Recent exchanges on the
ebr
about the nature of electronic discourse have circled around the
question of which concept provides the most powerful way of describing
writing in new media: hypertext or cybertext.
blue thREAD to
'electropoetics'
Underlying this debate is a fundamental if complex question:
what is the nature of textuality in an electronic medium? Espen Aarseth
coined the term cybertext; he uses the example of computer games to
suggest that electronic text is essentially computational, and that the
text we encounter when reading or playing is the product of a hidden and
more basic structure by which this textual surface is created. The
cybertext, as Nick Montfort and Markku Eskelinen have recently argued,
is first and foremost a machine for creating textuality. Defenders of
hypertext such as Katherine Hayles note that the appeal of serious
literary works in an electronic medium frequently depends on the actual
writing that we encounter, and that no matter how we access this
material it remains the fundamental ìstuffî of our experience in
reading. Hypertext, then, is first and foremost writing produced by a
human being, whose access may be manipulated productively by a carefully
constructed structure for reading.
1
Throughout this debate the element that goes undiscussed - the
ìgivenî of the debate, if you will - is textuality itself. That is,
critics have largely assumed that electronic writing is a special form
of textuality, and that understanding it means pinning down its
essential similarities with and differences from other forms of
textuality. While Lev Manovichís discussion of new media (reviewed by
geniwate in
ebr
) from the tradition of film comes to mind as a treatment that
deemphasizes textuality and writing, Manovichís discussion is certainly
the exception to the rule.
2
It is difficult to argue with the idea that theorizing electronic writing means coming to some consensus about a particular form of textuality. So much of our practice in literary and cultural criticism in the last twenty years has been influenced by the poststructuralist claim that ìthere is nothing outside the text.î That is, every question of writing and interpretation, of culture and identity, boils down to a question of textuality. To suggest otherwise is to swim against the current not only of discourse about electronic writing, but of literary and cultural theory in general.
In this essay, I would like to consider briefly what happens when we shift our discourse about electronic writing from an issue of textuality to one of tools.
1.
In his cranky defense of traditional reading in contemporary media culture, Sven Birkerts offers the following summary of the forces affecting the way his five-year-old daughter will think about reading:
We [her parents] buy books, borrow them from the library, and read to her regularly. But we also try to avoid any association of the medicinal - that books are good for her and that reading is a duty. So far it seems to be working. She is eager; she recognizes that books are a place away from routine, a place associated with dreams and fantasies.
On the one side, then, is the reading encounter, the private
resource. On the other is the culture at large, and the highly seductive
glitter of mass-produced entertainment. We are not so foolish as to
prohibit it, but I sometimes wonder if we are being as wise as we might
be in not curtailing it more. We have entered the world of Disney, and I
am seized by the fear that there might be no way out. This past season
it was
Beauty and the Beast. I donít just mean that we saw the movie in the theatre once or
twice, which would have been the beginning and end of it when I was a
child; we saw the movie three, four, five times. We bought the book,
illustrated with stills from the movie, and we read that, and looked
through it, half a hundred times. The cassette of the songs was
purchased and played until the emulsion on the tape wore thin....
3
Birkerts goes on to enumerate further examples of the
repackaging of this Disney film, and concludes that ì[t]oday as never
before in human history the child lives in an entertainment environment,
among myriad spinoffs and products and commercial referencesî (29-30).
It is easy to conclude that Birkerts is clinging to a sentimentalized
idea of reading, and perhaps tempting to offer up some other form of
textuality as an alternative. This is precisely what critics do when
they celebrate electronic writing as a more challenging form of reader
participation in the text.
4
To do so, however, is to accept the terms for the debate that
Birkerts provides.
What if, instead, we refuse the terms of Birkertsís opposition? What if we embrace spinoff culture as our model for electronic writing?
One of the most common rhetorical moves in the
hypertext/cybertext debate has been to suggest that the best and most
challenging example of new media is the computer game. Itís not hard to
see why: computer games are not only unique to this new medium, but
evidence the widespread appeal of computer-mediated creative products.
