" on the player's screen.
In that box, players receive automatic updates on their status and the
status of the monsters they fight (e.g., "You slash a drakkel dire wolf
for 24 points of damage"), but also spend a great deal of time discussing
strategy or the game situation with one another, which would, for
example, appear as "Braxis tells the group, 'I need a heal
now.'"
-
This fact in some ways confirms Limbaugh's argument that video games
resemble any other type of game or sport. Limbaugh cites an earlier
decision about the lack of "expressive" content in a game of Bingo in which
the court went on to hold that Bingo may involve interaction and
communication between runners and participants, but any such
communication is "singularly in furtherance of the game; it is totally
divorced from a purpose of expressing ideas, impressions, feelings, or
information unrelated to the game itself."
Limbaugh's sense that communication can happen solely "in furtherance of
the game" grants messages like "I need a heal" a peculiar legal status:
they do not count as "speech," perhaps not even as "expression," even
though they communicate meaning. Inside the world of the game, Limbaugh
seems to argue, all speech happens in quotation marks, "divorced," in his
phrase, from any serious, real-world meaning. Though we are essentially
arguing against the conclusion Limbaugh and his judicial predecessors
draw from this fact (and it is worth noting that much player-to-player
communication does not serve so strictly to further the game as in the
examples above),[10]
EverQuest's design has a powerful structuring impact on the
interaction of the players and their experience of playing the game. But
an awareness that players engage in a specialized kind of discourse
that derives from the conditions of the game in which they are involved
doesn't close the door on an expressivist argument. While the
interactions surrounding games of bridge, soccer, or
EverQuest may share a structural similarity in that they are
primarily instrumental, the fact that those specialized modes of
discourse are so closely tied to their associated games suggests that
those discourses can be reasonably distinguished from one another. That
is, we do not follow the court's assumption that communication
"singularly in furtherance of the game" is necessarily "divorced from a
purpose of expressing ideas, impressions, feelings, or information
unrelated to the game itself." Rather the specificity of the discursive
exchange surrounding activities like games carries with it the means by
which one can interpret the way a particular game structures the
experience of its players: the discursive exchange signifies. By
arguing that the game-like elements of EverQuest do not
limit or confound those elements of the game that mark it more visibly as
a mode of expression, we are in essence arguing that those things that
make EverQuest a game can be interpreted, and that
in so doing we can develop a more complete understanding of how a video
game might in fact express "ideas, impressions, feelings, or information
unrelated to the game itself." -
In what follows, then, we focus extensively on the interaction between
the rules and practices of the game and the in-game
interactions that those structural elements inspire. In the case of
EverQuest, the rules of the game emphasize two major ideas
that establish the structure of relationships between the players in ways
that, as we will argue, centrally shape an understanding of the game's
place as a medium of cultural expression. The first of these ideas
involves a
push for the integration of the character within local groups, required
by virtue of the obstacles EverQuest creates between players
and the goals of the game, and by the nature of the game world's
geography and characters--a practice that in the game goes by the term
"grouping." The second involves the production of what
EverQuest designers and players term "balance"--an ongoing
effort to ensure that all characters of equivalent experience are equally
powerful and have the same ability to advance.
Grouping and Community Formation
- The creation of local group identifications within
EverQuest represents a particular way of modulating the
"massively multiplayer" experience that defines it. While the special
appeal of EverQuest (and the cornerstone of its marketing) is
the large player population that can interact within the game, much about
the structure of the game itself encourages characters to develop a sense
of distinction and to feel a part of smaller communities within the game.
One of the most basic ways in which this happens derives from the fact
that the game is conceived geographically. The action in
EverQuest takes place within a virtual geographic space
divided into connected but discrete "zones" that are modeled to represent
a variety of external and interior locales.[11] While players can communicate with players in other
zones, it is only with players located near a character in the imagined
space of the game world that characters can engage in more complex
interactions or work to pursue the goals of the game (that is, defeating
enemies, gaining wealth or equipment for one's character). While the
creation of a virtual space for the game may seem like an obvious approach
for an interactive game, such a decision carries with it a
variety of implications related to the interaction of space and personal
interaction.
