XVI
Our anatomy of tragedy is finished, and the question is – where do
we go from here? It is interesting to contemplate the tradition of criticism
behind this genre, and look at the path that winds towards us. When Hegel
developed his brilliant theory of literature, it was the beginning of the
nineteenth century. A new literary genre, called the novel, had become very
popular.
Novels, back in Hegel’s time, were far less sophisticated than
they are today. And they were not recognised as a legitimate part of ‘high’
culture. Indeed, reading many novels was seen as the symptom of a shallow mind,
one only occupied with frivolities (amusing, given that the contemporary cliché
says exactly the opposite – reading many novels is now characteristic of the
deep and intellectual mind). This is, I suppose, the reason why Hegel decided
not to bother with this new mode of writing – but now it seems like the most
glaring omission from his theory.
Enter Mikhail Bakhtin, writing from his position of complete
obscurity in the first half of the twentieth century, and producing one of the
most important and original studies of the novel ever written. His work is very
seldom connected to Hegel and Nietzsche, but in my opinion it makes for a
natural sequel to their investigations. Bakhtin never mentioned the I and O
symbols, but he identified the stand-out trait of the novel as a literary genre:
while poetry transitions from one primal symbol to the other, and drama
synthesises them both in a single effect, the novel simply uses them liberally,
with no consistent rule or method at all. The resulting condition of chaos, in
which anything goes, even something as polymorphous as Joyce’s Ulysses, is the realm of the novel.
Cinema, though a new revolutionary art in its own right, did not innovate the
symbolic arena the way that the novel did. The language of film is always
either the language of drama or that of the novel (and as of late, even that of
poetry!); images are used instead of words, but the rules (or lack thereof)
stay unchanged.
For my own part, having written a series on poetry and one on
drama, I appear to be left with the task of getting one done on the novel. I
doubt that I will. My impression is that it would be redundant: Bakhtin’s work
may not include a specific discussion of the I and the O, but it is very
exhaustive in all other matters. And since the novel is defined by not having a consistent structure for
the dynamics of the I and the O, I feel there is little I may add, at least for
now.
Are we, then, at the end of hermeneutics? Has this tradition – the
one embodied in the continuity of Hegel, Nietzsche, and Bakhtin, not the
broader one which includes Heidegger, Gadamer and other illustrious thinkers –
been completely mined out? What fascinates me is that we find ourselves today in a similar position to Hegel’s two-hundred years ago. Hegel may have had all
the intellectual means – if not a great deal of predisposition – to study the
novel, but there would have been little material for him to look into: novels
back then were just too simple. Dostoevsky, on whose work the theory of Bakhtin
was wholly predicated, published his major works thirty years after Hegel’s
death. The German philosopher simply came too early.
We are, as I said, in a very similar position. Though cinema may
not have changed the structure of narrative from literature, we are today
witnessing the rise of a new, fresh, revolutionary art-form that does. I am
talking about videogames.
Games appear to be at a stage of development not unlike the novel
in Hegelian times. They are not accepted as legitimate members of high culture,
and people who indulge in them are often frowned on as time-wasters. They have
developed by leaps and bounds since their appearance in the 1970s, but they are
still very rudimentary: more often than not, developers struggle to weave
narrative into gameplay, and they borrow methods and techniques from other
forms, especially film. Games that involve ‘cut-scenes’ – moments in which the
game stops and you simply watch an animated sequence – are trying to replicate
an effect which does not belong to their medium. There is no material in these
cut-scenes to develop a new branch of hermeneutic theory, because this type of
narrative is derivative.
And yet games genuinely exhibit the potential for new narrative
structures, much more so than film ever did. At the heart of the original
gaming experience there is interactivity – not only the possibility of choosing
between different paths on a story, but the possibility of making one’s own
arrangement with the symbols that one is offered. A structure that efficiently,
uniquely suits the videogame format sees the player coming to a scenario after
some great event has happened, and reconstructing the story by finding
fragments left by the previous occupants (diary entries, pictures, memos,
objects, living creatures, etc.). If the order in which these fragments are found
and the option itself of finding them is not linear (as in the original Resident Evil) but left to the player’s
decisions on where to go and what to do (as in the GameCube’s Metroid Prime), we have a structure that
no other art-form can replicate at all. If poetry has no time, if drama has
time self-contained and bound to the continuum of the stage, and if the novel
has time which is not self-contained and follows no rules but its own, then
videogames have something completely new – in a videogame, the factor of time
is transferred from the space of the text onto the reader: you are time. Causality takes on a new
dimension. The symbolic value of signifiers – whether objects stand for the I
or the O – relies on the arrangement effected by the player’s actions and
therefore depends on a whole new principle, has whole new effects. The very
structure of the novel is contained within that of videogames, as a
player forms his / her own novel out of the fragments and variables that s/he
is offered – exactly like the structure of drama is contained in the novel, and
the structure of poetry is contained in drama. We have finally reached the next
level.
As something of an aside, it’s worth pausing for a moment and
looking at the evolution of literary theory and the way that it paced after the
evolution of the great literary forms. Studying a poem meant studying the text
itself and what it said, while studying a play meant studying the characters
and what they believed in. The rise of the novel coincided with the explosion of a concept that,
in literary theory, had until then been given relatively less attention – the concept of
the author, and the idea that meaning is buried deeper than in the previous
levels and in the author’s mind. As the symbolic play of the text went into more
and more subterranean levels, the theory behind those texts correspondingly
started hunting for meaning in new, hidden agents. In cinema, there is no new
level to make the previous ones redundant. But in games, intended in the sense
that I discussed above, the author clearly takes a back-seat and the player
comes to the fore as the matrix of meaning, in a way that even contemporary
theories on subjectivity and literary con/text cannot fully account for.
At this point, though, our series must genuinely come to a close,
and a white flag must be raised. Not because the topic has been exhaustively
treated, as in the case of the novel, but for the opposite reason – because
there is not enough material to study. Videogames are, as I mentioned, still
quite rudimentary. There has been no Dostoevsky in their world. There has been
no Proust. An anatomy of gaming must be left to scholars as of yet unborn, and
my best wishes – along with a quantum of irrepressible envy – go out to all of
them.
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