Paradigm Shifts Videogames As Postmodern
Paradigm Shifts Videogames As Postmodern
Videogames as postmodern
media
By
Michael McKenny
May 2009
Contents
INTRODUCTION......................................................................... 3
The ascent of videogames as a medium.................................................. 3
POSTMODERNISM..................................................................... 5
An elusive concept..................................................................................... 5
VIDEOGAME STUDIES.............................................................. 10
The debate between ‘narratolgy’ and ‘ludology’..................................... 10
1
Simulated worlds and moral ambiguity................................................... 20
Fable II.............................................................................................. 21
Plot synopsis............................................................................................. 25
Fragmented identity.................................................................................. 27
The characters.................................................................................. 27
Simulation.................................................................................................. 30
Self-reflexive criticism....................................................................... 30
A postmodernism of resistance............................................................... 34
CONCLUSION............................................................................ 35
GAMEOGRAPHY....................................................................... 37
BIBLIOGRAPHY........................................................................ 38
2
INTRODUCTION
In this early part of the twenty first century, the medium of videogames appears to
be growing into a level of maturity as it moves out of the fringes of society and into
the realms of popular culture; this can be marked through the financial impact of
key tent pole releases in a similar way to the Hollywood film model (see Blakely
Independent: “In 2008, global revenue from computer games reached £22.2bn,
enough to overtake DVD sales for the first time” (18.03.2009). The evolution of
more by the nature of the media by which men [and women] communicate than by
the content of the communication” (McLuhan and Fiore 1996: 8). Just as the
inception of film or the mass adoption of television have now been highly
Miroslaw Filiciak declares that “[video]games are the medium that most perfectly
describe our existence and express the way the human ‘self’ functions in the
contemporary world” (2003: 101). The ‘contemporary world’ described here is one
encompass using, playing or consuming. It is comparable to viewing a film or reading a novel, yet of course
this is pro le ati as the ter readi g a e applied to a te t regardless of its ediu . It is suggested
by Barry Atkins in his book More Than a Game: The computer game as fictional form (2003) that a
videogame can be read as a text (referred to by Atkins as a game-fiction) in the same way as a novel or a
film.
3
of postmodernity, therefore postmodern theory will be consulted in order to
moral ambiguity. Further to this, a textual analysis of Hideo Kojima’s Metal Gear
Solid 2: Sons of Liberty (Konami 2001) will show how this videogame showcases
The terms ‘videogame’, ‘video game’ and ‘computer game’ are used
interchangeably throughout the academic field. This essay will use the term
videogames’ impact on popular culture and mass media; although PC usage has
Steven Poole highlights: “PC-based videogames are far less popular than
consolebased [sic] ones” (2007: 345). The omission of a space between video and
2
Gameplay is the way in which the player interacts with the text.
3
Games consoles are machines that have the prime function of facilitating the play of videogames, as
opposed to personal computers (PCs) where playing a videogame is merely one of many functions.
Consoles are increasingly becoming multipurpose interactive hubs (this will be developed later), but at this
moment in time, their prime function is gaming.
4
POSTMODERNISM
An elusive concept
The concept of postmodernism has been highly contested in its short history; it
has been used in a wide variety of contexts and situations. Due to this widespread
use and its infection into so many discourses, it has been difficult to ground, which
John Storey (1998) explains, leads some to imply that it has no meaning; inspired
by Dick Hebdige, he believes quite the contrary to this: “When a term has entered
(1998: 345). In order to use the term with any degree of confidence and clarity in
this work, it is important to dissect what has been written about it; what seem to be
its fundamental values and in what way these values can be useful to the study of
between some of the terms used when referring to the postmodern; differentiating
the terms from their modern equivalents, he distinguishes between “modernity and
modern and postmodern theory as two different theoretical discourses” (1995: 46).
5
An escape from modernity’s grand narratives
Whilst separating these terms, Kellner is introducing the idea that the postmodern
is essentially a break from the modern - the value systems and structures that
have guided society and culture since the enlightenment. Jean-François Lyotard
(1979) explains that this era was dominated by imposing sets of values, which he
subjects out of individuals and force them to identify within their narrow
metanarratives are many little narratives that compete in the creation of culture
and meaning, leaving a greater possibility for a more equal society. This
Another postmodern pioneer from this early period was Jean Baudrillard, who
(modern) subject position: “The whole traditional model of causality is brought into
question... the distinction between cause and effect, between active and passive,
between subject and object, between ends and means” (1983: 55). He explains
that this occurs from the implosion of the two poles of object and subject - the rigid
system that defined the modern era. It is here where his views intersect with those
4
Lyotard gives, as examples of grand narratives: Organised religion such as Christianity; or the focal point of
his attacks: Marxism. These are simply two examples, but any system that imposes its values on society
would be regarded as a grand narrative.
