Stepping Out of the Virtual World Paradigm
Transcript of Stepping Out of the Virtual World Paradigm
Christopher Goetz
(http://meminsf.silverstringmedia.com/author/christophergoetz/)A Film and Media Ph.D. candidate, Chris Goetz investigates how users explore the internal world of a
videogame using both their own imaginations and the game’s interface to transcend the body and
engage in an interactive fantasy.
If we are to believe popular press, then the technology for affordable virtual reality
experiences, long thought “just around the corner,” may have finally arrived with
the Oculus Rift and Google Cardboard. But excitement over these and a spattering
of similar devices has prompted proponents of virtual reality (VR) videogames to
confront a longstanding stumbling block: the need to somehow harness VR’s vague
futurism and redirect it to the task of designing actual games in the present.
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The August 2015 Time Magazine VR cover story demonstrates how this redirection
implicates more than just games; the many industry voices represented there
struggle to stay ahead of the complex ramifications of VR’s expected disruption of
the western visuospatial regime. But the problem with games is also unique. While
VR mania has generally waned since the 1990s, swept aside by the radical changes
in Internet and Web 2.0, a now-dated splinter rhetoric about virtual worlds has
stubbornly clung (unchanging) to videogames. Even today, the virtual world
paradigm exerts a subtle influence on both games academia and popular press.
For decades, the fact that VR tech was not quite there yet—and likely wouldn’t be
for three to five years—acted as cover for hyperbolic proclamations about an
imminent future when we would spend more time in cyberspace than in the “real
world,” when everyone would simply dwell inside a virtual world where anything
was possible. Take a representative print article early in 1990s VR craze:
Lanier and a companion donned helmets, goggles and body suits, switched on
and were instantly transported to their newly hatched universe. They
experienced the illusion of being in a solid, threedimensional world…. Other
users have described the experience as like being a character inside an
animated cartoon. Some have tried just that—being Da�y Duck or Bugs
Bunny; in virtual reality you can be anyone or anything you like. “You might
choose to become a cat,” suggests Jaron Lanier. “You might very well be a
mountain range, or a galaxy or a pebble on the �oor. Or a piano … I’ve
considered being a piano. I’m interested in being musical instruments quite a
lot.” (Frith, 1990)
This article demonstrates the common slippage between the novel experience of
three-dimensional graphics and the fantasy of immersive virtual reality. There is an
important difference between “immersion” in the general sense of any engaging or
engrossing activity—certainly many or most games fall into this category—and
“immersion” as a narrative “mode of address,” which occludes the space of
spectatorships (hidden behind a “fourth wall”) and offers a window onto diegesis,
the world of the story.
They have never generated spaces where one can be or do anything. Their spaces
and the actions possible there are all constrained by rules and affordances that
have been designed and programmed in advance. This fact is never acknowledged
in writings about VR, which tend to view all games as “temporarily embarrassed” VR
experiences. This teleological attitude is supported by the simultaneous
assumption that the point of all games is to offer virtual worlds, or self-contained
secondary realities—“cyberspaces.”
While most commercial games do contain fictional settings or characters of some
kind, very few games are organized strictly around a make-believe fantasy of
dwelling within a separate, virtual world. Videogames offer varied pleasures far in
excess of this goal, and sometimes in direct contradiction of it. Games can at times
best be understood through the kinetic, embodied, and multisensory action of play.
Virtual world discourses construe games as disembodying departures to virtual
spaces, leaving our bodies behind. Some games are better understood as puzzles,
which have nothing to do with virtual worlds. Even games predicated on the
pleasure of exotic transport, as Fuller and Jenkins once argued of Mario games
(“Nintendo and New World Travel Writing”), which have a virtual world component
(visiting a world apart from your own), do not for that reason rely on textual or
diegetic fullness or coherence. These games, I would argue, productively frustrate
this desire. Often, games are built around complex reward systems including level-
ups, accruing “loot,” or advancing to more difficult stages. Games are just as likely
to self-referentially poke fun at their own lack of narrative coherence as they are to
try and flesh out every conceivable diegetic detail. Many games tout their narrow
scope of meaning: “this is a game about collecting Garfield trading cards” (GarfieldCollections).
�Videogames, of course, have never been virtual reality.
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Tron (1982)
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The Matrix (1999)
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Gamer (1999, promotional
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People who play a lot of games, or who study games, already understand that the
point of most games is not to provide a virtual world experience. Even though some
games do try to do this, and many games have some virtual world component,
which is rarely the sole focus of play. For example, the Dragon Age series presents
an immersive story world filled with diegetic characters where players act out the
role of a customized avatar. And yet the series is also structured by the extended
processes of accruing power, dwelling on player statistics, sorting item and
equipment menus, leveling up, the tension of spatial exploration, and agonistic
conflict and bodily combat. The discontinuities to immersive, 3-D optical
perspective entailed by these other elements of gameplay complicate and exceed
the virtual worlds paradigm.
