Sunday, January 9, 2011

The Medium Fallacy: Towards a New Phenomenology of Media Objects

How do you like that title? If I ended up writing my dissertation, I'd have given it that title. Anyhow, I've been reading Claude Levi-Strauss' The Savage Mind, and some of his discussion of the so-called "concrete science" has gotten me thinking about our approach to studying video games (in particular), and media objects in general. Levi-Strauss draws a clear distinction between magical thought and scientific thought, not as the former serving as a primitive version of the latter, but as each standing as its own, independent form of connection building. Levi-Strauss achieves this conclusion by noting the different methodology and goals of each type of thought, rather than just pointing out that they occasionally grasp for the same goal. Too often, we note arbitrary relationships between objects, and declare them "equal" without noting their multivalent phenomenological differences. Similarly, the conclusion that gaming can be discussed as a whole due to the shared medium of the field, when there are so many divergent experiences within each of these media objects, leads us to false conclusions and false value judgments.

To truly understand how a video game functions (or any game, for that matter), we need to sever the game from its medium. Nobody would claim an eidetic difference between a Wii game and an X-Box game, yet we do just that when we compare video games to board games (for example). This, of course, is not to suggest that there are not eidetic differences between video games and board games, but to note that there are similar eidetic differences between Wii games and X-Box games that in no way are related to the medium the game is presented on, the television set. For example, Nintendo's Super Mario Galaxy, while presented on a video screen, requires the user to command his avatar via a joystick, commit actions via buttons, commit other actions via hand motion (a shake of the controller makes Mario attack), and aim via the off-hand controller (the user points the Wiimote in the left hand at the screen to collect certain objects and to shoot at enemies). On the other hand, Rockstar's Red Dead Redemption requires the user to only commit the first two of these actions, but also requires a deeper relationship with both the story and the digital material economy of the game. These two experiences, both in competition for "Best Game of 2010" seem about as different as playing either one and playing Monopoly on a board.

Of course, game theorists began the taxonomy of video games years ago, and have already attempted to construct some over-arching categories, most noticeably during the so-called ludology/narratology split of earlier years. Similarly, some game scholars have distinguished the ludic (competitive gaming) from the paedic (playful gaming) to distinguish winnable games from sandbox gaming. For the sake of a larger theory of video gaming, this taxonomy is absolutely necessary, yet it still seems to miss some of the more obvious aspects of video gaming. All of these distinctions are built around supposed goals of use, or perhaps interpretive conclusions. While we must notice the goal-distinctions between a game such as Red Dead Redemption (complete all of the challenges of the game, explore the world, conclude the story, etc.) and a game such as The Sims (follow your Sim through life until you get bored of it), we fail to note the mechanical, and thus sensual, distinctions and similarities between the games. For example, implicit to the distinction between these two games is the fact that the user has a mechanical, reflexive control of his avatar in a game such as Red Dead Redemption, but serves a more "advisory" role when controlling the avatar in The Sims. Nevertheless, in both cases we guide a non-self avatar through a series of challenges, despite the distinction in controls. Thus, both games could be validly compared to childish play with dolls (through avatar play), though Red Dead Redemption follows more of a controlled style of play, while The Sims is more similar to third party story-telling.

Ultimately, these half-formed thoughts are urging for a re-approach to the taxonomy of video games with more a focus on mechanical interaction with the game. In the sensory experience of the game, the difference between the sudden decision-making of a game like Halo and the careful strategy of a game like Civilization are as distinct as the relationship between a novel and a cookbook. Just because the game is presented on a screen guarantees no similarities beyond presentation. Similarly, just because a game shares goals does not guarantee even a marginally similar sensual experience. If we are to understand how games function (from the academic standpoint) and what games are valuable (from the marketing perspective), we need a total engagement with the games eidetic nature, rather than reductive assumptions about presentation and goal.

No comments:

Post a Comment