6
of Lyotard; that postmodernity marks a new era, distanced from the fixed subject
position that grand narratives impose. The significance, in light of this implosion is
that individuals now possess a greater freedom to develop their own belief system
through free identity play, in order to create their own position (little narrative).
psychological, media domain, where the distinction between poles can no longer
the controversy is derived from his interpretation of the society that follows this
and empty society that has no space for political economy. He explains that during
proposes that the two are now (in an age of postmodernity) also inseparable from
7
Baudrillard’s conclusion that the hyperreality of the media is political economy’s
end, leads his vision of postmodernism toward nihilism and to a society void of
challenged in favour of the belief that an erosion of the traditional system is a new
opportunity for positive change. This criticism is not only directed toward
speak from a ‘place’ is immediately rendered problematic by the fact that one of
the positions central to postmodernism is that there are no places left from which
the system that its proponents claim it has eradicated, which would explain why
Baudrillard believed that it led to a flat and empty society. This problem of
“Game theory, we think, is useful, in the same sense that any sophisticated theory
60).
Between the modern and the postmodern: A tool for social change
This rupture is where the idea enters the discourse, that the explosive energy and
eradicate) established structures; it can inject new life into cultural theory that was
established during the modern era, creating a hybrid of modern and postmodern
5
Lyotard (1979) insists that all language is constructed of games, where moves are made by different
players. The rules are constantly in flux and are set explicitly or implicitly by the interaction of the players.
8
theory of hegemony, which will be further developed later. Kellner was led to this
In light of this approach, Baudrillard’s conclusion that simulation leads to a flat and
hyperreality that they are presented with. Individuals are then free to play with their
identity, taking full advantage of the (steady) erosion of the oppressive subject-
worlds that players are presented with. The implosion of the subject-object
position, which this causes, along with Lyotard’s theory of grand narratives being
broken down, will inform the broad analysis of videogames as a medium and the
specific analysis of individual texts. Add to this the fusion with accepted,
assessed.
9
VIDEOGAME STUDIES
narratology and ludology; that is the debate surrounding whether videogames are
that demand an entirely new analytical model. This sounds distinctly reminiscent
approach: “Video games imply an enormous paradigm shift for our culture
because they represent the first complex simulational media for the masses”
(2003: 224). He expands upon his use of the term simulation, explaining that its
significance for videogame studies is that the player, unlike the fixed (modern)
subject, can influence the activity and therefore outcome of the action.6 By
proposing such a rupture, the ludologists claim that traditional narrative theories of
representation are redundant, and that a new approach is required to address the
believes that videogames are a different, evolved form of narrative text, but
narrative text none the less: “While it seems obvious that computer games fall into
Jan “i o s ade a i porta t poi t regardi g la guage: Mu h depe ds, of course, on your definitions
6
10
transcend this category by virtue of their ability to tell a story” (2003).7 It is this
position that Frasca attacks, defining a ludologist as “someone who is against the
postmodernism; Jan Simons attacks this position, stating that the ludologist’s
don’t hold up against closer scrutiny” (2007). He concedes the benefits of a ludic
approach, but like Kellner for postmodernism, he insists that this does not mean
that established theories – in this case narrative analysis - are redundant. This
ludologists’ ‘simulation’ brings, proposing that narrative stories are confined by the
algorithms written by the designer of the model” (2007). This shows the limits of a
ludic approach and the limits to the (often proposed) freedom offered within
becomes apparent; the unfettered ludic approach is essential for – like Lyotard’s
game theory - ‘generating ideas’. The ludologist’s move in this game is to disrupt
the status quo, which prompts a counter move from those fully in support of
7
It is important to note that this story (or narrative) may be very basic, but it is still a narrative. This is
highlighted by such examples as Space Invaders (Midway 1978), which tells the story of the need to destroy
invaders (the cultural other), and Pac-Man (Namco 1980) can be read as the incessant need to consume.
