Edited screenshot from Lim, by Merritt Kopas |
This post is in response to Blogs of the Round Table. Trigger warning for street harassment, passing anxiety, rape culture.
Here in
videogameland we relish fear like children relish Halloween.
Actually, we relish Halloween like children relish Halloween.
But our uses of fear are essentially escapist, even hedonistic: we
lust after the adrenaline rush of shocks and frights and cathartic
thrills like the psychologist in Psycho who has a little too much fun delivering the denouement. Games
are very good at fear, too, though when we mention this it's usually
just before we note how bad they are at ~*love*~. But that primal,
animal emotion, that evolutionary hangover that cross-wires nuclear
bombs with teeth and claws, is good for more than rollercoasters. It
has political uses. By harnessing fear we can trap even the most
privileged players in the frightening subjectivity of another. The scariest things are not the ghosts and goblins of seasonal kitsch, but the hidden, suppressed suffering our society produces as if it were a machine specifically constructed for that purpose.
In 2010 there was a lot of noise about a game called Hey Baby. It was a literal man-shooter, advertised as a stress relief tool for ladies in the public sphere, which you can play by clicking here. Its own pitch explains it best:
In 2010 there was a lot of noise about a game called Hey Baby. It was a literal man-shooter, advertised as a stress relief tool for ladies in the public sphere, which you can play by clicking here. Its own pitch explains it best:
“You're
the last one out of the office. It's getting dark outside...
There's
no one around. You hear foosteps behind you. The light flickers.
You
turn and he says “I wanna lick you all over.”
And
then you remember, you're packing a 3' long .80 caliber machine gun
that's locked and loaded.
IT'S
PAYBACK TIME, BOYS...
(you can
also 'shower them with love', buying them off with a degrading “thank
you”).
In
practice, it is very crude. You
bumble round
a blocky block of what
looks like Brooklyn in
high summer (and may
well be; Leigh Alexander said
it was
just like her
neighbourhood).
Roaming men attach themselves to your trail and follow you around
chanting “smile for me, baby” and “I wanna lick you all over”
(“pretty realistic,” says Alexander). Their clipping blocks your
path, but they're fairly easy to avoid, not least by jumping over
some crates and out of the map. Congratulations, player, you escaped
the patriarchy.
When I
played it back in 2010, however, it caught me off guard. I was
expecting a shooting gallery and I'd resolved not to play along.
Then, in my confusion, I let them box me in. Glassy-eyed males
pressed me into a corner, waddling towards me with their weird
arm-flapping gaits, walking on the spot as they pushed up against my
hitbox. Zombie comparisons are appropriate; when each man has just
one catcall that he repeats every few seconds, dozens of them produce
a giant undead moan. Disturbed, I shot the lot of them. It was
terrifying. And its crudity actually worked in its favour: the
looping MIDI ice cream jingle, the god-awful animation and the weird
voice acting conspired to create an atmosphere of surreal threat.
But
for some the scariest thing
was that this game existed
at all. I
was just
one
of many
male
players who were so
ignorant of street
harassment that I couldn't imagine where such a disturbing expression of anger and fear
had
from. There
were also some who seemed affronted by the idea of women expressing
anything at all. Misogyny,
as it is wont to do, erupted like an overdue boil, and
there was one of those
big debates, and Leigh Alexander wrote the piece above and Kieron
Gillen wrote this
piece and Daniel Nye
Griffiths wrote this
one for all I know
maybe most people went
on with their opinions unchanged.
But it was a small
watershed moment for me. Like,
could it possibly be that, as a man, I don't
know
everything about what women experience? Maybe I should like listen to
them when they say certain things make their lives hell every day???
Enough
about my touching Mighty
Whitey Dances With Feminists tale.
The point is that privilege
survives in part because it's
invisible to those who have
it. It persuades them to
dismiss and disbelieve the testimony of its victims and they
become accessories to its
savagery. What
was interesting about Hey Baby was
that it put players direchy
in the position
of the oppressed, subjecting them to a recognisable caricature of
patriarchal logic. As Merritt
Kopas points out, games usually model violence only as “a
decontextualised physical act” performed by individuals –
but they could easily go further to
model “structural violence”, of
the kind
which “relentlessly
chip[s]
away at and ruin[s]
bodies and lives.”. If games - which are very good at provoking
lizard brain responses like fear, stress and fiero – can model
structural violence, they can also wield structural fear as a
political tool. They can
dramatize the experience of the underprivileged, and provoke the
player to empathise with situations they've never had to consider.
They can make you feel what it is to be terrified out of your fucking
mind every moment of your life about something most people take for
granted.
By
the way, none of this is to say
it's victims' job to educate
the poor ignorant oppressors with
benevolently educational games.
Hey Baby was never
advertised as a men's primer to rape culture
but as a pressure valve for the women who have to live in it. But
modelling the logic of oppression and recreating the fear it provokes
is an emancipatory political act whoever you focus on. To speak the
truth about power not only
confronts
the privileged but also helps
the oppressed recognise their
own solidarity – and makes
life bearable for the speaker. It
is, if nothing else, to scream: to say, LOOK. LOOK!
THIS IS HOW IT IS. Also,
once intersectionality enters
the picture, it
might be pretty important for different groups of dissidents to
understand each other's trials.
A
very clever version of this
method is deployed
apolitically in Journey. It
is a game grounded in transience and memory, where no
ludic advantage persists between playthroughs and where you can make
and lose friends who you'll never see again. The value of your play
sums as nothing more and nothing less than the experiences of a brain
which will eventually die and be dust (except achievements, which
spoil everything). In this context, the jump tokens seem a
little superfluous, even insulting, as if you wouldn't bother
exploring the beautiful gameworld if there were no rewards to find.
