Castles and/as History for an American

That I’m an American is something I just realized while walking around Edinburgh. Specifically I realized that Disney Castle is a crock and real castles rock.

Slightly more generally I should point out that from the moment I went away to Japan I played with my nationality (just as I’d begun to play with my identity previously). Because of the (then) recent World Trade Center incident I remember reading and being told that Americans abroad should by evasive about their nationality in fear of repercussions against their selves. What this amounted to was a) don’t hang around the US embassy in Tokyo, and b) don’t broadcast that you’re American. For me, it had the added effect that because of my Portland (lack of) accent, being surrounded by an international and Japanese crowd and predominately speaking Japanese I was able to hide my nationality quite well. My accent in Japanese was completely unrecognizable and my English accent was relatively unplaceable, but most guessed somewhere in Europe (also because of my appearance).

So, I have generally thought about nationality and my ‘Americanness’ as something that is easily hide-able, unimportant and generally malleable. Of course, this is a rather obnoxious assumption as my Americanness is, of course, marked in various ways from mannerisms to specific words to those who look, but more importantly, it’s highly related to my understanding of particular terms, concepts and ideas.

I understand theory from a particular cultural perspective. Which is to say that I understand the world as an American. And one of the things that Americans don’t understand is History with a capital H that goes back into the architecture and ground. Sure, some cities on the east coast go back a few hundred years now and places have been around for a hundred plus years, but there certainly aren’t any castles or five hundred year old under layers of the city that have been built over.

So if Baudrillard and every other continental theorist must make the trip to California to see Disneyland and find simulacra, America, late capitalism, or whatnot, perhaps it is just as ‘necessary’ for Americans to go and see castles, cobbled roads, and old skinny streets to understand history and the real.

Everything is relative. This much is known. So maybe the relative understanding of the present depends on your knowledge of the past, real or simulation (or representation), etc.

Such were my thoughts before going to Edinburgh Castle, but having seen it from various vantage points around the city. Having done the castle visit I’m not quite as enlightened as I might have been, but it was interesting for a number of reasons.

Primarily, the castle was interesting because it was a glorified museum. Things were blocked off, things were accessible, people were funneled through the different sections to get pumped up info about topics from the history of Scotland and war (the predominant aspect of the information), the history of the crown jewels, the castle’s renovation as a prison, the rooms where Mary Queen of Scots was born, etc. The strange part to me is that the castle becomes the site of a museum for various things at the same time that it embodies (minimally) history.

However, the building as history did not happen like I somehow thought would be. Part of this is that the process of history entails building over the old things. Placards that announce any give piece of information are new. The books that announce the war dead from years past in one area were from 2008. The cobbled street, which one may guess is rather old is half paved over in some spots and who knows when it was actually cobbled.

There are no placards informing the visitor of when history took place, when it was imagined and altered. Instead, there is simply what ‘happened.’

Second, because the rooms present certain themes they exist outside of their original purpose. Even the birth of the queen of scots etc and the great hall are semi outside of history as it is presented as her birthplace but also some other’s birthplace and they are separated by numerous years. And the great hall seems to host various weapons, but its original purpose is outside of representation. The rooms are a smashup of time. However, the honours are possibly the best example as they are a long, almost Disneylike progression from start to end going through various rooms. The castle goer travels from room to room getting the history of the Honours, the sword, scepter, crown and jewels of Scotland including their making, the hiding for 111 years and finally in the last room one sees the actual objects. Two points of interest are that one sees replicas of the artifacts in almost every room before the final room (perhaps most interesting are the bronze replicas with lots of braille information surrounding them, and a half size sword, right before the final room). The second is that one is walking through rooms of the castle that have been completely reappropriated from whatever their original purpose might have been. You have no idea what the rooms might have been at any given point.

The result of this decontextualization of the space the castle becomes a vantage point to see the city and a place of (military) history, but it is taken out of time.