American Dad, “Virtual In-
Stanity” (2010)
adventure-time-episode-42-guardians-of-sunshine-
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Adventure Time “Guardians
of Sunshine” (2011)
Community “Digital estate
planning” (2012)
And yet for many scholarly and cultural commentators gaming is a monolith of
virtual worlds. This is especially evident in game studies’ over-emphasis on the few
fully fledged virtual worlds games out there (Second Life, The Sims) as if these were
somehow representative of games in general. But it is also there in games
scholarships’ obsession with the social aspects of hybrid games with a virtual world
component, especially MMORPGs like World of Warcraft. The virtual world view is
popular across a variety of academic fields, from economics (Castronova’s SyntheticWorlds) and psychoanalysis (Turkle’s Second Selves and Alone Together) to sociology
(Taylor’s Play Between Worlds) and, of course, theater and performance studies
(Murray’s Hamlet on the Holodeck). And the virtual world is a stock image in the
pop-cultural imaginary, which represents games as separate worlds where anything
is possible and players retain full bodily articulation and control. This can be seen
as early as the 1982 movie, Tron (or 1984 novel, Neuromancer and its progeny), and
more recently with The Matrix (1999) or Gamer (2009), as well as with popular
television like American Dad (“Virtual In-Stanity,” 2010), Adventure Time (“Guardians
of Sunshine,” 2011), and Community (“Digital Estate Planning,” 2012).
First, it tends to force a teleological view onto the history of videogames—that, as
virtual worlds, all games are assumed to be VR in the making. In this sense, game
studies seems to be echoing film studies, which for decades viewed early silent
cinema as “pre”-narrative. The earliest films were considered “primitive” and failed
attempts at storytelling when studied mid-century, after the establishment of
�
While imagining cyberspace futures be necessary work, the prevalence of this
conception of videogames has drawbacks.
Hollywood’s narrative-continuity system. In 1986, Tom Gunning disrupted filmstudies by identifying a distinct mode of audience address in those early, pre-1915
films. This was the “cinema of attractions,” which addressed its audience directlythrough a series of perceptual shocks and thrills, much like vaudeville or the
carnival midway, and quite distinct from narrative immersion. A decades-long
narrative teleology had masked this other mode of address.
Today a VR teleology pulls videogames into its frustration over the technological
limitations of the present—games can only be made sense of as failed virtual worlds.
The description of current high-definition VR games as “Pong,” which was recently
offered by Valve’s Ken Birdwell (“You’re seeing the Pong version. These are early,
early days”), is not just an example of VR’s perpetual futurism (Stein, 2015: 45). It
also represents a historical teleology which denies Pong (and any other non-VR,
VR Pong 1.4.1, Oculus Rift gameplay
non-virtual world game) any meaning of its own. Pick up Sudnow’s Pilgrim in theMicroworld if you find yourself somehow imputing the notion that 1970s
videogames only mattered for the subsequent game development they fostered.
The wishful notion that videogames, as a medium, hail to us from the near future—
i.e., are interesting only for what comes next—has perhaps covered over sustained
consideration of gaming’s actual address to the player. This seems to be the case for
at least a segment of the VR community focusing more on new tech than anything
in an actual game. The Time piece says (quoting “a senior researcher at Sony”) of
Sony’s VR research “that in the past few months it has gotten the hardware far
enough along that the software will now matter more”. The same article suggests
that software designers, despite decades to mull over the problem, “are still trying
to figure out which types of 3-D games translate well into virtual reality” (Stein,
2015: 44-45). Now that the rubber has hit the road, there seems to be a paucity of
wisdom about what games are, what makes them compelling, and what role they
should play in the design of VR technology.
A second problem with the virtual world paradigm seems far subtler, but it has
serious ramifications. While videogame console manufacturers carefully consider
how their console and controllers will fit in the living room, VR proponents
recommend emptying a sizeable room of all furniture to free up space for virtual-
reality gaming. The erasure of the living room reflects the virtual worlds paradigm’s
tendency to ignore the situated context of play. Assuming that games are always
only there to immerse us in a separate reality blinds us to how games are “tangled
up” with the rest of our lives, how they might even help us make sense of our social
and interpersonal selves through play. Approaching games ethnographically as part
of a broader project on games ecology—the relation between games and the world
around them— Stevens et al (2008) identify and counteract what they call the
“separate worlds view” in game studies. This is roughly the idea that videogame play
(which is very often “framed in technocentric terms like ‘immersion in virtual
worlds’”) “is a world apart from people’s other activities in everyday life” (2008: 43).
