{"id":1291,"date":"2011-04-14T11:00:52","date_gmt":"2011-04-14T15:00:52","guid":{"rendered":"http:\/\/www.playthepast.org\/?p=1291"},"modified":"2011-04-14T11:17:50","modified_gmt":"2011-04-14T15:17:50","slug":"formulaic-play","status":"publish","type":"post","link":"http:\/\/www.playthepast.org\/?p=1291","title":{"rendered":"Formulaic play"},"content":{"rendered":"<p>This post is about the the way the essential mechanical aspect of the ludic system called homeric epic&#8211;the re-composition of heroic tales by the elaboration of formulas and themes, recurrent elements that could be combined in infinite variety by the virtuosic performers who were perhaps called <a title=\"Epic immersion, part 2: the interactivity of the homerids\" href=\"http:\/\/www.playthepast.org\/?p=877\">homerids<\/a>&#8211;gives us a compelling mode of description for videogames as occasions of player performance.<\/p>\n<p>Imagine you\u2019re playing <em>Halo <\/em>(the game about the space marines fighting the religious fanatic aliens&#8211;or at least the one I\u2019m usually on about). Another of those cutscenes (little movies) has just ended, and the Captain has given you his pistol and told you to find your way to an escape pod and get off the ship. As the movie-type stuff ends, you head out the door, and immediately face a group of aliens who want to kill you. It would be fair to say that the game really begins here, for several reasons, the most important perhaps being that this game is a \u201cshooter,\u201d and this is the first time you actually get to fire a weapon.<\/p>\n<p>You\u2019re beginning an improvisatory part of your performance, the way a bard might begin, after a highly formulaic invocation to a muse, to sing his own, always new version of the story of the embassy to Achilles.<\/p>\n<p>Now from the very first moment of this sequence, you have a great degree of control over what you do (that is, what your character does) in the game. You can choose whether to shoot, and which enemies to shoot. You could play the next minute of the game over an infinite number of times, and no two of your performances would be exactly the same.<\/p>\n<p>This facet of adventure videogames, the decisive role of player improvisation, arises in their famous, sometimes hard-to-nail-down, \u201cinteractivity.\u201d I want to demonstrate that we can see also that interactivity as <strong>formulaic<\/strong>, and that by describing it that way we gain resources in our efforts to analyze videogames effectively.<\/p>\n<p>My own definition of \u201cinteractivity\u201d is \u201cpermitting a person to participate in, through a measure of control over, the relevant experience.\u201d (A more basic definition is \u201caccepting user input\u201d; that basic one is completely compatible with mine, I think, but not robust enough for the purposes of the kind of analysis I want to do here.) What I\u2019m suggesting in this post is that the interactivity of both homeric epic and narrative videogames stems from the way performances in both systems take shape through re-composition of formulas: units like \u201cswift-footed Achilles,\u201d \u201ccunning Odysseus,\u201d and sniper rifles.<\/p>\n<p>The bards of the <em>Iliad<\/em>, that is, were exercising the same control over their mythic material when they came up with the remarkable statement of self-sufficiency that Achilles makes in <a title=\"Epic choices, and the lack thereof\" href=\"http:\/\/www.playthepast.org\/?p=1039\">Book 9 of the <em>Iliad<\/em><\/a>, as you exercise when you decide for example on a gun you want to take through a level of a shooter or on a dialogue choice in a dialogue-heavy RPG, or on a path to take through a dungeon in an MMORPG. Ian Bogost has described this kind of procedurally-determined performance as<a href=\"http:\/\/mitpress.mit.edu\/catalog\/item\/default.asp?ttype=2&amp;tid=10917\"> \u201cunit operations\u201d<\/a>; by bringing that description back 2500 years or so I\u2019m proposing another layer for it&#8211;a layer full of fascinating things to be compared, like the amazing ninth book of the <em>Iliad<\/em>.<\/p>\n<p>The story of the \u201cEmbassy to Achilles\u201d was itself an interactive improvisation and an interactive re-composition upon the existing theme of the \u201cWrath of Achilles.\u201d The formulas and themes (in the sense of recurrent element) were available to the bard who elaborated them the same way the materials we usually call the \u201ccontent\u201d of a videogame are available to the player; the system itself&#8211;the rules (called poetics) of formulaic re-composition&#8211;figured the bard\u2019s performance the same way the rules (called mechanics) of Halo figure a player\u2019s performance of that game.<\/p>\n<p>Indeed, the story of the \u201cWrath of Achilles\u201d must have been a formulaic re-composition of the story of \u201cThe War at Troy.\u201d In the other direction, the moving words of Achilles in Iliad 9 must have been a formulaic improvisation upon the existing theme of \u201cThe Embassy to Achilles.\u201d<\/p>\n<p>It\u2019s probably worth noting that I don\u2019t think it makes sense even to say that traditional books and films <strong>aren\u2019t <\/strong>interactive, or even that they\u2019re not ludic (that\u2019s why I came up with the term \u201c<a title=\"A note on the word \u201cpractomime\u201d\" href=\"http:\/\/www.playthepast.org\/?p=198\">practomime<\/a>,\u201d actually). The decisive effect brought about by the audience of any work upon that work\u2019s ultimate meaning should make us speak rather of different kinds and degrees of interaction than of interactive and non-interactive media.<\/p>\n<p>But videogames, especially narrative videogames, and homeric epics share a special relationship to their interactivities: they both bring them <strong>forward <\/strong>for the performer to <strong>make use of<\/strong> in such a way that they challenge that performer to make something new from what he or she has been given, something virtuosic even in its reliance on the old formulas. In turn, I\u2019m hoping to go on to suggest, the designers of videogames get to lay claim to the <strong>really <\/strong>amazing part of the ancient bard\u2019s job: making up new formulas.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This post is about the the way the essential mechanical aspect of the ludic system called homeric epic&#8211;the re-composition of heroic tales by the elaboration of formulas and themes, recurrent elements that could be combined in infinite variety by the virtuosic performers who were perhaps called homerids&#8211;gives us a compelling<span class=\"more-link\"><a href=\"http:\/\/www.playthepast.org\/?p=1291\">Continue Reading<\/a><\/span><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[15],"tags":[],"coauthors":[],"class_list":["entry","author-travis","post-1291","post","type-post","status-publish","format-standard","category-articles"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/1291","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1291"}],"version-history":[{"count":6,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/1291\/revisions"}],"predecessor-version":[{"id":1297,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/1291\/revisions\/1297"}],"wp:attachment":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1291"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1291"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1291"},{"taxonomy":"author","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcoauthors&post=1291"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}