Abstract
From Hans Holbein’s The Ambassadors to Robert
Lazzarini’s skulls, anamorphic artworks explore the
tension between mathematical models of vision and an embodied experience of space.
After reviewing the ways in which anamorphosis has been deployed as a philosophical
tool for investigating digital media in terms of human phenomenology, specifically
through the criticism of Espen Aarseth and Mark Hansen, this paper analyzes how
contemporary videogames like Sony’s Echochrome series,
levelHead by Julian Oliver, and Mark ten Bosch’s
forthcoming Miegakure technically, aesthetically, and
conceptually explore anamorphic techniques. While The
Ambassadors is famous for its anamorphically skewed skull, a classic
memento mori, we propose that the anamorphic effects of
videogames can be more accurately described as a memento mortem mortis:
not reminders of human mortality, but of a nonhuman the death of death. By
foregrounding the impossibility of ever fully resolving the human experience of
computational space, the memento mortem mortis in these “anamorphic
games” gestures toward experiential domains altogether indifferent to human
phenomenology to create allegories of the beyond.
Introduction
The Myth of Mimesis
In
Naturalis Historia (c. AD 77-79), Pliny the Elder
recounts two myths of mimesis. In one, the daughter of the Corinthian sculptor
Butades, saddened by the imminent departure of her lover, traces the outline of
his shadow as it is cast on a wall (
see Figure 1)
[
Pliny, Bk 35, Ch 43]. Inspired by this image, Butades presses clay over the
drawing to sculpt a relief portrait based on the silhouette. This myth, which
binds drawing and sculpting, does not celebrate the originality or expressivity of
the artist’s hand but instead focuses on the possibility of an indexical
relationship between light, sight, and representation: an ancient camera activated
by the hand of Butades’ daughter. Elsewhere in his
Naturalis
Historia, Pliny recites another well-known myth featuring the painters
Zeuxis and Parrhasius who compete to determine the most talented artist [
Pliny, Bk 35, Ch 43]. In the story, Zeuxis paints grapes that look so natural
birds fly down to peck at them, but Parrhasius wins the competition by painting
curtains that deceive even Zeuxis who attempts to draw them aside to reveal his
competitor’s artwork. Like the crows clamoring for figurative fruit, Zeuxis had
been tricked by Parrhasius’
trompe l’oeil. The desire for
mimetic representation has fueled the invention of perspectival technologies from
Butades’ lovelorn daughter tracing shadows on a wall to Renaissance-era drawing
machines tracing light through panes of glass to contemporary ray tracing, an
algorithm for rendering photorealistic computer graphics (see Figure 2). What
unites these mathematical methods of simulating light is their obligatory and
often unexamined process of reducing the human body to a cycloptic camera lens, an
abstract optic perfectly positioned to decode perspectival data.
But imagine if the sun had begun to set on Butades’ daughter, transforming her
lover’s silhouette into a monstrous grotesque? Or if Zeuxis had approached
Parrhasius’ painted curtains from an oblique angle, disrupting the two-dimensional
illusion of depth? What if Albrecht Dürer’s glass “veil” had been bumped
askew or the algorithms responsible for rendering computer-generated imagery were
not calibrated properly? Do these subtle shifts in view or vantage point radically
alter the human perception of perspectival images or is optical distortion
actually a precondition for mimetic representation? Pliny’s myths of mimesis
remain myths because they continue to express the desire for a technological
correlate to human sight — a technology capable of rendering a painted, projected,
or backlit screen into a transparent, immaterial, or immediate window.
[1] The fantasy of immediacy
stubbornly ignores both the material support of an image and the embodied response
of a viewer, reinforcing the notion of a lossless transmission between an abstract
set of Cartesian coordinates and an equally abstract Cartesian mind. In contrast,
this essay treats anamorphosis as the rule governing vision rather than the
exception to “normal” sight. We argue that there is no central,
authoritative, or natural way of seeing despite the way optical technologies
simulate the effects of light on the human eye. Even after the centuries-long
construction of the modern viewing subject, the most naturalistic representational
technologies still suppress a strange supplement. Whether one is examining early
painting or traversing the polygonal environments of a virtual world, an
anamorphic remainder looms in the interstices between technics, optics, and human
perception.
The possibilities and problems of perspectival rendering have been inherited by
the computer graphics industry, a field of research whose design goals and
business models are deeply wedded to the history of mimetic technologies. Despite
the fact that there are only a finite number of unique polygons, pixels, and
processes perceptible to the human eye, the videogame industry, for example,
continues to invest in higher and higher visual fidelity. As graphics guru and
co-founder of id Software John Carmack noted at the 2011 Electronic Entertainment
Expo (E3), rendering technologies are “converging at the
limits of our biological systems”
[
McCormick 2011]. With graphics approaching the threshold of human
perception, an increasing number of computer games are beginning to experiment
with alternative spatial, temporal, and optical regimes indigenous to digital
environments. Much like the restrained naturalism of Renaissance perspectival
rendering led to a more self-conscious and reflexive Mannerist period of visual
art, so have the nascent discourses surrounding computer generated imagery and
videogaming begun to internalize and amplify the codes of perspective to produce
what we call “anamorphic games.” Anamorphic games overtly dramatize the
relationship between sight and simulation, vision and virtual reality and begin to
rethink what it means to play with perspective.
This paper begins with a review of how anamorphosis has been treated as a
philosophical tool for exploring the relationship between phenomenology and
technology. From Hans Holbein the Younger’s The
Ambassadors (1533) to Robert Lazzarini’s skulls (2001), anamorphic artworks mediate the tension between
mathematical models of vision that reduce sight to a single, abstract locus and
more fully embodied modes of perception. This tension is made patent in the 3D
modeling and real-time graphic processing of computers. Extending the arguments of
media theorists Espen Aarseth and Mark Hansen, we analyze how anamorphosis
functions in contemporary videogames. Games like Sony’s Echochrome series (2008-10), levelHead
(2007) by Julian Oliver, and Mark ten Bosch’s Miegakure (forthcoming) feature anamorphic techniques that mark the
dissonant registers of time and space produced between human biology and digital
media. By perturbing vision in order to problematize the relation between body and
code, anamorphic games produce what we call the memento mortem mortis: a reminder
of the limits of human phenomenology and a tacit acknowledgment of the desire to
think the unthinkable and play in the spaces that exceed the boundaries of
perception.
Memento Mortem Mortis
Anamorphosis is a perspectival rendering technique popularized during the
Renaissance that results in a strangely stretched, but geometrically viable image.
When attempting to “decode” the distortions applied to a given anamorphic
artwork, an onlooker must either assume an oblique viewing angle in relation to a
foreshortened image or reflect a catoptrically warped image through a
corresponding conic or cylindrical mirror. In 1927, Erwin Panofsky famously
characterized traditional perspective as a “symbolic
form” loaded with the Western ontology of the stable, fixed, and unified
Cartesian subject [
Panofsky 1996]. Anamorphosis, on the other hand,
is regarded as a marginal visual technique, a
trompe l’oeil
that operates according to a different cultural logic, covertly applying pressure
to the universality of classical perspective and all its ideological assumptions.
But imagine if these assumptions were somehow reversed. Does not perspectival
rendering, despite its cultural ubiquity and long history of perceptual
conditioning, also require decoding? Is it even possible to see a perfect,
perspectival image without minor distortions of eye, angle, and atmosphere
intervening? Though ease of rendering and conventions of human sight privilege
this particular, historically contingent instance of mimesis, what if every
perspectival image is actually anamorphic? What if anamorphosis was not only
considered a means of encoding secrets in images, but was itself the secret that
lies at the heart of all images?
Traditionally, perspectival rendering assumes that the position of the viewer is
directly in front of and oriented toward the “picture plane,” a geometric
field that typically coincides with the material surface of an image. Conflating
the picture plane with the angle and dimension of a canvas, for example, allows
geometric projections representing light vectors to intersect with an unambiguous,
material support (i.e., the surface of a canvas). This conflation of mathematics
and materiality removes the need for difficult, higher level modeling and
simplifies the rendering process considerably. The geometry of anamorphic images,
however, requires nonstandard viewing angles by intentionally foreshortening the
picture plane and decoupling it from the physical geometry of the painting, panel,
page, or screen. As an experimental and unconventional technique that produces
coded, mannered, and seemingly non-natural imagery, anamorphosis is often regarded
as a curiosity, an occasional virtuosic supplement to the catalogue of classical
perspective throughout the history of art. But if one acknowledges the fact that
any historical coincidence of the imaginary picture plane and the material surface
of a painting is merely one particular case within a much larger field of
possibility, anamorphosis can be re-thought as the rule, rather than the exception
to perspectival image-making.
From the covers of book jackets to the commercials on television to first-person
videogames, contemporary visual culture is dominated by perspectival modes of
representation. It is easy to forget that mimetic images, no matter how
naturalistic, require a cognitive leap in order to “resolve” the relationship
between a mathematical system of rendering and embodied vision. By explicitly
denying the “correct” viewing position in front of a canvas, anamorphosis
forecloses the possibility of ever resolving the human gaze to the geometric
parameters of an image. Anamorphic technique foregrounds the biological complexity
of binocular vision, the angle of approach, height of the viewer, surface
deformations in a medium, and even the atmosphere through which light passes.
