{"id":761,"date":"2011-02-10T11:00:46","date_gmt":"2011-02-10T16:00:46","guid":{"rendered":"http:\/\/www.playthepast.org\/?p=761"},"modified":"2019-11-19T15:33:40","modified_gmt":"2019-11-19T20:33:40","slug":"epic-immersion-part-1-in-medias-res-not-in-mediis-rebus","status":"publish","type":"post","link":"http:\/\/www.playthepast.org\/?p=761","title":{"rendered":"Epic immersion, part 1: in medias res, not in mediis rebus"},"content":{"rendered":"<div>\n<p>The beginnings of <a href=\"http:\/\/www.playthepast.org\/?p=198\">practomimes<\/a>, whether oral traditional epics or narrative video games, can, I think, tell us a great deal about some fascinating similarities and differences among how performers through the ages&#8211;bards, storytellers of all kinds, video gamers&#8211;expressed themselves artistically. Such comparisons seem to me to pay huge dividends not only in insights about how culture in general, and our own culture in particular, works, but also in expansion of the range of performances in which we know how to engage in the games we love so much.<\/p>\n<p>The narrative-content-based <a href=\"http:\/\/www.escapistmagazine.com\/articles\/view\/issues\/issue_66\/384-Bungies-Epic-Achievement\">similarities<\/a> I\u2019ve <a href=\"http:\/\/www.playthepast.org\/?p=74\">noted<\/a> <a href=\"http:\/\/www.playthepast.org\/?p=317\">elsewhere<\/a> between <em>HALO <\/em>and some of the most typical works of the epic tradition make that game a very good place to start, as it were. I\u2019m going to try to persuade you that when we consider the true meaning of the famous description of epics as beginning<em> in medias res,<\/em> in relation both to ancient epic and to video games like <em>HALO<\/em>, we can learn something very important about where what we might call a cultural signature of these games, immersion, really comes from. In fact, we\u2019ll see that the ancient evidence entirely backs up Katie Salen and Eric Zimmerman when in <em><a href=\"http:\/\/books.google.com\/books?id=UM-xyczrZuQC&amp;printsec=frontcover&amp;dq=rules+of+play&amp;hl=en&amp;ei=Ds5STeGlEYP68AbJ2siOCg&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=1&amp;ved=0CCwQ6AEwAA#v=onepage&amp;q&amp;f=false\">Rules of Play<\/a><\/em> they make their counterintuitive argument that immersion comes not from metaphors of space but from the dynamic operation of rulesets.<\/p>\n<p>In this summary of the opening of&nbsp;<em>HALO<\/em>, I&#8217;m going to describe the game as if to someone who has never played such a game, partly to make this post more accessible and partly to frame the game as a practice&#8211;that is, as the sort of cultural activity of which we can make an interesting description. <em>HALO <\/em>begins with some movie-style atmospheric music, and a very, very long shot of a spaceship, next to a mysterious, enormous ring-in-space (the Halo, obviously). We see a series of animated shots, featuring a spaceship captain and an aritificial intelligence that controls the ship, which look like a badly-made computer cartoon (because they\u2019re created using the game\u2019s engine, the program used to put all the action in the game on your screen); in the story told in these shots, we get a bit of exposition about what\u2019s going on.<\/p>\n<p>This kind of animation sequence is called a cutscene, a part of videogame storytelling that\u2019s of the utmost importance to understanding how videogames relate to other kinds of narrative art. Cutscenes are such an important part of video game narratives, in fact, that they tend to be overlooked as meaning-bearing elements, above all because they seem to betray the unique interactivity of player-control of a player-character in narrative games. I need to call attention, though, to the transition that\u2019s going to be made at the end of this one\u2014from the player not having control of a character to the player performing through his or her character.<\/p>\n<p>At any rate, in the cutscene with which <em>HALO <\/em>begins, we learn that the ship, the <em>Pillar of Autumn<\/em>, has been attempting to escape from an alien battlefleet, and has by chance ended up near the Halo. But the aliens, called the \u201cCovenant,\u201d are already there, waiting for them.<\/p>\n<p>Captain Keyes orders the ship to prepare for battle once again, and we see the marines, led by battle-hardened Sergeant Johnson, getting ready \u201cto see Covenant up close.\u201d<\/p>\n<p>We see some technicians receive an order to \u201cunseal the hushed casket.