Having noted that new media critics depend on the idea of textuality, it
should be no surprise that the games most often discussed by these
critics are texts. I do not mean that these games always have writing
and typing as a key component. Although they frequently do - think of
Aarsethís discussion of
Deadline
in
Cybertext
- I am more interested in the fact that these games are almost
universally free-standing creative products.
5
That is, each one is a text. This wouldnít be remarkable except
for the fact that much of the energy within the game industry arises not
out of such free-standing games, but out of games built either around
multiplayer platforms, or that reach out to broader creative
communities. Because it seems to me that the latter offers a better
example of the kind of creative practice that Birkerts dismisses, I
would like to spend some time in this essay considering what happens if
we put these types of games at the center of our new media discourse.
Let me offer as an example a game released this year that
garnered yearsí worth of anticipation in the gaming community, but which
is likely to attract little attention from new media critics:
Neverwinter Nights. This game is one of many computer role-playing games that
takes as its starting point the venerable
Dungeons and Dragons
rules. The game itself ships with a ìstoryî that follows the
heroic adventures of single player - precisely the sort of story that
critics developing a poetics of the cybertext might parse for narrative
and gameplay elements. But if we were to do this, we would almost
entirely miss what has made players so excited about the game. This is
because
Neverwinter Nights
also includes a toolset that allows players to design ìmodulesî
that other players can then run as stand-alone storyworlds. The
single-player story that ships with the game is essentially such a
module - albeit on a large and sophisticated scale. The toolset is
organized around designing spaces (a tutorial is provided here:
http://nwn.bioware.com/builders/toolsetintro.html
). Designers begin by defining a starting space of a modest size
- such as a room within a building - and selecting a terrain-type, and
can then place objects and creatures within those spaces. These smaller
spaces are then linked together by emplacing doors and other transition
points. Essentially, these spaces function as potential narratives to be
encountered as players move characters through them. Certain locations
within a space, for example, can be set to trigger events when players
pass near or over them; creatures can be defined as friendly or hostile,
and can be set to respond with particular dialogue options when
characters approach. Sounds are keyed to locations as well, so that as
characters move through the space some environmental sounds (for
example, wind) become louder while others (the chirping of a bird)
gradually fade away. Within weeks of the gameís release dozens of fan
sites had sprouted up around the internet (like
http://nwvault.ign.com/index2.shtml
). These sites collect player-authored modules, organize players
together for online adventuring in such modules, and give tips for
fine-tuning storyworld design.
Neverwinter Nights is a more complex textual object than the games that provide the fodder for most analysis of electronic narrative. Indeed, what makes Neverwinter Nights interesting is that it is less a text than a tool providing a way for players to construct storyworlds for others to use. Although new media critics might well ìreadî the individual modules produced in terms of their textual structure, very little of the text-based analysis that has been developed by critics applies well to such a tool in general. To understand a text is to analyze its component parts and systems of organization; to understand a tool is to analyze the forms of production that it makes possible. When I suggest, then, that we treat a game like Neverwinter Nights as a tool, I am emphasizing the uses to which it can be put, rather than a set of structures implicit within it. While uses are determined in part by structural features of the tool, precisely what is interesting about a tool is its range of possible uses.
Neverwinter Nights
is perhaps the most extreme version of an evolution of games
towards community involvement and authorship that, it seems to me, is
best categorized under the concept of tools. Quite a number of games
include toolsets that allow players to construct the equivalent of
Neverwinter
's modules: from historical strategy games such as Microsoftís
popular
Age of Empires
series to childrenís puzzle games such as Humongous
Entertainmentís
Freddi Fish
and
Lutherís Maze Madness. The principle of encouraging players to become game authors by
giving them building tools goes back at least to
Doom,
6
but is perhaps most evident today in the online community that
has grown up around
The Sims. Although this game doesnít include an explicit toolset as part
of the game, the publisher provides tools on its website (
http://thesims.ea.com/us/index.html
) and sponsors ìThe Sims Exchangeî for trading user-developed
objects.