These anamorphic conditions undergird human perception and demonstrate that
classical perspective — what has been culturally coded as natural — remains a
constructed, mathematical method of simulating light rather than a practical model
of sight. Despite the popular desire for transparent, immediate experiences of
media, traditional perspective is impossible to fully realize for viewer and
painter alike. Whether standing in front of a painting or grasping a controller,
embodied vision is not properly perspectival but actually anamorphic,
constantly modulated by haptic encounters with the material environment.
The quintessential example of anamorphosis is Hans Holbein’s
The Ambassadors, a large and meticulously rendered oil painting
featuring a strange, anamorphic “smear” across the bottom of the otherwise
typical portrait of two sixteenth-century European diplomats (
see Figure 3). The men stand costumed and well lit in
a carefully proportioned, perspectival space, each with an elbow resting on the
foreshortened table. The painting displays a menagerie of symbolic details
denoting worldly opulence including fine clothing and foreign textiles, a lute
with a book of open sheet music, two globes, and various instruments for
navigation and cartography: instruments of rationalism that will help provide the
“correct” perspective for mapping the New World. Yet, if the viewer
examines the painting from an unorthodox position below and to the right of the
standard viewing angle, the smear congeals into a grinning skull: a subliminal
memento mori hidden in plain sight.
[2]
While the inclusion of subtle reminders of mortality like skulls, time pieces,
wilting flowers, or rotting fruit were common among portraits and still lifes
produced in medieval and Renaissance Europe, Holbein’s
memento
mori is particularly unsettling given its uncanny manifestation
through the technique of anamorphic foreshortening.
[3] The anamorphic skull is powerful
not because it looks like a skull, but precisely because it does
not
look like a skull. Consider the possibility that this “not-skull” might
reveal nothing to the viewer but paint. A sixteenth century audience, for example,
might have missed the skull entirely, only subliminally apprehending a
death’s-head upon one last, over-the-shoulder glance from the bottom of a
stairwell or threshold of an exit. Though it has the potential to trick the eye,
this smear of abject materiality exists within its own ontological (and more
specifically mathematical) register and casts an anamorphic doubt back into the
previously-perspectival world of the two diplomats. Working with the established
cultural tradition of the
memento mori, the artist summons
notions of death’s alterity as a metaphor for the ultimate strangeness of both the
materiality of paint and the mathematics of perspective. This fleeting glimpse of
a death’s head reminds the viewer not of their eventual expiration, but of the
(perhaps more unsettling) fact that there exist objects and affects that exceed
not only perspectival rendering but human experience all together. The anamorphic
skull suggests a world of nonhuman technics that not only lies beyond the
limitations of the human body, but is also completely disinterested in the affairs
of man and the vagaries of life and death.
In this respect, it may be more accurate to use the term memento mortem
mortis than memento mori. The memento mortem
mortis transforms the human-centered “remembrance of death” into
the nonhuman “remembrance of the death of death” — the realization that one
day even death will die and despite the impossibility of ever experiencing a world
devoid of life, the memento mortem mortis invites the viewer to
speculate on the radically attenuated phenomenology and starkly materialist
conditions of such a world. Where the memento mori mobilizes
representations of death to challenge human vanity, the memento mortem
mortis extends this critique beyond morbid anthropocentrisms by
summoning not the representations of human death, but the nonhuman processes of
technical objects. The result is not the humbling acknowledgement of some
thanatological equalizer between all human life, but a call toward philosophical
speculation. In this way, the painterly materiality of the anamorphic skull
exposes a notion of cosmic indifference that is vaster, more alien, and more
terrifying than the anthropocentric concerns of life and death represented through
a memento mori. Throughout the history of painting, the skull,
like other depictions of human detritus, has been used to signal human mortality.
By stretching these skeletal remains across a separate, foreshortened picture
plane that refuses to cohere with the geometry of the painted scene, the
memento mori opens up the yawning abyss of the memento
mortem mortis.
This paper proposes anamorphosis — and those technologies that directly frame
their nonhuman components in relation to human phenomenology — as one example of a
memento mortem mortis. In anamorphic images, the subject and
object never completely resolve for one another, and there remains an
incommensurable gap as reflected in Holbein’s painting. In this sense, the human
and the skull can never see eye to eye, and
The
Ambassadors functions as an allegory for de-anthropomorphized
materiality in the idiom of early-modern painting. Hubert Damisch has argued that
mathematical perspective was the dominant mode of image-making in the twentieth
century (far more than in previous eras prior to the development of mechanical
forms of image inscription such as photography, film, and video [
Damisch 1995, 28]). Yet these chemical, mechanical, and digital
forms of perspectival rendering can still each be regarded as different cases of
anamorphosis. All images are anamorphic in so far as they apply the rules of
perspectival projection to an ontologically arbitrary and anthropocentric picture
plane. The coincidence of the picture plane and material surface of the image is
popular because of the convenience of calculating only one projection, rather than
the multiple abstractions necessary for anamorphic rendering. Despite the fact
that all paintings could be considered anamorphic under this definition, only
some, like
The Ambassadors, form a
memento
mortem mortis by explicitly questioning the necessary relation between
the human body, an image’s material support, and the abstract geometries of the
perspectival picture plane.
Part 1: Anamorphosis and Media Theory
Ergodic Resolution
For theorists such as Espen Aarseth and Mark Hansen, anamorphosis functions as a
paradigm for understanding digital media. Whereas Aarseth appropriates
anamorphosis to examine what he calls “ergodic literature” and operates from
the common assumption that anamorphic images necessarily posit a privileged
perspective from which to faithfully reconstruct an image, Hansen embraces
anamorphic technique as a model for those aspects of digital media that fail to
visually resolve and produce bodily discomfort because of the formal incongruity
between inhabitable, haptic space and digital media. We will begin by
problematizing Aarseth’s theory of ergodic literature through a close reading of
skulls, a “digital born” sculpture by Robert
Lazzarini in the tradition of The Ambassadors. Skulls is featured in Hansen’s writing on the “digital
any-space-whatever,” a term he uses to describe the embodied, proprioceptive
sensation produced in response to the disjunct ontological registers of digital
media. The affective apprehension of the digital any-space-whatever parallels the
speculative gesture of the memento mortem mortis. After gaining an
understanding of the anamorphic qualities of digital media, this essay turns
toward three anamorphic videogames in order to explore the phenomenological and
technological character of human (and nonhuman) play.
Espen Aarseth’s
Cybertext: Perspectives on Ergodic
Literature is a highly influential work of media criticism and an early
entry into the nascent field of game studies. Taking examples from print, computer
games, hypertext fiction, and electronic literature, Aarseth builds a working
theory of “ergodic literature,” his term for literary
works whose completion requires “nontrivial effort” on
the part of the reader [
Aarseth 1997, 1–2]. By nontrivial
effort, Aarseth means the kinetic as well as intellectual labor performed by a
reader or player that specifically influences the outcome of a given text or game.
Ergodic literature is distinct from most standard forms of writing because it
requires meaningful effort above and beyond, for example, turning pages or
flipping to the end of a book to read the final chapter. If we consider Aarseth’s
model in relation to Holbein’s skull, a viewer’s self-conscious act of bending low
to the ground in order to match the oblique angle of anamorphic distortion meets
the requirements of ergodic, nontrivial labor. The active engagement required in
any attempt to decode or decrypt anamorphic images is what leads Aarseth to make
an analogy between early modern techniques of anamorphosis and certain forms of
interactive media.
In the concluding chapter of
Cybertext, Aarseth
defines anamorphosis as a “solvable enigma”
[
Aarseth 1997, 181]. For Aarseth, the key quality of
anamorphosis is the moment of revelation produced when the distortion of the
warped image is resolved through the viewer’s effort to locate the vantage point
from which classical perspective is restored. The passage from what he terms
“aporia” to “epiphany” characterizes anamorphic painting with ergodic
literature [
Aarseth 1997]. With this in mind, Aarseth interprets the
text-based games and interactive fiction of the late seventies and early eighties
such as Will Crowther and Don Woods’
Colossal Cave
Adventure (1975–76) and Infocom's
Zork
trilogy (1980–84) as models of an anamorphic textuality in which the player must
work in order for the mystery to be revealed.
But not all ergodic texts provide puzzles with seemingly concrete answers and
Aarseth invents a second category he terms “metamorphosis” in which mastery
and resolution are refused (e.g., Michael Joyce’s Afternoon:
A Story [1987]). We argue, however, that there is no need for a second
category in which to reroute those texts which appear to not have singular
interpretations, linear causality, or solvable enigmas waiting at the ready. As
suggested in the previous section on the memento mortem mortis,
rather than reifying a specific subject position in front of a painting, image, or
artifact, the concept of anamorphosis radically critiques all subject positions as
tenuous and fraught. Even if there is a viewing angle in which an image becomes
more legible, there remains no one “correct” angle and any resolution the
viewer might feel should be met with some skepticism. The anamorphic skull in
The Ambassadors (1553) is not a memento
mori in the sense that it reminds the viewer of her mortality as she
catches a glimpse of the skull through the corner of her eye, but is actually a
memento mortem mortis because it calls into question the very
concept of a fixed subject and resolved object. Rather than simply serving as a
reminder of some distant, future bereft of human life, the memento mortem
mortis demonstrates that experience itself is already composed from
nonhuman assemblages imbricated within a vast network of relations never entirely
legible to conscious experience.