\u201d<\/p>\n<p>Then, suddenly, we are inside what must be the hushed casket, looking out through a window. The cover opens, and we see one of the technicians standing there. He greets us as the Master Chief, and the game tells us, via the HUD (heads-up display, which simulates the inside of the Master Chief\u2019s helmet), to press X to exit the casket.<\/p>\n<p>When we do, we return for a moment to third-person view, and watch ourselves, a magnificent, armored warrior, whose face is obscured entirely by a shining visor, step out of the cryogenic chamber.<\/p>\n<p>Quickly, we return to the action, and, if this is the first time we have played, are instructed in a series of \u201cdiagnostics\u201d that acquaint us with the controls\u2014the game\u2019s tutorial. At the end of the tutorial, aliens suddenly blow the door open, and we are told to get to the bridge to see Captain Keyes, as we watch our first friends, the techs, slaughtered by the aliens.<\/p>\n<p>We are weaponless, as yet, so we must dart through hordes of aliens who are trying to kill us, learning a few things, like how to crouch and how to use our flashlight, on the way. It is easy to get lost in the maze-like corridors of the <em>Pillar of Autumn<\/em>, and so the arrows on the floor pointing to the bridge come in handy. Even so, we need the help that comes to us in the form of a marine who tells us to follow him to the bridge, and finally leaves us at the entrance.<\/p>\n<p>When at last we stand before Captain Keyes, the view changes back to third person for another cutscene, and we receive an update on the situation. Then, having received as a companion the famous Cortana, an Artificial Intelligence who also serves as a a guide and a narrator, the Captain hands us his revolver and instructs us to find our way to the lifeboats. The game now begins in earnest, and as we exit the bridge we must start shooting the aliens who are trying to shoot us, or to blow us up with their glowing plasma grenades.<\/p>\n<p>Let me note that this game is violent, but let me also re-state the comparison that constitutes the main theme of my work on <em>Play the Past<\/em> and elsewhere by noting that <em>HALO <\/em>is nowhere near as violent as the <em>Iliad <\/em>or the <em>Odyssey<\/em>.<\/p>\n<p>In considering my description of the action at the start of <em>HALO<\/em>, you\u2019ll notice first of all that we are put smack into the middle of a story. The poet <a href=\"http:\/\/en.wikipedia.org\/wiki\/Horace\">Horace<\/a> had a name for that storytelling technique in the ancient world, and that name captured the rules of epic so well that it caught on with a vengeance: he called it a beginning <em>in medias res<\/em>: \u201cinto the middle of matters.\u201d Horace, in his <em>Ars Poetica<\/em>, was describing how beginning <em>in medias res<\/em> had already been one of the hallmarks of epic, at least since Chryses walked into the camp of the Achaeans at the start of the <em>Iliad<\/em>.<\/p>\n<p><em>In medias res<\/em> means \u201cinto the middle of things\u201d not \u201cin the middle of things\u201d (that would be <em>in mediis rebus<\/em>). What\u2019s the difference? \u201cInto the middle of things\u201d means that the audience and the bard throw themselves from where they are right into the story, and that\u2019s important, because it\u2019s very different from just quietly (or loudly) popping up at the beginning, with something like \u201conce upon a time,\u201d or as Horace puts it in the example of what a bard doesn\u2019t do, \u201cI will sing the famous family of Priam.\u201d<\/p>\n<p>This is how the Iliad kicks off:<\/p>\n<blockquote><p>Sing, goddess, the accursed wrath of Peleus\u2019s son Achilles,<br \/>\nthat hurled many strong souls of heroes down to Hades\u2019,<br \/>\nand made them food for dogs and all the birds,<br \/>\nand the will of Zeus was accomplished:<br \/>\nfrom the time when first stood quarrelling<br \/>\nthe son of Atreus lord of men and godlike Achilles.<br \/>\nWhich of the gods set them to battle?<br \/>\nThe son of Zeus and Leto, for angered at the king<br \/>\nhe sent an evil sickness on the army, and the people were dying,<br \/>\nbecause the son of Atreus dishonored the prayer-man Chryses.<br \/>\nFor that man came to the swift ships of the Achaians<br \/>\nto ransom his daughter and to bring countless payment. . .