Position Paper #8

William P. Wend
Position Paper #8
Dr. Rettberg
4/2/06

    Jesper Juul's, in his article Introduction To Game Time, begins by stating that there hasn't been much discussion of theory of time in games.  Juul argues that games “engage in a kind of pretense play” (Juul 131).  By this Juul means that the player is playing as two different persona: the gamer plays as themselves and as someone in the world the game being played resides in.  This is what Juul calls game time.  Game time can be described further as “a duality of play timei and event timeii” (131).  Play time and event time, Juul continues, have a different relationship in different kinds of games.  An action game like Contra takes place in real time.  Strategy games, like Axis & Allies, and Simulation games, like Sim City, often speed up time or allow the player to change the speed of time or stop it all together. In Final Fantasy Tactics a battle will continue to happen but wait until the player inputs commands for his soldiers to proceed. While waiting, rain will continue to fall, players will move in place, and time will not pass even though there is still action on the screen.

    The player, Juul argues, takes on the duel role he refers to when discussing pretense play.  Juul uses the example of Tomb Raider.  When playing Tomb Raider, the gamer is hitting X, square, and the other buttons on the Playstation controller but they are also moving Lara Croft across the screen while doing so.  This is, according to Juul, a much more direct interaction than how a reader would interact with a text or a viewer would watch a DVD. 

    Juul continues by discussing how game time can be used to examine the history of a game.  Adventures games allow the gamer to explore a world in a “coherent” time (132). An action game like Contra allows the gamer to move from levels, or worlds, that aren't connected to the next level in various ways. 

    In the next part of Juul's essay he explicates the differences between play time and event time. Play time “denotes the time span taken to play a game” (132). In a game like Tetris, Juul argues, time moves forward in a straight line.  Event time can be described as the duel role the game takes on while playing a game.  The gamer is “themself” and Lara Croft at the same time.  When the gamer hits X on their controller Ms. Croft reacts on the screen in another world taking place at the same time. 

    Not all games have only play time or event time.  Juul notes that Sim City has both play time and event time.  When I play Sim City on my Super Nintendo a series of commercial buildings are built instantly. Within minutes businesses move in, leave, and build bigger, more powerful, businesses.  While only a minute or two has passed in the gamer's world, in the city created for Sim City weeks or months, depending on the speed of time change the gamer has set, have passed. 

    Juul describes play and event time's relationship as “mapping” (134).  The gamer's input are projected into the world in which the game takes place.  When I push A on my Super Nintendo controller a commercial area is placed on the screen.  This happens in both the “now” which takes place in my world and the “now” that takes place in the world of my created city.  In Sim City, as noted before, I choose how play and event time relate to each other by picking how fast or slow time progresses.  I choose how quickly a game maps to event time. 

    Juul's theories about game time can also be applied to literature as well.  When discussing pretense play I have to disagree with Juul about the lack of direct interaction while reading a text.  While sitting on your bed reading Harry Potter isn't all that interactive, hypertext fiction and other forms of hypertext are.  When reading These Waves Of Girls the reading is directly interacting with the text in front of them. The reader reads a page, but then the story does not progress until they click on another link to move to more of the story.  In essence, this is much like the rain continuing to fall in Final Fantasy Tactics.  The story is paused until the reader, or gamer, decides what their next move, whether using a spell or clicking a link, is. 

    Literature can progress at the same elongated speed described from Sim City.  If the reader is reading Piers Anthony's For Love Of Evil, which takes place over about 800 years or so, time moves at the whim of the author.  However, time can also move quickly if the reader reads the entire book in one sitting, or slowly if over a bunch of sittings. The reader cannot, however, change the actual time within the book. 

    Mapping also takes place when reading.  When reading interactive fiction like Book & Volume the reader types in a command.  She inputs “walk north.” Her typing happens in real time alongside the action on the screen, where the user controlled character in the game walks south towards a Starbucks. 

    Games like Contra, which allow the gamer to move from level to level that are barely or not at all related, don't have a lot to do with anything literary. It could be argued, potentially, that Contra is much like a series of non-related short stories, like Jorge Luis Borges' Labyrinths.  Borges' short stories take place in starkly different and vast worlds much like Contra's nine levels are very different.  I'm not so sure how good this argument is however. When I played Contra last night it didn't feel, even in the vaguest terms, literary. 

i Play time is described by Juul as “the time the player takes to play” (131). 

ii Event time is described by Juul as “the time taken in the game world” (131).

Position Paper #7

William P. Wend
3/30/06
Dr. Rettberg
Position Paper #7

In his essay Representation, Enaction, and The Ethics Of Simulation Simon Perry attempts to achieve two goals.  First, he wants to “enhance critical discussion of interactive media practice and interactive media cultural practice,” which he considers an academic goal (73).  Secondly, as an activism goal, Perry wishes to discuss the ethical responsibility of objects which may be considered an environment where someone can be trained to kill.

