I.
The standard line on the conceptual status of the aleatory in the world of
electronic literature is strikingly demonstrated by Daniel C. Howe and Bebe
Molina’s
Roulette (shown above), which makes
the construction of poetic language into a game of chance marked by an acute
formal self-awareness. The work consists of three identical white wireframe
cubes slowly spinning in space, with a randomly created prose poem down
below. Inside each of the large wireframe cubes is a swarm of small,
colorful, and solid cubes, spinning and ricocheting about like so many
lottery balls, each with a single word printed on all their faces. The
player of this game may click on one of these tiny cubes in order to expand
its size to fill the wireframe, at which point the word written on it
finally becomes legible, and a set phrase containing this word (which is
highlighted in red) appears in the poem below. The position of the phrase is
tied to the order of the wireframe cubes in which the selected words appear,
and they often run across each other grammatically, creating a series of
moving parts that may recast earlier iterations in a new light depending on
how they fit together. For example, the words “a,”
“coat,” and “clouds” may produce the following poem:
Beneath a thought, disfigured, a shadow takes a
seat, removes the coat from its back; one sleeve inverted and left in a
drawer, clouds shift into new phrases; how they move into an ear, little
white coffins.
Whereas changing the first two words to “light” and “meter” creates
the following:
Light, as a word, refracts
into misunderstanding, following shadows on the concrete, a thought
wavers without meter & clouds shift into new phrases; how they move
into an ear, little white coffins.
The self-referential themes here are typical of the work, as well as the
genre of generative poetry to which it belongs — the focus on language, the
talk of new phrases and combinations, movement in and out of storage,
refraction and change. What is unique about Roulette
is the way in which it aesthetically foregrounds the functions of
randomization and selection, which similar works tend to hide in the name of
some inscrutable combinatorial demiurge that underlies the symbolic
universe, linguistic and otherwise. The ‘Powerball’ motif of the wireframe
cubes and the bold red hue of the chosen words in the output text make the
roles of both uncontrollable chance and ludic choice readily apparent. At
the same time, the output text of Roulette is
highly fluid, whereas other combinatorial and generative texts tend to be
segmented in ways that tend to sketch the outline of the underlying
algorithms that create them. In this way, Roulette carnivalizes the ludic mechanics of chance, dressing
it up in the thrill and cheap commercialism of the lottery, while still
maintaining a strong investment in traditional poetic expressiveness.
In their own way, such works create a permanent now, a store of possible
variations that re-present themselves over and over through the workings of
their core procedures, indifferent to traditional narrative progression but
prone to altering and re-telling a story. In short, they present themselves
as configurations. To borrow from Stephane Mallarmé in One Toss of the Dice never will abolish Chance, “Nothing….will have taken place…but the
place…except perhaps….a constellation.” If there is something
like a narrative element at all in works like Roulette, it occurs outside the boundaries of the object proper
and becomes intertwined with the process of coming to understand how it
functions and what the meaning of those functions are, a process that occurs
somewhere between the user of a digital text and that text itself. This
requires an interpretive position oriented toward the future, one which
projects and then tests patterns — a struggle with faint outlines of meaning
that is like coming to know an alien grammar. The place of chance in this
investigation is key, as it supplies both the unpredictability and the
underlying algorithmic coherence that structure this experience.