8
An increasing selling point for videogames is the freedom to explore the world that is constructed in the
gamespace. This will be analysed later in light of Grand Theft Auto IV and Fable II.
11
narrative theory. From this, a well rounded debate is facilitated, including
viewpoints between the extremes of the spectrum, which is the position taken by
through the real;9 thus emphasising the parallels between the discourse of
postmodernism and that of videogame studies. As was the case in the postmodern
debate, this compromise is where the most useful approach is found; to appreciate
that videogames are a radical break from established narrative forms, but
functions. This compromise was adopted by the critics of Cahiers du Cinema, itself
1960s, in the era of the nouvelle vague). In a September 2002 issue dedicated to
Video games are not only a social phenomena, they are the essential
cross roads of a redefinition of our relation to the narrative world in
images, prolonging what Godard had formulated (“A film: Between the
active and the passive, between the actor and the spectator”).
9
If models only refer to other models, some model must have derived from the real. Alternatively, if there
really is only the hyperreal, then this becomes the new default; the new norm, and therefore the
equivalent of the real.
12
This statement appreciates that videogames represent a cross roads, signifying
that they are a new area to analyse, but rather than being an entirely new concept,
they represent an evolution of the active spectator that already exists in narrative
computer games as one of its objects” (2001). Henry Jenkins’ (2008) theory of
‘convergence culture’ justifies this ‘subsuming’, proposing that new media has not
13
postmodernity; he cites the science-fiction writer Bruce Sterling, agreeing with his
remarks that “[t]he centralised, dinosaurian one-to-many media that roared and
trampled through the twentieth century are poorly adapted to the postmodern
masses (as opposed to the privileged few) a greater influence – via hegemony -
hegemony apart from a traditional Marxist model of society, where classes are
The neo-Gramscian model’s move away from the dominance of grand narratives,
Jenkins takes slight issue with the articulation of this; he claims that the media is the information
10
produced, and that this has not changed. What has changed and cannot adapt is the delivery technology. A
contemporary example is that print papers (The Guardian) are in declining demand compared to their web
based equivalents (Guardian Unlimited), where anyone can comment on an article, thus promoting this
participatory culture (see Mayes 2006). Both deliver the same information, therefore are the same form of
media, yet they are implemented by different delivery technologies.
14
postmodern theory proposed by Kellner. He highlights hegemony’s relevance to
this approach:
Strinati defined above - a ‘contested and shifting set of ideas’. Strinati explains
that this occurs because “[h]egemony operates culturally and ideologically through
This interpretation opens the contest of cultural creation to the many little
narratives of which ‘civil society’ is comprised. Further still, Strinati establishes that
way; the masses of little narratives influence the creation of new media, which
popular culture (part of ‘civil society’) influences established culture, thus creating
15
Videogames’ contribution to postmodern hegemony
spaces, which they define as “[t]he special time and space of play” (2006: 34).
They propose that this space is “not just a source of creativity but also a site for
the generation of alternative social orders, for political interventions, for utopian
imaginings” (2006: 35). Through this reading, not only are new media and
individuals are, through videogame play, learning how to form their own positions
(little narratives). This utopian viewpoint is adopted by Jenkins: “Right now, we are
learning how to apply these new participatory skills through our relation to
commercial entertainment” (2008: 257); yet when these skills are developed, and
individuals come to expect their right to participate in the creation of meaning, then
take Kellner’s advice (which is in turn influenced by Hebdige) that “‘it is only by
grounding our analysis in the study of particular images and objects’ that we can
overcome the limitations of the highly theoretical discourses of the past decades
take the theory that has been outlined above and illustrate its relevance with
16
Identity in online gaming: Fragmented and multiple
Kellner’s belief that “[t]he notion of a ‘player’... provides clues to the nature of
(MMORPGs)11, stated that “[d]igital media, video games included, enable us – for
the first time in history on such a scale – to manipulate our ‘selves’ and to multiply
them indefinitely” (2003: 88). In videogames, the player (subject) is able to control
the avatar’s actions and the pace of the text; 12 functions which in film, would be
determined by the director, the cinematographer or the editor. Due to this control,
when considering how the subject (player) identifies with the characters, the
established by Dovey and Kennedy that the space in which the game-fiction’s
Fili iak defi es MMO‘PGs as a o puter et ork-mediated games in which at least one thousand
11
17
The process of secondary identification taking place in cinema theaters
depends paradoxically on distance while in the case of games we
encounter something more than just intimacy. Identification is replaced
by introjection... The subject (player) and the ‘other’ (the onscreen
avatar) do not stand at the opposite sides of the mirror anymore – they
become one.
