Eskelinen: Playing the Game of Theory
Cybertext Poetics is an extraordinarily ambitious
work whose argument successfully challenges the explanatory power of current
literary theories for digital practices. A few chapters into Eskelinen’s book,
the reader will begin to realize the scale of what he is up to, and to
understand the momentous implications of this book. This is not simply a lucid
expansion of Espen Aarseth’s theory [
Aarseth 1997] about
cybertextual ergodicity, or a postmodernist post-digital critique of narratology
informed by transmedial modes and game ontologies.
Cybertext Poetics offers a systematic reconceptualization of basic
categories of literary theory in the light of a large array of new media
positions which imply a decentering of print narrative as the main model for
literary theory. Eskelinen’s critique of classical and postclassical narratology
(chapters 6 through 12), for example, shows how cybertextually-challenged those
theories are for ignoring many twentieth-century textual experiments that
precede programmable media. Once narratological categories are tested upon
Oulipian works or upon programmable digital works, they begin to show several
shortcomings. A premise of Eskelinen’s approach is that the permutational
aesthetics of both print-based Oulipian works and programmable new media works
activate a number of cybertextual dimensions that have yet to be accounted for
in narratology.
The 20 chapters of the book are neatly divided into short sections that allow for
multiple entries into the two main strands of its genetic code: narratology and
ludology. Eskelinen is systematically rigorous in his description of the many
categories that he borrows from the vocabularies of others, meticulous in his
critiques, and insightful in highlighting the cybertextual features of specific
works as arguments for revising, refining, and expanding those categories. As
readers move back and forth between main text and endnotes, they will gradually
begin to grasp Eskelinen’s mapping of the combined territories of narratological
and ludological studies, his familiarity with a significant corpus of
experimental and digital literary practices, his impressive analysis of computer
games and playability, and his thorough knowledge of literary and new media
theory. Here is the Aristotle of the digital age. This is a book that no
literary theorist or new media scholar can afford to ignore: a balanced survey
of the field coupled to an ambitious and original contribution which will steer
theoretical discussion for the next decade.
In order to understand the implications of Eskelinen’s title, we should recall
the specific meaning of cybertext, which he adopts from Aarseth’s
1997 study: cybertexts are works that have ergodic features, i.e., works whose
material and verbal instantiation is not completely determined until an
extranoematic intervention by the user/reader occurs. The discontinuity between
textonic and scriptonic strings of signs is another defining feature of
cybertexts, one that has been increasingly explored in programmable media.
Texton/scripton difference, user interactive manipulation, reading-time
temporalities, and kinetic transience and mutability of programmable texts can
have many different forms, but their major consequence is that a whole new set
of variables has come to define the textual situation. Cybertext Poetics attempts to think through multiple permutations
of that set of variables in ergodic and non-ergodic texts in both print and
digital media, with a particular emphasis on supplementing and revising standard
narratological categories. Actual cybertexts – such as Stuart Moulthrop’s Hegirascope (1995) and Reagan
Library (1999) or Wardrip-Fruin et al.’s The
Impermanence Agent (1998-2002) – as well as potential cybertexts
resulting from possible combinations of the proposed variables, are used for
showing the limits of current narratological categories. Print narratology thus
becomes a subdomain of cybertextual narratology.
In Chapters 5 through 10, Eskelinen puts classical (Gerard Genette) and
post-classical narratological theories (Brian McHale, Monika Fludernik, David
Herman) to the test by applying them to print and digital cybertexts. The
narratological categories of tense, mood, and voice are critically refined to
accommodate the possibilities created by the seven cybertextual dimensions of
textual dynamics, determinability, transience, perspective, access,
links, and
user function
[
Eskelinen 2012, 62–63]. This refined cybertextual
narratology should be able to account for new textual combinations and
possibilities which imply (1) expanding the relations between registers of time
(system time, reading time, story time), orders of time (
achronies,
polychronies, linear, non-linear, random), durations of time
(
pseudo-time, true time), and between system and reading time
(
aspect, duration, frequency, speed) [
Eskelinen 2012, 133–163]; (2) expanding the categories of
narrative distance and focalization, according to changing interactions between
user’s discourse, narrator’s discourse, and character’s discourse [
Eskelinen 2012, 165–179]; and (3) expanding the categories of
voice (for instance, through the concept
bidiegetic narrator –
“narrators that either
reversibly or irreversibly shift their position between homodiegetic and
heterodiegetic positions”
[
Eskelinen 2012, 184]), narrative levels, and modalities [
Eskelinen 2012, 191–197].