Though complexity theory has a robust account of variation and randomness
that has occasionally made inroads into literary studies
[1], randomness is rarely broached in digital media
studies as a phenomenon in itself. Where it is considered, it is usually in
the context of branching possibilities for interaction created by a digital
artwork’s underlying rule set, programmed in its code, where the rule set
(and the computational procedures it entails) provides an explanation of the
experience of the object [c.f. [
Raley 2006], ,[
Marino 2006], [
Bogost 2007], [
Hayles 2008], [
Wardrip-Fruin 2009]]. This is consonant
with earlier approaches that subsumed expressions of variation and play in
digital literature under general categories [e.g., [
Aarseth 1997]], so that they could be treated as if they were
stable (as opposed to contingent) for the purposes of criticism. In essence,
this move attempts to stay the disorder of variation by setting limits,
identifying rules that govern what would otherwise appear to be
undifferentiated output or response in playable media including video games,
hypertext fiction, and other forms of interactive digital art. This approach
largely does not view the act of discovering or imagining such underlying
rules — part of the reader’s inferential process as he or she tries to cope
with a text that behaves in a seemingly unpredictable fashion — as an end in
itself; instead, it focuses on the rhetorical and structural implications of
a work’s rules, taking them as a starting point. To an extent, this is at
odds with earlier methods that sought first to capture the experience of
playable media, to identify key moments and themes through focusing on the
reader’s cognitive or affective experience of the work [
Douglas and Haradon 2004], and then address the work’s rules or underlying
structures of play as subsidiary to this, if at all.
If one were to compare two approaches at play here — at the risk of
oversimplifying, let’s call the first one the procedural method and the
second one the experiential method — one can see two different sets of
questions at work: the procedural method asks, “Why is the game played
with these particular rules, and what do those rules mean for play?”
whereas the experiential method asks, “How does a game typically go, and
what is the meaning of this particular result (or set of results)?”
The first aspires to view the object at a remove from experience, and thus
formalizes that experience in a way, while the second is more richly
detailed and yet more limited in its explanatory power, though it may
nevertheless attempt to universalize from its findings. As general
methodologies, however, these two aren’t equally useful for all kinds of
digital objects; I would emphasize that while it is true that processes and
experience both play an important role in playable media, they may prove to
be inadequate lenses by themselves where we encounter works that emphasize
chance operations above all else. In these cases, focusing on procedure
simply takes us back to the fact of variance, presenting us with a range of
possibilities without being able to adequately account for why it would be
interesting to experience them as variations of a pre-coded set of rules. On
the other hand, focusing on the experience of random variation gives us a
disconnected series of results or a narrative portrait of the typical user
experience that seems too personalized to account for the work’s plentitude.
To engage random variation in digital art requires a combined approach, one
that acknowledges the importance of procedure in giving shape to the
randomness while also treating the experience of the work as a prospective
act of discovery in which that underlying procedural shape gradually comes
into view through repetition and feedback. In this respect, we might
consider the procedural part of randomization like the grammar of a strange
language and the actual program output as expressions of that language.
Coming to understand the language, then, is a function of inferring that
grammar through the interpretation of its individual expressions — a kind of
procedural hermeneutics. By contrast, criticism that emphasizes the
importance of rules in governing the meaning of digital art tends to leave
out the fact that discovering the rules, either through inference or the
assistance of tools, is actually often part of a work itself, and to start
from the rules is in some cases to proceed backward,
[2] taking an already complete knowledge
of them for granted and analyzing them as formal restraints on play. There
is explanatory power in this approach, but there is also a remainder that it
necessarily can’t approach because of its temporal orientation.
This is because digital art has a tendency to live in the present,
particularly in the performative mode. Though the presentism of digital art
may not be as strong as that of, say, live television [
Chun 2008, 153], there is an essential difference in
character between the two formats: the latter is loaded with the social
significance of an event, a mediation of a singularity, whereas the former
promises to be repeatable, equivalent. Nevertheless, despite their
iterability, generative algorithms in digital art can produce singularity on
par with the event: an ephemeral object that is subject to viewing, passing
into memory briefly before disappearing. Unlike the live TV example,
iterability in digital art promises that something of the original
experience will be recoverable, if not in the exact same expressive form; on
the other hand, we can’t, as individuals, demand on a whim that there be
another presidential debate. (An investigation into the ways in which modern
presidential debates function algorithmically would be interesting
nonetheless — input a question from a category, get a predictable easily
formalized response.)