As is evident in the cases of
Neverwinter
and
The Sims, player participation in the authoring of worlds and objects is
an essential part of the attraction of these games. This is an appeal
that can be traced back to MUD and MOO play, where online participants
in virtual spaces frequently become authors of objects or spaces in this
world. Part of the enjoyment of these spaces is developing a world whose
history is marked by the objects left within them.
7
Although the resulting spaces are textual and can be analyzed as
examples of hypertext or cybertext, doing so misses the point of the way
in which players participate creatively. It isnít, I think, so much that
we have a peculiar kind of text that demands reader participation;
rather, we have a kind of creative practice that turns to these games
and online communities as tools for expression and participation.
The creative practices that have grown up around such tool-based
games seem to me to be part of a broader spinoff culture that Birkerts
dislikes. Observing the fan communities that have grown up around
multimedia franchises such as
Star Wars
or
Star Trek, Henry Jenkins describes what he calls ìparticipatory cultureî
in which fans discuss and rewrite such popular films and television
shows. For him, ìThe ongoing process of fan rereading results in a
progressive elaboration of the series ëuniverseí through inferences and
speculation that push well beyond its explicit information; the fansí
meta-text, whether perpetuated through gossip or embodied within written
criticism, already constitutes a form of rewriting.î
8
Jenkins captures here a type of creative practice that takes a
text as its starting point, but which treats that text merely as a
vehicle for expression and commentary. These starting texts, in other
words, become tools by which fans accomplish something quite different
from the original intentions of the screenwriters. To talk about the
resulting fan writing as texts is to miss, I think, what is most
interesting: not the structure of the writing, but the nature of the
practice that produces it. Treating both fan writing and games such as
The Sims
as tools instead of texts is a way to capture the importance of
these practices.
2.
The participatory practices I have described need not, of
course, involve electronic media; indeed, many of Jenkins's texts are
decidedly low-tech. But it should be clear that the ease of exchanging
information electronically coupled with the inherent connection between
new media and editing has helped to combine the two into an evolving
tool aesthetic.
9
Claiming that new media objects demand more activity from the reader is as old as arguments about hypertext. But in describing these games as tools, I am trying to identify a particular reading activity based on construction rather than choice. Texts may provoke response and raise questions, but the reader can make only so much out of the given topics and situations. Even hypertext fiction gives readers only a limited range of choices, usually between one or another narrative strand. Underlying this way of thinking about reader participation is the assumption that a readerís choice investigates a fixed body of textual events. It is for this reason that Aarsethís suggestion that ìintrigueî structures the position of the player in adventure games has so often provided the best example of the concept of cybertext; here the task of investigating ìa secret plot in which the user is the innocent, but voluntary targetî (112) comes to embody the traditional ways of thinking about electronic writing.
When games function as tools instead of as texts, players are
asked to bring interests and concerns that shape experience of play, and
that produce various texts as a result.
10
This is a fundamental break from the textual assumptions that
underlie even the most radical electronic poetics. Writing against what
he takes to be Katherine Haylesís argument that codework poetry is
essentially a string of free signifiers that read like text,
11
John Cayley ("The Code is not the Text (unless it is the Text"))
offers the cybertextual suggestion that codework poetry deploys a
duality of textual levels, what he calls ìa pretended ambiguity of
addressî shifting between machine and human reader. Even writers of such
challenging texts still think of themselves as producing texts to which
readers are asked to respond rather than contribute. Rita Raley
("Interferences: [Net.Writing] and the Practice of Codework") remarks
about the political implications of radical codework writing, which
hopes ìto awaken us to ñ also to comment upon and recompile ñ the varied
and various data streams that we engage, filter, and disregard while
multi-tasking.î Despite the radical goals she describes, Raley locates
codework poetry in the artistic traditions of e.e. cummings and Dada,
and suggests that codework is one in a long line of textual and art
objects.