<\/p><\/blockquote>\n<p>You\u2019ll notice that this epic beginning has two separate parts\u2014first, what\u2019s usually called the \u201cproem\u201d (\u201cproem\u201d is just a fancy word for an introduction in a poem) in which the singer of the epic talks a bit about what he\u2019s doing (specifically in relation to his imagined function as a sort of mouthpiece for the muses\u2014that\u2019s the \u201cSing, goddess\u201d part), and then, second, the real beginning of the story, when Chryses, the priest of Apollo, walks into the Achaean camp. It\u2019s that second part that\u2019s called the beginning <em>in medias res<\/em>: instead of telling us the whole story of the Trojan War from the very beginning, the bard (he\u2019s the guy singing the epic when it was in its original form some time between 1200 BCE and 800 BCE; remember that a very nice definition for \u201cbard\u201d is \u201csinger of tales\u201d) starts the story with a minor incident, though that minor incident will soon become a major problem for the Achaean army that\u2019s trying to capture Troy and get Menelaus\u2019 wife Helen back.<\/p>\n<p>I\u2019ve got a bit more to say about what\u2019s going on in the beginnings of the ancient epics, but I want to clarify the kind of comparison I\u2019m making with the beginning of <em>HALO <\/em>(and also with the beginnings of just about any other adventure video-game you can think of, whether it\u2019s <em>Star Wars: Knights of the Old Republic<\/em> or <em>The Elder Scrolls IV: Oblivion<\/em> or <em>Grand Theft Auto IV<\/em>): just like ancient epics, adventure video games start in the middle of the story. <em>HALO <\/em>starts when the <em>Pillar of Autumn<\/em> has just made a desperate hyperspace jump to elude pursuit; <em>Prince of Persia<\/em> starts in the middle of a desperate battle.<\/p>\n<p>The reason we even have that phrase, <em>in medias res<\/em>, is that ancient literary critics like Horace noticed that the homeric <em>Odyssey <\/em>and <em>Iliad <\/em>didn\u2019t start at the very beginning of a story, the way your typical folktale, and, really, most novels do, with \u201cOnce upon a time\u201d or its equivalent\u2014something like \u201cIt is a truth universally acknowledged\u201d or \u201cAll happy families are the same,\u201d or even, \u201cCall me Ishmael.\u201d No, epics begin (after that front-matter called the proem that features an invocation of a Muse or something like a Muse, where the epic singer asks the divine spirit of poetry to tell the story for him, which is a bit like the moment when you see the big \u201cBungie\u201d logo on your TV screen, and then the game menu, which says, in effect, \u201cYes, you\u2019re playing a video game\u2014that video game was made by our cool studio\u2014now it\u2019s time to press a button to get it started\u201d) in the middle of the story. The <em>Iliad <\/em>starts when the Trojan war is already ten years old. The <em>Odyssey <\/em>starts when Odysseus has been gone for twenty years, and is finally on the verge of coming home. The <em>Aeneid <\/em>starts when Aeneas has been journeying for two years already, and thinks he has almost made it to Italy, his final destination.<\/p>\n<p><em>HALO <\/em>starts when the forces on board the&nbsp;<em>Pillar of Autumn<\/em> have already been fighting a war with the Covenant for quite some time. The action of <em>HALO: Combat Evolved<\/em>, and of its successors <em>HALO 2<\/em>, <em>HALO 3, HALO 3 ODST, HALO Wars<\/em>, and <em>HALO: Reach<\/em>, all takes place within a story that the audience is made to feel happens in the middle. By contrast, the <em>HALO<\/em> novel <em>HALO: The Fall of Reach<\/em> begins at the beginning, with the recruitment of the boy who will become the Master Chief.<\/p>\n<p>In the middle of what? What\u2019s the point of an <em>in medias res<\/em> beginning? More importantly, what effect does it have on the audience, and can it tell us anything about a possible similarity between video games and ancient epic? Beginning <em>in medias res<\/em> doesn\u2019t mean that the epic will fail to tell a complete, discrete story. It means, though, that the epic\u2019s individual, particular story taps into a much larger story, of which it constitutes only a small part. An <em>in medias res<\/em> beginning makes the audience feel that the story they are to hear, or rather, as I\u2019d much rather put it, to participate in telling, whether we\u2019re talking about ancient epic or about <em>HALO<\/em>, is part of something bigger\u2014indeed, a story that started at the beginning of the world, and will continue unto world\u2019s end.