Perry begins his essay by citing Foucault and Bordieu to discuss repetitious social behaviors.  From Foucault, Perry gathers that “bodily training is a powerful tool in the formation of citizens” (73).  The repeating of psychical actions has been used in the education and socialization of citizens since the dawn of time.  This socialization, Perry argues from Bordieu, is “learned without conscious intellectual understanding” (74).  The rationalization of behaviors on an intellectual level is completely different from this.  Perry argues that behaviors are learned successfully only when they become “automatic” (74). 

Perry's paper continues by discussing the American military and their use of video games for training purposes.  The Marines have licensed Doom from its creator, Id Software, to create what they called Marine Doom.  Nintendo has created products for the Army.  Finally, The Navy has used The Sims to simulate terror cell organization.    This begs the question which Perry asks next: when someone plays these games, military of civilian, what are they being trained to do? 

David Grossman, the author of the book Stop Teaching Our Kids To Kill, argues that video games, and the entertainment industry in general, trains young people the same way that the military trains soldiers via Doom.  Grossman argues that these games “hardwire young people for shooting at humans” (76).  Eric Zimmerman, disputes this by arguing for Quake:

In single player mode, and especially in multi player “death match” mode, Quake's blend of light speed tactics and hand-eye coordination has more in common with the cerebral athletics of tennis than the spectacular violence of RamboQuake and games like it have succeeded in creating meaningful space for play...  (76)

When playing Quake on a computer or laptop, Perry continues, the player is not using a gun or a gun shaped device to play the game.  Doom is played often using a QWERTY style keyboard.  This is significant for Perry because, in the world we all live in post Operation Desert Storm, today more often than not military offensives are done using keyboard like interfaces.

Perry continues by proposing a question about actors and why those who play serial killers on television do not become serial killers themselves.  Theater, he argues, is a “virtual world” (81).  Perry then asks what is the difference between performing Shakespeare and say, battle training. 

Perry raises some interesting ideas in this paper.  Behaviors, as learned from the Foucault and Bordieu citations, are learned from repetition until they are automatic. Citizens are taught from childhood to behave in certain ways which as acceptable to polite society.   A child who knows to not cross until the light is green has been successfully socialized to cross the street at the right time. 

It is interesting to me that the military uses video games to trains its soldiers.  Video games are so realistic these days that a game like Golden Eye or Halo 2 could be used by the Marines to help teach soldiers how to use their weaponry.  I am against the military industrial complex but if America has to have a military I am glad they are learning from something that will give them an accurate way to train themselves for combat. 

As for Grossman's book about video games teaching children to kill, I have to absolutely disagree with his findings.  Like Zimmerman, I believe that games like Quake teach hand eye coordination and being able to react to fast moving situations.  As a child I had a lot of problems with hand eye coordination and playing video games was one of the things that helped me immensely in my adolescent development.  I am also blind in one eye so learning how to react to what was happening on the screen helped me to adjust to the loss of eye sight. 

Also, as Zimmerman briefly mentions, if Quake is so bad, what about Rambo?  What about the NFL each Sunday?  When ESPN shows all the “big hits” from the weekend's football matches in slow motion over and over again doesn't that show the developing minds of children that violence is not only ok, but really cool?  Don't these things teach children to be violent?  If critics are going to attack Doom they better also attack Rambo, G.I. Joe, and all things of that nature.

Grand Theft Auto Three is a game in which the ethics of simulation can be discussed.  In this game the player kills cops, beats sex workers with baseball bats, and robs people.  These things, while not necessarily a necessary part of the game, are part of what makes the game world interesting.  I'm sure a critic such as Grossman would find this game deplorable for children to play.  I actually would have to agree with that.  Why are twelve year olds playing Grand Theft Auto

While I don't think there is a problem with playing GTA, putting a game where the player murders and steals in the unsupervised hands of children who are still developing intellectually is problematic.  I think parents should teach their children the difference between the way that they behave in a game than how they believe in real life.  The same way children should be taught that there is a difference between Rambo and reality, children should be taught there is a difference between GTA and how someone behaves in reality.  Video games teach the player excellent skills, but children should be supervised when playing so any Rambo like fantasies can be deterred.

Signifying Nothing Episode Four

https://signifyingnothing.net/uncategorized/signifying-nothing-episode-four/

Playlist
Man Lifting Banner-Sister
Rain On The Parade-Respect

Team Dresch-#1 Chance Pirate TV
Bongzilla-Under The Sun
Tragedy-Confessions Of A Suicide Advocate
7 Seconds-Straight On
Dead Kennedys-Trust Your Mechanic

Agent Orange-Lingerie
White Cross-Jump Up
Statue-Fueling
Texas Is The Reason-Dressing Cold

Iron Age-Iron Age
Guns N Rosa Parks-Sock Woman
Project X-Where It Ends
Robot Whales-Is It Enough

Wrecks-High School Anthem

Bad Brains-Reignition

Bettie Page

Via Boing Boing, the Los Angeles Times has an article up about the life of Bettie Page.  I love Bettie Page, despite the excess of hipster's grabbing hold of her, and found out something new about her:  I had no idea she was in a mental institution for ten years!

I need to pick up a biography of her...anyone out there in the blogosphere have a recommendation?