Network
Filiciak uses PC gaming in his work, yet as was established at the onset of this
essay, PC gaming is still relatively in the cultural fringes; this essay is concerned
with gaming’s impact on popular culture, therefore Filiciak’s views will be applied
to the mass adoption of online console gaming, which arrived with the third
generation home consoles.13 Two of the contributors are X-Box Live and
Playstation Network, which for their respective consoles, provide the user (which
is more appropriate than player at this point) with a variety of functions; the prime
objective is to facilitate the connection with other users in order to join online
games, but in terms of playing with ones identity, they offer more than this.
simulated space for users to frequent, where they are represented by individually
feature in Everquest (Verrant Interactive 1999): “A huge role is played here by the
As this is written, these are the newest machine from each of the industry leaders: Ni te do s Wii, “o s
13
Playstation 3 a d Mi rosoft s X-Box 360. These are the dominant home consoles that are relevant to this
dis ussio , although the i porta e of Ni te do s ha dheld o sole: DS a d the e erge e of Apple s I-
Phone as an established gaming format must both be recognised.
18
postindustrial societies” (2003: 90). Playstation Home is marketed as “your very
own home away from home [...where you can] chat to new people, watch videos
and trailers... shop for clothes and items [for your avatar], or just chill out in your
website 2009). X-Box Live offers similar features, although is not a simulated three
dimensional world. It provides a customizable X-Box Live ID, which has the same
Resident Evil 5
To put this into context, Resident Evil 5 (Capcom 2009) will be analysed in terms
and Sheva Alomar are faced with hordes of infected creatures that resemble
zombies. The player’s identity will be presented to their co-player through the
introjection that occurs between them and the avatar; therefore this identity will be
character and the gamespace. This may take the form of weapon preference;
whether to run frantically through the game or to creep slowly - taking advantage
14
Every X-Box 360 game has achievement points that can be gained by completing certain objectives that
are o pletel re o ed fro the diegeti ele e ts of the te t s halle ges a d re ards. These are used to
encourage gamers to utilise the whole game, rather than staying within the confines of the essential story
or plot. These achievement points then function as a status symbol on your X-Box Live ID.
15
Genre definitions function in a similar way as they do in other mediums; their use here will be to give an
impression of the aesthetic quality (survival-horror) and the games rules/method of control (third-person -
which gives the player a third-person perspective of the avatar and the gamespace).
19
out only for them self; these actions will all indicate the identity that the player is
personalised X-Box Live ID, which is accessible to their co-player. Further to this
the player has the option of speaking to their co-player via a (microphone-
between different versions of one’s ‘self’, that causes fragmentation and leads to
Baudrillrd’s implosion of meaning. This need not have the negative effect on
individuals and societies that he implies; Filiciak agrees with this: “The possibility
to negotiate our ‘self’ minimizes the control that social institutions wield over
human beings. It does not need to mean chaos, but on the contrary it can mean
liberation” (2003: 100). Videogames, seen in this light are at the forefront of this
liberation. The ability to negotiate one’s ‘self’ in order to break from the domination
of grand narratives will be further elaborated upon in the textual analysis of Metal
Fable II (Lionhead 2008) is of the third-person fantasy role-play genre and Grand
gangster genre. Both videogames utilise the medium’s ability to create a navigable
It is important here, ot to fall i to the trap of elie i g that this is loser to their true ide tit , as the
16
20
Grand Theft Auto IV
This text presents the player with Liberty City to explore, where the player can
Some of these can result in a gain for the character, such as acquiring money or
establishing relationships with other characters, which can then assist them at a
later point. Some of the activities though, seem to have little productive use; like
visiting a bar, where once the character leaves, the game’s interface alters its
established rules for navigating the gamespace, simulating the effect of being
drunk, making walking and driving extremely difficult.18 These are ludic elements
of identity play, but they also contribute narrative significance, as the player,
Fable II
world such as JRR Tolkien’s Middle Earth). Within Albion the player can choose to
take part in a wide variety of tasks that do not further the plot.19 These are more
than single tasks; one example is taking part in Albion’s property market, as any
house can be bought and then sold or rented out; property prices will depend on
the neighbourhood they are in, so if the player takes time to rid the area of street
crime, a property they own will increase in value. It is important to stress that this
17
The game progresses through the completion of missions that are set by other characters within the text;
there are missions that must be completed to further the story, but there are many that the player is not
obliged to undertake.