<\/p>\n<p>Why do the <em>in medias res<\/em> thing\u2014besides that it\u2019s a fun way to tell a story, and perhaps even that it \u201cgrabs\u201d you? There\u2019s actually a much more important reason for the beginning in medias res, and there\u2019s a word for it that\u2019s become so important in gaming culture that it\u2019s now more or less a buzzword, and even a bit of a clich\u00e9: the word is immersion, and it&#8217;s probably fair to say that many critics think that &nbsp;immersion is the phenomenon of gaming culture that holds the key to understanding what games do, and what they can do.<\/p>\n<p>Let\u2019s approach it first from the broadest perspective. As in the <em>Iliad<\/em>, the <em>Odyssey<\/em>, and the <em>Aeneid<\/em>, so also in <em>HALO<\/em>: the audience is thrown into the narrative, and left to follow the story\u2019s clues about what part of the story they have come into, and what&#8217;s going on. The effect is to make the participant more truly part of the story, whether the participant is holding a controller or a lyre, or just listening to a bard sing a story they feel like they already know, or watching a friend play <em>HALO<\/em>, because they\u2019ve been put into the midst of it.<\/p>\n<p>That was the way with ancient epic, and indeed I would suggest that <em>HALO <\/em>accomplishes this insertion of its audience even more effectively than ancient epic could, by waking you from sleep.<\/p>\n<p>In <em>HALO<\/em>, too, what we might call the \u201cmoment of immersion,\u201d when the story sucks the audience into itself, stands out very clearly, because at that moment, suddenly, the player\u2019s controller actually controls the protagonist. When we observe that the story-telling isn\u2019t entirely in the first-person\u2014that the cutscenes have an essential role in telling the player what\u2019s happening, and in giving meaning to the player\u2019s actions as the character\u2014it seems at first that the moment of immersion moves the player from what we might call \u201cregular old storytelling\u201d into the completely new, completely immersive form of storytelling of the adventure video-game.<\/p>\n<p>But the point of my work on ancient epic and video games is to say that that moment of immersion is actually entirely analogous to the moment when the bard of the <em>Iliad <\/em>says \u201cFrom the time when the two stood quarrelling, the son of Atreus, lord of men, and godlike Achilles.\u201d At both moments, the one in the <em>Iliad <\/em>and the one in <em>HALO<\/em>, the participants in the occasion, whether of gaming or of epic, take part, through the rules of the occasion, in the creation of their own version of a story that for that very reason comes to be about them. In the conclusion of this essay, I&#8217;ll explain how the rules of the occasion&#8211;whether the ludics of <em>HALO <\/em>or the formulas of oral epic&#8211;accomplish that wonderful feat.<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>The beginnings of practomimes, whether oral traditional epics or narrative video games, can, I think, tell us a great deal about some fascinating similarities and differences among how performers through the ages&#8211;bards, storytellers of all kinds, video gamers&#8211;expressed themselves artistically. Such comparisons seem to me to pay huge dividends not<span class=\"more-link\"><a href=\"http:\/\/www.playthepast.org\/?p=761\">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":[19,20,32,79,80,62],"coauthors":[206],"class_list":["entry","author-travis","post-761","post","type-post","status-publish","format-standard","category-articles","tag-epic","tag-halo","tag-homer","tag-iliad","tag-immersion","tag-odyssey"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/761","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=761"}],"version-history":[{"count":8,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/761\/revisions"}],"predecessor-version":[{"id":6591,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/761\/revisions\/6591"}],"wp:attachment":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=761"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=761"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=761"},{"taxonomy":"author","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcoauthors&post=761"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}