We may do better, however, to think of making art in this medium
as producing tools for reader participation - as in, for example,
electronic works like M.D. Coverleyís web mystery project,
M is for Nottingham
(http://califia.us/IncubationDrama/
), where readers join as investigators and writers, producing
the text at the same time that they investigate the mystery. The mystery
was developed first on the web, and then performed at
Traceís
Incubation 2 conference in Nottingham. Conference attendeed were
ìinvited to join the drama on the Web"; once there, "at the Website,"
players chose a persona, "either a ëstock characterí or one they
create"; at the Website they could then collaborate in the "writing of
the action, insights, and dialog for the mystery plot"; upon arrival in
Nottingham, the investigations continued, and lastly, "on the appointed
evening," players and audience met for the denouement in (where else?)
the "conservatory." "Some alert sleuths," the author/organizer wrote,
"may notice actual persona of the drama in costume during the events of
the conference.î Such a writing event is far more interactive than any
fixed text - whether hypertext or cybertext - can be.
But even such a project does not go far enough; it hints at
tool-based creativity practices without really moving away from the
centrality of the text itself. If we think of the games that have leant
themselves most successfully to user toolsets, we might notice that all
of them have a strong spatial sense.
12
Probably
The Sims
is the best example: here is a game all about designing a space
and filling it with objects. Likewise, MUDs are essentially spatial
constructions even though they are created out of words. The spatial
quality of these tool-based games shouldnít really be surprising; we
might recall Brenda Laurelís insistence on computer interface as a form
of theatre in which human activity is staged.
13
Space is essential to Laurelís theory because it defines the
computer as a medium for creative activity. The games that I have been
discussing here, likewise, offer an essentially paradoxical space, since
they are constructed in very personal ways to be shared with others. The
space of these games quite literally embodies the act of reaching out:
extending yourself in space at the same time that you represent that
space and offer it up to others to play in.
14
I hope it is clear that I am not suggesting that such forms of creative play are better than the types of creativity prompted by the reading of a text. Tools, it seems to me, are less limiting in the types of creative responses they prompt and the variety of their uses. Tools dictate a style of creativity rather than a topic or subject. A paintbrush, for example, provides very few limits on what can be represented, but that lack of direction does not render our tool-using creativity any less rich or powerful. As any amateur artist knows, it's much easier to make a bad painting (using the paintbrush as a tool) than it is to have a bad reading of a novel (using the text as a starting point for interpretive response). However, precisely because tools provide very little internal direction for their use, they tend to create communities of people who share an interest in exploring these possible uses.
The image of creativity that I have in mind is perhaps best
summarized by Charles Altieriís suggestion that some postmodern poetry
ìbecomes actual habitation, a directly instrumental rather than
contemplative use of language.
15
The paradox of building a space at the same time you build
yourself recalls the way that Foucault uses the word
technology
in his later work to define a ìmatrix of practical reason,î or a
productive form of regulation.
16
Foucault, of course, is most interested in technologies as a way
of thinking about how political power operates so as to direct
individuals in the construction of social, intellectual, and moral
identities. The paradox is clear, I hope: technologies in Foucaultís
sense are tools that we use to construct (among other things) ourselves.
In calling the tool-like games that I have been discussing in this essay
technologies, Iím trying to suggest a similar productivity that ultimately
folds back onto the self. Computer-based writing tools provide a means
of self-expression, but also involve creating a space in which the self
is staged and limited by the statistical and logical limits of the
storyworld. One expresses by constructing a world that shapes and
delimits how one can play.
Thus far, it has been mostly the gaming community that has embraced the tool function of electronic texts; by and large they have used these tools unabashedly for entertainment, often of the most escapist sort. It remains to be seen if the writers and artists associated with ìserious hypertextî and other new media forms will develop an interest in such tools and the kinds of communities that form around them. To do so, however, seems to me one of the most important directions for new media, a direction that promises to transform how we think about creativity, authorship, and - yes - textuality.