18
The interface is the connection between the text and the player; it may include the visual elements, the
audio elements or the e ha i s of the o trol s ste . Wolf a d Perro defi e it as a ju tio poi t
et ee i put a d output... the portal through hi h pla er a ti it o urs : .
19
This is assuming that the plot is considered the established story, as opposed to encompassing a
complete understanding of the world you inhabit. This is a matter too complex to be further discussed
here; plot will be used to refer to the essential story.
21
process can be entirely bypassed in order to complete the game.20 This freedom
in Fable II allows the player to make choices regarding the character’s morals and
ethics; the player can control a male or female avatar, facilitate a relationship, get
married (including to the same sex) and even have children if they do not practice
safe sex. Again, this part of the game can be completely bypassed.
These additional activities in Fable II, allow the player to have such an input into
media’ - with fixed subject positions - lose their authority. The player’s input also
representation are still valid and appropriate. The narrative is told from the
there are missions and tasks that are essential to progress the story. Within these
missions, the character undertakes specific actions and says specific things that
are out of the player’s control, therefore forcing the player to relate with the
objects and personalities within the text and forcing the player to take a position.
Here, rather than being freed from a forced subject position, it is further
strengthened as the player must act it out. Although there are essential tasks in
Fable II, the character never speaks and the player can react in a variety of
A si ilar pro le o urs here, as ith dis ussi g the plot; o plete ould encompass investigating the
20
entire game, completing all of its essential missions, or even collecting all the achievements, (as discussed
above in relation to X-Box Live). For this essa o plete ill ea to pla through the esse tial stor .
22
different ways at many junctions of the games plot; choices that are made as a
child have a profound and varied impact on the presentation and politics of Albion
when the game skips forward to the character’s adulthood. This comparison
emphasises the need for both a ludic and a narrative approach to videogame
analysis, as the ludic elements of Fable II – and GTA4 to an extent – display the
kind of non linear story and freedom to explore a simulated world, which is unique
to the medium. This encourages identity play, allows the individual to make their
own moral decisions and encourages them to discover things for themselves. This
is far removed from a culture where grand narratives create a position then force
the subject to identify with it. In contrast to this, a narrative reading of GTA4 would
show that the game far from suppresses dominant ideology, as the game revolves
account of the videogame medium’s unique interactivity; the fact that the game
forces the player into this situation, may be encouraging them to associate with an
society.
23
METAL GEAR SOLID 2: SONS OF LIBERTY
Introduction
stealth-action game released on the Playstation 2.21 On its release, it was the
latest game in the Metal Gear series; its predecessors were Metal Gear Solid
(MGS) (Konami 1998) for the Playstation, Metal Gear 2: Solid Snake (Konami
1990) and Metal Gear (Konami 1987), both for the Japanese MSX console. These
emerging trend to apply the term ‘auteur’ to the videogame industry. This is
games has seen the emergence of something akin to auteurism... Each of the two
titles in the Metal Gear Solid series are publicised... as ‘a Hideo Kojima game’”
text; the first is to identify the postmodern themes that are presented by the
narrative; the second is to see how the medium is used to exemplify these
film is used; yet it is the extent to which the videogame’s player interaction – the
It is defined as stealth-action because the gameplay is structured around not being seen, so the ga e s
21
rules provide the player with functions for hiding and creeping up on enemies. This gameplay element also
adds to the narrative, as it helps to create a tense atmosphere, which complements the espionage plot.
22
Newman only mentions the newer Metal Gear Solid games; this is possibly because the earlier two were
not marketed as Hideo Kajima games, or that Newman did not have access to their marketing material.