-
For instance, when a player creates a new EverQuest
character, he or she chooses a "race" for that character (from a variety
of Tolkien-esque choices including Elves, Dwarves, and Halflings) that
also determines where in the EverQuest world that character
will begin play.[12] Without
assistance from other players, beginning characters will not be able to
travel far from their starting locations, so characters tend to spend
much of their early careers near their home city in the company of other
characters of the same race.[13] As a
result of the game's efforts to enforce these geographic limitations,
players cannot help but encounter and become familiar early on with
characters of their own race near their "home" town, thereby encouraging
from the beginning of the player's experience a sense of locality and
distinction within an online community of players defined by its
vastness.[14]
-
In addition to the effects of the geographic nature of the
EverQuest world, the way the game structures its goals
directs the characters to form a variety of formal and informal groups in
order to progress. At the smallest scale, the design of the game nearly
requires that players band together in order to venture into areas of the
game world that would be too dangerous to traverse alone, but which players
must enter in order to develop their character's skills and to gain
wealth or equipment. It is as a part of these groups that most players
engage in the central activities of the game. These groups may be
impromptu gatherings of players who are all interested in exploring the
same area or pre-planned groups of players who know each other
from previous experience in the game or friendships outside
EverQuest. Because obtaining power and wealth in
EverQuest requires killing monsters, players will gather at
known "camps," and the vast majority of these camps require groups,
either by virtue of the relative strength of the monsters that appear
there or the rate at which they "spawn" in the game world. This
structural encouragement to group increases exponentially as characters
become more powerful, with many high-level encounters (at which players
may acquire the most powerful and valuable items in the game) requiring
the presence not only of one or two groups (each group with a maximum of
six people) but of as many as thirty or forty players. These large group
endeavors are undertaken by "guilds," long-standing formal associations
of players who agree to cooperate in all manner of in-game activities.
-
The structure of the game in a variety of ways thus encourages people to
find smaller communities, conceived either in response to local proximity
within the imagined space of the game or to the difficulty of the
challenges the game presents to its players. EverQuest
therefore ought to be considered not simply in terms of the numbers of
people who are able to play the game together simultaneously, but also by
the degree to which those people all experience the game as part of
smaller, more local communities. For instance: 100,000 people playing
simultaneously will be divided into forty-eight servers with around 2,000
to 3,000 players each, further divided into geographic "zones" containing
as many as 100 people, many of whom have organized themselves into groups
composed of two to six individuals.
While this description does not make EverQuest "about" the
creation of local community in the explicit way a film could be, the
game's structure nonetheless leads players to experience a necessity for
organization at various scales and gives them the chance to identify that
imperative consciously or unconsciously. Though we are attempting to
argue for the meaning of games as a medium apart from film, it is an
instructive analogy to suggest that if a film can convey an experience of
forming local communities through its visual depiction of characters and
events, then EverQuest can be said to communicate these
concepts through its depiction of such activities on the computer screen
and through the processes of actually playing the game of
EverQuest, bound by its design and its rules.[15] This structural analysis of
EverQuest, in which one sees and reads aspects of the game
that are like "grouping," might be thought of therefore as an attempt to
develop a "grammar" for the game, an understanding not so much of its
specific expressions but rather of the modes through which those
expressions articulate themselves.
Balance, Homogeneity, and Alienation
- While community formation is an important underlying theme implied
by the rules of EverQuest, "game balance" remains the
concept most explicitly central to the design of the game's rules.
EverQuest gives players a wide variety of choices in the
design of the character they will play in the game. In addition to the
aforementioned choice of character race, players assign their characters
a "class" or profession (classes include Warriors, Wizards, Rogues, and
Druids) that defines the character's skills. Additionally, players may
assign their characters physical and mental attributes, choosing to
develop a character that is physically strong, agile, highly intelligent,
or some combination of those traits.
-
Bounding all of the diversity of these decisions, however, is an explicit
assurance that each of the individual races and classes "balance" in
terms of their effectiveness in the game. While certain combinations may
provide a short-term advantage--physically strong races such as
Barbarians or Ogres will start the game as particularly effective
warriors--the game is designed so that these initial differences can be
erased (largely through the purchase of equipment) as the player
progresses through the game; in other words, the game effectively
promises that no class will, in the long run, outshine its peers in terms
of power or ability.
