Page 217 - Cyberculture and New Media
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208                   The Différance Engine
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                             a linear text, experienced also as first in this game-text) and third-person-ed
                             (beast) with attributes of a first which then provides the game’s irresolvable
                             identity-play  (and  thus  showing  the  game  to  be  beyond  constative  and
                             performative as distinctives). Three narratological dynamical parties then are
                             at play in their presence in this game. The complex, even psychotic, status of
                             first and third person is rarely addressed or problematised within the critical
                             literature and tends to be reduced to easy positional differentiations (as we
                             have  seen)  of  first  or  third  and  a  clear  diegetic  arena  within  which  their
                             activities are thus then circumscribed.
                                     Let  us  concentrate  briefly  a  little  more  here  then,  for  economic
                             simplicity,  on  one  of  the  boundary-between  parties  only:  the  beast.  This
                             beast, this other-self, has fluidly open-closed (invaginated) boundaries which
                             prevent  us  from  landing  it  as  some  diegetically  encircled  third  person
                             constative position. Also however as acted-upon it cannot be wrapped in any
                             performative first-person immediacy.
                                     The  opening  few  transactions  of  the  game  are  centred  on
                             demonstrating  to  us  its  openness,  its  choices.  Two  character-guides  or
                             preliminary-chaperones, one angelic and one demonic (momentary helpers or
                             traditional omniscient narrators as far as the game allows for such stabilised
                             guiding hands) unravel the function of many of the game’s core components.
                             They  foreground  for  example  the  concept  of  the  building  up  of  the
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                             behaviours of the beast that we have taken on. In this rather camp parody  of
                             the cartoon’s (Good vs. Evil) disembodied ‘inner voices’ we are told how we
                             can  affect  various  outcomes.  Here  then  after  this  restrictive  nursery-slope
                             (once we are on our own) the game becomes far from black and white. This
                             is  why  a  textual  analysis  cannot  really  take  us  any  further  down  these
                             multiply-forking  paths.  How  can  one  textually  analyse  such  a  shaded
                             uncertain and undecidable object? How then can one  talk  of a diegetically
                             locked temporo-spatiality, where by definition either a first or third person
                             position could be defined?
                                     The  beast,  as  neither  constative  third-person  character  nor
                             performative  first-person  occupied  tool,  never  sleepwalks  along  a  path  of
                             calendar  pre-destination.  By  coaxing  the  character,  and  by  having  it
                             continually on the edge of a slipping-away-from-grasp, we find a haunting
                             sense of its future attributes in its de-centred present movements within the
                             story-world  ‘we-it’  occupies;  making  of  ‘it-we’  a  flickering  undecidable
                             performative-constative  (or  as  we  saw  earlier  a  Derridean  re-coined
                             performative).  The  beast  is  then  is  a  de-central  character  of  a  morphous
                             identity  within  this  différance  engine  that  is  the  slippery  diegesis  of  the
                             game’s fluid futurity. The important fluidity of this future and the haunting of
                             the  other-path  cannot  help  but  make  us  aware  of  the  question  of  other
                             always-already hanging over present-absences.
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