24
Plot synopsis
A prequel stage serves as an introduction to key characters from MGS, for the
benefit of those that did not play it or as a reminder to those that did. The player
controls Solid Snake (Snake), the protagonist from all the previous games; he is
investigating the existence of a new metal gear: Metal Gear Ray23. This stage also
introduces Revolver Ocelot (Ocelot), who was one of the antagonists from MGS;
lead antagonist from MGS: Liquid Snake (Liquid); Snakes ‘clone-brother’24. After
the prequel stage, the player takes control of Raiden (the significance of this
change of character will be discussed below). A terrorist group called Dead Cell
Raiden’s mission is to rescue him. This simple plot, which plays on gamers’
Hollywood blockbuster films, soon unravels into one with much more depth. The
contamination facility is revealed to be Arsenal Gear; more than just a metal gear,
by ‘hordes’ of Metal Gear Rays. Aboard Arsenal Gear is GW; a data processing
system, which has the ability to control all digital information. Arsenal Gear is
controlled by a secret organisation called the Patriots. The president explains that
the Patriots are the real power in the United States; they control economics,
politics and the military; democracy is merely a charade. They are attempting to
launch GW in order to censor and create all digital information; therefore create
culture and define history as they please. The designer of the system, Emma
A etal gear is a large, ar oured, alki g super eapo ; Metal Gear ‘a is o e espe iall de eloped
23
25
Emmerich, explains that “GW is a system that allows the Patriots to decide what
will be recorded in tomorrow’s history”. The ‘terrorist’ group that you were sent to
defeat are actually freedom fighters, led by Solidus Snake (Solidus), another
MGS2 has been defined as ‘the Hollywood videogame’ (see Keane 2007); it
represent models; there is no real, only the hyperreal. Further to this, MGS2 does
not utilise the ludic elements discussed above that are strictly unique to
videogames: online multiple identity; a free open world; or your own moral
ambiguity. It does although; use disruptive ludic techniques to dislocate the player
from the text (breaking the fourth wall), and offering morally ambiguous characters
to identify with.27 Due to this, Keane’s simple reduction of this text to a ‘Hollywood
videogame’ seems distinctly shallow and makes no attempt to uncover the unique
25
Cut-scenes are scenes that break away from the gameplay to present the story in an edited filmic format.
26
Examples include Enemy of the State (Tony Scott 1998), Kingdom of Heaven (Ridley Scott 2005) and
Phone Booth (Joel Schumacher 2002).
27
These techniques can be used, and are used in postmodern film or literature texts, but it is the way in
which they are implemented in this example, which displays videogames as more capable of offering
postmodern sensibilities.
26
Fragmented identity
The notion of a fixed identity is almost completely absent in this game; both in how
the player identifies with the avatar and through the characters presented in the
text.
The player switches from controlling Snake; the confident, Hollywood modelled
action hero - who is believed to have died at the end of the prequel stage - to
controlling Raiden; a young “rookie” who is unsure of himself and has very little
knowledge of the ‘real’ situation of his mission. By doing this, the text instantly
disrupts the way the player identifies with the characters, as the player is forced to
identify with both Raiden and Snake. The relationship between the two becomes
more interconnected when it is revealed that Raiden has been trained, through
Snake.
The characters
characters’ identities throughout the text. Snake for instance, returns to the
narrative posing as Pliskin, the leader of the special unit also sent to rescue the
president. At this point, the player knows it is Snake but Raiden does not, which
puts further distance between the ‘introjection’ of player and character and does
not allow the player’s identification to settle. Another example is that to begin with,
Raiden - and the player at this point - is told that the leader of Dead Cell is Solid
Snake (who Raiden knows of from his training), but is actually Solidus posing as
27
Snake. Ocelot literally presents dual identities as Liquid occasionally takes
possession of his body and even the reconstruction facility that you enter has an
fragmented or multiple identities (as there are many more) constantly remind the
player that identity is always in flux; to question identities that are presented to
Raiden undergoes a number of identity changes; the character enters the game in
a full body diving suit and is referred to as Snake (playing on the player’s
expectations that they will be controlling the established protagonist), yet when the
mask is removed it is revealed that Snake was his code name, which is now being
changed to Raiden.28 Further to this, details of his personal life as Jack are
eluded to that he does not remember much of his life.29 This is addressed toward
the end of the text, as it turns out that Raiden was raised as a child soldier by
Solidus and was known by many names including Jack the Ripper and White
Devil.
28
The fact that his identity is constantly in flux, makes referring to him problematic. Throughout this
analysis he will be referred to as Raiden unless specifically stated.
Rose is the character that offers technical support and advice; she fu tio s to the arrati e as ‘aide s
29
lo e i terest a d to the ga epla as the hara ter that ‘aide speaks to i order to sa e the ga e s
progress. Hideo Kojima explains that the character names: Jack and Rose, are a reference to popular
culture; to the Hollywood film Titanic (James Cameron 1997) (see Metal Gear Solid 2 – Making of the
Hollywood Game (Nicolas Beugle 2002)).
