Page 218 - Cyberculture and New Media
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Tony Richards                     209
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                                     That  the  ‘present-diegesis’  (the  spacetime  that  the  beast  is
                             “presently” inhabiting) is haunted by an-other diegesis makes any narrational
                             absolute positioning of third-person constative eminently undecidable. That
                             we  are  not  free  to  operatively  or  performatively  roam  makes  any
                             metaphorical  first-person  ‘experiential’  equally  undecidable.  Such
                             undecidabilities that we are opening up here cannot be closed down by the
                             wishful  thinking  of  the  protective  absolute  oppositions  of  third  or  first
                             person.  Thus  we  must  put  in  place  a  more  knowing,  open  and  avowedly
                             undecidable  recoined  performative  which  contains  and  admits  of  its
                             constative-iterative.
                                     This  more  knowing  and  thus  less  certain  re-coined  iterative-
                             performative  must  recognise  that  neither  a  1.0  locked  constative  (third-
                             person)  beloved  of  apparatus  theory,  nor  an  open  and  free-roaming
                             performative (first-person) beloved of reflexive  models is  correct for these
                             new  media  spaces  such  as  the  game.  Identity  here  is  never  knitted  nor
                             unknitted but also never simply a happy combination or resolution of the two
                             (hence no 3.0 synthetically appreciating or sublating these differences). This
                             irresolvable un-becoming flickering of the first and the third persons provides
                             a  telling  problem  in  this  différance-engine  that  is  the  videogame.  That  we
                             cannot resolve this différance in the spacetime of the game may be something
                             to celebrate...
                                     ...For the game itself does not end in either definition by the game or
                             by walking away free within it. The game goes far beyond the game and we
                             will not be walking away from it. For we are not really playing it.
                                     We are facing our incompletion...



                                                          Notes

                             1
                               This of course purposefully and rather self-confidently utilises a computer
                             program  nomenclature  to  display  a  theoretical  goodness  of  fit  to  the
                             momentum of this modern world.
                             2
                               Again we must underline the somewhat ironic sense of this progressive 1.0
                             versus 2.0 mounting of hostilities. A younger generation of media theorists
                             (typified in the parties of Merin, Gauntlet et al) parcel-up as “1.0” a seeming
                             homogenous  unity  which  does  not  recognise  ludic  play.  More  particularly
                             they seem to say that media studies 1.0 does not seem to recognise that the
                             world has moved on into the more client-sided pursuits of games, the internet
                             and  social  networking  sites.  Thus  the  technologies-of-the-teaching  need  an
                             overhaul as they are in grave danger of being left behind and outstripped by
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