The ground and place itself, which I immediately thought of as history were turned no more into history than 100 and 200 year old buildings on the east coast of the United States. Which, I guess points to my innocence that there is actually some sort of feeling of time in places that is not history, which is the same whether it’s a day, a decade, a century or a millennia old.

Game Preservation and Remakes

There was a panel at DiGRA’09 about game preservation that asked questions about how to preserve games, what to preserve, what was being done, etc. One thing that struck me then and now is how the trope of preservation is truly opposed in some ways to the logics of the remake that I wrote of previously.

Preservation is to keep an old thing in a usable state: to freeze it. On the surface, this is similar to what the remake does: it takes something and preserves (a part of) it for usage. Of course, the key difference is that whereas preservation thinks to hardware, greater experience (as well as the futility of this due to data decay), remakes take one single element as something worthwhile: they story and general play or rule set as it might be called.

Game preservation efforts and remakes preserve different things. So what about the demake? Well, it seems to preserve the other elements. While a remake preserves story/play, a demake preserves graphics/sound/hardware. Finally, the preservation efforts try to preserve both sides.

Now where does this then place preservation, or I’ll say it simply: museum historicism, on the one hand and logics of repetition on the other? Are they anathematic or related?

Translation, Adaptation, History, Controversy (and back)

My own interests with translation have recently come crashing into one of the current big gaming controversies: Six Days in Fallujah. The path of my interest goes form translation to adaptation to the construction of history, of which the game Six Days in Fallujah is a prime example. It is also an example of gaming controversy and protestation.

Recently, Ki Mae Huessner wrote a piece for ABC News about Rendition: Guantanamo and gaming controversy. She lists 9 games that have “gone too far” in that they have brought about large controversies. Some of these games like Grand Theft Auto IV (and the rest in the series) thrive off of this controversy. Others, like Super Columbine Massacre RPG! and JFK Reloaded are completely and unfortunately misunderstood in their intent because of the controversy and crash because of it. The main problem is the conflation of games, children, play, sugar, spice and everything nice, which excludes concepts of art, theory and all things serious. This split has been problematized time and again in different fora (Serious Games, Meaningful Play, Art Games), but primarily dismissed by the people who count: the media (ABC News) and the producers who cave in (Konami). Obviously, my interests are not aligned with advocating for or against  games in general or any game in particular. What I am interested in is the interaction of culture and games, or as it is more often written in conferences sections and on journals, Games and Culture.

At this point I would like to jump back along the windy path of my interest away from controversy, which is generally disinteresting to me, through the construction of history (and knowledge), to adaptation and finally arriving back at translation

Six Days in Fallujah, Rendition: Guantanamo, and JFK Reloaded are all controversial games. They are so controversial, in fact, that the former two are likely not going to be made, and the latter is barely known outside of people who study games and people who study history. All three of these are about ‘history’ and its construction, but that’s not why they’re controversial. Their controversy stems from the particular events that they dwell in/on. Moments of national trauma and embarrassment. Other games, such as Kuma/War, which features John Kerry’s Silver Star mission, or the sundry World War II RTS games do the exact same thing as the controversial games, but spark near no negative reaction as they are based around events of national (and international) pride and success.

History is constructed after the event happens. History is the ordering of the past to fit with, justify the existence of, perpetuate the goals of a given political entity be it nation-state, company, individual, or other. Text books, movies, novels and even historical treaties all do this; games are no different. The problem, of course, is that whereas some of the above have been welcomed into the serious realm games have not. So, games can construct history and the three above games do exactly that. Time for another step backward to the idea of adaptation.

Adaptation involves the re-ordering of logics from one form to another. The intent is that the overarching logic (or under-girding structure) remains between versions/editions/adaptations, but such is of course the difficulty in adapting anything. While most adaptations are thought to be from one form of popular media to another (between books, plays, movies, radio shows, television shows and so on) what must also be understood is that the definition of media need not be so limited. Language can be considered a medium, hence the difficulty in adapting between language/word and visual representation. History is another medium. History games are all adaptations, imperfect re-ordering of the events, feelings, beliefs, half-truths, full truths and lies in order to construct History.

