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Narrate or Simulate?
Agency and the Everyday in The Sims
Sean Latham (University of
Tulsa)
In his 1936 essay "Narrate or Describe?" that great
theorist of the novel Georg Lukacs begins his argument by plunging
"in medias res," his "res" being the description
of a horse race in Tolstoy's Anna Karenina. And what he cares about
most deeply is less the race (res) itself than the media--that is,
the novel as an artifact capable of transforming something so banal
as a day at the track into "a rich, comprehensive, many-sided
and dynamic artistic reflection of objective reality" (121).
By leaping in medias res, then, Lukacs actually begins in the medium
itself, in what the OED calls that "intervening substance through
which something is transmitted or carried on." And it is this
question of the medium and the difference it makes that occupies
us now, confronted as we are with the problem of how to theorize
the emergence of new kinds of narrative structures in that "intervening
substance" called the computer.
This paper will draw on the work of Walter Benjamin and Georg Lukacs
to argue that computer games have just now begun to create new kinds
of narratives distinctly suited to our postmodern condition. The
argument will begin by tracing briefly the spatialized structure
of games such as Zork and Doom which reduce narrative to mere navigation.
Like early hypertext fictions such as afternoon: a story, these
games transform us from readers into navigators who must follow
a series of complex but always pre-scripted lexia. The result, as
Janet Murray observes, is "a desire for agency that makes us
impatient when our options are so limited" (132). Her oddly
nostalgic argument in Hamlet on the Holodeck, however, borrows significantly
from Lukacs, echoing his conviction that "the Victorian era
[was] arguably the pinnacle of novel writing in England" (257).
Like Lukacs, however, she fails to realize that the desire for agency
in a world mediated by Foucault's "micro-politics" of
power and knowledge is precisely the problem which all those novelists
after Dickens, Thackeray, and Tolstoy have been struggling to resolve.
Murray thus makes a significant error when treating hypertext as
little more than the primitive stage of an emergent media. Instead,
it must be seen as an index of the limited possibilities for agency
in a world increasingly conscious of the constraints placed upon
it by mass-produced objects and ideological scripts.
Instead of lamenting the failure of the digital medium to take
us back to the good old days of Dickens, this paper will contend
that The Sims creates narrative possibilities uniquely suited to
the digital medium. The game itself eliminates all of the epic elements
so admired by Lukacs and so readily integrated into computer games
like Myst, Riven, and Alpha Centauri. Its gameplay, in fact, revolves
entirely around the most quotidian of details: buying a couch, cooking
a meal, talking to a neighbor, and even watching television. The
real challenge The Sims poses is how to construct a meaningful character
and even a sense of agency in a simulated world emptied of epic
meaning. What remains, of course, is a new kind of narrative driven
by Lukacs's "description" and Benjamin's "information,"
challenging the reader/player to assemble a meaningful story from
a collection of pre-scripted dialogue and mass-marketed commodities.
Rejecting the allure of complete interactivity and blissful submersion
touted by VR theorists and even admired by Murray, it uses the digital
medium to open a critical and self-reflective window on our own
life in that famous "desert of the real."
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