Nick SherriffChapter 2The
Pleasures. The problem with analysing video games is that they tend to be less academic in status than other objects like narratives and because of this, formal game studies are fragmented through differing disciplines. One of the most challenging and interesting reasons for researching video games is that far too often existing research/opinion tends to deal with value judgements and terms like ‘addiction.’ This piece however, is a genuine attempt to get away from this type of discourse and look at video games purely in terms of pleasure regardless of value or morality. Previous attempts to define pleasure have acknowledged its social and simultaneously individual nature. Pleasure can be social, socially located and embedded in social occurrences and events whilst equally being capable of individual connotations. This piece will outline a system or nonclamenture of pleasures that are available within video games. Although, as Rojek suggests pleasures are polymorphous in character and are therefore exempt from the unitary value system (1993. Chapter 1). ( see references) It could be agreed that Rojeks’ notion of value in terms of ‘how much’ is actually immeasurable but that does not negate the existence of such a pleasure itself. How much an individual finds something pleasurable may be impossible to quantify given that pleasure is both facilitated and restricted by individual and social experiences or interpretations. As Campbell concurs, ‘sight (and hearing) offers a degree of discrimination…proportion [al] to the arousal to be gained’ (1987:66). Thus sight and hearing are tainted (discriminated) by both the individual and the social. The system at appendix 1 describes the process and content of pleasures that appear to be on offer in almost all video games, although it is accepted that many other pleasures could be found, an underlying trend of potential pleasures does seem to exist (Appendix 1). This system differs from Bentham’s taxonomy of pleasures, which it could be argued is an oversimplification of utilitarianism. Thus by not being totally reductionist in terms of finite categorisation this system attempts a more post-modern approach. (Cited in Rojek. 1989) Rather than total categorisation of types of pleasure a more post-modern perception is preferred similar to but without the fatalism of Lyotard who suggests, ‘…one listens to reggae, watches a western, eats McDonalds for lunch and local cuisine for dinner, wears Paris perfume in Tokyo…’ (1984:76.) Thus, the categories serve a small but important role as points of reference allowing a more playful use of the categories. The system does not attempt to quantify human emotion but to acknowledge its existence within the video game. At
this point it is important to note that pleasure is firstly,
fundamentally personal and individual especially in terms of level or
degree i.e. how much pleasure a person finds in a particular activity.
Pleasure can look as if simply social though, for instance an individual
finds pleasure in going to soccer matches but so do many of his/her
fellow fans; therefore they could share similar pleasures. However this
is an assumption, opposing fans could also have the same simple
pleasures in wanting to see their team win and even if one team loses,
both sets of fans could recognise the same ability to play the game.
This is often seen when opposing fans give standing ovations to
particular players or teams that have beaten them.
Rojeks
‘polymorphous character’ of pleasures is acknowledged as well,
players will have a degree of differentiation not only between the games
themselves but also the individual’s experience of the game. One
assumption could be that all games provide a simple fantasy element but
the experience of such a fantasy is obviously polymorphous, although the
simple element of fantasy exists for all. This piece of work will try to
examine pleasures that are specific to the video game. Thus the
complexity associated with pleasure has been both simplified and applied
in order to get started. The result is a flow chart or system of
pleasures. Video
games seem to have a particular set of pleasures and to a certain extent
operate systematically although parts of the system can operate
independently from the whole in a sub-cyclical fashion. (See Appendix 1)
For the purposes of this piece of work the mere fact that an individual
uses their free/non-work time to play video games will be used to
suggest that such a pleasure exists. The initial pleasures will concern themselves with the game itself and not the cinematic marketing tool known as the introduction although it is accepted that this sets the tone for the game and enriches the challenge for the player. Challenge as a pleasure could be seen as the games players pitting their wits against those of the programmers or game constructionists, although the player here must always be able to win. Howland agrees suggesting, “You are not interested in creating a perfect reactionary machine in a game enemy, you are interested in providing a challenge for the player.” (1989.) What’s the challenge then if I [players] am always going to win? Well a good question, that needs to understand that success and winning moreover, the manner in which it is facilitated is arguably the key to a successful game as Howland posits, “To create a fun and successful game you need to be able to challenge your players. They need to feel that they are overcoming something by beating your game.” (1998.) The
important part here is the players ‘overcoming something’ suggesting
that the task is surmountable. Challenge with its degree of difficulty
must be considered as sitting on a continuum. Set the challenge to high
and players are unable to progress, resulting in less chance for
pleasure. Set it to low and the challenge fails to be so becoming
mundane and tiresome. This suggests that something either too hard or
too easy is not as pleasurable as a challenge, set at the applicable
level. Furthermore
the challenge could be more pleasurable if it was staggered as Howland
explains in The Essence of Games, “The
games that I have seen succeed over and over again are the games that
anyone could walk up off the street and play, but to really play well
takes a great deal of work. The interface allows the player to grow into
the game.” (1998.) Challenge
must not be seen in isolation to other parts of the game moreover,
challenge comes in many forms and is interlinked throughout the Video
Game Pleasure System (VGPS). Having
established that challenge underpins many aspects of the VGPS and to
varying degrees, the next stage is that of exploration and learning. It
is hard not to see exploration and learning as a pleasure.