While these authors only seek to expand the narrow scope of the “separate worlds”
view by supplementing it with ethnographic data, I recommend a more direct
challenge. Something central to gaming-as-we-know-it actually includes our
experiences of the spaces where we play games. The interaction between game
spaces and the spaces where we play games is an important part of any game.
But this leads to a final pitfall of the virtual world paradigm—seeing games as
“separate,” “virtual” worlds often reveals a moral judgment. Psychoanalytic articles
questioning the moral value of videogames, like Lemma (2010), often view a game’s
complete separateness from this world as a reason to interpret play as a way to
avoid confronting problems in real life—especially as concerns one’s body, which is
assumed to be supplanted by the (player-designed) idealized avatar substitute. But
seeing gameplay as a waste of time better spent outside the fantasy (in “real life”)
reveals a broader moral complaint. Zoya Street (2014) puts it this way: “The ‘real’ in
‘real life’ is not phenomenological, but normative. When someone tries to tell me to
‘join the real world’, I suspect that her concern is not that I am delusional, but that I
am failing to live within the proper moral constraints” (2014: 20).
Just like seeing games as storytelling devices tends to put them at a disadvantage
against principally narrative media—a move that films and television shows are
more than happy to make—viewing them as virtual worlds tends to set them up as
inferior, a-priori. It also masks what is unique and interesting about them, the very
things most likely to help their cause for legitimacy.
So far, I have framed the VR and virtual world problem as a kind of refusal to
recognize games: VR is a perpetual deflection toward the future, virtual world is a
misrecognition of the present and the past. But the problem could also be stated as
a matter of emphasis on hardware, or a conflation of software with hardware. VR is
an emphasis on interface at the expense of everything else, and virtual world a
slippage that begins with the presentation of three-dimensional computer
graphics, but ends with the full articulation of a technologically-mediated fantasy
�
Overindulgence in videogames is time spent in an inadequate copy of the
world we already live in
world (the Holodeck). A recent VR article on Pacific Standard ponders: “Sure, these
bulky helmets give us a simulation of three-dimensional space directly to our
eyeballs. But then what?”:
What virtual reality needs to make it feel, well, real at this point is not new
helmets, new screens, and higher resolution. Rather, the medium needs
compelling experiences that make a case for why it’s unique and important.
The people who are going to make the �rst acclaimed works of virtual reality
aren’t Google engineers, but novelists, artists, and designers ready to work in
multimedia. (Chayka 2015)
This is true—except artists and designers have already been working with this
“multimedia” technology, and their videogames have proven entertaining,
surprising, sometimes inspired. Game designers have had, from the very beginning,
to think hardware and software together, and to find something interesting to do
within severe constraint.
Works CitedCastronova E (2008) Synthetic Worlds: The Business and Culture of OnlineGames. Chicago: University of Chicago Press.Chayka K (2015) “What Will We Do
With Virtual Reality?” Pacific Standard Magazine.
http://www.psmag.com/nature-and-technology/what-will-we-do-with-
virtual-reality (http://www.psmag.com/nature-and-technology/what-will-
we-do-with-virtual-reality)
Frith D (1990) “Lucy in the sky—with Rubies? Not a Problem” Sydney MorningHerald.
Fuller M and Jenkins H (1994) Nintendo and New World Travel Writing: A
Dialogue. In Jones S (ed) Cybersociety: Computer-Mediated Communication andCommunity. Sage Publications, pp. 57-72
Gunning T (1986) The Cinema of Attractions. Wide Angle, 3(4).
Lemma, Alessandra. (2010) “An order of pure decision: growing up in a virtual
world and the adolescent’s experience of being-in-a-body.” Journal of theAmerican Psychoanalytic Association 58.4 (2010): 691-714.
Murray J (1997) Hamlet on the Holodeck: The Future of Narrative in Cyberspace.
Cambridge: The MIT Press.
Stein J (2015) Inside the Box. Time Magazine. 17 August 2015. 40-49.
Stevens R, Satwicz T, and McCarthy L (2008) In-Game, In-Room, In-World:
Reconnecting Video Game Play to the Rest of Kids’ Lives. In Salen K (ed) The
Ecology of Games: Connecting Youth, Games, and Learning. Cambridge: The
MIT Press, pp. 41-66.
Street, Zoya. Delay: Paying attention to energy mechanics.(http://zoy.itch.io/delay) Rupazero. 2014.
Sudnow D (1983) Pilgrim in the Microworld. Warner Books.
Taylor T (2009) Play Between Worlds. Cambridge: The MIT Press
Turkle, Sherry. (2012). Alone together: Why we expect more from technology andless from each other. Basic books, 2012.
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