The Digital Any-Space-Whatever
In
New Philosophy for New Media (2004), it is the
failure of anamorphic images to be easily assimilated by the human body that Mark
Hansen finds relevant to digital forms. Robert Lazzarini’s sculptural installation
skulls, exhibited at the Whitney Museum of
American Art’s 2000 show
BitStreams, serves as
Hansen’s central case study on the issue (
see Figure
4). Like Holbein and other artists using anamorphic techniques,
Lazzarini’s artwork engages with the limits of human perception, systems of
perspectival projection, and the tension produced between these two orders.
Instead of projecting smears of paint across picture planes, Lazzarini builds
smeared sculptures that stretch in three-dimensions and challenge the viewer to
reconcile vision and proprioception. Where anamorphic images are rendered onto a
foreshortened picture plane, Lazzarini’s sculptural process involves applying
two-dimensional perspectival effects directly to the geometry of three-dimensional
haptic objects.
Lazzarini’s digital development process begins by laser scanning a household
object, instrument, or weapon to generate an editable polygonal mesh. The points,
lines, and planes of these abstract geometries are then mathematically bent,
warped, shifted, and distorted before being rapid prototyped. The 3D prototypes
serve as templates for sculpting the now-deformed objects, often from the same
materials that constitute the original object (e.g., the stretched
skulls is carved by hand from bone resin). Though this
process remains relatively consistent throughout his catalogue of sculptures,
Lazzarini's subject matter is selected specifically to enhance the cognitive
dissonance created between the physical materiality of his anamorphic sculptures
and their perceptual effects [
Hansen 2006, 199]. Ranging from
skulls to violins, hammers, teacups, telephones, telephone booths, chairs, knives,
revolvers, and brass knuckles, these handheld objects and weapons share one thing
in common aside from their anamorphic effects: an ergonomic reference to the human
body. It is only through this remarkable conflict between optic and haptic that
Lazzarini’s sculptures become tools from another digital dimension, hammers with
ungraspable handles.
[4]
Among this selection of digitally disfigured tools, skulls stands apart. These sculptures do not share the same status as
the broken, Heideggerian hammer that reveals its nonhuman character only when it
ceases to function for a human operator’s intended use. Instead, skulls, like The Ambassadors
before it, conceals a memento mortem mortis that frames nonhuman
fields of experience within the register of human utility. The horizon of
unthinkability represented in skulls serves as a means to philosophical inquiry.
The unthinkable itself becomes a technology — an important (and fully operational)
philosophical tool for speculation. The optical instability of Lazzarini’s
sculptures draws attention to this speculative horizon as a means of re-inscribing
it within the sphere of human perception. Thus, there is a certain irony to the
fact that skulls maintains a kind of functionality despite its anamorphic
distortions. The fact that viewers cannot fix their gaze on a stable optical
regime only intensifies the skulls’ role as a memento mortem mortis.
Technically, skulls does what it is
supposed to do — it enables philosophical, aesthetic, and
contemplative work.
Mark Hansen identifies
skulls as an emblematic object
that expresses the embodied as well as the profoundly alienating condition of
digital media in
New Philosophy for New Media.
Lazzarini’s
skulls shifts focus away from the
ergonomic, hand-held common objects to the forms of the body itself. Looming in
life-scale and carved in bone (yet digitally modeled),
skulls renders one of the most visually recognizable parts of human
anatomy strange and uncanny and is the means through which Hansen describes the
incommensurable ontology of a computer. In a chapter titled “The Affective Topology of New Media,” Hansen argues that Lazzarini’s
adaptation of the anamorphic skull from Holbein’s
Ambassadors is “exemplary of digital media
art”
[
Hansen 2006, 202]. Lazzarini’s sculptures exist physically
within three-dimensional space and yet, no matter what angle the distorted objects
are viewed from, they fail to visually resolve in a satisfying way. Their hollow
eyes refuse to stare back. If an observer closed her eyes and held Lazzarini’s
stretched skulls, the contours might resolve to the haptic touch, but as Hansen
writes,
skulls
“
‘makes sense’ visually — only within the weird logic and topology of the
computer”
[
Hansen 2006, 202]. Lazzarini offers an optical distortion
designed to disrupt, rather than pacify, the senses. The sculptures, according to
Hansen, produce a bodily experience of what he terms the “digital
any-space-whatever” (digital ASW), a proprioceptive sense akin to nausea,
vertigo, or ilinx as the body fails to orient itself [
Caillois 2001, 12]. Hansen writes that in the face of
skulls
“you feel the space around you begin to ripple, to bubble, to
infold…and you notice an odd tensing in your gut, as if your viscera were
itself trying to adjust to this warped space”
[
Hansen 2006, 198–9].
Hansen’s term for this unsettling bodily awareness, the digital ASW, is based on
Gilles Deleuze’s cinematic “any-space-whatever” (ASW) discussed in
Cinema 1: The Movement-Image
[
Deleuze 1986, 109]. The cinematic ASW is an attempt to
describe the empty, dislocated spaces of post-war cinema and distinguish them from
the Hollywood logic of pre-war film. What is highlighted in both Deleuze’s and
Hansen’s version of the ASW is not the visual perception of this space, but the
effects produced on the body. The key difference between the digital ASW and
Deleuze’s theory is that “because it must be forged out of
contact with a radically inhuman realm, the digital ASW lacks an originary
contact with the space of human activity”
[
Hansen 2006, 204]. As such, the digital ASW emerges within the
body when the viewer comes in contact with the nonhuman logic and incommensurable
perspectives of computational space. According to Hansen, “[w]hat
skulls affords is, consequently, not a
direct apprehension of an alien space that
is digital, but a
bodily apprehension of just how radically alien the formal field of the
computer is”
[
Hansen 2006, 205] (emphasis in original). In this sense the
memento mortem mortis and the digital ASW go hand in hand. In an
artwork like
skulls, which is as psychologically
unsettling as it is proprioceptively disruptive, experiential strangeness quickly
transforms into existential thinking when confronted not with mortal remains, but
with the irresolvable remainder of the
memento mortem mortis. Though
Hansen’s concept begins as an embodied, affective apprehension, the digital ASW
gestates within the same inclement ontological spaces conceptualized by the
memento mortem mortis.
Following Hansen’s argument, videogames, like all digital media, are built upon
formal fields only interpretable by computers. The rapid speed of bits being
flipped, the immense scale and mind-numbing repetition of data processing, and
even the mechanical flow of electrons can never be visually represented to human
experience. Instead, the
memento mortem mortis relies on the
incongruity between computational and biological forms of space and time that
manifest as an embodied and affective response in the human (i.e., Hansen’s
digital ASW) to allegorize these invisible processes. Most game designers,
however, attempt to mitigate these processes. While a work like
skulls emphasizes the failure of the viewer to grasp
these forever skewed and uncanny objects, most mainstream videogames do not
generally make a practice of cultivating sensory discomfort.
[5] The games we examine in this essay intentionally play within the dissonant
registers produced between biological and computational systems. They produce
ludic metaphors of the
memento mortem mortis to model an engagement
with the concept of an unthinkable computational wilderness. Yet, despite their
experimentation with alternative haptic and visual regimes, even these games
resist pushing the implications of their design to its limits. Rather than forcing
the player to stare an inassimilable digital landscape in the face, they offer a
fantasy of mastery through the successful completion of goal-oriented tasks and
suggest that the body can be acclimated to their eccentric spaces. Flight
simulators were developed to combat airsickness, and it is with a similar logic
that “anamorphic games” invite players to test-drive the digital ASW, to make
it safe and naturalize the body to the “incredible
strangeness,”
“odd tensing[s],” and “weird
sensation[s]” of the
memento mortem mortis
[
Hansen 2006, 198–9].
Part 2: Anamorphic Games
Introduction to Anamorphic Games
Although thousands of years have passed since Butades’ sculpted silhouette and
Zeuxis’ painted grapes, the desire for mimesis remains one of the guiding
principles of the videogame industry. W.J.T. Mitchell’s
Reconfigured Eye: Visual Truth in the Post-Photographic Era (2001),
for example, opens with Pliny’s “birth of painting” and draws a genealogical
line from early optical experiments such as Dürer’s glass “veil” to
contemporary digital imaging technologies like ray tracing. Mainstream videogame
development participates in this logic, constantly propelled forward by fantasies
of “realistic,” immersive imagery and dematerialized interfaces. As Robert F.
