Deusex machina (/ˌdeɪəs ɛks ˈmkɪnə, ˈmɑːk-/ DAY-əs ex-MA(H)K-in-ə,[1] .mw-parser-output .IPA-label-smallfont-size:85%.mw-parser-output .references .IPA-label-small,.mw-parser-output .infobox .IPA-label-small,.mw-parser-output .navbox .IPA-label-smallfont-size:100%Latin: [ˈdɛ.ʊs ɛks ˈmaːkʰɪnaː]; plural: dei ex machina; English "god from the machine")[2][3] is a plot device whereby a seemingly unsolvable problem in a story is suddenly or abruptly resolved by an unexpected and unlikely occurrence.[4][5] Its function is generally to resolve an otherwise irresolvable plot situation, to surprise the audience, to bring the tale to a happy ending or act as a comedic device.[6]
Aeschylus used the device in his Eumenides but it became an established stage machine with Euripides. More than half of Euripides' extant tragedies employ a deus ex machina in their resolution and some critics claim that Euripides invented it, not Aeschylus.[9] A frequently cited example is Euripides' Medea in which the deus ex machina is a dragon-drawn chariot sent by the sun god Helios, used to convey his granddaughter Medea away from her husband Jason to the safety of Athens. In Alcestis, the heroine agrees to give up her own life to spare the life of her husband Admetus. At the end, Heracles appears and seizes Alcestis from Death, restoring her to life and to Admetus.
The device produced an immediate emotional response in Greek audiences. They would have a feeling of wonder and astonishment at the appearance of the gods, which would often add to the moral effect of the drama.[10]
Aristotle (in the Poetics 15 1454b1) was the first to use a Greek term equivalent to the Latin phrase deus ex machina to describe the technique as a device to resolve the plot of tragedies.[8] It is said by one person to be undesirable in writing and often implies a lack of creativity on the part of the author. The reasons for this are that it damages the story's internal logic and is often so unlikely that it challenges the reader's suspension of disbelief.[13]
In medicine, the phrase is often used for supposedly "magical remedies" which are not likely to work in practice. For instance, in the 2020 COVID-19 outbreak, when double lung transplantation for terminal COVID-19 patients was suggested, it was immediately denounced as a deus ex machina.[21] In 2006, when electronic fetal heart monitoring was being touted as a preventive measure for cerebral palsy, The New England Journal of Medicine denounced it as deus ex machina.[22]
The deus ex machina device is often criticized as inartistic, too convenient, and overly simplistic. However, champions of the device say that it opens up ideological and artistic possibilities.[23][24]
Antiphanes was one of the device's earliest critics. He believed that the use of the deus ex machina was a sign that the playwright was unable to properly manage the complications of his plot.[25]
Aristotle praised Euripides, however, for generally ending his plays with bad fortune, which he viewed as correct in tragedy, and somewhat excused the intervention of a deity by suggesting that "astonishment" should be sought in tragic drama:[27]
Toward the end of the 19th century, Friedrich Nietzsche criticized Euripides for making tragedy an optimistic genre by use of the device, and was highly skeptical of the "Greek cheerfulness", prompting what he viewed as the plays' "blissful delight in life".[29] The deus ex machina as Nietzsche saw it was symptomatic of Socratic culture, which valued knowledge over Dionysiac music and ultimately caused the death of tragedy:[30]
But the new non-Dionysiac spirit is most clearly apparent in the endings of the new dramas. At the end of the old tragedies there was a sense of metaphysical conciliation without which it is impossible to imagine our taking delight in tragedy; perhaps the conciliatory tones from another world echo most purely in Oedipus at Colonus. Now, once tragedy had lost the genius of music, tragedy in the strictest sense was dead: for where was that metaphysical consolation now to be found? Hence an earthly resolution for tragic dissonance was sought; the hero, having been adequately tormented by fate, won his well-earned reward in a stately marriage and tokens of divine honour. The hero had become a gladiator, granted freedom once he had been satisfactorily flayed and scarred. Metaphysical consolation had been ousted by the deus ex machina.
Nietzsche argued that the deus ex machina creates a false sense of consolation that ought not to be sought in phenomena.[31] His denigration of the plot device has prevailed in critical opinion.
