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214                   The Différance Engine
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                             haunted  by  ‘constative’  (by  iteration  for  example)  is  Derrida’s  knowing
                             misuse.
                             42
                                Hence the notion of a ‘copyright’ that marks off an internal limit from its
                             citational outside (wherein the latter possibility is repressed).
                             43
                                 Games  as  such  then  are  not  to  be  seen  as  strategic  campaigns  inviting
                             resistant and escalating tactical counter campaigns on the part of the player (a
                             la the counter-tactics cherished by de Certeau and his followers such as Fiske
                             and  his  playful  polysemically-equipped  ‘semi-active’  consumers).  Such
                             notions of a firewallable identity are not a part of the game no matter how
                             many  boundaries  are  tried  and  tested.  Here  again  is  a  contradiction  which
                             both defines the game and reveals why its future, to come, does not lie in any
                             form of recalculated or reconditioned filmic presence. The game involves and
                             always-already accounts for the free-play of the player. The computer can do
                             nothing else than accept such user input. It is not then a war and thus not a
                             real hacking.
                             44
                                Could one talk about a Deleuzean becoming-first or becoming-third or of a
                             fold between? Such a rhizomatic becoming from-the-divide however does not
                             recognise  the  radicallity  of  the  flickering  undecideability  between  these
                             ‘positions’ as we hope to elaborate.
                             45
                                Montgomery, R., Lady in the Lake, MGM, 1947.
                             46
                                Mulvey, L., ‘Visual Pleasure and Narrative Cinema’ in Popular Film and
                             Television Tony Bennett (ed), BFI Press, London, pp.206-215.
                             47
                                Scott, H.G. & F. Truffault, Hitchcock. Simon & Schuster, New York, 1985
                             48
                                 This  small  list  of  three  could  be  expanded  and  an  interesting  study
                             undertaken  to  further  problematise  the  difference  between  so-called  first-
                             person videogames and traditional narrative or diegetic genres that employ
                             the first-person but within the larger narratological web that is the text. This
                             difference needs to be unlocked much more than it is within the literature and
                             the  gamic  (which  should  not  be  reduced  either  to  the  ludological,  after
                             Caillois  and  Frasca)  quality  of  the  videogame  exorcised  from  these
                             differences.
                             49
                                For an examination of the haunted or hauntological nature of the spacetime
                             in  videogames  see  Lockwood,  D.  &  Richards,  T.,  ‘Presence-Play:  The
                             Hauntology  of  the  Computer  Game  in  ‘Games  Without  Frontiers,  War
                             Without  Tears:  Computer  Games  as  a  Sociocultural  Phenomenon’.  Jahn-
                             Sudmann  A.,  and  Stockmann,  R.,  (eds),Palgrave  Macmillan,  2008,  pp175-
                             185.
                             50
                                 This  perhaps  is  where  the  conceptual  mistake  can  occur  that  games  are
                             necessarily  like  film,  because  so  many  games  still  want  to  be  film  (to
                             remediate  film).  They  have  perhaps  not  attuned  yet  to  their  gamic
                             potentiality. We would strongly argue then that the game is always already
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