By
James Curcio
As Mr. VI has
started to explore, there is a clear connection between games and gaming, and modern myth. However, the layers of this connection cut much deeper than surface analogies. I'd like to look a bit at the process of analysis, or de-construction, that many of the writers here on Modern Mythology have been taking. And I'll keep it to gaming, in hopes of seeing more posting about games of all kinds to come. This is a tip of the iceberg, off the top of my head type of inquiry.
There's a layer of looking at something - let's say a specific game, like
Final Fantasy VII
and then saying, "look at how this other specific myth was an intentional or unintentional influence..." The villain is named Sephiroth. What does that do for us? Sometimes you can make an interesting point with those analogies. Most college papers work like that- relate Charles Dicken's
Tale Of Two Cities
to Marx or whatever.
That kind of analysis is OK, we've done some of it here for instance looking at various
vampire or
apocalypse myths in modern media. But this is generally done as a means of getting a glimpse at a larger picture, or process, at work. So, we're not actually pointing to a deeper relationship which could be represented through the example of the relationship of characters in a Disney film, if we so choose. But we're not scrutinizing Disney.
 |
Buffy The Vampire Slayer
And Philosophy. |
We want to look at those
deeper trends, the holographic or fractal view one can catch by blowing things up or scaling them down, twisting them around, looking at them in a way that most people might not consider. But it can only be done sometimes through an allegory or metaphor, even in an essay. That is what I would hope to do whether we're talking about
Buffy the Vampire Slayer
or the "end of history." This approach to analysis is not about 1:1 analogies, "what Hindu goddess are the female character in Buffy?" but instead a new vantage point that we're trying to point out by making associations - top down, bottom up.
For instance, in biology there's the argument that competition drives evolution, and there is a counter-argument that there are co-operative factors. These are two myths, especially when rendered as "evolution is inherently competitive," (and co-operation is incidental), or vice versa. Of course, we can create synthetic myths that encompass both views.
So we're
looking at games in myth, right, that's what we're here to do - but we want to cut deeper than just sifting through video games and finding the shallow points of overlap between myth and gaming, like when a mythological character appears, or even the plot-line of a game follows a pattern in a myth - unless if we can draw something insightful out of that association. That's been the goal here. Sometimes, maybe, we succeed and sometimes we stay on the surface. Blog posts have to run fast, you have to hit hard and keep going, so you just keep swinging hard as you can.
Let's take that swing. We've talked about competition and cooperation as ways that we can view evolutionary progress. Where do we find that in gaming? Do some games emphasis one rather than the other, and what are the results of that emphasis? In a narrative sense? In terms of the gamer or participant? The game system elements of competition and cooperation can apply to anything,
even SEO. Our world really is a sprawling hub of networked information, and hierarchies are myth-dependent.
A lot of the material written about gaming and its social or cultural effects are some kind of alarmist noise, or they come out in support of gaming. Books and articles are constantly re-acting to this. The first time I can recall it being a major thing was around the time of the
Tipper Gore family values thing, and the ripples off of that. Though I'm sure it began before then.
All such stories have stats peppered throughout, to prove their point, and they all allow an opportunity to take a position and spin it towards an overarching thesis. "Video games are destroying our attention span," is a popular myth, but what about ones like "games are actually a fundamental part of how we learn about ourselves and the world and game design that realizes this also must take responsibility for that role, and thusfar it does not"? Is that question too hard to formulate, so we just go for the cheap fear question?
But if we ask that question, suddenly knowledge of the mythic implications of gaming becomes of utmost importance. The only way to know the cultural effects of a myth are to understand the interplay between the two. Our moral myths will sculpt any kind of moral conclusions or presuppositions that we'd draw from this. Throw
them out as garbage.
In
the Immanence of Myth, Stephen Hershey does a brief exploration of the military and their utilization of myths in video games to recruit and train, and how these games and the overarching military rhetoric forms a myth that draws in their would-be converts. But that just means they understand something about how to market. Why can't we sell intelligence? Why can't we sell education and team-work without making it hokey and awful? The moral failure isn't the military using these things. It's that no one else does. The fact the military knows games are great recruitment and training tools and yet the schooling system does not? Unconscionable. Watch this presentation by Jane McGonigal. It covers what I talk about in this post, and then some, in very direct terms.