And finally back to translation. While adaptation admits to changing the object (a book is turned into a movie; a historical event is turned into a game), translation hides and objects to this simple fact. Translation is based around the impossible goal of equality that is embedded within the concept of translation (See Walter Benjamin, “Task of the Translator”). (Perfect) translation is, and will always be, impossible. What remains then is choosing what will be successfully translated from one culture to another. History games make a very particular choice in what they translate, but that choice is also what leads to controversy as it does not match up with the dominant perception of what should be maintained.

Back to Six Days in Fallujah. History games are necessary for a number of reasons. On one level they are important in that they are part of the construction of history. Popular culture is one part of historicism despite official history’s denial of such a fact. On another layer, history games are an important step in the definition of games as a medium outside of the realm of (uncritically happy) play with sugar, spice and you get the picture. Art Games, Serious Games and Mature Games (theoretically mature, not thematically mature – Beyond Good and Evil, not RapeLay) are other parts of this movement. Six Days in Fallujah would have done both of these things: critically bring up issues of the interpretation of the past event and construction of future history; oppose the uncritical simplicity of games where you play the unquestioned, good guys and kill the unquestioned bad guys.

Life is not simple. Play is not simple. Games should not be simple.

Playing In/With the Archive

Archives are everywhere. This much is obvious. Essays and books with archive somewhere in the theme or title have increased in the past few decades and recently I have seen a slew of ‘archive’ related conference CPFs.

Of interest to me is the archive’s intersection with gaming, history and memory. There are three points of intersection that I see: acknowledgment and creation of archives, manipulation of archives and playing in archives. These three forms of archival play correspond to three types of games and gaming. One, massive ROMization (MAME, SNES9X, et cetera) and recent (official) migration of old games to WiiWare, Xbox Live Arcade and Play Station Network. Two, sequels and remakes of older games and the creation of a particular genealogy of titles. Three, demakes and unofficial titles that problematize the greater archive.

The first is simply the building of an archive of obsolete platforms and games. Whereas it used to be possible to pull out one’s old NES and blow into the cartridge more people are finding that the technology simply doesn’t work anymore. This goes doubly for games that were/are hard to find. As the technology has become increasingly unavailable it has become obvious to more and more people that an archive/library is necessary for games. However, because the platforms themselves become similarly unavailable it has also been necessary to create a means of playing the games.

Since the late 1990s there have been semi-legal efforts to play ROMs on personal computers. The game’s cartridge information is ripped to a computer and emulators are programmed to play the games. While emulators are made for some of the most advanced systems such emulation has generally been problematic (buggy, slow, unable to play many games), the emulation of older systems like arcades, Atari, NES, SNES, SEGA et cetera have been highly successful. While this method has resulted in a massive archiving of games (even if the platforms and materiality of play have disappeared – television, cartridge, console, controller), one thing that is undeniable is that this ROMization is less than fully legal and companies are losing what they see as a profit.

The second generation of the archive has recently been implemented with the big three game companies (Nintendo, Sony and Microsoft) creating respective means to play previous generational games. Nintendo releases WiiWare versions of previous games such as Megaman that one can play on the Nintendo Wii. Sony releases past games such as Spyro the Dragon through the Playstation Network (it should also be noted that the Playstation, as a DVD/CD console is able to play older generational games (the PS3 can play PS2 and PS1 games; the PS2 can play PS1 games). Finally, Xbox Live Arcade, which has more broadly made available Sega and other games. While all three of these forms have been more legal than the ROM movement in that they prevent ‘piracy’ they are far from successful in the simple archiving project. They pick and choose (and buy the rights for) what they archive on the three libraries.

However, both of these projects are at base simply the creation of an archive for preservation and further use of games. Here I refer to the building and playing of the archive.

