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The Différance Engine:
                                       Videogames as Deconstructive Spacetime

                                                      Tony Richards

                             Abstract
                             The purpose here is to intervene within some dominant strands of videogame
                             scholarship and propose a more problematic relation to our object. The two
                             dominant tendencies taken-up here represent what has come to be self-styled
                             as  a  media  studies  2.0  model,  over  and  against  a  supposedly  previously
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                             dominant  (and  retroactivated  as  outmoded)  1.0.   Proposed in  opposition  to
                             these  somewhat  sweeping  positions  will  be  a  deconstructive  model  which,
                             while disagreeing with these theoretical ‘algorithms’, would not believe itself
                             to  be  leading  a  charge  toward  any  notionally  more  thoroughgoingly
                             circumnavigating 3.0 account. Specifically, while the 2.0 account proposes a
                             “new”  active  first-person  Performative  framework  versus  an  “old”  third-
                             person  indicative  Constative,  we  would  recommend  a  reworked  iterative-
                             Performative as propounded in the works of Derrida and Butler.

                             Keywords:  différance,  undecidable,  narrative,  first-person,  third-person,
                             performative, constative, interpellation, suture, reflexivity.

                                                          *****

                             1.      Introduction
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                                     To  briefly  recount  the  saga:  the  outmoded  1.0  account   tended  to
                             grant supremacy to the machine, supply, or server side of the communicative
                             equation leaving for the audience only an intractable, non interactable blank
                             space to be crowded-out by an insuperable-power: the subject(-objective) is
                             overwhelmed  by  the  text’s  all  too  powerful  mode-of-address.  Within  this
                             previously dominant model of domination then each ‘text’ would form (from
                             its  secured  vantage  point)  a  linear-perspectival  control-engine  that  would
                             either  hypodermically  inject  (older-outmoded  theory)  or  interpellate  (more
                             modern-outmoded theory) their object-individual as their subject. This denial
                             of any space either to play or to poke polysemical holes into the socialising
                             fabric  of  the  oncoming  text  constituted  the  figure  then  of  an  indivisible
                             program(me)  acting  as  some  locally  firewalled  representative  of  a  much
                             larger media-industrial eco-system. While some theorists felt that this did a
                             disservice  to  the  multifarious  positionality  of  the  receiving  audiences  (that
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                             there  was  always  a  residual  meaning  allowance  or  a  polysemic-playspace
                             within the static and weaved net of a particular text’s ‘material’ signifiers),
                             there was still nonetheless a strong server-sided control of what composed the
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