28
The individual’s little narrative
The fact that Raiden was forced into this life at six years old, illustrates that he was
forced into a position by powers out of his control, just as grand narratives do to
their subjects. The constant identity changes of himself and everyone around him
even real. In reply to his question, “who am I?” Snake says to him (and the player):
“there’s no such thing in the world as actual reality... no one quite knows who or
what they are... You can find your own name and your own future... choose your
own legacy, it’s for you to decide, it’s up to you”. This passage is explicit about the
power of the individual in forming their own little narrative (the use of reality within
the same passage further enhances its postmodern resonance). The text defines
the ‘real’ as what the individual experiences; what the individual feels; how the
information is presented is not important, it is the feelings invoked that are always
Baudrillard suggests. This rhetoric further champions the power of the individual
and states that only from their individual little narrative can they truly find what is
‘real’ to them.
29
Simulation
Self-reflexive criticism
A point is made of the fact that Raiden has had no field experience; 30 he has been
fully trained in the VR (Virtual Reality) training simulator.31 Snake refers to this as
the production of a “generation of video game soldiers”. This speaks directly to the
player and encourages them to question the amount of violence in popular culture;
existence. This point is further reiterated later in the text when Raiden is
remembering his life as a child soldier; he recalls that “they made us watch loads
of Hollywood action movies, the ones with men firing big guns”.
The simulation that is the game itself, is used as an important tool in the
stop the Patriots from seizing control of the world’s digital information. As a result,
map that is displayed in the corner of the screen, for the players benefit, begins to
show random images; a child or a lady lying on a sofa for instance. Another
reaction is that the ‘game over’ animation sequence plays, even though Raiden is
still alive. This animation usually shows the words ‘mission failed’, along with a
small screen showing Raiden’s dead body; in this instance, the words read ‘fission
30
At this point in the plot he does not remember that he was a child soldier.
31
The inclusion of this VR training in the plot is a self-reflexive recognition of the simulator that introduces
the player to the controls and functions of the game in MGS.
30
mailed’ and the small screen still contains the game’s action; the player must use
Another consequence of the virus reveals the fragmented identity of your mentor
throughout the game: Colonel Campbell (the Colonel). Raiden communicates with
him via a ‘codec’.32 After the virus is uploaded the Colonel begins to act out of
“Raiden, turn the games console off NOW... it is just a game!” and “Don’t you have
anything else to do with your time?” It becomes clear that he never existed; that he
via the digital codec. As he was nothing more than digital information, he too was
disrupts the player, taking them out of the comfort of simply consuming the text;
prompting them to realise that no text is only a text; it is having an effect on them
and they are experiencing it - so it is real. At the same time, it is showing the
player how fragile and corruptible the system of transmitting information is, and
Another technique employed to disrupt the player, is the occasional use of ‘real’
world footage in the cut-scenes. One such instance occurs whilst explaining that
the software to make all computers compatible with GW was installed along with
‘the Y2K countermeasure’. As this game was released in 2001, the ‘millennium
32
A codec functions like a radio, but is a tiny digital device that utilises nanotechnology (microscopic
machines). The device is pla ed i the user s ear so that o u i atio a e esta lished se di g
vibrations directly to the receiver and therefore cannot be heard by anybody else.
31
bug’ problem (which the Y2K countermeasure was designed to solve) would still
be firmly in the mind of the player as something ‘real’.33 All these instances of
simulation are used in order to constantly prompt the player to question the ‘real’
that is placed in front of them, so that they can understand what is presented and
then form their own position (little narrative) based on this understanding.
The Patriots explicitly represent grand narratives, as they are an oppressive top-
down system of generating culture and meaning within society. Solidus wishes to
discover the identity of the twelve remaining members so that he can kill them and
destroy their power, but after the game’s end credits it is revealed that these
individuals died over a hundred years ago. The Patriots, therefore truly represent a
hyperreal system of control, as their values circulate and create more values and
systems with no return to the real except through their implementation. This is
representing the Patriots) declares: “over the past two hundred years a kind of
consciousness formed layer by layer in the crucible of the white house... we’re
formless, we are the very discipline and morality that Americans invoke so often”.