Nideffer pithily summarizes:
Improved lighting, increasingly
accurate physics models, and more believable artificial intelligence (AI) are
seen as the next frontier for game engines by many in the industry. For anyone
who attends meetings like the Game Developers Conference (GDC), the Electronic
Entertainment Expo (E3), or SIGGRAPH, it quickly becomes apparent that these
concerns are voiced almost exclusively from the desire to enhance the game
world's realism. [Nideffer 2007, 215–16]
Realism, in this case, refers to the ability to accurately represent mimetic
details like high-resolution, photographic textures and believable camera and
character animation. In addition to privileging graphic spectacle, the videogame
industry relies on Hollywood’s narrative conventions, which frequently take
precedence over aesthetic experimentation and the development of novel game
mechanics. Thus it is not realism or naturalism, but, more precisely, a
filmic realism that defines the aesthetic and narrative
sensibilities of many recent commercial games.
[6]
Amidst the production of Final Fantasy XIVs and the
annual Madden NFL, however, a transformation has
begun to occur. The increased power of home computers, availability of open-source
game engines, and prevalence of digital distribution services has catalyzed the
development of smaller-scale projects like maphacks and modified engines, social
and networked games, augmented and alternate realities, and mobile and web
applications. The diffusion of the modes of production, the accessibility of
design technologies, number of digital distribution platforms, and the formation
of a broader audience has permitted experimental game designers to challenge the
representational hegemony of traditional genres to develop alternative forms of
artgames, antigames, countergames, overgames, notgames, and metagames.
The “anamorphic games” discussed in this essay manipulate time, space, and
physics in ways that not only draw attention to the formal logics of the computer,
but also attempt to highlight a player’s embodied interaction with graphic
technologies. The human body is affectively tuned to negotiate physics and the
flow of time and space. Whether deftly crouching to avoid a low overhang or
unconsciously sidestepping some four-dimensional form, proprioceptive capacity is
largely reflexive. But what happens to these embodied actions when encountering a
hybridized space, a mixture of the actual and the virtual that contrasts embodied
space-time by deploying anamorphic algorithms? What if a body were required to
negotiate two- and three-dimensional spaces simultaneously as with Sony’s
Echochrome software? Can muscles remember the
extra-dimensional abstractions overlaying Julian Oliver’s
levelHead? And is it possible to render four-dimensional sight as Mark
ten Bosch’s
Miegakure claims? The games mentioned
here offer the player simulations of a poetic physics, or what Bill Seaman has
termed “e-phany physics” or “the code-based authoring of
an artificial physics which is consistent within the virtual space, yet does
not adhere to the laws of actual physics”
[
Seaman 2000, 41]. So what happens to the body when those
internalized dynamics are re-written within poetic simulations? The following
videogames create interfaces to allegorize a space beyond the limits of human
perception and attempt to hubristically resolve the gulf between technological
abstraction and phenomenological action.
Echochrome: Anamorphic Architecture and Shadow
Play
When the first generation of home videogame consoles supporting 3D graphic
processing was introduced in the mid-nineties, the development of 2D, sprite-based
games was temporarily arrested.
[7] In
the flush of fascination with these strange polygonal spaces, the efforts of
software engineers and game designers alike were redirected from painting with
pixels to domesticating and naturalizing 3D environments for mainstream
consumption.
[8] In recent years,
there has been a renaissance of 2D platforming games. The flatness of the screen
and depiction of 2D space is no longer a technological constraint, but a creative
tool, a game design element that can be placed in conjunction with 3D spaces to
create metagames which use graphics processing and computer rendering as their
main technological platforms and design constraints. One series of games that
structures its gameplay around the perspectival play of both two- and
three-dimensional spaces is Sony’s
Echo franchise
which includes
Echochrome (2008),
Echoshift (2009), and
Echochrome
II (2010).
Echochrome is produced by Sony's Japan Studio and
Game Yarouze for the PlayStation Portable (PSP) and PlayStation 3 (PS3). In the
game, the player is presented with a minimal, immaculately white space featuring a
centralized, floating object composed of stairs, walkways, ramps, and ramparts
reminiscent of M.C. Escher's impossible spaces and paradoxical architectures (
see Figure 5). By twisting the joystick,
Echochrome’s hovering levels begin to rotate and, unlike
a hand-drawn optical illusion, actually reconstitute their perspectival conditions
in real time. All the while, a solitary figure wanders back and forth, footsteps
clacking in empty space. The lone resident of these “endless
walkways” (the rough translation of
Echochrome’s Japanese title,
Mugen Kairō)
is a textureless mannequin who autonomously strolls up and down the crisply
contoured, isometric expanses. Both the oblique reference to Escher's artwork and
the mannequin (an object traditionally used for rendering perspectival figures)
are fitting considering that the game’s main mechanic involves rotating anamorphic
architectures in ways that paradoxically play with the dichotomy between screen
and space.
In
Echochrome, there are five main rules governing
the mannequin's movements:
(1) When two separate pathways
appear to be touching, they are. (2) If one pathway appears to be above
another, it is. (3) When the gap between two pathways is blocked from view and
the pathways appear to be connected, they are. (4) When a hole is blocked from
view, it does not exist. (5) When the mannequin jumps, it will land on whatever
appears beneath it. [Sony 2008]
These five laws of perspective define the relationship between two- and three-
dimensions within the game-space.
[9][9] By inverting the order of
perspectival rendering, the pictorial logic of the screen is given precedence over
the mimetic representation of space. What you see is literally what you get.
Echochrome recalls Holbein’s
The
Ambassadors in the way it mixes traditional perspective with anamorphic
effects. By placing both two- and three-dimensional space in conversation with
each other, the game conflates the dual logic of flat “screen” and deep
“window,” two metaphors Anne Friedberg contrasts in
The Virtual Window: From Alberti to Microsoft (2006). Friedberg argues
that although perspective has been the historically dominant form of visuality,
computers have dramatically transformed how space is culturally perceived and
organized. She examines the graphic user interface of computer desktops and the
way they are composed of multiple, overlapping windows, conflicting light sources,
and purely abstract drop shadows. Although Leon Battista Alberti famously
described classical perspective as a “window” onto another world, Friedberg
demonstrates how computer software companies have appropriated similar rhetoric
for describing the non-perspectival, non-linear incongruities and contradictions
of computer operating systems. In this sense, Microsoft Windows has become a
window as the artificial tropes and interface metaphors of these operating systems
have been naturalized as yet another form of realism.
[10]
Echochrome stands out as a particularly intriguing
example of alternative spatial organization because it knowingly plays with the
tension between pictorial and sculptural space. As the player rotates the central
object in three-dimensions, real-time graphic processes render an illusion of
depth with the screen or monitor serving as virtual window. Near and far, broad
and deep,
Echochrome’s rotating spaces appear to
behave rationally, like a revolving showroom car or a piece of electronics on a
turntable. But when the motion stops, the collisions and connections of the
Escher-esque architecture are ultimately determined according to the logic of the
suspended two-dimensional image. The “window” into another realm flattens
into an opaque screen.
[11]
Adjusting Echochrome’s perspective not only
transforms the player’s view, but the structure of the architecture itself. The
spatial dimensions and composition of the object do not remain fixed in an
absolute space. Instead, the in-game architecture is reconstituted depending on
the angle from which it is viewed. Yet, in the tradition of Espen Aarseth’s
concept of ergodic literature, this is perspectival rendering structured within
the idiom of anamorphic play and operating according to fixed points of
resolution. If the player rotates the architecture correctly, or, more precisely,
manipulates the in-game camera, the puzzle will be solved and the secret revealed.
Discovering the solution to these levels, cracking their spatial code, promotes a
reductive model of anamorphosis — one that equates embodied vision with an
absolute, mathematical result produced by a virtual camera. In this sense, Echochrome differs from a work like skulls in which there is no chance of ever decoding the painterly
smear into perspectival representation. The game’s ludic logic acts as an
interface through which the player finds herself able to assume a naïve position
of control and mastery of those perspectives that would otherwise be hopelessly
irresolvable. Through Echochrome’s eccentric camera,
the human eye is simulated as a one-dimensional point in space, perfect for
projecting and reflecting ray-traced light.
While
Echochrome creates a world built around the
intersections of two- and three-dimensional space, its sequel,
Echochrome II, adds the play of light and shadow to its
predecessor’s uniquely hybrid perspective of multi-dimensional objects. Once
again, what you see is what you get. The mannequin’s silhouette, referred to as
“the cast,” must traverse visual puzzles through the player’s anamorphic
manipulations of light. In
Echochrome II, the cast
does not walk along the physical objects, but along the shadowy, two-dimensional
projections that fall in the wake of floating blocks, stairs, and steps (
see Figure 6).
Like its predecessor,
Echochrome II was developed by
Sony’s Japan Studio and made for PS3, but it requires the PlayStation Move, a
motion-sensing hand controller spatially tracked by the PS Eye, Sony’s
interactive, infrared camera.
[12] The Move controller is topped by a glowing sphere that
flickers and changes colors when the wand is active, emitting infrared light for
the PS Eye. This motion-tracking technology inverts the relationship between
controller and camera popularized by the Nintendo Wii, which emits two infrared
points of light from a stationary bar set near the screen and tracked by a camera
within the Wii Remote (
see Figure 7). In
Echochrome II, this light-tracking technology is used to
position the in-game light source which, when cast on the floating objects,
produces virtual shadows in real time based on the player’s bodily gestures. These
motions translate into the screen's perspectival space surprisingly well as the
player shines the Move controller on their television like a digitized flashlight.