In Euripides the Rationalist (1895), Arthur Woollgar Verrall surveyed and recorded other late 19th-century responses to the device. He recorded that some of the critical responses to the term referred to it as 'burlesque', 'coup de thtre', and 'catastrophe'. Verrall notes that critics have a dismissive response to authors who deploy the device in their writings. He comes to the conclusion that critics feel that the deus ex machina is evidence of the author's attempt to ruin the whole of his work and to prevent anyone from putting any importance on his work.[25]
However, other scholars have looked at Euripides' use of deus ex machina and described its use as an integral part of the plot, designed for a specific purpose. Often, Euripides' plays would begin with gods, so it is argued that it would be natural for the gods to finish the action. The conflict throughout Euripides' plays would be caused by the meddling of the gods, so it would make sense both to the playwright and to the audience of the time that the gods would resolve all conflict that they began.[32] Half of Euripides' eighteen extant plays end with the use of deus ex machina, therefore it was not simply a device to relieve the playwright of the embarrassment of a confusing plot-ending. This device enabled him to bring about a natural and more dignified dramatic and tragic ending.[33]
Other champions of the device believe that it can be a spectacular agent of subversion. It can be used to undercut generic conventions and challenge cultural assumptions and the privileged role of tragedy as a literary/theatrical model.[24]
Some 20th-century revisionist criticism suggests that deus ex machina cannot be viewed in these simplified terms, and contends that the device allows mortals to "probe" their relationship with the divine.[34] Rush Rehm in particular cites examples of Greek tragedy in which the deus ex machina complicates the lives and attitudes of characters confronted by the deity, while simultaneously bringing the drama home to its audience.[34] Sometimes, the unlikeliness of the deus ex machina plot device is employed deliberately. Note for example the comic effect generated in a scene in Monty Python's Life of Brian when Brian, who lives in Judea at the time of Christ, is saved from a high fall by a passing alien space-ship.[35]
Thought experiments and speculations in theology, computer science, robotics and AI technology have considered the possibilities and consequences of a machina ex machina - a self-reproducing automaton.[36]
Deus Ex is a 2000 role-playing video game developed by Ion Storm and published by Eidos Interactive. Set in a cyberpunk-themed dystopian world in the year 2052, the game follows JC Denton, an agent of the fictional agency United Nations Anti-Terrorist Coalition (UNATCO), who is given superhuman abilities by nanotechnology, as he sets out to combat hostile forces in a world ravaged by inequality and a deadly plague. His missions entangle him in a conspiracy that brings him into conflict with the Triads, Majestic 12, and the Illuminati.
Deus Ex's gameplay combines elements of the first-person shooter with stealth elements, adventure, and role-playing genres, allowing for its tasks and missions to be completed in a variety of ways, which in turn lead to differing outcomes. Presented from the first-person perspective, the player can customize JC Denton's various abilities such as weapon skills or lockpicking, increasing his effectiveness in these areas; this opens up different avenues of exploration and methods of interacting with or manipulating other characters. The player can complete side missions away from the primary storyline by moving freely around the available areas, which can reward the player with experience points to upgrade abilities and alternative ways to tackle main missions. Powered by Unreal Engine 1, the game was released for Microsoft Windows in June 2000, with a Mac OS port following the next month. A modified version of the game was released for the PlayStation 2 in 2002 as Deus Ex: The Conspiracy. In the years following its release, Deus Ex has received additional improvements and content from its fan community.
Deus Ex incorporates elements from four video game genres: role-playing, first-person shooter, adventure, and "immersive simulation", the last of which being a game where "nothing reminds you that you're just playing a game."[2] For example, the game uses a first-person camera during gameplay and includes exploration and character interaction as primary features.[2]
The player assumes the role of JC Denton, a nanotech-augmented operative of the United Nations Anti-Terrorist Coalition (UNATCO).[3] This nanotechnology is a central gameplay mechanism and allows players to perform superhuman feats.
As the player accomplishes objectives, the player character is rewarded with "skill points". Skill points are used to enhance a character's abilities in eleven different areas, and were designed to provide players with a way to customize their characters;[2] a player might create a combat-focused character by increasing proficiency with pistols or rifles, while a more furtive character can be created by focusing on lock picking and computer hacking abilities. There are four different levels of proficiency in each skill, with the skill point cost increasing for each successive level.[4][5]
3a8082e126