For some writers such a Crawford, this pleasure might be the
result of a natural drive to learn and explore or human inquisitiveness.
Whether natural or social, the ability to learn is rewarded via the
video game with extra levels, secrets, weapons, characters etc. Even as
the game pad is picked up for the first time the player must learn to
master the control of the game, be that controlling the movements of a
character as with Fighting, Sports, Platform, Driving, Action Adventure
and Shooting games (Quake 3, FIFA, Oddworld and Getaway) or the menu
guided user interface of Role Playing, Strategy and Puzzle Games (Final
Fantasy, Championship Manager and Fantavision). From this point on the
player is engaged in an almost limitless post-modern opportunity, at
least in terms of the lack of narrative (See Lyotard. 1984,
Fiske.1989.), to explore the game bound only by the ‘paradigm of
choices provided by the microchip’ (Fiske. 1989:89.) and the
imagination of the programmers. This initial stage is a cyclical process
(See Appendix 1) in that as the player explores more they learn more
which alters the challenge in various ways such as making things easier
via practice or opening new previously unknown challenges by discovery. To
understand the next stage, plaisir or story, the previous elements must
be seen as building blocks and plaisir therefore as the sum of such
parts. Barthes (1977) suggested that pleasure was delivered by texts and
in the case of plaisir this was a ‘rather obedient pleasure gained
from following a skilfully-told story’ (Harris. 1996). Harris further
suggests the obvious pleasures of texts themselves, “We already know a good deal about the pleasures delivered by the texts themselves, such as narrative pleasures, when the text builds suspense and then resolves it, or offers us some puzzling events and then explains them, or when different perspectives are resolved and ordered…” (1996) Harris
also posits the notion of fruition where ‘…the narrative is followed
through to the delivery point…’ (1996) This is perfectly true for
reading books and watching films (after all who would only be interested
in half of a story but what of the video game?). Certainly some games
have a distinct scenario that develops into narrative of sorts
especially the Role Playing Games like Orphan on the Playstation 2
(PS2). Orphan has a framework scenario of a party of three trying to
escape from Chaos Island but in order to do so the player must negotiate
three sub-quests with characters Selphie, Zeus and Mar. Similarity with
Harris’s ‘obedient pleasure’ is present in that all three quests
must be followed through in order to finish the game but the lack of
strict authorial obedience is what sets video games apart from say books
or films. When, with who and in what order are elements of the narrative
that have been interactively left for the players use but a general what
could be suggested as a framework narrative is present within most video
games. Herz
(1997) offers what could be considered as a generic narrative she calls
the ‘stepwise build-up’ where players move from level to level with
the action and opponents getting respectively faster and harder, moving
the player ‘further up the slope of a long neurological crescendo.’
(1997: 141) This does allow for the easier inclusion of games like
Tetris or Fantavision that seem to have little in common with say
adventure games in terms of narrative. Players are accustomed to this
pattern of increasing difficulty and, as discussed earlier, could find
it pleasurable as it keeps the challenge alive or fresh. Thus, narrative
pleasure [plaisir] is available within the video game but coupled with
the interactive possibilities facilitated by the microchip, the player
has the potential for a degree of autonomy unavailable in books or film.