But there are also live performances of digital art, of course, and the ways
in which they can be recorded and preserved highlight the perils of
delimiting human and machine participation where generative algorithms are
involved. One might be tempted to make the assumption that an archived
recording of a live digital art performance is equivalent to “previously
recorded” live TV reruns, but complications in the mechanics of
performance and redistribution create emergent problematics unknown to the
world of cable. Generative algorithms are central to this distinction: by
removing the viewer from interaction with or observation of generative
processes, the line between human and machine action becomes blurred in
reproduction. This effect is prominent in Bjørn Magnhildøen’s Plaintext Performance, which is “a live writing performance over the net
combining 1) keyboard writing, 2) machinated, algorithmic writing, and
3) feeds from the processes surrounding the writing (like system
monitoring, net connection monitoring, ftp log, etc.).” However,
what is presented under this name in the Electronic
Literature Collection Volume 2 is a “static version” of the
performance: namely, a dumped record of the performance’s plain-text output,
combined into a single, unadorned block of text that is automatically
scrolled along an HTML web page using simple JavaScript code. This code
prevents the work from being “static” in the technical sense, and it is
the author’s concession to the live-ness of the original. The JavaScript
even randomizes the page scrolling rate and entry point, so that it imitates
the stops, stutters, and lurches endemic to any natural live performance —
but ultimately these gyrations are too regular and too arbitrary to
convincingly stand in for that performance.
This iteration of Plaintext Performance (see
screenshot below) is in this way a document rather than a
“performance,” equal to a first-person narrative told by a
projection screen at the event. While it is rather easy to tell where “feeds from the processes surrounding the
writing” emerge in Magnhildøen’s work — this seems to refer to,
for example, a simple and cleanly formatted table of running processes and
their current actions, recurring at intervals — it is rather difficult to
separate out the other two key elements, “keyboard writing” and
“machinated, algorithmic writing,” in retrospect. There are
scattered quotes and symbols that seem too undisciplined to have come from a
machine, but one can never be sure; there are quotes, names, or fragmented
sentences that could have been generated on the spot, or not; and there are
bits of ASCII art that seem far too complex to have been generated on the
fly, but small errors and the broad range of human performative capability
lead one to uncertainty. It would be much easier to separate the
machine-generated and the human-generated content during the performance
itself, as the speed at which the generated versus the typed characters
appeared would be a major giveaway; however, since the record is stored in a
static, plain-text file, one is not given this observational luxury.
Therein lies the significance of digital art’s unique temporality: by
removing real-time computation from the equation and turning to the static
form of the document, one creates legibility, allowing the past to be
reproduced (or at least re-written), but in doing so one diminishes the
performative and theatrical aspects of the art. Inasmuch as generative
algorithms in digital art that isn’t “live” are nonetheless
performative in some way — they are, after all, designed to be run as much
as read — this can’t help but create a remainder that slips out of the range
of a totalizing critical gaze. A literary studies approach that considers
the text a self-contained object will necessarily experience much anxiety
before the task of analyzing such a work.
To confront performative, generative digital art is to confront an art that
appears to revel in the erasure or distortion of its own record. This seems
to go against foundational principles of humanistic study; as Alan Liu has
it, a significant societal danger of the digital present is the permanent
“now” that is enforced upon us by the endless creative destruction
of our current cultural moment, with its attendant erasure of history and
stifling of careful analysis, and resistance is to be achieved by
confronting that temporality through an ethical unearthing of its historical
failures [
Liu 2004, 7–8]. In the past, attempts to
understand the formal qualities of a work of digital art through experience,
without reference to coded processes, have typically relied on narrative or
sensory metaphors
[3] to perform explanatory
work, and this is consonant with Marie-Laure Ryan’s suggestion that play
actions (e.g., actions undertaken in a video game) form a story when taken
together [
Ryan 2006]. However, this method too has a hard time
accounting for chance operations and lyrical engagement: the story of chance
operations is the story of a dice roll told over and over again, and lyrical
transport has a similarly flat narrative arc. Branching possibilities are
resolved into the reader’s affective and cognitive states of exploration,
which, while providing a phenomenological richness, cannot address that
which of necessity can’t be narrated — namely, mutually exclusive
possibilities bound into the rule system of a digital artwork. The more a
digital artwork focuses on randomly generated content, the more it focuses
on constructing an intricate system that will indefinitely produce content
of a format that can be dictated algorithmically, and as such, the algorithm
is something that is both subject to experience and outside of it. Each
expression will have different contours of meaning while nonetheless
stemming from the same source, the outlines of which will be visible in
those expressions. Engaging with such a work is much like an engagement with
an unknown form, working in reverse toward a concept of it that isn’t some
kind of Platonic universal, but a particular and highly crafted artistic
expression.
