‘We need a leader. We have many missions to complete. We have to assassinate leaders of our aggressors, we have to destroy heavily guarded installations. We have many enemies, and they are not all human. We need to cross alien landscapes, over rocky surfaces, through vast subterranean caverns and across insect infested swamps. We need help. We need a leader.’footnote1 Taken from a computer game advertisement, this is the puerile plea of digital characters, a call echoed in hundreds of such games which invite players to become the ghost in the machine, to enter a virtual environment in which they will learn, travel and kill. To look at the new industry of computer entertainment is to take up issues of exchange and competition, the character of the commodity, fashion, allegory and objectification. It is also to deal with the issue of simulacra, much beloved by postmodern theorists. Far from believing that postmodern ideas of simulation adequately describe computer gaming, I shall look at two older cultural models which provide a more compelling account: Benjamin’s writing on allegory and Adorno’s theories about aesthetics and the culture industry. There is of course a considerable gap between the perspective and the technology of our time and that of these two thinkers, yet there are parallels for they witnessed the rise of the electronic mass media, at a time comparable to the current rapid growth in the use of computer games. This growth has been a quick, broad flourishing after more than a decade of minority use by a clique of technically minded and (in popular mythology) socially maladjusted, anorak-wearing males. While Benjamin and Adorno stood before a new age of television, we are currently entering a new era of interactive media.
The key feature which distinguishes computer media from other reproductive technologies is the total manipulation of a limited range of elements. To record a picture or a sound on computer is much more inefficient and expensive than using film or tape, and currently the quality of either on domestic machines is crude, but manipulability makes it worthwhile. The distinctiveness of computer games lies in interaction: the passivity of cinema and television is replaced by an environment in which the player’s actions have a direct, immediate consequence on the world depicted. Players are surrounded by
Computer gaming falls readily into genres as rigid as those of nine-teenth-century academic painting. Games are arranged by genre on the shelves of software stores, so buyers may immediately find simulations or puzzles, adventure, arcade or role-playing games. These genres are characterized by game type rather than directly by subject matter but the two are often married in broad tendencies. With the exception of puzzles and to a lesser extent simulations, the genres are dominated by cinema and may be divided broadly into those that emulate film and those that emulate cartoons. Aside from this,
To some degree separated from cinematic games are a set of yuppie simulations which take the guise of ‘serious’ platforms designed to show off the capabilities of expensive computers.footnote6 Here flight and drive simulations (the latter modelling Porsches and other such toys) compete with golf games. The vain yearning for status of those uninvolved in these real activities is partly compensated for by having a computer of sufficient power to run fast and complex simulations. Occasionally the adverts for these games dwell overtly on the snobbery and envy which apparently drives their players: ‘Ever sat at your desk and thought “great day for golf”? Or winced as you-know-who swaggered off to yet another tournament? No problem. Wait till you get home and go one better. Just pull up a chair and play links: The Challenge of Golf. And enjoy all the thrills of the game in the comfort of your own “clubhouse”.’footnote7 Increasingly, however, the distinction between simulation and the story-based game is blurred as the more
If part of the pleasure of cinematic spectacle is an identification with the protagonist on the screen, involving an imaginative replay of the action, then computer games seek to make this mental act palpable. In Hollywood film there is already a marked trend towards producing a visceral and enveloping experience, through extreme close-ups, fast cutting and the frequent use of shock, and this is merely in the process of being completed by interactive technology. While the subject matter of computer games is utterly dependent on cinematic genres, cinema itself mimics virtual reality, presaging its actual arrival as a domestic technology. The essential point is that these games, while posing as first-order simulations of reality, are in fact second-order simulations of scenarios dreamt up in Hollywood.