Rays are traced from the tip of the wand at the precise angle of incidence — rays
which pierce the screen to connect out-of-game light sources to in-game objects
and architectures.
The shadows produced by the Move evoke the flickering lamp flame from Pliny’s
account of Butades’ daughter, but rather than assume a visual symmetry between
silhouette and object (the way in which this myth has been traditionally depicted
in various paintings), the game reveals the dissonance and distortions that
prevail in the world of shadows.
[13] In
Echochrome II, the player can adjust the light source in order to form
a kind of anamorphic shadow play. If a player positions the controller at a
particular angle, in the same way a viewer might position her body in relation to
The Ambassadors, the game will reveal hidden,
albeit banal, images (e.g., a smiling face, a snake, etc) simultaneously
converting previously insurmountable obstacles into more conventional 2D platforms
for the player-controlled “cast” to hop, skip, and jump across (
see Figure 8). Just as Butades used the shadow traced
by his daughter to cast a relief portrait,
Echochome
II conflates silhouette and sculpture to model not earthen effigies but
polygonal pathways. These digital-born projections not only operate according to
the pictorial logic of two-dimensional shadow play, but are assigned an autonomous
physics and materiality distinct from the original objects. The glowing orb
simulates a cycloptic eyeball, projecting unique perspectives as the player learns
how to alter the angle of the light source in order to play along with the fantasy
of mastery over distorted, anamorphic images.
Both Echochrome and Echochrome
II produce spatial effects that are unique to the logic of the
computer, but they depart from the memento mortem mortis by
generating puzzles as a “solvable enigmas.” Both games encourage the player
to participate in a fantasy of mastery by simulating of anamorphic effects within
a deterministic game-space. Whereas anamorphic painting requires a player’s body
to physically adjust in relation to the object, these videogames produce
anamorphic encounters through in-game camera rotation. Echochrome doesn’t actually require a bodily perception of space, but
uses perspectival rendering in a way that mimics anamorphosis. Similarly, Echochrome 2 simulates a perspectival “eye” as a
single point in space through using Sony’s Move. In this sense, players only see
the shadow play of Echochrome 2 second hand. Rather
than activating perspective through vision, they render the gaze of a cycloptic
eye, adjusting the Move controller in order to project perspectival imagery onto
the screen. Though the Echochrome games require
haptic input, the mathematical transformations depicted in each polygonal space do
not engage an expanded field of affective, bodily experience and instead work to
reinforce the hegemony of vision through a user-friendly design. The visual
distortions are framed in such a way that any sense of a radical encounter with
the memento mortem mortis is as repressed as it is with
conventionally perspectival renderings.
levelHead: A Multi-Dimensional Memory Palace
Echochrome II is designed to function with (and
market) a specific commercial remote: Sony’s PlayStation Move. The most recent
generation of console controllers, inspired by the success of Nintendo’s
unconventional Wii Remote, challenged the joystick-button and mouse-keyboard input
combinations that have served as the industry standard in human-computer interface
design. New hardware like the Wiimote, Move, and Microsoft’s Kinect are beginning
to expand players’ attention beyond their two thumbs by incorporating motion
tracking and gesture recognition. Despite explicitly reframing input in terms of
the body, these technologies fall under the category of “natural user
interfaces” or NUIs that rhetorically reinforce a conventional understanding
of immersivity and interaction in which the body is rendered invisible and vision
is transformed into a mathematical abstraction. Amidst this technological turn
toward the natural, independent artist Julian Oliver has designed a game and
control scheme that does not take standard forms of interaction for granted.
In 2007, Oliver created
levelHead, an interactive
installation exhibited in museums and galleries as well as on home computers (
see Figure 9).
LevelHead
combines color-coded and patterned cubes with custom, open-source software and a
webcam to motion track and replace the six unique “quick response” or QR
codes of each cube with three-dimensional, interactive architecture. The result is
a large, real-time video projection that displays the player's hands interfacing
with the virtualized cubes, each facet filled with internal geometries. The cubes
serve as both screens and joysticks, and, as with
Echochrome and
Echochrome II, the
player's physical gestures and positioning change the perspectival viewport to
propel a small, white, humanoid silhouette through a six-sided interior space.
This unassuming avatar, like the minimally-designed “cast” featured in the
Echochrome series, follows the path of least
resistance based on the angle at which a user holds each cube. By tilting the
cube-controllers, the player indirectly steers the small silhouette that behaves
like an automaton or dummy, a lost soul wandering aimlessly through shifting
architecture. The cubes work in sequence, each containing six three-dimensional
rooms overlaid within the same physical space for a total of eighteen rooms. By
tracking objects and actions instead of interfacing with standardized controller
input and by projecting the results back on that which is being sampled, Oliver’s
augmented reality game extends the perspectival space of the screen to the
physical environment and vice versa.
LevelHead presents the inside of the cube as if it
were a shadowbox, but when the player adjusts any QR-encoded face captured by the
camera, an entirely different space appears. The challenge of levelHead is to imagine six simultaneous rooms within the geometry of
the box in hand. This difficulty, as Oliver has written, is complicated when one
must remember the spatial organization of six discrete geometries despite the fact
that they are not simultaneously present or interconnected in a way that is
physically possible. The logic of the cube’s architecture, therefore, must be
constructed out of a different set of haptic cues, engaging with the wrist and
hand rather than the screen and eye:
The tangible interface aspect becomes integral to the function of recall...[A]s
the cube is turned by the hands in search of correctly adjoining rooms
muscle-memory is engaged and, as such, aids the memory as a felt memory of
patterns of turns: “that room is two turns to the left when
this room is upside down” [
Oliver 2009].
Although Oliver offers a walkthrough on YouTube, he notes that the game is “very difficult” and, given the two-minute time limit to
finish each puzzle, it is doubtful many have fully toured what he calls “the apartment”
[
Oliver 2009]. Thus, for the vast majority of players, engagement
with
levelHead comes closer to producing an
experience of Hansen’s digital ASW and engaging the
memento mortem
mortis than
Echochrome. The cube-controller
each player holds inevitably transforms into a kind of virtual skull, a reminder
of an anamorphic discrepancy between eye-hand coordination and camera-computer
calculation.
When grasping the “level heads,” hands and wrists quickly organize each cube
into a coherent program that does not necessarily comply with what the eyes see.
As Oliver points out, the body grounds the player’s frame of reference, yet she
grapples with a space removed from standard forms of orientation. There is a
palpable disconnect between what the player feels holding the solid cube and what
she sees projected. The incommensurability between haptic and optical feedback
recalls
skulls. Were a viewer to close her eyes and
place her hands on the sculptures, the digital-born objects would resolve to the
touch, yet the visual distortions throw off the viewer’s equilibrium to produce
the feeling of a digital ASW.
LevelHead makes a game
out of negotiating haptic orientation with a visual and cognitive disorientation
and dramatizes what Andy Clark and David J. Chalmers characterize as “the externalization of thought”
[
Clark 1998, 8].
In “The Extended Mind,” Clark and Chalmers cite a 1994
study by David Kirsh and Paul Maglio in which participants were asked to play the
game
Tetris (1985). Data was collected in three ways:
(1) the unobtrusive sampling of real-time keystroke data as advanced,
intermediate, and novice gamers played
Tetris, (2)
tachistoscopic tests of the same subjects performing mental rotation tasks related
to
Tetris, and (3) an “expert
system” called
Robotetris built as a
machine control for the experiment [
Kirsh 1994, 518]. After
comparing the results of these three groups, Kirsh and Maglio discovered that when
enabled by environmental as well as bodily support, the human operators were far
more efficient. Using a controller, participants performed the operation in 300
milliseconds (200 milliseconds to press a button, then 100 milliseconds for the
screen to refresh) while it took around 1000 milliseconds for the same result to
be achieved mentally (measured with standard tachistoscopic tests). For Clark and
Chalmers, this study empirically demonstrates how cognition exceeds not only the
mind, but the hand as well — consciousness co-developing in concert with body and
environment.
While Kirsh and Maglio explain how prosthetic technology transforms cognition
using the example of Tetris, the videogame itself was
designed with a model of vision independent of haptic engagement. For most
videogames, the screen is treated as invisible or transparent and gamers assume
the pixels and polygons are accurate representations of the game-space.
Conversely, the ability to recall space in levelHead
is overtly dependent on both the body and a series of external apparatuses
precisely due to the fact that the architecture produced in the game cannot be visualized accurately in three-dimensional
space. As Oliver emphasizes in an artist statement, the muscle memory of the hand
is indispensable for successful navigation of the game’s paradoxes. While seasoned
players of almost any videogame are acutely aware of the operation and
indispensability of muscle memory, most game design still relies on a model of
autonomous visual memory (i.e., observing a visual space enables the player to
form an abstract mental model). This is one of the unique aspects of levelHead which does not take hand, body, or
cube-controller for granted or treat them as merely instruments for executing
orders. Oliver’s game is built around the assumption that all the interactions
within this cybernetic system are a necessary pre-condition for comprehending and
traversing the environment.
The Tetris study erodes the Cartesian model of
mind-body dualism, demonstrating a distributed model of cognition that puts
pressure on the question of where the body stops and the rest of the world begins.