The difficulty that generative art poses lies in the limitations of personal
narrative experience for analysis and also the sketchy, overly formalized
and abstracted outlines of procedural grammar that don't seem to do justice
to any particular moment of such art. One is put in the position of trying
to recover seemingly singular moments of the artwork into some broader
scheme, because they might otherwise not appear again in the same
configuration; this requires constantly memorializing the present with an
eye to the future, making sure that the creative 'destruction' of the
present maintains both a past and an afterlife free from structural
abstraction. This tension is evident not just in criticism's understanding
of art but also in the practice of digital artists who must juggle the
formal with the concrete. In this way, Nick Montfort's poetry generator
Taroko Gorge, which includes clear
structural elements resulting from procedure as well as an emergent
aesthetic features irreducible to that structure, shows the limits of both
experiential and procedural approaches in understanding such works. Montfort
is known as a consummate craftsman of poetry generation — Mark Marino
identifies his
ppg256 series of generators as
representing the “poetry of techneculture,” a culture focused as much
on coding technique and command lines as creating functional programs [
Marino 2010]. The way Montfort's work has been both presented
and received has traditionally borne this out: the
ppg256 series, which I shall address in turn later, has been
discussed more for its remarkably compact code than for the poetry it
produces. His later work with Stephanie Strickland,
Sea
and Spar Between, makes the claim that its “resulting code tells the story [of the poetry
generator] in detail,” identifying the structure of its generated
poetry by the code functions used to create it: “A first line uses either shortLine(),
oneNounLine(), or compoundCourseLine(). A second line uses either
riseAndGoLine(), butLine(), exclaimLine(), or nailedLine()”
[
Montfort and Strickland 2010]. Even the source code of
Taroko Gorge itself segments its output by phrases indicating
height or depth, transitive or intransitive verbs, imperatives, and
adjectives into lines of somewhat predictable length, and the elegance of
the program resulted in several authors turning out a variety of
“remixes” using the original code and line structure. All this
would seem to indicate that for Montfort's oeuvre, code and procedure are
king.
However, when Montfort provided a reading of
Taroko
Gorge at the 2009 Digital Arts and Culture conference, rather
than a presentation of its code, it was clear that its distinctive poetic
rhythm is as constitutive of the audience’s experience as the program's
built-in grammar and lineation. A series of short syllables punctuated by
longer, adjective-laced lines, as well as regular variations in both,
constitutes a second layer of poetic structuration above that called for in
the program code:
Stone paces the shape.
Veins hum.
Brows rest.
Forest roams the vein.
run the fine cool dim —
Mist frames the flows.
Flows linger.
Shape roams the rippling.
run the fine sinuous clear —
[Montfort 2009b]
The lengthening and truncating lines as they are read, followed by the lines
with their dashes trailing off at the end, align with a structure in the
source code that takes the form of a hiking sequence through the titular
gorge: the output’s lines are organized into three segmented functions
labeled “path,”
“site,” and “cave,” a winding ascent and descent of a journey that
tracks the rise and fall of the poetic cadence. In this way, the code makes
clear the setting of the poem — the structuring concepts, grammar, and
possible vocabulary used — while the reading of it makes clear the pacing
and character of the journey through that setting.