Eskelinen’s relentless formalism, evidenced in the sixteen tables that summarize
cybertextual and game variables and their factorial combinations, is a powerful
antidote to under-theorized fuzzy thinking about hypertextual, generative, and
kinetic textuality, or about games and playability. However, this multiplication
of categories is also gesturing towards a closed system whose internal formal
logic and taxonomical coherence may sound, at times, divorced from actual works,
aesthetical experiences, and cultural practices. Given the theoretical nature of
the work, it would be unfair to expect more interaction between theory and
analysis. Since a significant number of permutations are only hypothetical
possibilities without actual instances in existing digital narratives or poems,
more consideration of the aesthetical and signifying implications of actual and
possible combinations of cybertextual variables would help to justify the
zero-count combinatorial instances beyond the internal coherence of the
cybertextual system. At points, the theory sounds too carried away with its
minute distinctions, as if they had to be made simply because the mathematical
theoretical logic of the system requires them, rather than by any proved
aesthetical and communicative significance.
One such case is the discussion of “reading time” and “system time”
(Chapter 8 [
Eskelinen 2012, 153–161]), where too much is made
of the difference between constrained reading time in programmed cybertextual
literature and unconstrained reading time in print fiction. Although this
difference can indeed become a significant aspect of the work (such as when
speed, duration, and frequency of reading are used for specific cognitive and
aesthetical effects), most digital works – including kinetic texts that
approximate screen time or hypertexts whose nodes are locally temporized – can
be stopped, reloaded, replayed, and reread. This means that measurable reading
time in digital works will share properties with measurable reading time in
uncontrolled random access print works. Programmed time sometimes implies
controlling the access to the whole text or incremental textual modifications
(caused by the passage of time and/or by previous interactions with the textual
nodes and strings), but temporalization should be considered as a textual rather
than a reading property. Reading time is always variable (in both ergodic and
non-ergodic works) and, in my view, it is better described as the relation
between the simultaneous presence of a given string of signs and an actual
reading interaction with those signs, regardless of the constraints of “system
time” and of the dynamic alteration of texts caused by controlled access,
external supplements, or changes over time. Limits to speed, duration, and
frequency can of course be determinant if the text is displayable only once or
if its display conflicts with the limitations of the human body, but if repeated
interactions are generally possible and readers can define their reading time,
why equate “reading time” with constrained clock-time?
Eskelinen’s lucid prose and vibrant style, which is a pleasure to read, sometimes
shifts into truculent polemics – see, for instance, his criticisms of what he
describes as the narrative bias in accounts of games by Henry Jenkins, Janet
Murray, Marie-Laure Ryan, and Rune Klevjer [
Eskelinen 2012, 216–231]. At the beginning of the second part of the book, he argues
against describing games as narratives and insists on the limitations of
narratology in explaining the specifics of games, namely, “the rules, variable outcomes, and player
activity”
[
Eskelinen 2012, 212]. Ludology and game studies are
strategically claimed for his theorization of a cybertext poetics, and help him
to address also the limitation of narratological categories for cybertexts.
Beginning with a survey of game studies, based on his own work, and also on
research by Espen Aarseth, Christian Elverdam, Gonzalo Frasca, Jesper Juul,
Katie Salem, Eric Zimmerman, and others, Eskelinen then analyzes at length the
medium-specific features of computer games. Chapters 14 (“Game Ontology”), 15 (“Games and Configurative
Practices”), and 16 (“Game Time”) offer a
synthesis of the main models in current theoretical discussions and provide
clear discussions of their implications. Claiming that games have to be
understood as simulative practices based on rule-based configurations dependent
on player activity, Eskelinen convincingly reframes the discussion beyond the
representational paradigm that equates games with film, theatre, cartoons, or
written narratives.