But they do create a simple resource which, within
Journey's grand
life/resurrection analogy, functions for wealth, vanity, power,
mental health, take your pick. The more you have, the freer you are
to move and act; others can see what you've got and maybe get
jealous. But if they are the only thing in the game that can be
acquired and managed, they are also
the only thing which can be lost.
I
didn't know that. I'd managed to stick with the same playing partner
all the way from the early dunes, and, both blessed with long,
beautiful scarves, we took to helping each other climb to impossible
heights just for fun. That all stopped at the underwater section.
When I realised what the worms had ripped away from me, I felt A) a
sense of loss and panic, and B) more vulnerable than I ever had in a
game. Where once I'd leapt and sang around my partner like a dolphin
playing with the prow of a ship I now huddled close to her like a
drowning man to a piece of driftwood. I felt hurt, wounded, small,
diminished; I was afraid that something worse might happen or that
without her boost-refilling chant I might not be able to proceed. I
was even scared that she'd get bored and abandon me, and felt guilty
for spoiling her game by slowing her down. To her credit, she stuck
with me right up to – and beyond - the moment when the harsh winds
of the mountain/winter/old age/whatever tore both our cloaks away.
Journey
integrates
this fear into its own pseudo-Buddhist cosmology; attachment begets
sorrow, ownership and power are temporary, friends leave and lives
end, and all there is is what we learn
as we turn the wheel again and again. As with Left
4 Dead's sudden reversals of agency, this profit and loss also
serves to texture and complicate the social bonds its players form.
A few other games offer pointers without explicit politics: Day
Z's is
a Hobbesian
vision of how people treat each other when
all bets are off, while Shadow of the Colossus' has a late-game
section which makes you as slow and doomed as your enemies were before
you murdered them.
Explicitly political
uses of fear are harder to find. Kopas'
own Lim
attempts
to provoke
“the violence
and dread and suffocation" of passing (as freeindiegam.es curatorPorpentine put it). As
a flashing multicoloured square in a binary maze
of blue
and brown ones, you must
blend in (and slow down) to progress. As you do so the screen zooms
down claustrophobically while the speakers thump out an accelerating
heart rate; soon the screen starts shaking. If you don't, the other
squares will fly at you and push you violently around so you can't
control your path. Its
ruleset is unapologetically 'unfair'; can't get past the hostile
blocks? Welcome to real life.
As with Hey
Baby,
crudity works in its favour: the fuzzy impact sounds are
ear-splitting and
jump-inducing. You
can also
be completely blocked from going any further or even shoved right out
of the map and
excluded from society. The hostile square attacks are disorienting, even nerve-wracking. But for me, its glitchiness produced a sense of baffled disconnection rather
than empathy. Sometimes my square blended in on its own, and
sometimes it didn't, and it was not
always clear
which would happen or why. Still, it clearly touched
a nerve for many others.
Anna
Anthropy's Dys4ia
is
somewhat
similar in its
subject matter and its attempt
to provoke empathy via experience, but
it is a biography which insists its lessons cannot be generalised.
It
models individual and discrete instances of frustration rather than a
system of oppression; a
persistent micro-rhetoric of frustrated agency is the closest it
comes to the latter.
Meanwhile,
Richard Hofmeier's Cart
Life is
a simulation of grinding poverty which “teeters on the brink of
unplayability”, according
to Electron Dance. Its mechanics “capture the anxiety and the
tedium of the daily grind”, but I haven't played it at the time of
writing so you'll have to take their word for it. There
must be more examples
out
there.
On
these foundations, there will inevitably be more to come.
Indeed,
perhaps fear is what
the recently controversial iBeg lacked.
The game which prompted
Patricia Hernandez to
ask what it takes to make a game that changes the world (cached
due to hurricane) is by all accounts a bit too fun, a little too
gameable, to avoid trivialising the issue. Its progression and
resource structure sound about on par with something like Plants
vs Zombies.
Opposite
political uses of fear are also possible. Much of the controversy around
Resident Evil 5 was
about how it reinforced racist tropes with its scary white-eyed
beastly black people, while
an enemy canned during development of Half-Life was
supposed to molest the player in order to terrify a target audience
of teenage boys. These uses of fear are 'political', but in the
sense of avoiding or negating politics, of using or
reinforcing the status quo.
Whether
or not such
experiences actually change anything is beyond the scope of this
blog. It is a question for sociologists, psychologists,
statisticians, or perhaps advertisers. Maybe all of these games are preaching to the converted, since they tend to circulate in circles which agree with the radical concept that trans people (for instance) should be allowed to exist. Fear, too, is easily
commodified, easily subsumed into a paradigm of vicarious 'escapism'.
And then there is the whole question of what place activist games
actually have in the market, even within the indie scene. But I don't think such uses of fear are restricted purely to the low-fi fringe. Imagine,
for example, if Amnesia actually
tried to make you think about mental illness. Hey! You could be
the cockroach in Kafka's
Metamorphosis. Which
was a horrifying, brilliant insight into the experience of exclusion
already.
It's
a canard of games discussion that videogames can let you be
'somebody else'. Most of the
time these somebody elses are suspiciously similar to society's
dominant groups and face problems suspiciously far from reality. But
games do have a power as great as that of the novel (though different
in form) to model
subjectivity - to create empathy in those who don't understand and
grateful, cathartic recognition in those who wish
they could forget.
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