Page 214 - Cyberculture and New Media
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Tony Richards                     205
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                             presenting  first-person  singular-pronominal  active  present-participle  of  the
                             “I-do” (furnishing the, for example, the famous speech act of the I-do of the
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                             wedding  rites ).  This  singular  presence  however  is  predicated  and  reliant
                             upon  (iterative)  the  ‘past-perfect’  of  the  “you-did”  that  would  seem  in
                             comparison to this first-person singularity to be an externally cold and stale
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                             recording,  citation  or  writing  technology .  Thus  the  citational  writing-
                             within-speech  (we  could  recoin  it  arché-citation)  that  is  Derrida’s  own
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                             reworked ‘performative’  points to a différantial-undecideability (between –
                             but not beyond- ‘performative’ and ‘constative’ as opposites) that can also be
                             seen to be at the heart of the videogame which neither a constative 1.0 theory
                             nor the performative 2.0 theory could circumscribe. For in the game, as we
                             will see, there is an excess or dissemination that overruns or invaginates the
                             boundary of any third or first-person position.
                                     Beyond these (1.0 vs. 2.0) views then, it is preferable that the game
                             should  not  be  conceived  of  as  a  program(me)  at  all.  For  within  this
                             compounded  neologism  both  a  closed  ‘program’  (1.0)  and  a  closed  ‘(me)’
                             (2.0)  presumes  a  violatory  concept  of  an  outer  hacking  or  breaching  of
                             erected  ‘meta’  fences  that  would  attempt  to  fend  off  such  incursions  or
                             breechings  by  some  notionally  errant  alterity.  For  in  the  old  ‘sovereign-
                             spaces’  of  the  linear  media  text  or  program(me)  there  are  the  countless
                             protections  against  fore-seen  audience  dissention,  dialogically  contained
                             within, as constitutive of their very boundary or notionally ‘cleaved’ singular-
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                             existence ). As a concomitant of this non-limit in the game, and at this point
                             still in a measure of agreement with 2.0, we must also be wary of utilising
                             unproblematised  concepts  from  film  or  literary-linear  studies  such  as
                             ‘diegetic space’. For here a distinct or internal ‘diegetic space’ (to be divided
                             off from the notionally ‘extra-diegetic space’ of the ‘audient’ encountering
                             that  “theatrical”  en-closure)  would  create  a  too  neat  divide,  frame  or
                             parergon which does no justice to the openly invaginated nature of the space
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                             that  is  the  game-staging :  the  outlying  districts  of  the  game  are  not  so
                             circumavigable. This lack of a diegetic framing or of a carved-off narrative
                             space becomes all the more conspicuous when we see that there is no ‘One’
                             in the sense of a clear narrative agency. Here we come upon the importance
                             of the first/third person problem for the videoogame.
                                     In the game there is a clear (and essential) undecidability between
                             the first and the third person subject positions (performative and constative
                             respectively) whose vibrating-interlace will deny the ability of the space-of-
                             play  to  wrap  up  its  incorporated  ‘protagonist’.  Before  coming  to  land
                             squarely on this however we must briefly look at a very important transition
                             between  the  game  and  its  linear  subject-position  forebears,  one  also  that
                             makes  it  very  different  to  the  externality  of  subject  positions  within  the
                             internet experience (could one here even think in the region of first or third
                             person?). Within literature, and in its transportation to film, the difference of
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