The second way in which the archive and gaming interact is something that has been going on since Tennis for Two, but has begun to take a slightly more aggressive turn. While gaming has always been a form of remediation, and sequels have been around (at least) since PacMan turned into Ms. PacMan, there have more recently been remakes cropping up that are slightly different. Previously I discussed the interaction with a form of restorative nostalgia with the remake. The remake, as restorative, acts to whitewash the past and justify a particular reading of history: it is a form of playing with the archive. This is not new or unusual: all history is manipulative and restorative. However, initial implementation that occurs simultaneously with the rise of the second generation of company archiving is interesting. It makes one think of just what is happening when FPS and 3rd person action games are being remade: what happens to the archive when its contents are embellished and highlighted?

Third is the demake and what I want to call playing in the archive. It is also a type of playing in the past. Demakes work with reflective nostalgia and focus on the patina of the old. With games this is crucially ideas like retro graphics seen with the initial MAME movement, but it is also the attempts to translate/adapt modern games to older platforms. That most of these demakes can only be played by emulation is slightly problematic, but one might also point out the longer history of cartridge manipulation (Cory Arcangel’s Mario Clouds) and its progress into the present with efforts being made to put demakes onto cartridges (D+Pad Hero). Here people are deliberately moving into the archive, taking present things and forcing them into the older sections of the archive. Unhappy with the look and smell of a new book it’s given a fake patina and odorized in order pass and pleasure like an old book.

So, these three types of gamic archiving are taking place. We know that the archive is a deliberate (if uncontrollable) cementation of knowledge and indication of a certain mode of knowledge production. So, the question is really what sort of knowledge production is happening with these three types of gaming archives? What is the difference between the first and second generations of archiving? What sort of knowledge is opened up and closed by remaking and demaking?

translation or localization

There’s very little work done on translation and language within gaming. What is mostly done is relegated to celebratory domestication work claiming how poor games sell when the “translation” doesn’t take the target culture into consideration. This of course leads to an understanding that language is negligible next to sale values; that the good translation hides behind the play; that translation is in fact simply localization.

Localization is taking a product and altering it to sell to a local audience. It is a business term that is intricately tied to economics and politics. On the economic, a good localization is one that sells well: change is good as long as it sells more. On the political, a good localization is one that is acceptable within an audience: censoring is a good thing. Within gaming, translation is a matter of localization and has always been so due to the commercial nature of games. In order to problematize such a combination one must either separate gaming from commercial endeavor (something constantly under attempt by serious games, art games, et cetera), or problematize the aspect of new media that focuses on variability to the detriment of difference.

Manovich’s variability claim argues that new media has no original. There’s no original, but then again, there’s also no secondary as all are parts of the same code and property. Thus, within a logic of variability changing the language of a game is a matter of localizing the new media text that otherwise does not change.

The problem with this understanding is that it takes out intention within the language itself. Games have intentions other than play, and an aspect of this intentionality is the language used within it. By focusing on pleasurable flow toward an audience and justifying this through an understanding of games as variable new media such intentionality of the original writer is unfortunately removed. In order to reinsert an idea of intention, if not an origin, it becomes necessary to focus on the concept of translation instead of localization.

birthwrong

An idea that I have been muling over in my head for a while is a reaction to the birthright policy of Israel. I have never been comfortable with the way that policy betweenZionist law of return, Israel and the United States have operated in relationship to my own person. It has never been a strong revolt, but a deep seated distrust. Ironically, it is the same distrust that I place on simple nationalism and its essential, exclusionary principles: you can’t have a nation without marking ideological/subjective borders; you can’t have a state without marking territorial borders. As such, it makes perfect sense that the process of defining Israel as a nation-state necessitates both the marking of boundaries on the land and with/in individuals. While I can deal with such markings in theory, I have a problem when the practice of territoriality then attempts to bring me into its rhetoric, essentially  pushing accountability onto me.

The law of return, as I understand it, claims that all Jewish people (loosely defined and used) have the ability to become full Israeli citizens as a process of ‘homecoming.’ There are a few purposes to the law: it provides a path to citizenship (necessary in any nation-state), it also purportedly solves fears of anti-semitism through the creation of a safe state and ends the diaspora/search for the land of Israel.

