So Shane just introduced himself in the introduction thread as a designer and an avid reader of games writing stuff, but I think he undersells himself as a person who writes about games. The newest post of his on "expressionistic gaming" really gives us a good starting point to think about questions of representations in games. More specifically: his point about expectations of "real" Whiterun in "real" Tamriel is sort of a fascinating take on what we could think of as a kind of video game indexicality--is there a thing, a real, that video games are showing us a weird imprint of? Is Skyrim this weird fragment of Skyrim.It is a weird question, but I think there are interesting questions to be said about the "real" nature of unreal spaces (MMO studies are probably doing this work really, really well already).
I think what's fascinating for me to think about here is what is being attained in the play between reference and referent. The idea of indexicality with games like Mortal Kombat 2, for example, where they used stop-motion on models/fighters is apparent, especially with fighting games: in this thought the moves have a sort of photoshopped indexical mark.
Yes, absolutely. And because (and forgive me for how bad this is going to sound because it already sounds awful in my head), I think that too realistic representations are missing something in their efforts to be accurate. Stylization and exaggerations have the potential to offer more because they're not bound solely in imitation -- does this make any sense? So for me indexicality can almost be a hindrance, maybe.
There are three mechanisms that I see as being both the most prominent ways Skyrim does this distortion, and which are, though not unique to video game spaces, certainly mechanisms with no direct analogue to real-world spaces. These are level of detail reduction, perspective distortion, and the fast-travel system...What these three mechanisms do is disconnect the player’s perception of distance and spatial relationships between locations from the actual spatial relationships between those locations as they exist in the game world’s physical geography...
...What’s particularly interesting to me is the way this works with the way that spaces in Bethesda’s open world RPGs have been designed, at least since Morrowind, with a degree of abstraction. This is is something I (perpetually) mean to cover in its own post, but I’m talking about the way small towns and cities seem to be stand-ins, symbolic representations, of larger actual settlements within the fiction of the game, and particularly relevant to the question of distorting space, the way that relatively short distances between settlements seem to be symbolic of longer distances in the fiction.
"We actually find in games a formal realization of a very old idea - something that we've tried to recreate through paint, or sculpture, or cinematography, or text. The power of a sense of place."
Ha, thanks Cameron, maybe I will!!
Absolutely! That's kind of what I've been writing about in my piece on nostalgia and gaming (which I've been doing on BioShock since it's been on my mind a lot lately, obviously with Infinite coming out soon): that it's not so much about a realistic representation of a past era, but moreso of a realistic representation of our current needs. Pam Cook talks about nostalgic films as being more about identifying and dealing with our current desires/longings by (re)presenting past times in an idealized way for us to express what it is we need to. Nostalgia and memory are necessarily subjective, right, so looking at video games as a medium for memory and containing any sort of cultural/societal indexicality is necessarily going to be coloured by our own versions of "real" and "authentic." We impose nostalgia on something, it is never objectively inherent.