Eskelinen’s final theoretical move (Chapters 17-20) is to attempt an integration
of cybertext theory and game ontology, in the hope of advancing our
understanding of different ergodic modes (explorative, configurative, textonic)
in their relation to gameplay. This integration leads Eskelinen to propose and
explore a number of new cybertextual variables, including user position (“possible presence and influence of
other users in the realization of an ergodic work and requirements for the
user’s physical location and bodily mobility,”
[
Eskelinen 2012, 349]), user objectives (traversals that have
a specific finality: “consulting,
completion, winning, and improvisation,”
[
Eskelinen 2012, 350]), as well as different types of
feedback loops and modes (simulative modes, modes of representation, modes of
action). In the continuum between ergodic literature and gaming, the
interpretive user function dominates at the literary end while the ergodic user
function dominates at the gaming end [
Eskelinen 2012, 364].
The final chapter is devoted to the emergence of “textual instruments and instrumental
texts”. Building on theoretical and artistic work by Wardrip-Fruin, John
Cayley, Stuart Moulthrop, and Jim Andrews, the author describes textual
instruments as an emerging genre of ergodic literature which maximizes the role
of play, and maximizes the dynamics of text and user interaction even beyond the
kinds of textual relations that a cybertextual poetics is able to recognize.
The two major contributions of
Cybertext Poetics are
(1) its revision and expansion of narratological categories, and (2) its close
examination of the configurative nature of game-like procedures in cybertexts.
Narratological and ludological theories are productively combined in ways that
advance our thinking about literature and about games in the new media age.
Eskelinen’s cybertext poetics expands Espen Aarseth’s cybertext theory, and can
be seen as an alternative to N. Katherine Hayles’s recursive intermediation [
Hayles 2008], Philippe Bootz’s procedural model [
Bootz 2010], and Noah Wardrip-Fruin’s expressive processing [
Wardrip-Fruin 2008], [
Wardrip-Fruin 2009] – all of which are
more concerned with the specifics of human-computer interaction and
programmability than with a general theory of literary communication or literary
narrative. Eskelinen’s high-level of abstraction in the conceptualization and
description of variables and features, and his appropriation of game studies
concepts for describing ergodic textuality give a strong explanatory power to
his cybertext model. His recognizing the presence or absence of features, and
describing their permutations, remain invaluable theoretical moves, which may
anticipate future developments in the aesthetic exploration of the expanded
capacity of digital media to tell stories and play (with) texts in ways that
continue to challenge the narrative modalities, genres, and conventions of oral,
print, and film narratives.
Funkhouser: Close Reading a Web of Writings
New Directions in Digital Poetry analyzes a sample
of digital poetry on the World Wide Web, including works across several genres,
and argues for the critical and aesthetical value of these works as explorations
of the poetic possibilities of the networked digital medium. Through a
combination of technical and literary analysis, C.T. Funkhouser’s close readings
of electronic literature contain an original contribution to the canon of
digital literary studies. His analysis of the signifying strategies and reading
possibilities of programmed works is carefully nuanced and deeply attentive to
their intermedia textualities and procedural dynamics, and reflects his long
involvement in the field as artist, critic, and historian. His book is a timely
addition to a growing body of close readings of digital literature which include
works by N. Katherine Hayles [
Hayles 2008]; [
Hayles 2012], Philippe Bootz [
Bootz 2010], Leonardo
Flores [
Flores 2010], Tallan Memmott [
Memmott 2011],
Dave Jhave Johnston [
Johnston 2011], Roberto Simanowski et al.