-
No concept contributes more visibly to the discussion of what
EverQuest is and how it should work than the idea of
balance; in message board discussions by fans and official communiqués
from the Verant Interactive team, "balance" dominates the continued
development of the game. Because it is relatively difficult for the
creators of EverQuest to predict the effect of specific game
rules on the dynamics of game play, EverQuest is designed to
be continuously altered and updated. Periodically, players must download
updates of the game software that alter the rules of the game in various
ways, making certain pieces of equipment more or less powerful, or adding
to a class's ability to perform magic or heal injuries. The overwhelming
majority of these changes expressly address the issue of balance,
correcting some perceived weakness or strength of a class relative to all
others.[16]
-
This premise is repeated by the conditions in which the character starts,
outside the race's home city, with the same rudimentary equipment as any
other character of the same class, and, like all other new characters,
with no money. While it seems reasonable enough to have characters start
from the same position, this is in no way mandatory or even conventional
for some of the sub-genres from which EverQuest borrows.
Characters in other video role-playing games, as well as pen and paper
role-playing games like Dungeons & Dragons, can start with
much greater differentiation both in terms of physical and mental
abilities and in terms of initial wealth, allowing the game to model the
advantages of class privilege or genetic predisposition. As the
EverQuest player begins play, the pronounced equality of the
character's starting situation translates the structural concept of
balance into the played experience of potential or opportunity. Though
EverQuest's goals are open-ended, its players' most
consistent long-term project requires developing a character's abilities,
enabling the character to explore the game world more extensively and to
obtain items that both enhance the character's powers and serve as a mark
of status. In this context, the assurance of balance and the equality of
starting condition situate characters within an apparently neutral
conception of personal achievement based solely on perseverance and
effort.
-
Through "balance," then, the game conveys a set of ideas about identity,
community, and time that are central to the game's participation in a broader
cultural expression. By effectively creating a situation in which
everyone is "equal" in game terms--and by making that situation a stated
goal of the software development--the makers of EverQuest
establish a framework that echoes an idealized vision of American, and
more broadly capitalist, culture; in turn, the player community's
visceral investment in "balance" as a game concept points to the
ideological drive towards not simply a form of consumerist "choice" but
rather more deeply held ideas about the kind of world players want to
"live" and play in.[17]
-
The disjunction between the game's combination of a character system
based on idealized equality and the high fantasy setting of the game's
imagined world produces a deep and revealing irony. The latter carries
with it a generic tradition of heroic individualism: characters in
popular fantasy novels, as well as characters played in sessions of
Dungeons & Dragons or single-player computer fantasy
role-playing games, are almost inevitably depicted as uniquely heroic.
Whether born with some special gift or fated to play a pivotal role in
their fictive world, these characters do things that no others could do,
confirming their distinction from the ordinary with their dramatic,
singular achievements. But in order for EverQuest to allow
all of its players the chance to assume this kind of heroic
role, it must ensure that all players have the same opportunities for
heroism. This is the logic behind the game's insistence on "balance," but
of course it has the paradoxical effect of eliminating the possibility of
uniquely talented, exceptional heroes who might play a one-of-a-kind role
in the unfolding of the game world's history. Thus, the promise of
developing one's character to greater and greater power, defeating ever
more powerful enemies and acquiring greater wealth, is always undercut by
the knowledge that there are in the world other heroes exactly
as powerful as your character and a host of other characters who will be
in time.
-
The drive towards balance and homogeneity means that the only distinction
between any two characters in EverQuest can be understood
simply as a difference in time. Because of balance, the external
limiting factor on a character's success is the amount of time it is
played: today's brand-new character can, within a year or so, be as
powerful as any other character. One of the effects of this structure is
to inspire many players to focus intensely on "the furtherance of the
game" so as to translate their playing time into as much character
advancement as possible--and since advancement is always
possible, no structural feature of the game itself offers players a
reason to ever stop playing. Understanding the structural relationship
between time
and game balance emphasizes the usefulness of reading the
game elements of EverQuest, since doing so demonstrates one
of the ways that the game encourages players to focus on the furtherance
of the game in preference to either the development of narrative[18] or even the types of less-directed
online interaction (via the Web, chat rooms, message boards, and so on)
that have garnered more academic attention than have video games themselves.
Indeed, as the players interact, kill things, advance their characters,
and organize themselves into imagined communities, it may be that they
experience little that is narrative at all.
