Performativity in Art, Literature, and Videogames DarshanaJayemanne Performativity in Art, Literature, and Videogames DarshanaJayemanne SchoolofArts,MediaandComputerGames AbertayUniversity Dundee,UnitedKingdom ISBN978-3-319-54450-2 ISBN978-3-319-54451-9(eBook) DOI10.1007/978-3-319-54451-9 LibraryofCongressControlNumber:2017943377 ©TheEditor(s)(ifapplicable)andTheAuthor(s)2017 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher,whetherthewholeorpartofthematerialisconcerned,specificallytherightsof translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval,electronicadaptation,computersoftware,orbysimilarordissimilarmethodology nowknownorhereafterdeveloped. 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Coverillustration:‘Felicities’byDavidSurman Printedonacid-freepaper ThisPalgraveMacmillanimprintispublishedbySpringerNature TheregisteredcompanyisSpringerInternationalPublishingAG Theregisteredcompanyaddressis:Gewerbestrasse11,6330Cham,Switzerland A CKNOWLEDGEMENTS Ittakesavillagetowriteabook:manypeoplehavecontributedinvarious ways to making this work possible. Thanks go to my family – Nagasvari, Ranjit,Ravi,SurenandSitaJayemanne–forunflaggingsupportandlove. TheguidanceandknowledgeofsupervisorsPeterOttoandTomApperley has been invaluable. The editorial wisdom of Alexandra Heller-Nicholas and Shaun Vigil, albeit in very different ways, is integral to what you’re reading.IanGouldstone,ChristianMcCreaandDavidSurmanaredialec- tical, as are Ben Abraham, Adam Bartlett, Helen Berends, Haylie Breen, Seona Candy, Marcus Carter, Jason Chave, Justin Clemens, Michael Dieter, Alistair Duncan, Amy Espeseth, Sonia Fizek, Anthony Gardner, Seth Giddings, Dan Golding, Penelope Goodes, Huw Hallam, Simone Hine, Samantha Hinds, William Huber, Rachael Kendrick, Brendan Keogh, David Lewin, Ramon Lobato, Peter Wolf Lowe, Ben McKenzie, Aaron Mannion, Sian Mitchell, Souvik Mukherjee, Alex Murray, Amani Naseem, Angela Ndalianis, Flynn Parker-Greer, Adam Nash, Lucy Kim Van,CristinaSaiki,LeahSchwartz,IanSeymore,B.DeakSkibinski,Luke Stickels,EmmettStinson,NateTkacz,MelanieThomson,Thubten-Yeshe Watson,KyleWeise.AsIhaverecentlybegunanewstageofmycareerin Scotland, I would also like to thank my colleagues at Abertay University andthescholarsofthePhilosophyofComputerGamesandLiteratureand ComputerGames conferences. v C ONTENTS 1 Introduction:Videogames asPerformances 1 PartI Framing Devices:Performative Loopsin Literature andArt History 2 How toDo Things withImages 31 3 What IsRhyparography? The Ambiguityof the Framing Device 55 4 ‘Fanciful Microscopy’ –Framing Devices andUncertainty in Pynchon’s TheCryingof Lot 49 79 PartII AnteriorMotives: Performance inVideogames 5 Anterior Motives –From SubjectiveShotto Portal’s Figureof Reversal 103 6 Performative Multiplicities 127 vii viii CONTENTS PartIII The Body Eclectic:Distortion, Distraction andTactile Experience 7 Serial Aesthetics –Gaming’s MetamorphicBodies and Baudelaire’s ‘ArgotPlastique’ 161 8 PhysicalWit: Games andthe ‘TactileUnconscious’ 189 PartIV Performative Multiplicities:AMethod For AnalysingVideogame Performances 9 The Nip andthe Byte: Analog andDigital Performances in Videogames 227 10 Time Invaders– ConceptualizingPerformative Game Time 259 Conclusion: AComparative Methodfor Studying Videogame Performances 299 Bibliography 305 Index 327 L F IST OF IGURES Fig.1.1 DragonAge:Inquisition 13 Fig.2.1 MassEffect3 43 Fig.2.2 TheElderScrollsV:Skyrim 44 Fig.2.3 TheElderScrollsV:Skyrim 46 Fig.2.4 XCOM:EnemyUnknown 50 Fig.5.1 Portal 117 Fig.5.2 Portal 118 Fig.5.3 Half-Life2 122 Fig.5.4 TheWitcher3:TheWildHunt 125 Fig.6.1 Masseffect3 128 Fig.6.2 Starcraft2 132 Fig.6.3 Planescape:Torment 153 Fig.7.1 QWOP 162 Fig.7.2 TheElderScrollsV:Skyrim 177 Fig.7.3 DiabloIII 181 Fig.7.4 Destiny 182 Fig.7.5 DeusEx:Humanrevolution 183 Fig.9.1 DeusEx:Mankinddivided 233 Fig.9.2 Half-Life2 244 Fig.9.3 Alien:Isolation 248 Fig.9.4 Bloodborne 249 Fig.9.5 Farcry2 251 Fig.9.6 Minecraft 252 Fig.9.7 Thomaswasalone 254 Fig.9.8 Cartlife 255 Fig.10.1 Masseffect3 267 Fig.10.2 Thesecretworld 274 Fig.10.3 Cartlife 295 ix L T IST OF ABLES Table9.1 Performanceinspeechandvideogames–atypology 232 Table9.2 Videogameperformances:Someprovisional correspondences 245 xi CHAPTER1 Introduction: Videogames as Performances Daughter:Daddy,whydothingsgetinamuddle? Father:Whatdoyoumean?Things?Muddle?(Bateson2000,3) Game designer Liz England describes what she does in terms of ‘The DoorProblem’.Whileadoormayseemlikeastraightforwardenoughsort of thing, it in fact presents many distinctive design issues. The first is to workoutwhetherornottherearedoorsatallinthegame.Ifyes,awhole host of questions arise. ‘Can the player open them? Can the player open every door in your game? Or are some of the doors for decoration? How doestheplayerknowthedifference?’(England2014,online).Thedesign becomes more complex in multiplayer situations. ‘What if the level is REALLY BIG and can’t all exist at the same time? If one player stays behind, the floor might suddenly disappear from under them. What do you do? Do you stop one player from progressing any further until both are together in the same room?...What about co-op players? What if player1 isstanding inthe doorway –doesthatblockplayer 2?’ England also speculated on how other workers in a studio might describe the door problem, and people wrote in with their own sugges- tions.TheAnimator:‘Imadethisdooropenandclose.’FortheGameplay Programmer:‘Thisdoorassetnowopensandclosesbasedonproximityto the player. It can also be locked andunlocked through script.’ The Level Designer: ‘I put the door in my level and locked it. After an event, I unlocked it.’ The Combat Designer: ‘Enemies will spawn behind doors, andlaycoverfireastheiralliesentertheroom.Unlesstheplayerislooking ©TheAuthor(s)2017 1 D.Jayemanne,PerformativityinArt,Literature,andVideogames, DOI10.1007/978-3-319-54451-9_1