The methodological challenge of working toward such an outline is essentially
that it requires a sort of divination, connecting the output of a work with
an imagined version of its source code (or, if available, the actual code —
though in either case, the code is only a set of instructions for the
program that requires a non-trivial effort to connect to the actual
experience of its operation). Whether or not one has the rules of such a
work beforehand, it requires a prospective hermeneutic orientation to
actually be able to connect program output with the expressive potential of
those rules — that is to say, the difference between the rules as written
and the in-practice experience of them as expressions conforming to a
pattern. In that respect, then, it makes sense to treat the procedural
elements of these works as always in development, not absolute. To explain
this distinction, it will be useful to turn to Ernst Bloch’s philosophical
discontent with the limitations of ontology. Bloch thought that Western
philosophy relied too much on a static view of existence that was emblemized
by a focus on Being with a capital B — that is, on objects having a
definite, contained, and stable existence, not subject to growth or
reinterpretation — and he instead stressed the importance of
“becoming,” or the development of things in the world in a fashion
that isn’t necessarily teleological but nevertheless oriented toward the
outlines of a future state. He associated such a future-oriented style of
thinking with hope, namely “hope…not taken
only as emotion, as the
opposite of fear (because fear too can of course anticipate), but
more essentially as a directing act of a cognitive
kind
”
[
Bloch 1986, 12]. This forward-reasoning style of thought
is also necessary to the act of inferring the formal rules of digital art
objects mentioned above: both employ a hermeneutic that categorizes
phenomena as signs of larger controlling forces that we don’t yet
understand, whether those forces be unknown computational processes or the
horizon of the future.
While that may seem intuitive on one level, the approach is more involved
when applied to works containing a vast array of combinatorial
possibilities. In those instances, interpretation regarding the procedures
that make up the work is essential to say anything at all, since many of
them privilege the semantic excess and resistance to meaning that are
hallmarks of randomization in art. The history of such procedures long
predates digital art, and critics most often ascribe their origin to the
language generation techniques of twentieth century writers using the
“cut-up” method pioneered by the Dadaists [
Rettberg 2008], [
Wardrip-Fruin 2009, 8–9], [
Montfort 2009a], which involved cutting material from
newspapers and magazines and selecting from them at random to create a form
of word collage art. Another well-known reference point is the Oulipo group,
a gathering of artists and mathematicians that designed constraints and
formulae for creating literature (e.g., replacing each noun in a text with a
noun seven entries ahead in a dictionary, writing that excludes certain
letters, etc.). Beginning with Espen Aarseth’s oft-cited comparison between
Oulipian constraints and digital fiction in
Cybertext, such formal operations on language have been likened
to computational processes, since they structure an output stream based on
formulae [
Aarseth 1997, 25], [
Seaman 2001, 426], [
Montfort 2009a]; see also [
Wardrip-Fruin 2009, 160], and [
Bogost 2006, 51]. While cut-ups and Oulipian constraints are sometimes lumped
together under labels of combinatorial or formal processing, their
implications diverge. On the one hand, cut-ups use random selection as a
means to incorporate chance into art; on the other, the Oulipo’s constraints
and formulae have been presented as “anti-chance” from the beginning.
Though Oulipian constraints such as those mentioned above are “chance”
to the extent that they are arbitrary, what they produce has a syntactic
regularity that can be traced back to the originating formula [
James 2009, 109, 121]]. In fact, the Oulipo had presented
themselves as maker of literary formulae rather than literature itself [
Roubaud 2005, 38–9], cementing their focus on process
rather than the randomness of inspiration.
The gulf between “chance” and “anti-chance” may not be as wide as
it may seem when it comes to procedure, however. The cut-up method is, after
all, a predictable method with defined materials, and to be clear,
“anti-chance” does not mean a total absence of variation, a rule
that always generates the same result, but rather means the appearance of
formal consistency. This is summed up well by a distinction Marjorie Perloff
makes between rules and constraints in writing poetry: rules create definite
expectations for an audience that an author will follow, as in poetic
measure, whereas constraints are "primarily
generative, the constraint determining, not what is already
fixed as a property of the text, but
how the writer will
proceed with his composition [
Perloff 1991, 139].