[
Simanowski, Schäfer & Gendolla 2010]; [
Simanowski 2011], Schäfer et
al. [
Schäfer & Gendolla 2010], Brian Kim Stefans [
Stefans 2011], John Cayley [
Cayley 2012], and others.
Aware of the hybrid multiplicity of forms resulting from programmability,
intermediality, and social interaction in the current state of the WWW as a
writing/reading/viewing/listening space, Funkhouser does not insist on his
earlier structuring of the computer poetry field into visual kinetic text,
generative text, and hypertext [
Funkhouser 2007], since many
post-WWW works combine audiovisual, kinetic, generative, and hypertextual forms
in ways that challenge not just that triple genealogy, but also conventional
perceptions of what poetry is or can be [
Funkhouser 2012, 12–17]. The first chapter, “Poetic Mouldings on
the Web”, is entirely devoted to characterizing digital poetry on the
web as an evolving series of forms and practices that have endowed our online
writing and reading space with a new level of plasticity. Multiplication of
hybrid forms with increased levels of interactivity and mixed modalities reflect
diverse creative and communicative practices and present new challenges for the
critical reader:
Digital poetry, as
a literary and artistic form, is an equivocal organism, with many identities
and iterations. As an expressive form, it matters not only as a free-ranging
serious practice, but because it invites vibrant, multimodal engagement for
its practitioners and audience alike. [Funkhouser 2012, 4]
As an educator concerned with the place of contemporary media art practices in
the university classroom, Funkhouser is aware of the demands, but also of the
rewards of reading and playing with digital poetry, and that awareness shapes
the analysis, style, and structure of his book. Chapter 2 is a general
introduction to the problem of reading a digital poem, the main focus of this
book, which could be summarized as a series of experiments in reading digital
works. Funkhouser’s aim is not to simply teach us how to read a digital poem –
although we can learn by paying attention to his method – but to fully engage
the works aesthetically and critically, exploring their material and formal
possibilities for signifying. If there is didactic value in his effort (and
there is plenty) it comes not from any directive or formulaic program, but from
his ability to reveal his own nuanced and complex acts of reading as intimate,
critical encounters with demanding computer-mediated forms.
Several works in each of the chapters have been analyzed before by other
writers, but generally not with the depth of detail or with the balance between
the compositional, technical, and reading aspects of each work that we find
here. It is the author’s ability to move seamlessly between the material and
algorithmic level of the works and the semantic implications of their ergodic
structures that gives readers a sense of the open-ended nature of current forms
of digital poetry as an exploration of digitally-mediated signifiers. Funkhouser
structures his analyses of digital poetry into three sets of digital works, each
of which contains multiple genres and forms. “Case Studies
1: diversity & continuity in online works”
[
Funkhouser 2012, 37–106] includes works by mIEKAL aND, Jim
Andrews, John Cayley, Deena Larsen, Jim Rosenberg, and Alan Sondheim. “Case Studies 2: digital poetry early in the 21st
century”
[
Funkhouser 2012, 109–178] includes works by Serge
Bouchardon, Jim Carpenter, Angela Farriolo, Mary Flanagan, Mary-Anne Breeze
(Mez), Jason Nelson, and Stephanie Strickland. “Case Studies
3: poems of the Web, by the Web, for the Web”
[
Funkhouser 2012, 179–210] looks at forms or practices that
feed upon the internet itself as a database, including works by Jim Andrews,
Eric Sérandour, Eugenio Tisselli, and Jody Zellen.
In this third group of works, programmability is tightly coupled with the
networked nature of digital media. Those works are based on interactive
applications that aggregate, filter and restructure information from the WWW,
with the help of transient mechanisms such as search engines, RSS feeds and
other automatic procedures. These forms of net-poetry may be described as one
particular genre within the growing field of Internet Art, in which artists
explore the formal and expressive possibilities of the internet itself as an
evolving system of databases and algorithms. The use of Google searches for
producing particular word strings according to formalized rules of permutation
is a good example of internet-based text generation. Funkhouser gives examples
from his own experiments with the Google Poem
Generator (2003), an application programmed by Leevi Leetho. Its
automated output could be edited according to more or less conventional poetical
expectations (in terms of syntax, pauses, indirectness, ambiguity, etc.), but it
could also be read in its machine-like redundant and incoherent form.