-
The phrase "imagined communities" belongs, of course, to Benedict
Anderson, who uses it to describe the processes that undergird
modern nation-formation: that series of cultural and
political developments--particularly the development of print capitalism
as expressed in the widespread availability of the modern novel and
newspapers--that linked disparate individuals to "socioscapes" providing
a shared sense of time and space, a "deep, horizontal comradeship"
(7).[19] While such a concept might
have a limited application to the sense in which
EverQuest creates online communities of players, we want to
bring a more developed version of Anderson's ideas about community and
the socioscape to bear on the way EverQuest structures its
players' relationships to time and identity regardless of the relation of
those relationships to actual circumstance outside the game because, as
Anderson notes, "communities are to be distinguished, not by their
falsity/genuineness, but by the style in which they are imagined" (6).
-
For Anderson, the time of the imagined community of the nation is "based
on a conception of 'meanwhile,'" a neutral temporality that a citizen
might imagine sharing with his or her unseen fellow countrymen. As
Anderson writes of two theoretical characters, A and D:
What then actually links A to D? First, that they are embedded in
"societies" [...]. These societies are sociological entities of such firm
and stable reality that their members (A and D) can even be described as
passing each other on the street, without ever becoming acquainted, and
still be connected. (25)
In the context of a cultural sense of "meanwhile," citizens can imagine
the simultaneous participation of thousands of other unseen citizens; a
temporal common ground comes to replace the geographical proximity that
united premodern, pre-national communities, as citizens imagine
themselves in relation to a series of anonymous others to whom they are
tied through affiliation, not filiation proper. -
Anderson's interest in the novel as a cultural form is based on key
formal elements of the novel that encourage and illustrate the kind of
thinking that makes imagining national community possible. In particular,
he argues, the structure of the novel conditions its readers to accept an
understanding of social activity as embedded in a free-flowing, neutral
temporality that Walter Benjamin describes as "homogenous, empty time."
The novel's contribution to the cultural development of nationalism thus
derives not from its specific plots or characters, but rather from its
ability to schematize the relationship between time, space, and community
that induces affiliation with anonymous others.
-
Anderson's reading of the novel's formal and temporal structure makes his
observations useful for a reading of EverQuest without
forcing an equation between computer games and novels. By abstracting the
premise of Anderson's observation, we have a way to pursue a reading of
how a game might be able to reflect and shape its culture despite the
fact that it lacks those elements--narrative, literary or filmic
symbolism, allegory--that seem to be prerequisites for consideration
under legal or academic tests of expression. The arrangement of
characters, space, and temporality in EverQuest creates a
substantive instance of an Andersonian socioscape, the imagined framework
of social organization in time and space shared by the fictional
narrative and the real world of the reader.[20] This is especially important to the way
EverQuest structures character development and relationships
around time. Because game balance creates a situation in which the
primary goal of character development depends almost exclusively on the
amount of time played, EverQuest presents its players with
"homogeneous, empty time" taken up only by segments of the character's
theoretically infinite progression. Similarly, the distinction between
characters of varied levels of power is rendered, in large part, as a
difference of time. Especially powerful characters are the object of
envy or admiration from other players, but the temporal basis of
characters' power always allows a lower-level character to imagine that
he or she could at some future moment be as powerful as any other
character on the server. No EverQuest character can be so
singled out by fate or circumstance that it could present a unique and
unrepeatable model of heroism. Meanwhile, the promise of game balance
assures any player with a low-level character that his or her character's
rise to the highest levels of development will be just as easy or
difficult as it was for the more powerful character that preceded it.
This evokes a temporal frame in which characters are to some extent
earlier or later versions of each other, at different points in the same
progression.
-
All of this happens within the temporality of EverQuest's
"persistent world"--a term used in EverQuest and similar
online multiplayer role-playing games to denote the fact that time passes
in the game world no matter how many players happen to be online. Thus,
during the time that a player is not playing EverQuest,
thousands of players are online, exploring areas, gaining virtual wealth,
and developing the power of their characters. A player might return after
a week's hiatus to find that another player's character has in the
interim changed considerably, had any number of adventures, and
relocated to a distant part of the game world.
-
We see in this a remarkable manifestation of the temporal logic expressed
or implied by certain novels, films, and especially television series in
which it seems as if the viewer is stopping in periodically to look at an
ongoing timeline of events. While this impression is a narrative illusion
in the case of a weekly television series (it would be difficult to argue
that the characters in ER are doing anything between the
times depicted by the show), in the case of EverQuest it is
essentially true that the game-time does keep moving when an individual
player is not playing.
-
EverQuest's persistence is thus a temporal persistence,
deepening the player's experience of a temporality so "empty" that it
proceeds unaltered by the player's presence or absence within the game.