“Anti-chance” in this sense may then be redefined according to the
legibility of such a constraint within a composition.
The more a work is dominated by unseen chance operations, then the more a
simply procedural or experiential understanding of digital media objects
will be inadequate to understanding the significance of those objects. In
such situations, we are perhaps better served by emphasizing the act of
working through, that is, how one comes to know the rules (and the possible
results) in the first place. It is here that Bloch’s philosophy proves most
useful: according to Bloch, we understand the future by understanding the
present, by looking for signs of what is to come in many different places at
once. The act of coming to know the formal processes of a work of digital
art involves a similar method of interpretation: by experiencing multiple
chance iterations in a row, we begin to forecast what will come in the next
iteration using what we’ve already seen. The one important distinction is
that whereas Bloch’s world is in a constant state of becoming, the code that
governs most digital art objects remains the same. However, this doesn’t
mean that the subjective process of inferring the rules created by the code
is always the same, as the code is at the source of a work that is then
subject to a process of understanding, interpretation, and interaction that
is equally a part of digital art. To elaborate, I will turn now to a kind of
digital art that relies heavily on this balance between constraint and
chance: text generators, or computer programs that are able to combine text
to produce stories, poems, and so forth.
II.
Text generating programs in the digital sphere frequently fall into one of
three categories: the genre parody, the mash-up, or the purely generative.
Parodies, the first category in question, are among the most common, as in
Andrew C. Bulhak’s
Postmodernism Generator
[
Bulhak 2000], a satire of postmodernist theoretical styles,
or Nanette Wylde’s
Storyland
[
Wylde 2004], a work that generates terse and absurd fairy
tales. Such works typically ape the language and tropes of a target object
and create a nonsensical or ridiculous output using recognizable genre
conventions. Secondly, a significant body of non-parodic text generating
programs borrows from the remix or mash-up, creating a pre-defined body of
text — either the author’s original work or borrowed from other sources —
and then de-combining and re-combining the text through various algorithms
and user interactions. These text mash-ups typically locate themselves
somewhere between the cut-up technique [
geniwate 2008], [
Andrews 2007], [
Rettberg 2008] and the
procedural poetics of the Oulipo [
geniwate 2008], [
Seaman 2001], in that they involve procedural randomness in
selecting random text but nonetheless have highly structured patterns
regulating them in the source code. Such an approach may also be associated
more broadly with what Lev Manovich calls the “remix culture” of new
media: the tendency to “place
together old and new in various combinations” as a reflection of
growing hybridization in networked society [
Manovich 2004]. A
third kind of text generation is more oblique, not relying on direct user
manipulation or recognizable styles or source text, and instead seeming to
generate text
ex nihilo based on original
algorithms. Works of this type engender a sense of boundlessness, as they
present seemingly inexhaustible source of text which shifts with each new
iteration and which isn’t as functionally targeted as, say, the parodic
styles mentioned above. As with other text generating programs, they are
meant to be run again and again: multiple runs reinforce (as well as verify)
their raison d’être, which is the creation of unique combinations with each
stroke. At the same time, their reiteration reinforces the fact that they
are not actually inexhaustible, as patterns will emerge from the grammar
employed by the source code.
As with much text generation, however, the unlimited, variable output is
nonetheless beholden to a curious form of stasis. Montfort recognizes that
programmed randomness isn’t absolute, and is instead more accurately a
“pseudorandom” process that “chooses an element from a distribution”
[
Montfort 2009a]. That is to say, randomly generated texts are
never generated entirely at “random,” but conform to a pre-coded limit
that is fleshed out by the computerized selection of elements from a data
set; “randomness” is therefore the approximation of chaos that the text
wants to own but can never properly have, and which it can only approach,
ironically enough, through the repetition of the same generative procedure
over and over. Each iteration is a ritual step in the establishment and
verification of the random elements as random, while at the same time making
the limitations on that randomness all the more apparent as patterns begin
to emerge. The meaning is in the repetition; this is part of a broader
phenomenon in digital art noted by David Ciccoricco, one that valorizes
looping structures at every level, from recursion in underlying computer
code to repeating navigation patterns in hypertext fiction [
Ciccoricco 2007, 22–3]. Tellingly, Ciccoricco frames this
phenomenon as “fundamental to
(hyper)textual comprehension,” suggesting that it interrogates
our very ability to understand art as such and makes rereading an essential
(and not merely optional) element [
Ciccoricco 2007, 23].