Ironically, this example of situated cognition is constructed around a cognitive
aporia. The incommensurable gulf between the processes of a computer and the
embodied engagement of the human is also necessary for the cybernetic system to
function: the hyphen in human-computer interaction signifying this chasm. Thus,
Oliver’s “level heads” tilt and twist into versions of the smeared skull,
challenging the player to peer into an irresolvable and paradoxical architecture.
Clutching this existential object, a clear memento mortem mortis, the
player glimpses into a space beyond human thought, beyond the debates of “to be
or not to be” into a dimension where these questions are rendered
insignificant.
Beyond the simulated cameras and on-screen architecture of
Echochrome,
levelHead extends anamorphic
distortion to the embodied space of the human viewer. By creating a mathematical
projection in which six interconnected rooms co-exist within the same
three-dimensional space,
levelHead inverts the
standard notion of projection and plays with a kind of fourth-dimensional logic.
In the virtual space of the screen, these three-dimensional rooms exist within the
same cube, overlapping each other. Although only one room is visible, the player
can imagine the cube functioning like a tesseract or hypercube. The player must
imagine six three-dimensional cubes contained within the cube she holds in her
hand, although only one set of three-dimensional coordinates is observable at any
time. These rooms simulate a fourth-dimensional space. This conceptual abstraction
functions as a rhetorical device that stands in for the player’s encounter with
the alien and inaccessible ontology of the everyday technological objects with
which we surround ourselves. Anamorphosis becomes a means to aestheticize this
encounter with what Ian Bogost has called the “alien
phenomenology” of the computer (a concept we discuss further below) [
Bogost 2012].
Miegakure: A Garden of Many Forking Dimensions
While
levelHead’s disorienting architecture implies a
fourth-dimensional space and marshals the
memento mortem mortis to
allegorize this potential, Marc ten Bosch’s
Miegakure: A
Garden in Four Dimensions (in development) directly incorporates
four-dimensional theory into its game design philosophy. Both
Echochrome and
levelHead experiment with
perspectival systems in which the laws of two- and three-dimensional perspective
overlap with each other.
Miegakure, on the other
hand, adds one more spatial register in order to attempt to create a
four-dimensional puzzle platformer (
see Figure 10).
Although visualizing the fourth dimension stretches the very limits of human
perception, it is relatively simple to represent mathematically. It is a space
where the abstractions of math and physics discourse freely and the human body may
be able to affectively register interdimensional shifts subconciously, but
perspectival vision is more or less left in the dark. For this reason, the fourth
dimension has been a curiosity for artists wishing to critique the ocularcentrism
of classical perspective and Cartesian space. In her work on fourth-dimensional
theories of twentieth-century art, Linda Dalrymple Henderson writes that “the fourth dimension was a concern common to artists in nearly
every major modern movement” because it “encouraged
artists to depart from visual reality and to reject completely the one-point
perspective system that for centuries had portrayed the world as
three-dimensional”
[
Henderson 1984, 205]. Though many visual artists throughout
the twentieth century have dabbled in four-dimensional theory, from multi-point
and non-perspectival Cubist renderings to Surrealist explorations of scientific
theories like the non-Euclidian spatial geometries of Henri Poincaré, ten Bosch
takes his inspiration from Edwin Abbot Abbot’s
Flatland: A
Romance of Many Dimensions (1884), a nineteenth-century novel narrating
a square’s journey through one-, two-, three-, and eventually four-dimensional
space.
Faced with the paradox of representing the non-representable, ten Bosch’s strategy
is to create a game-space in which each three-dimensional coordinate contains not
three, but four points of information. As written on his website, “at the press of a button one of the dimensions is exchanged with
the fourth dimension, allowing for four-dimensional movement”
[
ten Bosch 2011]. Thus, a block situated within a three-dimensional
grid will appear to magically “smear” across the screen by substituting a
given coordinate for a hidden fourth point in another space. Mathematically, one
can make n-dimensional objects by simply adding more and more coordinates
alongside the traditional designations for width, height, and depth. What exists
as a computational abstraction cannot be visually modeled on the two-dimensional
screen but the process of substituting alternate sets of data symbolizes the
traversal between four spatial dimensions.
Marc ten Bosch does not treat this relationship between gameplay and
fourth-dimensional physics merely as a form of symbolic substitution. He
hubristically proposes that
Miegakure grants access
to the fourth dimension, allowing players to “experience it
first-hand, using trial and error, as opposed to being told about it”
and promotes a fantasy of mastery, colonization, and control over four-dimensional
space [
ten Bosch 2011]. Despite his ambitious claims, the deeper
significance that will ultimately be gained from the game is not a
“first-hand” knowledge of the fourth dimension, but its computational
processes. And it is in this respect that
Miegakure’s
fantasy of traversing the fourth dimension becomes a metaphor for traversing the
microtemporal repetitions and vast spatial scale of informatic systems. The
gameplay of
Miegakure recalls Hansen’s claim about
the way in which the anamorphic space of
skulls
stands in for the “weird logic and topology of the
computer”
[
Hansen 2006, 202].
In
Gaming: Essays on Algorithmic Culture (2006),
Alexander Galloway persuasively argues that videogames are “allegories of control”; they are cultural objects which rhetorically
present themselves as sources of interactivity and agency, yet in doing so conceal
the “protocological network of continuous informatic
control” under which individuals now live [
Galloway 2006, 106]. Computer games ultimately subsume the player within a strict
system of rules that allegorize contemporary informatic culture at large. One
might further add that videogames function not only as allegories of control, but
as allegories of the beyond. And this is the logic of the
memento mortem
mortis. By presenting a set of computational processes as rules for
organizing play, videogames invite players to discover the limits and affordances
of a given game-space and along the way produce reminders of the death of death.
To play a game is to test a nonhuman system, to uncover (and be uncovered by) the
codes that will produce both experiential dissonances like the digital ASW while
opening fields for philosophical speculations. In this way, play is co-developed
through a mutual enterprise of “becoming computational.” In
Miegakure, the fourth-dimensional exercises depicted in
the game’s diegesis and its computational dynamics are interlinked. In this way,
Miegakure establishes a tidy homology between the
fourth spatial dimension and the internal workings of a computer by placing them
within the same experiential register: at the limits of human perception. By
attempting to colonize computational space through the insertion of a human
agency,
Miegakure adopts the ambitious premise that
the formal topology of computational space can be manipulated, controlled, and
conquered absolutely (when, as Galloway observes, videogames in fact excel at
accomplishing the opposite) [
Galloway 2006, 106]. Ten Bosch’s
game delights in the telic fantasy of extending the human agency into spaces and
places where it does not belong.
The gap between what is possible to represent in mathematics and what is sensible
within human phenomenology is the inspiration for Quentin Meillassoux’s concept of
“the great outdoors” in
After Finitude
(2008). Rather than thinking of the great outdoors in the tradition of Caspar
David Friedrich and those works of art which situate the human subject amongst the
overwhelming sublimity of nature, Meillassoux uses the expression to refer to a
universe that persists beyond the horizon of human correlation writing “[t]his is the enigma which we must confront: mathematics' ability
to discourse about the great outdoors; to discourse about a past where both
humanity and life are absent”
[
Meillassoux 2008, 26]. “Miegakure,”
ten Bosch clarifies, is Japanese for “hide and reveal”
and refers to a specific gardening technique used in Japan [
ten Bosch 2011]. The game is set within a Japanese Zen garden, evoking
a space of contemplation and relaxation as the player ponders mathematical
abstractions and inter-dimensional ontologies. Like Mark Z. Danielewski’s
House of Leaves,
Miegakure’s
four-dimensional gardening techniques conjure a space that is paradoxically larger
on the “inside” than the outside. The objects in the garden interweave with
one another and expand through multiple dimensions. The gardening metaphor is
particularly apt because a garden not only represents a space of contemplation,
but one of control and the domestication of nature. Ten Bosch's game can be read
as an attempt to domesticate a computational wilderness, to seize the great
outdoors, and till the land such that it falls back under the purview of human
experience and agency. By creating a morphology between anamorphic techniques and
the great outdoors,
Miegakure pushes anamorphic games
into the next speculative dimension by procedurally rendering an allegory of the
beyond.
Conclusion
Alien Phenomenology and the Entelechy of the Weird
The fascination with a computational wilderness, the great outdoors of digital
space, is what games scholar and designer Ian Bogost has developed into a
philosophy he calls
alien phenomenology. Synthesizing the recent
proliferation of ideas falling under the category of Speculative Realism, and
specifically engaging with Graham Harman’s version of Object-Oriented Ontology,
Bogost’s
Alien Phenomenology (2012) embraces the
alien nature of quotidian material objects. He passionately describes how the
material world of objects and things has been de-privileged in the face of the
sturm und drang of human drama. According to Bogost:
If we take seriously [Graham Harman’s] idea that all objects
recede interminably into themselves, then human perception becomes just one
among many ways that objects might relate. To put things at the center of a new
metaphysics also requires us to admit that they do not exist just for us [Bogost 2012].