While problems exist on most levels of the its conception and implementation most problematic in my understanding is the relationship between expanding definition of those qualified to make the return and the inability of a Palestinian return. Through expanding who could return well beyond its original definition fromJew to child, spouse, grandchild et cetera there is initiated an infinite expansion that does not allow for a solution to the problem of Palestinian exile.

Part of the inability to solve the Palestinian return is thus placed not on the Israel’s own actions and policy, but on the potential citizens around the world. The placeholders of citizenship that exist for each of the 8 million non-Israelijews makes it impossible to deal with the actual people seeking to settle on that ground. The law of return makes it possible to foreclose the possibility of one person to obtain citizenship in order for another to have said citizenship in potentiality.

Such placeholder citizenship, as stated previously, places accountability on the ‘Jew’ who has no desire to ‘return,’ who has no intention to ‘return.’ However, there is no means of abandoning this placeholder granted by the census bureau. If there is a way to claim such a law of return, there needs to be an ability to deny, to revoke the so called ‘birthright.’

memory, archive and sources

Bowker claims that the act of remembering gives no guarantee that the thing will ever be remembered. While this is true, he ignores the bit that A was remembered and not B, meaning that while A might possibly be remembered, B will not. With a limited archive (and we are not omnipotent by any means – regardless of a database’s ability to store, we do not know how to record/archive anywhere near all) there is necessarily limited data to remember.

And this brings me to a comment that a doctoral candidate at the NYU media ecology program said about McLuhan Noam Chomsky in regard to quoting. Roughly, “we quote those people/books/lines that we have (easy) access to.” She quotes from the Chomsky book that she has on her shelf and she has it on her shelf as it is the canonical volume. Similarly, I quote Bourdieu’s Outline of a Theory of Practice instead of The Logic of Practice because it is on my shelf. We retrieve from the archive only that which was stored; we retrieve from the archive that which was stored in a more accessible manner.

Two and a half years ago a professor told me that communication was about the storage and retreival of information. Technically, I wasn’t in a Communication program at the time (it was Media Ecology/Media, Culture and Communication) and so didn’t think much of the comment. In truth, I didn’t understand the depth and importance of the comment. Communication, in a lot of ways, is about information that has been stored in some way and is/must be retreived in some way. The details are where the study begins. Hence, communication necessitates an archive: library, bookshelf, memory, history et cetera.

This is of course where we return to the concepts of storage (remembering) and retreival (re-membering). We focus so much on the storage capacity and the speed at which we retreive information, but we don’t seem to focus on exactly what is put down into storage. We know we don’t get everything, but we don’t ever really deal with this. Why? Why is there so little work done on the act of remembering especially when it is turned out into the realm of collective memory and history. Is it to naturalize the details remembered? Is it to hide the production? Or any of the other plethora of answers that are possible.

naturalized, culturalized

The opposition of nature and culture is one traditionally of that which cannot be changed and that which can be changed. Thus, nature is natural in that it is the normal state of things and culture is constructed, actively passively or (false) consciously and can through human means be changed. Obviously, it is not as simple as this though as those worlds themselves are but in a mystified hierarchy of divine nature and base, human culture. Thus, the words and our interaction with them start us out on a path that sees the resultant columns of data (the natural and the cultural) in particular ways. The following will read in part as a long rumination on the categories and categorialization at play in theory. It will also attempt to link these concepts and categories to the general themes of subjectivity, the liberal, the social, agency, ideology and particularly the idea of criticism, or demystification.

Nature is what is. It is outside of human consciousness, but also structuring human consciousness. The natural state of things it he untouched and unobstructed state. However, nature is also divine: it is both in Western thought the pristine (untouched by humans) and the sublime (ultimate, god given state of things). Thus, the natural is both the Ur state from which we have fallen (the garden) through becoming human, but also the state that can never be obtained/attained. On a completely banal side it is also the world itself, as it exists outside (trees, plants, waves, people and even all produced things). However, the natural is also that which has come to resemble any of the above through repetition or even temporal distance (the garden, the unknowable, is nature[e/al]), but so is the city to those born and raised in cities).