However, in the case of text generation, “comprehension” comes about
only by conflating the program structure with its output, much like
confusing a language with its grammar. It is not sufficient to use terms
like “rereading” to describe what happens in different iterations of
such works, since to “reread” is to suggest that the repeated elements
are visible instead of a phantasmic structural trace of the source code and
to suggest that the product on screen is only what matters, not the concept
of the generator itself. As is the case with Montfort’s work, it is only the
combination of the two that makes each individually possible.
This model of tracing an underlying grammar through repetition, which thereby
produces something emergent that is irreducible to either procedure or
experience alone, can even be extended to how we play certain genres of
video games. While poetry and text generators along the lines described
above typically have no significant element of user choice or interaction,
since all they require is to be run, and their use is typically interpretive
rather than goal- or task-oriented
, there are
significant similarities in the way we work through both games and random
text generators. First, when considering video games as an interactive
medium, it is useful to bear in mind Espen Aarseth's caution regarding the
ideological “rhetoric of
novelty, differentiation, and freedom” that surrounds such media
and obscures their connection to older expressive forms [
Aarseth 1997, 14] — the possibility of “interaction”
with a digital object does not necessarily entail that that interaction has
critical significance. Second, action in video games is “situated and improvisational,” as Noah
Wardrip-Fruin puts it — while players may make plans for action in a game
world, they nonetheless face constraints based in the game design, game
engine, etc. that requires a form of readjustment based on a limited number
of available affordances [
Wardrip-Fruin 2009, 344–5]. In other
words, the genre distinction between the poetry generator and the video game
isn't so much the insertion of player “choice” as two different modes
of creating an interpretive schema about the underlying processes involved
in the respective object. In the case of poetry and text generators, this
understanding may be offered for critical commentary or (in the case of
Taroko Gorge, for example) passed on into
further work or remixes, while in the case of video games, the understanding
can be used to gain rewards in the game or in any number of social spaces
attached to the game (e.g., multiplayer modes, clans or other social
groupings of players, etc.).
[4]
Most video games have content that is generated with some random variation
according to an algorithm, as in a poetry generator, though those generated
objects typically take the form of rewards or obstacles rather than
language. Nevertheless, in order to play the game successfully, a player
must develop a means of dealing with this variation and must develop an
understanding of the mechanisms behind it, and this is particularly so in
the case of some games that rely heavily on randomly generated rewards and
repetitive action. The chief example of this kind of game is the
sub-subgenre of action role-playing games known as “
Diablo clones” — so named for the game
that serves as its blueprint — which is predicated on the idea that the
process of discovering randomly generated rewards can create a world of
permanent surprise and interest, yet be contained within fairly simple,
unvarying, and even minimalist gameplay.
I will examine here for a moment one recent entry in the “
Diablo clone” genre that distills
several stock elements into perhaps the sharpest focus on generated content
that the genre has yet seen.
Torchlight
[
Runic Games 2009], much like its predecessors in the mold of
Rogue and
Diablo, has
the player descend through the randomly-generated levels of a dungeon while
picking up randomly-generated loot, killing the occasional randomly-enhanced
foe along with the standard ones, hacking and slashing in a typically
frenetic but repetitive fashion. The game isn’t really about reaching an
endpoint; though there is a final boss to defeat, there are an indefinite
number of generated levels in the dungeon to descend through thereafter,
with ever-stronger foes and loot to match. Though the aftermath of the game
is essentially a superficial, mathematically extended version of what comes
before, the choice to do away with the expected limits brought on by
narrative closure is telling in that it reveals the true object of play —
that is, an unstinting devotion to the character’s development, which occurs
through slaying more enemies, upgrading skills, and getting more powerful
equipment. Such an incentive structure may immediately call to mind
massively multiplayer online role-playing games; as Tof Eklund has noted,
the genre draws heavily upon the Protestant work ethic, where through
vigorously working on developing one’s character, one will eventually
receive the satisfaction of being promoted (to a higher character level, to
a higher status within one’s guild, etc.) [
Eklund 2010].
