Pleasure Island
An Instruction Booklet for a New and Virtual Life
Kenneth Chen
Charged with a heavy techno beat and a quirky visual inventiveness, the German
film Run, Lola, Run tells the story of Lola and her boyfriend Manni, two
lovebirds facing the typical problems of the young-and-smitten: they're both
insecure about love, Lola's having problems with her dad, and Manni faces imminent
death via a mob goon, if he doesn't come up with 100,000 deutschmarks in twenty
minutes. The film's title, Run, Lola Run, serves as a command. Run, Lola,
Run's formal trickery, however, comes not from the plot but from the execution
of the plot.
Lola repeats her quest three times. In each iteration, she must run the same
streets and encounter the same elements, but as Lola interacts with her world
differently each time, the world itself alters with an equal and opposite
reaction. For example, in each life, Lola runs by an ambulance. First, she
merely passes alongside it. The next time, Lola asks the driver for a ride, and
when he rebuffs her, he loses sight of the road and crashes into a pane of
glass. The third time, Lola doesn't run alongside the ambulance — she runs into
it, and discovers that it's carrying a friend who becomes involved in a car
accident in every reality. Each time, the physical environment remains the same.
If Lola arrives at a point a second too early or a second too late, consequences
occur the same way they would in the real world.
Though many reviewers have described Run, Lola, Run, with its MTV-texture and blatant preference for
form over content, as the film of the future, the most interesting aspects of the
film aren't filmic at all. The movie provocatively suggests less about the future
of film than about the future of art beyond film. Lola's repetitive journeys
establish her less as a traditional 'character' who develops through
characterization and narrative continuity, and more as a video game persona, who
can revive herself with the press of a start button. Run, Lola, Run, therefore, may function more as a
metaphor for interactive narrative than as an actual film. Like a character in a
video game, an "online drama," or even a dream, Lola continuously travels through a
world whose elements are consistent but whose interactions with her are not. If she
dies in the course of the plot, her journey merely starts over, the same way an
avid gamer can simply restart a computer game if his or her character dies. Though
Run, Lola, Run works with an almost surreal premise, that of continually
reliving one's life, it repeats its props and characters with such thoroughness
that the effect is not surrealism, but realism. By constantly reliving the same
scenario in different ways, Lola tests its possibilities. By traveling the same
road many times over, she confirms its existence.
Lola's interactions with her world alter it dramatically. In the same way, the
'viewer' of an interactive world becomes more than just a viewer. Interactive
art creates new roles for its audience, making them not just passive
participants, but "actors," even "authors." For the first time, the audience has
the explicit ability to interact with the artwork, to 'act' from within. I will
use one interactive online drama as a case study on issues of narrative,
aesthetics, form, participation and the author-audience relationship: "Pleasure
Island," an online narrative created by Randall Packer, Jan Millsapps, Howard
Vu, myself, and students at the University of California at Berkeley and San
Francisco State. Because "Pleasure Island," in the end, became less a refined
narratological world, and more a collage of different, often conflicting
approaches, I will look less at "Pleasure Island's" implementation than its
implications. The three main characters are Sam Jose, a Silicon Valley cubicle
worker, Violet, a hairdresser whose only connection to technology is her apathy
about it, and Ahurwam, a technological millenarian cult leader. Please visit the
"Pleasure Island" Home Page at
http://www.cinema.sfsu.edu/pleasureisland/map.html.
Much like "Pleasure Island" itself, this essay strives to be an instruction
booklet for a new and virtual life, one where the often stable markers of
intention and affect, author and audience, medium and genre, and linear and
nonlinear art sway, resist, and fall apart.
As these labels become more problematic, so too does that of "Pleasure Island"
itself. How do I refer to "Pleasure Island"? Do I underline it the way one
underlines a play's title, trap it in the quotation marks of a television
episode, leave it italicized, or unornamented like the name of a video game or
computer application? Is the 'creator' of "Pleasure Island" an author, artist,
writer, playwright, or, even, a God? And what does one call the audience? A
reader, viewer, spectator, or, as we have preferred, 'interactor' or 'player'.