Indeed, the player knows whether or not he or she is playing, but the
game-time of EverQuest does not honor that distinction for
any individual player. More than the overwhelming scale of the online
population or geographic separation, the temporality of
EverQuest offers the player the very real potential of an
existential alienation: one's participation in the game forces one to
confront the fact of a virtually global indifference. This is true both
while playing the game, as players feel an obligation to use their time
to develop their characters, and especially while not playing, as
EverQuest players experience a very literal form of
alienation, entirely removed from the still-active game world while it
continues without them.
Balance and Grouping: the Dialectics of Online Community
- This powerful form of alienation is absolutely central to the
experience of EverQuest, as it provides the dynamic tension
for the game's push toward grouping. In the context of a fictional
construction in which a player is always missing something when not
playing, the formation of group-based identities provides the consolation
that the player will be missed in return. The importance of limited
communities as a resistance to the game's threat of alienation is thus
repeated in the way it modulates the player's development in the context
of game balance.
-
In the absence of uniquely heroic characters, the formation of smaller
communities within EverQuest provides at least partial
resistance to the homogenization of identity, as interaction within these
groups interrupts both the equality of characters and uninterrupted flow
of time that provides the medium of that equality. At the smallest scale,
for example, characters in adventuring groups rely heavily on each
other's abilities to defeat enemies and avoid being killed. This provides
a context in which players can focus intently on their own activities and
accomplishments and provide each other with an audience prepared to
appreciate each character's vital contributions to the group. The
structure of the group simultaneously highlights the capabilities and
usefulness of its characters and provides a more limited context in which
a player can measure his or her character's abilities. Additionally, as
the group discusses its strategies and recalls its successes and
failures, the players layer a narrative structure over the time they
spend together, shaping and distinguishing a segment of
EverQuest's otherwise empty time.
-
One might argue, then, that EverQuest allows its players,
indeed encourages them, to seek community in the face of a spatial and
above all temporal vastness that threatens their character with dismaying
anonymity. But at the same time, it must be noted that the game is as
responsible for providing its players with the alienating
temporal/spatial structure as it is for providing them with the means by
which to resist or avoid it. This opposition or bind between alienation
and community is the central effect of the game elements on the players'
experience of EverQuest; that is, the relation between these
two fundamental structures in the game establishes, dialectically, both
the reason to avoid playing the game (the alienating, temporal vastness
of unheroic indifference) and the reason that the game is so compelling
to play (the opportunity to overcome that vastness and indifference
through community formation).
-
A more thorough analysis of EverQuest would have to explain why
designers engineered this bind at the core of the game, and perhaps more
importantly, why players find the experience so compelling. For
instance, one could ask whether EverQuest's homogenous
time is
compelling because it creates a bridge for players, matching the in-game
experience of social time to players' sense of time in the world around
them, thereby producing a subtle but compelling reality-effect that
undergirds the game's otherwise fantastic setting. Or one could ask
whether the representation of an "empty, homogenous" temporal structure
exists
only to create the dynamic of its resistance through the formation of
small communities and whether players accept the threat of
alienation
because it raises the stakes for the pleasure derived from the formation
of community within the game (much in the way that the prospects of loss
create the thrill of gambling). In either case, there remain
questions as to the tenor of the game's central tension. Does the
formation of community in the face of alienation offer a cultural
critique, modeling social practices that offer solutions to the dilemmas
of time conceived under national and/or capitalistic cultures? Or does
the game's simulation offer a false confirmation of community, defusing
players' frustration with the very sense of social dislocation in the
real world that drives them to find virtual community online?
-
The goal of this essay is not to answer these specific questions, but to
illustrate the way we might read the specificity of the video game form
by concentrating on formal elements that distinguish these games from other
expressive media. This avoids the temptation to subsume the computer
game form under a generalized conception of "texts" or "culture" and
accommodates the unexpected paths a game like EverQuest
might take to intelligibility.
-
The fact that EverQuest is played online, over the Internet,
clearly makes possible many of the structural qualities (continuous time,
for instance) we have been discussing. Our discussion of the game, and of
Anderson's Imagined Communities, has yet to substantially
address the implications of EverQuest's community formation
for theories of citizenship and identity that see the Internet as a
potentially revolutionary, or at least historically significant,
development in the possibilities of political being. While we are
sympathetic to the argument, our reading of
EverQuest--arguably one of the most complex forms of
interaction on the Internet today--suggests that the political question
is complicated. Though some elements of the game may well be pushing
players towards new forms of experience and identification, the political
value of those forms remains difficult to parse.