However, it’s important to note that
Torchlight
features no online component, which makes the application of social
models more complicated here. This, coupled with the unending string of
random levels and treasure, makes it unique among its peers while making the
attention to endless character enhancement all the more curious due to its
comparative isolation, limiting the sense of competition or transferability.
There is an almost monastic impulse in the self-denial of grinding through
levels of
Torchlight in order to receive
rewards that can only be understood in an isolation that is not exactly
spiritual, but nonetheless personal and unlinked to any primary social
economy. The loot collected provides the tools with which to collect more,
which then can be used to help promote the growth of the player’s avatar,
but there is no method to trade or otherwise compete, cooperate, or even
interact with other players. With no other unpredictable, human forces
present to reshape the player’s way of doing things in a social dimension,
the sense of repetitiveness is concentrated. This effect is further
compounded by
Torchlight’s basic gameplay,
which (as with other action RPGs) is tedious in design: the main action
consists of clicking the same two mouse buttons at hordes of similar-looking
monsters, punctuated by the occasional press of an additional shortcut key
to use one of the limited selections of items or powers. The sole exception
to this is the involved system of compromises one enters into with the
character upgrade and inventory menus, which are loaded with stats and
information, presenting a stark contrast to the otherwise fairly mindless
action and enshrining such development as the true focus of the game. Almost
like a penitent sinner, the player engages in borderline self-abuse chiefly
for the thought that there will be redemption — or some kind of reward,
which may not be comprehendible outside the player’s own self-abusive logic
— just around the corner.
Ernst Bloch would read this sort of activity as a basic form of longing
obsessed with itself, an addiction, and yet it seems all too close to the
ways in which we read through the ludic elements of electronic literature: a
repetition that creates pleasurable forms resembling an invisible but
nonetheless palpable generative process. In the narrative mode of thinking,
we forestall the need to repeat a ludic sequence by putting a narrative
frame around it: killing this or that monster, or getting this or that piece
of treasure becomes the analog of passing a certain guard field in hypertext
fiction or experiencing a certain combination of text, a chance event that
can’t seem to be represented without supplying a less variable background
that will give it critical coherence. In this way, the player experiences
saving the randomly generated elements from their ontological indeterminacy
as mere possibilities, establishing an intelligible order that will
nonetheless be challenged (as in any other critical enterprise) anytime
anyone decides to pick up the same object one more time. The establishment
of such an order differs slightly from what happens in the reading of print
literature because of the need to explain actions and occurrences — the
exercise of “non-trivial effort,” in Aarseth’s well-known terms — in
addition to emphases and interpretations. This creates the need to imagine a
structure, metaphorical or otherwise, under which an action’s potential
outcomes can become legible as events, granting them an almost
physical existence while at the same time subsuming their other possible
random variations all under an invented equivalency. Thus all potential
events from one action in a ludic text cannot but be the expression of a
single impulse, be it process or form or something else, which can truly be
elevated to the status of a happening instead
of a radically indeterminate potential.
If this tension between process and possibility is something we value as an
essential component in playable media, and if this is a useful contrast with
the linearity we associate with non-interactive media, then perhaps it is
this desire to retain the openness of our objects that explains our frequent
looks in digital studies toward the future, rather than a shallow desire for
something new as the common accusation has it. Random generation requires a
context in order to be coherent and the underlying grammar of code to give
it shape, even if the outlines appear only gradually. In such cases, we must
consider that coming to know how processes work doesn’t always explain only
a work’s dynamics; rather, it also tells the story of the work itself.