These concealed and re-distributed relations underwrite Bogost’s construction of
an alien phenomenology. He declares that “[t]he true alien
recedes interminably. It is not hidden in the darkness of the outer cosmos nor
in the deep sea shelf, but in plain sight, everywhere, in everything”
[
Bogost 2012]. This insight opens the question of how the behavior
of humans is transformed as a result of this reconfigured relation to objects. The
answer Bogost offers is
wonder: “[d]espite all
the science fictional claims to the contrary, the alien is different. One does
not ask the alien, ‘Do you come in peace?’ but rather, ‘What am I to
you?’ The posture one takes before the alien is that of curiosity, of
wonder”
[
Bogost 2012]. Bogost attempts to reinscribe a sense of respect for
the mysteries of quotidian objects — for the alien that does not arrive from a
galaxy far, far away but is part of our everyday lives. The “alien is everywhere” and perhaps this is most deeply felt when
attending to what peers back from the remote space of a computer [
Bogost 2012].
Bogost’s response to this call of the wild is to practice wonder, but this is by
no means the only answer philosophers have posited. On the other hand, is not
horror the obverse of wonder? Horror comes closer to the feeling Hansen describes
as the digital ASW and what Eugene Thacker articulates in his recent book,
After Life (2010). In
After
Life, Thacker explores the philosophical concept of life and living.
Also informed by the recent explosion of speculative philosophies which redirect
philosophical inquiry away from the human towards “a politics
of life in terms of the nonhuman or the unhuman,” Thacker turns to the
fantasy writing of H.P. Lovecraft to find creative models for thinking that which
exists beyond thought [
Thacker 2010, 5]. Lovecraft, he argues,
“presents the possibility of a logic of life, though an
inaccessible logic, one that is absolutely inaccessible to the human, the
natural, the earthly, an ‘entelechy of the weird’
”
[
Thacker 2010, 23]. What Thacker identifies as “weird” in
Lovecraft’s writing, is the same speculation at work in the anamorphic gameplay of
videogames that attempt to test or allegorize the limits of human experience.
While Lovecraft attempts to name the unnamable, these games convey the sense of
playing the unplayable. As Thacker writes, “the weird is the discovery of an unhuman limit to thought, that is
nevertheless foundational for thought. The life that is weird is the life
according to the logic of an inaccessible rift, a life ‘out of space and
time,’ and life of ‘extra-dimensional biologies’
”
[
Thacker 2010, 23].
Whether using terms like “weird,”
“eccentric,”
“alien,” or “anamorphic,” these ideas attempt to resituate the place of
the human within a more complex cosmology of objects (Levi Bryant’s term for this
is “flat ontology” and Bogost revises this slightly
with his theory of “tiny ontologies”) [
Bryant 2010]
[
Bogost 2012]. The strange spaces navigated in videogames like
Echochrome,
levelHead, and
Miegakure allegorize the
incomprehensibility of a computer; they create expressive systems that point to
the profoundly alien nature of the technological objects that are such an integral
and often ignored aspect of contemporary culture. Yet, despite the ubiquity and
embeddedness of computers within the economic, social, and even biological strata
of everyday life (at least on one side of the digital divide), the games examined
here perform the friction produced as a result of the irreconcilable alterity that
defines technological objects. As a way of assuaging the anxiety of discovering
one lives on an alien planet, games like
Echochrome,
levelHead, and
Miegakure present defamiliarized spaces and propose that
the abyss that separates humanity from the mysterious black box of technology is,
in fact, navigable. In these games, the computer is not so much a Lovecraftian
monster, but a kind of riddle or enigma, troubling but potentially solvable. The
fundamental paradox of these “anamorphic games” is that they ultimately
subsume alternate worlds into a playable world. They present imagery and gameplay
referencing the “great outdoors” but packaged specifically for the human
player. Their controls fit into the palms of human hands and their screens cast
wavelengths of light within the spectrum of human vision. In this respect, and
based on the fundamentals of game design, the videogames presented in this essay
actively resist what could be called a kind of speculative gaming. The
memento mortem mortis is still only a reminder that tentatively
motions toward a nonhuman heart at the center of all material media. Like
Holbein’s
The Ambassadors and Lazarrini’s
skulls, these anamorphic games deploy a
memento
mortem mortis to create metaphors for a computational wilderness,
reminding their users of both their experiential limitations and the limitations
of technological understanding.
If one were tasked to develop a game completely indifferent to an end user, what
would this speculative game look like? Would it participate in a mutual withdrawal
of both player and game, or would it place both game and player at incommensurable
odds with one another? In much the same way the anamorphic lens can be said to
neither reflect nor refract light, but rather trap the gaze, the speculative game
would serve as a black hole. Speculative games cannot have a user, they cannot be
used or even be thought by the player. The software discussed in this paper
challenges the viewer, not to perceive the imperceptible or conquer otherworldly
domains, but to simply begin speculating on the possibilities of such dimensions
of existence. The result is that these are not so much speculative games, as they
are games of speculation.
Notes
[1] In Jay
David Bolter and Richard Grusin’s Remediation
(1999), the concept of “immediacy” is treated as a powerful fantasy bound
in a complex relationship with “hypermediacy.” Immediacy is the desire for
a completely transparent mode of communication through an interface that
renders itself invisible to the user while hypermediacy draws attention to the
multiple and interconnected layers of mediation at work in an object. As Bolter
and Grusin write, “[o]ur culture wants both to multiply its
media and to erase all traces of mediation: ideally, it wants to erase its
media in the very act of multiplying them”
[Bolter 1999, 5]. This paradoxical “double logic” has
dominated popular imagination throughout the history of Western art and
continues to inform the development of image-making technologies from painting,
photography, and film to computer graphics, interface design, and virtual
reality. The desire for immediacy is expressed by the privileging of linear
perspective which Bolter and Grusin argue “is still
regarded as having some claim to being natural...Meanwhile computer graphics
experts, computer users, and the vast audiences for popular film and
television continue to assume that unmediated presentation is the ultimate
goal of visual representation and to believe that technological progress
toward that goal is being made. When interactivity is combined with
automaticity and the five-hundred-year-old perspective method, the result is
one account of mediation that millions of viewers today find
compelling”
[Bolter 1999, 30]. [2] It has been
suggested that the The Ambassadors was originally
hung at the top of a staircase and that glimpses of the skull could be caught
upon approaching the painting from the bottom left. Turning around upon
descending the staircase would also reveal a concealed skull.
[3] Jacques Lacan writes in
the Four Fundamental Concepts of Psychoanalysis
(1973) that the anamorphic distortion gives access to “a
dimension that has nothing to do with vision as such — something symbolic of
the function of the lack”
[Lacan 1998, 88]. Read psychoanalytically, Holbein’s
anamorphic skull is a “trap for the gaze” into which the subject
disappears. Lacan ultimately concludes his chapter not by distinguishing
anamorphosis from traditional perspective, but by arguing that it demonstrates
what is implicit in all image production (and by extension the concept of a
stable Cartesian subject): “In any picture, it is precisely
in seeking the gaze in each of its points that you will see it
disappear”
[Lacan 1998, 89]. [4] In Tool-Being: Heidegger and the
Metaphysics of Objects, Graham Harman re-imagines Martin Heidegger's
philosophy of objects and the distinction between “readiness-to-hand” and
“presence-at-hand.” The concept of “readiness-to-hand” is
generally used to refer to the way in which objects are not seen in themselves,
but only in terms of their relationship and utility to humans. Thus, the cup is
not understood as an object in itself, but defined instead based on its ability
to hold liquid. When a cup breaks and becomes “presence-at-hand,” an
encounter with the pure presence of the cup as a being in itself can then
occur. The ontology of objects is defined in terms of and against their
relevance human users. Harman resists the reduction of objects to human
phenomenology and proposes that “the famous tool-analysis
holds good for all entities, no matter how useful or useless they might be.
Beings themselves are caught up in a continual exchange between
presence-at-hand and readiness-to-hand”
[Harman 2002, 4]. According to Harman, Heidegger’s thinking
implicitly contains a far more radical ontology of objects than has been
previously assumed. He builds an “object-oriented ontology” around the
idea that objects have a kind of secret life in which they “withdraw from human view into a dark subterranean reality that never
becomes present to practical action any more than it does to theoretical
awareness”
[Harman 2002, 1]. [5]
While a novice player may find the side-scrolling environments of a game
like Super Mario Bros. (1985) uncanny and
baffling, the goal of Shigeru Miyamoto and Nintendo’s developers has always
been to create worlds in which the spatial and temporal mechanics can be
quickly apprehended and then taken for granted in order to engage in other,
more digestible operations. For example, two-dimensional spatializations
such as moving left to right (as one might read English or advance forward
in the first quadrant of a Cartesian grid) or climbing from bottom to top
were exploited by and reinforced in early arcade games and influenced
Nintendo’s original titles. However, in The Legend Of
Zelda (1986), it is only custom and visual literacy that prevents
a player from thinking that the player’s avatar, Link, is not floating
through a 2D space, a gravityless version of Super
Mario Bros. In Legend of Zelda,
rather than assuming the perspective of a side-scrolling cross section, the
horizontal and vertical axes correspond to the cardinal directions of an
orthographic, bird’s-eye view map. Link’s movement is multi-directional, a
significant feat at the time allowing him to walk North, South, East, and
West rather than forward, backward, up, and down. While there is nothing
necessarily intuitive or natural about this spatial mapping,
the game was designed to mitigate the strangeness of navigating this
artificial world rather than draw attention to its eccentricities.