-
In a recent essay published as part of a special section in
PMLA on "Mobile Citizens, Media States," Mark Poster offers
a replacement for the term "citizen"--the neologism "netizen," to denote
what he calls "the formative figure in a new kind of political relation,
one that shares allegiance to the nation with allegiance to the Internet
and to the planetary political spaces it inaugurates" (101). Though we
agree with Poster that "certain structural features of the Internet
encourage, promote, or at least allow exchanges across national borders"
(101)--and believe that EverQuest is one of those
features--the kind of political relation EverQuest's players
are involved in, or rather, the kinds of communities that the game
structurally encourages them to form, nonetheless remain readable within
a framework that resembles the one Anderson uses for the modern novel
(even if, as we have argued, there is no easy formal equivalence between
video games and literature). That is, though the communities
EverQuest forms (or encourages players to conceive and form)
may well be "new," the difference that newness makes may simply be a
difference we already know.
-
Poster dismisses comparisons between forms, arguing that the difference
between the novel and digital media is one of kind, not degree; he writes
that "a novel does not constitute subjects in the same manner as a
digitized narrative inscribed in the Internet" and adds that "humanists
too often diminish the cultural significance of technological
innovations" (102). While we have been insisting on the importance of
understanding video games (and by extension, the technological
innovations that produce them) as culturally significant, our reading of
EverQuest suggests that in at least one important instance
the innovation in form might not immediately produce utopian forms of
citizenship or cultural experience--or rather, that it may not create
forms of citizenship that cannot be created by novels or films. By virtue
of its position as (one of) the most extensively structured and complex
forms of Internet experience, EverQuest seems to present, if
nothing else, a substantial obstacle to Poster's claim that what is "new"
about new forms translates into something as radical as "bringing forth
[...] a humanity adhering not to nature but to machines" (103).
-
Poster argues that the Internet may introduce "new postnational political
forms because of its internal architecture; its new register of time and
space; its new relation of human being to machine, of body to mind; its
new imaginary; and its new articulation between culture and reality"
(103). Certainly EverQuest players experience their
communities transnationally and outside traditional forms of the
local--there are large numbers of players in Western Europe and in East
Asia (especially Japan, Korea, and Hong Kong). But as we have shown, the
political forms suggested by the game's complex register of time and
space are, for all that, not necessarily different than ones we already
know. Though players may identify with a transnational
EverQuest community at the expense of their local political
districts, they do so within a space that is busy constituting them in
terms that are recognizably political and national themselves (the drive
towards "balance" draws, for instance, upon a very clearly American
ideology about equality and opportunity, one likely to support
bootstrapping over the welfare state). Though the "digitized narrative"
and form of EverQuest do not "constitute subjects in the
same manner" as a novel, the game nonetheless seems capable of producing
political identities and experiences of time and space that resemble
those that novels can produce--even as it puts its players in a complex and
addictive bind. To say this is not to dismiss the Internet's potential,
nor is it to deny the possibility that new identities might be created
there. What the EverQuest example suggests, however, is that
liberating possibilities do not inhere in digital forms, but rather
develop out of the uses to which they are put.
-
In a review essay of Poster's "Digital Networks and Citizenship"
published as part of that same PMLA section, N. Katherine
Hayles argues for the seriated (rather than absolute) nature and value of
technological change and its effects on individual experience, suggesting
that there exists a more general "cultural heterogeneity, in which older
cultural formations exist side by side with the technologies that are
supposedly rendering them obsolete" (119). The word "supposedly" is vital
here, as it suggests that the perception of obsolescence is simply an
effect of (and coming to terms with) technological change. Obsolescence
in such a scenario figures a more general acceptance of and discomfort
with the passage of time, the moving of the future into the present, and
the present into the past. One might say the same thing about the
perception of "newness," particularly as it gets described as utopian (as
is Poster's view) or dystopian (as in the many critiques of the
Internet's effect on local communities, or on video games' effect on
"genuine" human interaction): it is an effect of coming to terms with
technological change that insists on absolute differences between the
present and the past and which, in doing so, forgets that such change
will probably "take shape as it has in the past, as heterogeneous
striations overlapping and interpenetrating areas of innovation and
replication" (Hayles 119).[21]
Cultural change--and political value--articulates itself at
different rates, even in the same object.