Fiske suggests the, “Lack of narrative authority… evacuates the
author, and into the space the player inserts himself. The player
becomes the author.” (1989: 89) Here Fiske seems to be suggesting that
whilst there has been a change of ownership the idea of narrative still
remains. The phrase degree of autonomy is used because the level of
interactivity is governed by the constraints of the machine code and the
imagination of the programmer used to write the game. As Fiske further
argues, ‘the empowerment of grabbing the joystick and controlling the
actions of the player are false and confined to the limited choices
offered by the consoles microchip’ (1989:89) although it could be
suggested much more choice or potential pleasure than existing mediums.
Fiske has however failed to appreciate that whilst control is ultimately
the remit of the microchip the mere perception of control could be
pleasure in itself. Thus it could be argued that the lack of narrative
authority, which could be perceived as player control, is interactivity
itself and as such the video game allows for greater personalisation,
therefore the ability for fantasy is more readily available. Whilst
there is obvious pleasure with the individual aspects thus far
discussed, taking a holistic viewpoint is also possible. The players
immerse themselves into the game via the medium of fantasy but with the
added pleasure of personalisation through interactivity. Here the notion
of fantasy has changed from passive to active seeing the player as no
longer an observer but an actor actively engaging with the virtual
environment. Video game fantasy therefore, cannot be seen without
relationship to interactivity, which facilitates a kind of
personalisation in a similar but more intense way to authorship, which
as discussed is now much in the hands of the player.
Crawford however suggests, “A movie without a believable or enjoyable fantasy is just a collection of pretty pictures: a game without an entertaining fantasy is just a collection of interactive pretty pictures.” (1997:Chapter 2) Although, he fails to see that interactivity adds to the pleasures in its own right, or at least fuels fantasy just as the imagination fuels the fantasy facilitated by a book or artistic impression. That is not to say that the imagination does not play a part in video games but that interactivity makes fantasy more accessible. Rojek (1993:59) suggested that Freud saw ‘individuals as isolated atoms in a social cosmos’ therefore it is not such a big step to see video game players as isolated pixels in a system of machine code. The player is projected into the game via coloured pixels not unlike the atoms in the human body taking on the roll of the characters and situations within the video game. Thus unlike the book that requires text to ignite the imagination and the minds eye, the video game projects visual imagery onto the screen that can be manipulated and controlled in a much more tactile way. In
my opinion this easy access to fantasy is the root of video games
negative press. There is a similar reaction to the pleasures of youth
culture and the participants’ rebellion against their parent’s
(societies) ideals and norms. (Hall, S and Jefferson, T. 1976)
There might be something in this view: Crawford suggested that
within the fantasy lies the idea of ‘nose thumbing’ (1997) where the
player ‘can break out of his chains and create a secure, orderly world
fit for his passions to abide.’ (Rosseau in Rojek. 1993:13) The
constraints of society do not allow for the unauthorised taking of life
but in the virtual world of the video game, players can take many
uncomfortable forms such as Mafia Boss, Hitman, Sniper or other
cold-blooded killing forms. Urry further posits that ‘people must
experience particularly distinct pleasures which involve different
senses or are on a different scale from those typically encountered in
everyday life.’(1990:12) This does sound incredibly similar to that of
escapism, which could be suggested, is a part of fantasy although as the
evidence will show not all fantasy is so simple. For
whatever reason, a plethora of video game genres mean that not only can
the player act in a role that is anarchistic, dangerous or threatening
to the fabric of ‘society’ they can also do it in the relative
safety of their own home. Thus a kind of social resistance similar to
that of Fiske (1989: 87) is perceived. This is however not without
narrative cajoling as all video games offer a scenario of plausible
legitimacy in the form of planetary invasion (Half-Life) or dehumanising
guises of the victims (Quake), facilitating for Crawford ‘violence
without guilt.’ This does appear to facilitate a social inclusion of
sorts albeit not one we would all agree with. These are of course the
extreme but fantasy does allow for the pleasure of inclusion, roles can
be taken on by literally anyone providing they can fund video games
play. Although it could be suggested that this is more akin to temporary
social inclusion rather than definitive inclusion as the player always
leaves fantasy at the end of the game and to suggest that the role is
carried on into reality is unproven. The video game has the potential to
place the player in a role that was either previously unobtainable or
socially unacceptable, therefore serving the purpose of nose thumbing or
temporary social inclusion respectively. Thus one pleasure could be a
snub at one of the most sacred official beliefs, the preservation of
life. The games player is thinking outside the box and above society by
not only suggesting that there are situations that deem the use of
violence and death as acceptable, not unlike war but that they [players]
see fit to choose whom their enemies are. For society or more obviously
authority this is a terrifying situation to know parts of society think
this way, and that is powerful for the player and threatening for
societal fathers. Exploration and plaisir are parts forming the whole
[fantasy], which can operate in a sub-cyclical fashion, i.e. interactive
exploration expands the story [plaisir], which fuels the fantasy. Rather
than solely chronological the next phase should be considered
complimentary to the system as a whole, a form of recognition by the
self [player] and others. As discussed earlier Barthes (1977) argued
that pleasure was derived from texts themselves [narrative pleasures].