The text ends with this system having not been defeated, in order to prompt the
player to consider the grand narratives that control their life. A simple vanquishing
of this power, which may be expected through the Hollywood genre conventions
33
The millennium bug was a world wide problem in 1999; it was described by Mark Tran of The Guardian as
a ter to des ri e the i a ilit of o puters to re og ise the ear . The pro le arises fro the use
of software which stores dates in two-digit for a d hi h a i terpret " " as rather tha
(1999).
32
that the game self-reflexively acknowledges, would not have the same effect. The
real victory is that their power is waning and that they are scared of the
throughout the text. ‘Digital age’ can be read as a synonym for postmodernity, as it
power of grand narratives. The Colonel illustrates the Patriots’ fear, admitting that
“the age of digitized information has given even more power to the individual; too
much power for an immature species”. The text recognises the dangers of this
technology by showing that dominant grand narratives can attempt to utilise it, but
ultimately shows that their controlling, autocratic nature is not compatible with the
capable of instigating the creation and sharing of individuals’ little narratives that
The final battle embodies the preference of the individual’s own position. The
battle is between Raiden and Solidus and leads to a morally ambiguous ending,
as Solidus was intending to do what the text had presented to be the greater
good; to destroy the power of the Patriots. It is Raiden’s personal motivations that
lead him to kill Solidus, as Solidus revealed that not only had he raised Raiden as
a child soldier, he had killed his real parents. Therefore, although this was the
Patriot’s bidding, seemingly making Raiden their pawn, he was motivated for his
own reasons.
33
A postmodernism of resistance
Best and Kellner define the term ’postmodernism of resistance’ as a specific form
traditional literary forms, but also seeks to engage political issues and to change
culture and society” (2001: 24-25). Under this criteria (replacing literary with
disrupting the interface that connects the player to the text. This forces the player
to understand that they are being told a story and that this story has a motive, as
do all stories (narratives); do not simply consume them without understanding and
questioning them. The game affirms political resistance by empowering the player
as an individual; it tells them that they choose their own legacy; suggesting that all
they have to do is understand and question what is presented to them and then
they can create their own position. This echoes Marshall McLuhan’s sentiment:
what is happening” (McLuhan and Fiore 1996: 25). The text hails the digital age as
something that will empower individuals to join together rather than be alienated;
that this takes power away from grand narratives’ dominance over the creation of
culture and subject positions. This is reiterated and clarified after the end credits;
Snake speaks over ‘real’ world footage, this time explicitly speaking to the player:
Life isn’t just about passing on your genes, we can leave behind much
more than just our DNA; through speech, music, literature and movies,
what we’ve seen heard and felt: anger, joy and sorrow, these are the
things I will pass on; that’s what I’ve lived for. We need to pass the
torch and let our children read our sad and messy history in all its light;
we have all the magic of the digital age to do that with.
(Solid Snake)
34
CONCLUSION
As the twenty first century wears on, the expectation of individuals to influence
what they experience - driven by the vast amount of interactive and co-creative
produce the narratives they are presented with, facilitating a shift from a top-down,
essential part of videogames, players will become accustomed to the free flow of
their fragmented and multiple identities, rather than one that is fixed and
predetermined. These same videogames can offer simulated worlds where the
player can find their own narrative and their own meaning; in many cases being
able to make decisions that they deem as morally ‘right’ or ‘wrong’, rather than
postmodernism that was prevalent at the term’s inception, has since come under
criticism for not offering anything in place of the systems of modernity that it was
evolution than a revolution; it had not eradicated cultural criticism derived from
modernity, but offered it new life and new ways of reading culture and society.
This compromise is also found in the study of videogames; they are a drastic
change from traditional forms of narrative such as film and literature, but they are
relevant and useful. Further still, rather than being fundamentally different, the
35
active player – influencing the action in the narrative - can be seen as an
extension of the active spectator – questioning the action in the narrative. The
subject positions and the active player will continue this trend.
Jenkins (2008) believes that the freedom offered within the liminoid spaces of new
was highlighted in the analysis of Metal Gear Solid 2: Sons of Liberty; grand
narratives (The Patriots) will not be brought down immediately, but this new age of
postmodernity can offer the tools and the mindset required to promote a more
equal society wherein the creation of culture comes from the bargaining of little
36
Gameography
Metal Gear 2: Solid Snake (1990) Konami Digital Entertainment. On Sony MSX.
Metal Gear Solid 2: Sons of Liberty (2001) Konami Digital Entertainment. On Sony
Playstation 2.
37
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