In The Legend of Zelda (1986), there are two
in-game locations that explicitly defy Cartesian cartography: the Lost Woods
and the Lost Hills. When traveling through these single-screen mazes, Link
finds himself endlessly looping, temporarily arrested by a classic gaming
trope. Like Asteroids (1979) and Pacman (1980), if the player’s avatar crosses the
edge of the screen, it appears immediately on the opposite side as if
teleported instantly from one side of the level to the other. This looping
effect is initially counterintuitive because of the morphology of the flat,
two-dimensional screen but becomes more and more comfortable as player’s
adjust their spatial expectations to the particularities of each game-space.
The mazes in The Legend of Zelda are relatively
straightforward to program. A series of conditional “if” statements
dictate which sequence of directions lead Link out of each repeating
landscape. Yet, the mathematical certainty and programmatic simplicity of
the Lost Woods and Lost Hills generates complex and sometimes paradoxical
topologies. Were a player to attempt to map the twists and turns traversed
while rambling through the woods or hills, she would find the geometry of
each maze does not cohere with the map of Hyrule. In this case, procedural
and haptic logics defining the game-space do not render coherent visual
schema. Whether the player realizes it or not, each looping space maps not
to the flattened grid on which the rest of Hyrule is mapped, but instead to
the topology of a three-dimensional torus.
[6] The emergence and celebration
of the “cut-scene” in the late nineties is perhaps the most egregious way
in which games have attempted to translate filmic storytelling into videogame
narratives. A survey of the most anticipated games shown at this year’s E3
confirms that Nideffer’s observations remain relevant as mainstream games are
dominated by Hollywood-style visual and narrative logic. The showpieces are
comprised of games like Mass Effect 3 (2012),
Modern Warfare 3 (2011), Battlefield 3 (2011), Uncharted 3
(2011), and Far Cry 3 (2012), which tempt players
with the promise of the richest and most filmically immersive graphics on the
market. The ubiquity of the series, as seen in the overwhelming number of game
franchises, further demonstrates the conservative conditions under which
mainstream games operate. There is generally less stigma attached to videogame
sequels when compared to other media as both programmers and gamers alike seem
to have a higher tolerance for seriality and repetition. The computational
processes driving most games (and software at large) can be easily expanded,
modified, and resold — there is always a substantial amount of exchange and
appropriation in games at the level of code. Moreover, a game’s narrative is
frequently regarded as peripheral to enjoyment of the software compared with
modifications of gameplay. As a result, commercial studios are more reluctant
to take million-dollar risks on untested intellectual property than simply
revise an already-vetted formula when there is less pressure from the market to
do so.
[7] This generation included notable systems like
the Sega Saturn (1994), the Sony PlayStation (1994), and the Nintendo 64 (1996)
which ran at least 32-bit graphic processors in order to render the real-time
polygonal meshes that make up the perspectival spaces of 3D games.
[8] Nintendo’s transition from 2D to 3D games demonstrates the
challenges of adjusting to these new spaces. Remembering the difficult launch
of Super Mario 64 (1996), a release title for the
Nintendo 64, Shigeru Miyamato remarked in a conversation with Nintendo’s CEO
Satoru Iwata that the reason why 3D action games were unpopular was because of
how common it was for “people to get motion
sickness” and that it was “easy to get lost in
the playing field”
[Iwata 2011]. Hansen likens the feeling of the digital ASW to
motion sickness and, in the case of videogames, this is precisely the medical
condition a significant number of uninitiated players experienced upon first
exposure to 3D graphics. Despite dramatic advancements in graphic processing
technologies and the growth of audiences desiring to play in 3D virtual worlds,
the difficulty of acclimatizing players to these spaces remains. Even today,
particularly amongst Japanese consumers, Nintendo's 2D titles consistently
out-sell its 3D counterparts. Both Super Mario
Galaxy (2007) and New Super Mario Bros.
(2006), for example, were released around the same time and both were
critically acclaimed; yet the side-scrolling platforming game sold two and a
half times more copies than Super Mario Galaxy.
Super Mario Galaxy was one of the first games
to incorporate eccentric gravity and spherical levels into its design. In his
interview with Miyamoto, Iwata comments, “[A]t the time, I
did not fully understand its benefits. I knew right away that visually
[Super Mario Galaxy] would look great. But
its true value was beyond what could be seen with the eyes, it was something
that I hadn’t realized”
[Iwata 2011]. Both Miyamoto's remark on motion sickness and
Iwata’s observation on the way in which the effects of spherical space
transcend visuality indicate an awareness of how the body functions while
playing these games. The visual is only a small part in a much more
comprehensive bodily engagement with digital space. [9] In the world of Echochrome, the three-dimensional architecture reinforces the logic
of the two-dimensional screen like Nintendo's 2007 release of Super Paper Mario (2007) for the Nintendo Wii, Kuju
Entertainment's Zoë Mode development studio's 2007 release of Crush (2007) for the PSP, Polytron Corporation’s
premier XBLA title, Fez (2012), and DigiPen
Institute of Technology's eagerly awaited student game, Perspective (forthcoming).
[10] Terry Harpold also
makes this observation in Ex-foliations: Reading Machines
and the Upgrade Path (2009) when he examines the default desktop
wallpaper of Windows XP known as the “Bliss Screen,”
a vista composed of rolling grass and blue sky. Noting the uncanny connection
between this pastoral imagery and Freud’s description of an alpine meadow in
his 1899 essay “Screen Memories,” Harpold analyzes
the advertising surrounding the release of the OS. One television commercial
sets Madonna’s “Ray of Light” against images of
euphoric Microsoft users “diving” through the screen in order to soar
through (indistinguishable) physical and virtual spaces to the amazement of
those looking on who have yet to test the GUI for themselves. The rhetoric of
unmediated immersion and of a deep perspective, which the advertisement deploys
in order to present the computer screen as a perspectival “window,”
renders invisible the complex and contradictory non-linear visual organization
that truly comprises the Windows GUI [Harpold 2009, 238–41]. [11]
The Ambassadors also illustrates the tension
between material surface and illusionistic depth. Applying the rhetoric of
window and screen that Friedberg articulates, one can imagine viewing the two
ambassadors as an act of looking through a virtual window. This fantasy is
disrupted, however, through the presence of the smeared skull. The skull does
not exist within the three-dimensional space of the painting, but instead
appears as an object that is literally not of that world, or, as Hansen writes,
an “envoy from elsewhere”
[Hansen 2006, 202]. The fact that Holbein’s skull does not
inhabit the same virtual plane is reinforced by the fact that its shadows are
not cast from the same light source. It is as if an imaginary pane of glass
covers this “window” and the skull has been smeared over its transparent
surface. There is a figure/ground oscillation as the painting moves between
drawing attention to itself as a window as well as a screen. This hypermediated
effect of The Ambassadors, in which multiple
lighting sources create layered windows into heterogeneous visual orders is
also at work in Echochrome. [12] The Sony Move is part of the latest generation
of controllers for mainstream consoles and competes with other motion-control
sensors such as the Wii Remote and the hands-free Kinect for the Xbox 360. The
Kinect is a human interface device that is able to track real-time 3D video
using a grid of infrared laser beams. It reads the physical gestures and voice
commands of the player. These technologies call attention to the player’s body,
situating them much more explicitly in a spatial relationship to the games
being played. Unlike The Ambassadors and skulls that unsettle the human body through the
tension produced between the virtual and the physical, these controllers
attempt to suture the two realities together in a way that appears seamless and
intuitive.
[13] Continuing this minor tradition of “shadow
play” alongside Echochrome II, the more
experimental offerings from the independent developers producing Closure (2012) and Unfinished
Swan (2012) focus on shadows as their main game mechanic. In the
Flash-turning-console game Closure, a puzzle
platformer which follows Echochrome’s
what-you-see-is-what-you-get logic, designers Jon Schubbe and Tyler Glaiel
program onscreen objects that physically persist only if illuminated. In the
procedural architecture of Closure blackness
is nothingness — any unlit object simply ceases to exist
allowing the childlike player-character to tiptoe through dimly lit walls and
tumble through shadows cast on the floor. Recalling the aesthetic of Edward
Gorey’s Gashlycrumb Tinies (1963) and, like Limbo (2010), following lone children through
Purgatory, Schubbe and Glaiel present a child’s-eye view of a world turned
black and white, a world in which anamorphic light and shadow distort physical
reality. Like the reader of Gashlycrumb Tinies,
the player uncovers the many ways in which she can plunge into nothingness.
Lying at the opposite end of the color spectrum, The
Unfinished Swan is an experimental prototype developed by Giant
Sparrow. The game is a first-person shooter set in a field of blinding
whiteness. Luckily, the player wields a kind of paint or shadow gun used to
differentiate the otherwise invisible geometry of each level as one progresses.
In both Closure and Unfinished Swan, 3D space and the architecture therein do not exist
without some form of anamorphic shading.
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