He also posits another form of pleasure namely jouissance, a kind of
ecstatic pleasure in language that escapes the devices of narrative and
rejoices in the experience itself. (Harris.2001) This for Barthes is
pleasure in the signification of hidden meanings within the text
available only to the skilled reader. Linking this to the video game is
relatively simple, frequent players or connoisseurs build up a catalogue
of cognitive gaming knowledge, which could render them as skilled. Thus
such players are able to recognise the subtle nuances like
intertextuality in a semiotic fashion as well as the inherent qualities
of graphics, game-play, storyline, artificial intelligence for instance.
Recognising these experiential aspects of video games is similar
to that of Barthes’s jouissance (1977) although the video game affords
the pleasure of others as well as the self that leads to what Crawford
(1977) posits as ‘social lubrication.’ Video games are used as a
vehicle for social lubrication acting as a catalyst or facilitator for
social interaction. (1997) This is underestimated in Barthes probably
because his examples are reading books although that is not to say that
skilled readers do not like to share their expertise as well. Pleasure
is derived from the sharing of knowledge or the recognition by others of
such knowledgeable abilities. Smith, whilst a little strong does
suggest; the most valued of goods [is] another’s affection. (Cited in
Rojek. 1998:60-61) He further posits ‘the chief part of human
happiness arises from the consciousness of being beloved.’ (Rojek.
1998:61) This is evident with the video game high score that is
displayed on screen acting as the player’s standard. During my youth I
was plagued and impressed by a player known only by his high score name
– UFO. Although as to whether the player was aware of such reverence
is unknown. There are some additional pleasures of watching a game being
played in a similar fashion to that of hearing books being read
something, which again Barthes failed to acknowledge. A person plays a
game that is watched by others and it looks to them like an animated
story, perhaps there may be more pleasure especially if they have played
the game beforehand facilitating an appreciation for the difficulty
faced by the player or feeling of affiliation to the characters. Video games allow for this standard to be taken into another’s territory for display of a player’s skill and prowess. Thus the video game must now be regarded as catering for the social by facilitating a kind of competition with players exporting their abilities to the machines of their peers like a sort of portable adulator and thus a throwing down the gauntlet is observed. Video game players not only compete against each other ‘one on one’ but also can compete against the game and each other, as with being the first to finish ‘Metal Gear Solid’ for instance. There is financial reward as well in the form of national and international tournaments like Quake. Pleasures here are more readily recognisable such as winning and the joy of participation itself. At this point however, winning should be altered to include the pleasure of not loosing, as many games do not produce an outright triumph as with flight simulators. Although they may have limited tasks to complete the pleasure of the game is the ride itself, as LeDiberder affirms, ‘they [video games] are more like toys or playgrounds.’ (1993) Finally, the game is exhausted in terms of pleasure, for now at least, only time can refresh the pleasures perhaps in the form of nostalgia. Of course new players can be found to play against but once the story has been completed the game loses some of its pleasure and appeal, although that is not to say that pleasure is lost forever. On the contrary new games are just around the corner with bigger and better pleasures (if you believe the hype) waiting for players to grasp the challenge and thus the process begins again. As you can see this sort of subject matter is difficult to pin down but an attempt has been made none the less. It is acknowledged that the sample is relatively small and more extensive research will have to address this. However a start has been made into what is the diverse and in some ways the uncharted territory of the video game and its pleasures. Difficulties have been raised concerning the study of such personal and polymorphous feelings of pleasure; hence the rather messy fell to the research. Apologies are also given to the aspect of prompting people almost steering them but as discussed such feelings are not superficial they run deep and need to be coaxed out. Finally my own inexperience within research has lead to many imperfections but despite all this a genuine attempt has been made into a worthwhile subject area. |