Page 208 - Cyberculture and New Media
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Tony Richards                     199
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                                     [F]irst,  the  use  of  subjective  POV  to  create  a  newly
                                     participatory role for the spectator; and second, the concept
                                     of  interpellation  and  its  function,  within  discourse,  in
                                     constructing  apparently  unified  subject  positions  [...]  the
                                     subject  position  created  through  shot-reverse-shot  is
                                     replaced  in  the  FPS  [first-person  shooter]  by  a  camera
                                     simulated  through  software  rendering  of  these  three-
                                     dimensional  spaces  [...]  literalises  the  conceit  of  an
                                     embedded diegetic participant [my emphasis] that cinema,
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                                     because of its material technologies, can only imply.

                                     While  in  many  ways  an  impressively  argued  paper,  the  above
                             excerpt  betokens  an  overly  optimistic  reorienting  of  apparatus  theory
                             imported inappropriately into the game’s quite undecidable ‘spacetime’. For
                             here to speak of a “diegetic participant” is to take the concept of ‘diegesis’
                             (storyworld) and to concomitantly equate the player as an insider-character
                             (or here paradoxically flipped outsider-captured) embedded within a ‘space’
                             which is in fact neither quite text nor non-text (non-text would be something
                             anarchically  without  overarching  arché-textual  structure  like  the  internet):
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                             being  neither  decidedly  diegetic  nor  extra-diegetic .  This  undecidable
                             difficulty  will  later  form  an  important  component  within  our  own
                             investigation of the gamic spacetime.
                                     Further, according to Rehak the suturing function of the cinematic
                             shot-reverse-shot (presumed to subject the spectator within the difference of
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                             framing  positions )  finds  a  direct  equivalence  in  the  game’s  free-roaming
                             simulated camera that would here make the player forget their difference and
                             distance  from  the  presumed  diegesis.  A  sort  of  umbilical-alliance  here
                             comports  the  game-control  as  of  a  prosthetic  extension  (for  that  control
                             would extend the screen outward) and in so prosthetising-the-player would
                             swallow the player into the ‘diegetic’ matrix and make of them a mere third-
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                             person-subject of the space .
                                     As  third-person  subject  of  the  space  the  gamer  would  seem  to
                             misrecognise  their  pre-textual  identity  for  that  of  a  character  already
                             embedded within the game’s “diegesis”. To unpack this problematic idea of a
                             diegetic already-embeddedness it will be worth looking in a little more detail
                             at this borrowed model of the cinematic subjection and misrecognition before
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                             returning  to  Rehak’s  own  gamic  application.  According  to  Doane
                             identification within the cinematic apparatus works on three distinct levels.
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                             After Metz  she points out that these three modes of identification are with
                             the character, of objects (and issues) and finally with the projection/screen as
                             an act of ‘the gaze’ or looking in itself. This latter identification acts as a
                             mode of primary identification which subsumes and forms the condition of
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