-
EverQuest, we have been arguing, is one such object. And its
striations are multiple: formally, it juxtaposes a highly visible form of
technology as technology with a much older, seemingly
non-technological form of entertainment (most elegantly articulated in
the divide between video or computer and game);
it brings together an emphasis on text-based communication (between the
game world and players, and between players themselves) with explicitly
filmic codes that allow for viewing in-game action through a number of
different "cameras" or "views"; it mediates its broadly transnational
community of players through divisions into smaller, local communities
defined by either "geographic," "ethnic," or goal-oriented affiliations
(that is, groups or guilds); it unites seemingly new experiences of both
space and time with older notions (as Anderson describes them) of what
those experiences ought to mean; and it establishes at its most
fundamental structural levels an unresolved tension between the formation
of community and a powerful experience of cultural alienation.
-
As we have suggested all along, only by remaining aware of the productive
interactions of these differences (beginning with the basic difference
between "film" and "game" at the heart of Interactive Digital v.
St. Louis County) does such a reading of EverQuest
become possible. This is not to deny the utility or value of other kinds
of readings--one could read the game purely in terms of its narratives,
or its production of identification, or the sociological makeup of its
players (their gender, their race, their class, their sexuality, their
politics)--but rather to suggest that converting new media to textual or
other analogous forms is not the only way to read. Within the terms laid
out by the discipline of English as it currently exists in the American
academy, one can take seriously the "game" in "video game" and still
claim it as readable within a framework of (con)textual practices with
which we are familiar. Such a reading--and readings of cultural practices
like games more generally--will always tend towards the ideological, as
readers will inevitably want to evaluate how that practice makes people
act (in the "real" world) in political terms. But the material
here can be read in multiple ways, and one of our goals has been to
suggest that the complexity of a game like EverQuest
requires a specific and careful analysis (which is why we have left open
the question of whether it does "good" or "bad" work, in political terms,
to the people who play it). Beyond that general proposition, however, the
goal here has been to illustrate through the reading of
EverQuest not simply the degree to which it represents
and/or shapes the real experience of hundreds of thousands of players,
but also to suggest that those representations (and the structures that
make them possible) constitute an important site for the articulation and
experience of cultural and political value, of broader understandings of
communities and what they mean, of time and its relation to individual
lives, and of one especially compelling form of alienation and its
endlessly present solution. That our structural reading of
EverQuest can be turned to make an argument about the uneven
development of new media and technologies in the digital age, we take
simply as evidence that video games are (and are readable as) culturally
significant sites of the production and reception of capital, identity,
and their pleasures.
Eric Hayot
Department of English
University of Arizona
ehayot@u.arizona.edu
Edward Wesp
Department of English
University of Wisconsin at Milwaukee
edwesp@uwm.edu
COPYRIGHT (c) 2004 Eric Hayot and Edward Wesp. READERS MAY USE
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Notes
1. In 1952, the Supreme Court had already
written that "it cannot be doubted that motion pictures are a significant
medium for the communication of ideas" (Burstyn v. Wilson);
the decision, however, extended only limited First Amendment protection
to film. Film censorship lasted slightly longer--the last censorship board in the
United States closed its doors in 1993, some seventy-seven years after the
Supreme Court's first review of film's status as film.
2. At least legally--the
academic place of television studies is marginal in comparison to film and
literature.
3. Other cases
include Malden Amusement Co. v. City of Malden (1983);
Tommy & Tina, Inc. v. Department of Consumer Affairs,
(1983); Kaye v. Planning & Zoning Comm'n (1983);
Caswell v. Licensing Comm'n (1983).
4. Avant-garde work in any of these media is excepted
from these definitions, as Jesper Juul notes.
5. At some basic level, of course, even the simplest
video games express ideas and tell stories: Pac-Man tells
the story of a brave circular creature chased by evil ghosts; the arrival
of Ms. Pac-Man places the characters of both games within an
easily recognizable conventional narrative. This may well be said to
express the idea that heterosexual marriage, even for non-humanoid
creatures whose major form of existence is to be chased through mazes, is
the end-point of all play. But in something like Privateer
2--which includes cut-scenes, dialogue, and a large backstory
involving one character's mysterious parentage--narrative elements are
much more visible as such to an "average" reader.
