Page 215 - Cyberculture and New Media
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206                   The Différance Engine
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                             the first and the third-person never hands over an active ‘signifier’ arranging
                             role to the person who is doing the reading or the spectating (hence now the
                             neat   new   celebratory   baptismal-neologism   of   the   morphed
                             reader+writer=wreader).  The  handing  over  of  the  optical  first-person
                             position in a few select linear-films never hands over the reigns to the viewer
                             however. This is a very different to first and third undecidables within the
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                             game . One need only look at one of film’s famous (and few) incursions into
                             the  “first-person”  territory  to  see  the  difficulties  of  taking  up  the  optic
                             alignment and concomitantly then assuming to make of the spectator the key
                             player.
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                                     Montgomery’s Film-Noir ‘Lady in the Lake’  was an experiment in
                             film  which  took  cinematic  suture  and  the  dominant  point-of-view  and
                             transformed these into a constant optical-point-of-view. Here then we rarely
                             saw the star of the show (Montgomery himself) for all the ‘other’ eyes in the
                             film  looked  directly  into  ‘our’  protagonistic  ones.  This  experiment  was
                             famously  a  failure  for  the  voyeuristic  distance  so  beloved  of  cinema
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                             (Mulvey   et  al)  would  paradoxically  prevent  the  ‘immersion’  of  stepping
                             into the shoes of the screen-party rather than witnessing the scene from an
                             associational  distance.  Another  problem  is  the  control  of  a  space  of
                             comparison where we would be needed to be ever-present and thus outside of
                             the  constant  locked  character-optic.  For  if  every  component  within  the
                             narrative-space is restricted to our optical-presence then unrestricted aspects
                             unperceived by us ‘the character’ could not be compared or controlled by the
                             omniscient narration (the obvious point about suspense as Hitchcock pointed
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                             out  to  Truffaut   is  showing  more  than  the  character  knows  and  thus
                             increasing our sense of empathy at their plight; for example a bomb ticking
                             away  under  their  seat).  Thirdly,  and  most  obviously  for  our  purposes,  the
                             optical aspect does not hand over the reins, for nothing in the space is ever re-
                             arranged by any extra-diegetic empirical viewing. On these three grounds at
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                             least  then the game is prevented from coinciding with such narrational first
                             or third personage; for the interactivity of the game makes a mockery of the
                             taking-up of these inside/outside positions: the game invaginates this divide.
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                                     Games  then  in  being  a  haunted   différance-engine  operate on  the
                             very  boundary  distinction  of  first  and  third  person,  text/and  non-text,  of
                             performative and constative and of presence and absence. Designers are still
                             mistakenly fighting (pragmatologically) to create a first-person performative
                             with the additional security of the cinematic third-person  constative: hence
                             the  promised  ‘Cinematic’  experience  which  game’s  covers  and  cutscenes
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                             often  wish  to  foreground ).  This  battle  however  is  headed  in  entirely  the
                             wrong direction and cannot complete its mission, as the game is situated from
                             bottom on openings. Let us look at a game which more openly welcomes or
                             embraces its gamic nature.
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