On the opposite side is culture, which unlike nature is, according to Raymond Williams, one of the most complex words in the English language. Culture is the social, it is the human derived, the changeable/malleable aspect of the world. It is that which is not nature, but it is not unnatural. Culture has levels and differences and implies, unlike nature, a teleology regardless of postmodern moves to fragmentation. Culture, from cultivate implies an action, a chronology and a history. While nature is timeless, culture cannot exist without time.

All of these statements/claims of both culture and nature are arguable and most are problematic. Both nature and culture are context specific ideas that have been decontextualized and mystified/naturalized. Culture comes from the concept of cultivation, to cultivate, which is a very specific form of action that relates to farming and growing. It was then moved to the debate about cultured as a state of advancement: that which was cultured was not base, but superior. From there it enters the 19th/20th C meanings discussed previously. However, Marx points to a specific aspect of the idea of cultivation in German Ideology that bears on this discussion. He writes that the conscious acting upon the environment in order to produce his sustenance separates man from animal: man is man because he cultivates, not because of some internal determination. This leads to the (teleological) understanding of cultivation, culture and civilization as the linear progression toward some ultimate moment/epoch/event/civilizational level.

To the aptly named moment called Modernity, it is the ultimate level. There is nothing after the modern, the present, because the future always becomes the present when we get to it. The continual deference of getting to the present results in the perpetuation of an idealized non-time. Modernity is the stasis of time.

Of course nature has aspects that existed before modernity, but such meanings had little to do with us as people. Instead, nature exists as the continually offset alterior clause to culture. If culture is the means of consciousness, the subject, then it comes to exist off of the other, nature.

But, what happens when nature becomes culture? What happens when nature is manipulatable to the degree (we idealize) culture is manipulatable?

上京する

What is the current purpose of 上京する, or the ‘move to the big city’ that is present in much of the 20th century literature?

To ‘move to the city’ had concepts of growing up/maturation involved as well as a step toward modernity. It was romanticized, but also economically necessary in many situations due to a lack of work in some places or particular industries/professions being particularly located (art – jazz, hollywood, broadway, gallery scene – being the most obvious examples).

However, people now posit the death of the city. Castells points out that the city has lost the previous purpose/meaning in the move to the information society and different types of city structures. In essence, the city should no longer have the same purposes.

And yet, we are still very much in the era of Sex in the City and Nana. Both are city dominated narratives that either tell of the maturation that comes from moving to the big city (Nana), or encourages an entire generation to live in the city despite its alienation, irreality et cetera (Sex in the City).

So, what becomes the new maturation scheme? What does the old form of maturation mean in a new society? One example is male army stories in a non militaristic society – this could be linked to the disconnect of the present youth to mid to late 20th C in the US, or the different martial moments within Japan – pre/post Tokugawa, Meiji-45/post war.

on the stranger

On the link between economy of fear, Bin Laden in the Suburbs know thy neighbor enemy [impossibility] and movement of the sranger from a liminal good to necessarily [but not necessary] feared/evil.

The stranger has never been incontrovertibly good, however, there is a history of strangers and lack of knowledge of who people are (connections, wealth, power) that encouraged people to not dismiss strangers as evil or useless. There was a benefit in confronting the unknown and the strange. The benefit was similar to the exploration of science, discovery, adventure: stress and fear as beneficial for some human soul or idea of progress.

In contrast, the current era, from cities to the war on terror (eg: fear) links the unknown and the strange with negative results. The stranger (and fear, the strange, the unknown) is separated from the possibility of benefit and must be fought against, but not through revealing of knowledge (enlightenment progress against the unknown), but determining of overlaying one’s own identity, one’s own truth on top of the strange.

The other is no longer a dialectic, but a task project [word].