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"a fish, a barrel, and a smoking gun" |
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Interactor's Nightmare
It's not just smut that has been spurting from members of the Pacific Rim's upstart multimedia
industries genre of "love simulation" games presents artificial girls for game-players to woo. These high-schoolers are far different from the those disrobing and excreting in the digital products our senators and representatives like to talk
about misunderstand when the hit game in this "love" category (Konami Co.'s Tokimeki Memorial) has a title which literally translates to "Throbbing Memorial." But the object of the game is banal, not... well, you know. Sure, the atmosphere borders on pedophilic, but no more so than Saved by the Bell. In order to win the heart of Shiori, the most popular girl at school, you relive an entire high-school existence. Whether Shiori will say "I love you" depends on your popularity, as well as its attendant skills of grooming, athletic ability, and knowledge of the arts and science. One might imagine this exercise to be rather tedious, or perhaps at best a form of harmless wish fulfillment. But there is a far more sinister reading of this digital book of love. If the grandmother of these SimLove games is Princess Maker, a 1991 Japanese prototype of the Young Lady's Illustrated Primer, the grandfather comes from a line of adventure and role-playing games, usually in some dungeon rather than in high school. Much like in high school, however, there are usually only two ways to exert your influence. Either you follow the obscured path the designers have constructed, or you plunge headlong to your death (as in high school, death is more or less metaphorical). A major advance was made in games like Myst: The main character couldn't die during the course of the story. No longer did the game's major source of tension stem from the threat of death; rather, the dread was metaphysical. Replacing the frustration of deadly error was ennui, as unskilled players faced endless inactivity and stagnation, unable even to digitally off themselves when the game's tedium became too much. It's all a little too familiar: To match Zork's Wizard of Frobozz we have the Presentation Wizard, the Letter Wizard, and even the Applet Wizard. These and their cousins from Microsoft gently guide us in our applications down the path Bill knows we should take, helping us create spinning globes and letters to mom. And speaking of mazes of twisty little passages, all alike, there's also the web to consider. Although purportedly a participatory place, the commercial site is really just a way to let us act
out our roles as consumers
Infocom's packaging copy boasted of their "interactive fictions" in which "you can actually shape the story's course of events through your choice of actions. And you have hundreds of alternatives at every step." And if you believe that, I've got a
new media company for you to
invest in these games is not really getting to be an author, to direct and orchestrate the events like a writer writing a novel or a director directing a play. At best, the player seems more like... well, a player. That is, an actor, although the role is at first unknown. The adventurer in Zork and the wooer in Throbbing Memorial are like the protagonist of Christopher Durang's "Actor's Nightmare." Stuck on a stage without knowing his lines, the rube has to do the best he can to get through the play, using the hints he gets from the other players and the whisperings of the stage manager, who traipses by in costume every once in a while. He can't change what play he's in - the only freedom he has is the ability to screw up. Likewise, you can't really choose to play the role of a nonviolent hermit in Zork - not if you want to get to the main part of the story, which requires you to break into a house and slay a troll. You can't choose to be a queer in Throbbing Memorial. (Of course, the role of a queer in Japan is probably not the easiest one to play, anyway.) Funny how life reflects art. Love simulations and adventure games train us to discover our appropriate roles and then act them out - just as we have do when we're really going through high school or exploring the twisty passages of civilization. We play out our gender and professional roles without any recourse to a hint booklet. In that they teach us to figure this sort of thing out more quickly, interactive media experiences, varying by culture but constant in the way they achieve their training, certainly have their use. When it's time to play your part as the secluded network
administrator those earlier illusory
experiences of interaction help you socialize yourself into your new, antisocial role. There may be some other new media experience, yet to appear, that offers true participatory
authorship really empowered people's creativity may not be as handy as the traditional interactive game for helping us make it through high school. But there's something to be said for acting like we have free will, even if we don't. courtesy of The Internick
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![]() The Internick |