6. The ratings systems used for video games specify that
to be considered "violent" the game must include violence done to humans
or human-like creatures; in such a scenario Pac-Man is not
"violent" even though it involves "eating" ghosts. This seems to require
recognizing that video games can have "content," though Limbaugh
disagrees.
7. Neither, for that
matter, are books or films.
8. At
$12 per month each, EverQuest's 430,000 players generate some
$62 million in annual revenue.
9.
No matter which server a player chooses to play on, they will encounter
exactly the same geography and computer-controlled monsters. However,
players can only encounter other players who are on that same server.
10. Players tell jokes, discuss
their (real-life) social situations, politics, and sports, or gossip about
other players in both private discussions and larger groups; none of these
furthers the game, strictly conceived. Or, if one adopts a broader view of
what a "game" is and does--if one imagines that games exist for social
reasons furthered by phatic communication--then such communication does
indeed further those purposes. The fact that EverQuest
players simply cannot have such discussions unless they are actively
within the game world, unless they are connected to the Internet and
running the EverQuest software, suggests something of the
need to more broadly consider what the "furtherance" of the game means in
this case.
11. For instance:
cities, open plains, dungeons, mountainous regions, deserts, and the like.
12. Each player is allowed to
create up to eight characters to play on any of the EverQuest
servers. It is very common for players to alternate their gaming sessions
between one or more characters, and players will often create extra
characters in order to experience the geography and "culture" of a
different region of the game world.
13. Or similar races: home cities for "good" races like
dwarves and elves are near each other, but far from home cities of such
"evil" races as trolls and ogres. Recent changes in the game's structure,
through an optional software expansion known as "Planes of Power," have
given low-level characters a much higher degree of mobility. 14. The sense of community encouraged by
the geographic division of the game space is often very persistent. It is
a common for players to recognize each other's characters from their early
days and hail each other as old friends might. Thus, for instance two
players playing Wood Elf characters might express a sense of expatriate
community upon encountering each other in a distant city that is home to
Halflings.
15. To be sure, it
is possible to play EverQuest idiosyncratically--refusing to
group or communicate with other players, or to otherwise advance a
character. One could, of course, do the same in other games; a soccer
player who insisted on always heading the ball rather than kicking it
might achieve some personal pleasure at the cost of team success. But
EverQuest, like soccer, will not reward idiosyncratic players
in the game's terms.
16. It is worth noting that these changes are generally
called for by the community of players. In general, players seem to accept
the concept of balance enthusiastically; some portion of the agitation for
game changes in the name of balance, however, simply conceals lobbying
efforts to increase the ability of players' own preferred character types.
17. In fact, on the face of
things, it is not clear why "balance" would be a problem--if warriors are
more efficient or fun to play than wizards, a purely consumerist chooser
would play a warrior every time. But players on message boards not only
articulate their insistence on playing a certain class (combined with a
directive to Verant Interactive to balance the class fairly) but also a
refusal to play other classes that they feel uncomfortable with. What the
players therefore want is the opportunity to make a "choice" that does not
have to be based on in-game efficiency but can stem from other (cultural,
emotional) factors.
18. The
structure of such a feature can be translated, to be sure, into narrative
terms (the game is, in some conceptions, a "neverending" story), but it
seems to us that such a reading might make the structural importance of
"balance" harder rather than easier to see, while a reckoning with
EverQuest as a game brings it into relief.
19. As Anderson notes in his preface to
the second edition of Imagined Communities, the original
edition deals primarily with the problem of time; the second edition
(1990) adds a chapter on space and "mapping" (xiv).
20. In an essay offering a revision and
extension of Anderson's "socioscape" designed to remark the degree to
which the imagination, in late capitalism, functions as a "social
practice," Arjun Appadurai writes that "the imagination has become [...] a
form of work [...] and a form of negotiation between sites of agency
('individuals') and
globally defined fields of possibility" (327). In Appadurai's terms,
EverQuest occurs at an especially intense node of the global
"mediascape" (it is, after all, owned by Sony) but, by virtue of the kind
of world it invites players to spend time in, maps that mediascape onto a
landscape involving ideologies, technologies, and the flow of money.
21. Hayles thus insists that striation
is not so much a new condition as one which new situations make easier to
see. In How We Became Posthuman, Hayles argues against the
idea that the digital age is creating an entirely new type of human and
destroying the older, Cartesian model, that the "becoming" in question
has been ongoing and diachronic rather than the product of any recent,
synchronic break in the fabric of human experience (283-91).
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