Machines seem to be teaching us not just new ways of writing but also new ways of
reading. Meditating on the interpretative possibilities opened up by
machine-generated output assembled from the WWW, Funkhouser writes: “One learns to disregard the debris
or alphanumeric noise and read what conventional narration allows, or to
regard and accept this debris and noise as intrinsic to this type of
poetry”
[
Funkhouser 2012, 184]. John Cayley and Daniel C. Howe have
also taken the exploration of the internet as a language database for poetic
production into new territories in their series
Writing to
be Found
[
Cayley 2011]. In this programmed work they use machine-generated
collocations to liberate language from the noise of conventional discourse,
recharging the dynamics of meaning transfer through unanticipated and unrecorded
associations. With the help of Google’s search algorithms the internet itself is
treated as a large corpus of language utterances that can be harnessed for terms
that do not co-occur in the database. Automatically-generated verbal strings,
which bring into close proximity words with variable degrees of syntactic and
semantic distance, become a tool for the proliferation of poetic meaning through
permutation of signifiers. Reflecting the procedure that originated it, this
form of writing creates a new field for reading – one in which the proliferation
of meaning seems to originate in the computer’s exponentiation of the machine of
language.
An equivalent example, which uses mostly graphic expression rather than verbal
content, is Jim Andrews’s
dbCinema (2007).
dbCinema uses Google Image search and it also allows
readers to specify other directories of images, private or public, as the work’s
database. Compiled images are continuously layered on the screen and the work’s
interface offers tools that allow readers to define parameters for configuring
various aspects of what is happening on the screen. The work’s visual and
kinetic dynamics is thus highly interactive and emergent, constantly generating
unique configurations in terms of geometric pattern, language strings, and image
motion that respond to user-fed parameterization and to the continuously
changing content of its database.
dbCinema's
transience and ergodicity as an image instrument and evolving animation is a
perfect object for testing the variables proposed by Eskelinen’s cybertext
poetics. It is also a cinematic and textual experience entirely dependent upon
programmed networked media in which Funkhouser seems to recognize a new viewing
and reading aesthetics [
Funkhouser 2012, 185–189].
New Directions in Digital Poetry is a
methodological demonstration of how close reading can be applied to the
multimodal and transient character of current digital literature. Funkhouser
engages the intermedial, the verbal, and the ergodic components at the same
level, showing that the polyformal pluritextualities of digital poems do not
have to be subsumed under the hermeneutics of the verbal text. His analysis of
the interplay between language, program, and media elements addresses all the
major levels of close reading digital works recently summarized by David
Ciccoricco [
Ciccoricco 2012]: (a) analysis of the textual topology
of networked nodes; (b) reading bibliographical units that are peculiar to
digital works, such as paths of nodes; (c) reading the relations between
image-text; (d) reading the relations between kineticism/audio/video-text; (e)
reading the interface and its navigation; and (f) reading the application and
its programming code.
Funkhouser’s close readings of networked programmable media explore the
open-endedness of ergodic forms of poetry in ways that show the need and
relevance of the conceptual distinctions made by Eskelinen’s obsessive
cyberludonarratology. In effect, to read both books at the same time, as I have,
is to experience the irreducible yet mutually illuminating practices of analysis
and theory. It is also to experience how objects and perceptions are constituted
through specific modes of writing. While Funkhouser remains faithful to the
minutiae of the materiality of each work’s signifiers, struggling to describe
how our experience of making meaning with machine-mediated signs takes place,
Eskelinen charts a large-scale map of the media plurality of our transmedia
condition, playing the game of theory as an architect of permutations. Moving
between the deep analysis of the first and the high-level abstraction of the
second will give readers an exhilarating sense of just how new media is changing
our aesthetical experience and our way of thinking and writing about the textual
experience.