I. CANNIBALIZING THE PAST
Descriptions of "Pleasure Island" characterize "online drama" as a precariously
addictive form, a combination of mediums rather than a unique medium itself. The
Internet's inherent binding of word and image forces this formal blend of
several artistic lineages: the painting's imagery of painting, the film's
movement, the novel's narrative depth, the song's pure expressionism, the
television's individual involvement, the stage's spontaneity and
characterization, and the comic book's world-creation. These are somewhat
arbitrary markers, and I mean them less to indicate specific traits of different
mediums than to indicate the mediums themselves. The resources of the past,
however, aren't limited to fine art. For example, what implications do role
playing games (live action or spoken), "Host a Murder Mystery"-style
simulations, card games, amusement parks, "Choose-Your-Own-Adventure" books, and
cartoons have for an interactive story? Whatever is most useful is whatever
should be cannibalized.
McLuhan's claim, that new mediums take on the forms of preceding mediums,
applies especially well to computer game development. In the same way that movies
are still shown on stages, Internet chat textually apes text-based role playing
games. Lambda Moo, for example, closely resembles early Infocom games, like the
Zork series, which themselves seemed closer to interactive novels rather than video
games. The next stage, which includes the Palace, combines a chat room's
participatory community with the visual elan of contemporary computer games. By
incorporating graphics with a navigable world, the Palace echoes graphically simple
games like Manhole, an early children's game. Modern computer games feature
not just fully realized worlds, but realistic characters, video sequences, full
three-dimensional perspectives, recorded sound and more. However flashy, these
contemporary games innovate only technologically. Their narratives, the quality of
expression, and the ways of telling stories have remained essentially unchanged for
the past twenty years. Simulations like "Pleasure Island" can supplement this
awesome form by imbuing technology with culture. I don't mean this to denigrate
video games, many of which are probably superior to "Pleasure Island." Instead, the
rift between academic projects, like "Pleasure Island," and commercial games is one
that will need to be closed eventually. A project like "Pleasure Island" can bestow
video games not just with legitimacy, but with the rich cultural tradition they
lack thus far.
Cannibalizing the Present
Contemporary video games have much to offer projects like "Pleasure Island".
Like many muds, "Pleasure Island" represents its characters with avatars, icons
that signify the players. The flat literalness of the text and the
inexpressiveness of the avatars, however, are a far cry from a live actor's
nuance and characterization. So, why use avatars at all? Shooting games, like
Quake, effectively use first-person perspectives to consciously insert the
player into the field of action. Many games have main characters with posable
gesturing bodies (sometimes even filmed actors), unlike the happy face avatars
of the Palace. Many characters in popular games are designed more for action
than for emotion. Rather than being expressive characters, they act like dolls.
If an online drama must use avatars, how can they become more expressive? An
online director can use filmic techniques, like close-ups and angle changes, to
tightly control different characters. Other mediums offer other techniques.
Background music can swell up behind the more limp chat text, like the
soundtrack of a movie. Virtual dramas could also veer away from realism for a
comic book vocabulary, like an exclamation mark on top of a head to indicate
surprise. A set of iconic stock expressions can create a new emotional
vocabulary for this new medium (at one point, we thought about using differently
colored dialogue balloons to imply varying feelings). The mediums of the past
construct our understanding of the mediums of the future. We must study them if
only to disregard them.
The TEXTure of Cartoons
The most unnatural property of past mediums, text, seems the most obtrusive part
of this new one. Word balloons clearly do not fall out of our mouths in real life.
As anyone who has ventured into one of America Online's more immature rooms can
attest, chat rooms are probably the most widely practiced forms of performance art.
All of human identity is reduced to text, and, aside from text, all other sensory
data is cut out. There are no facial expressions, bodily signs, vocal intonation,
or physical sensation.
More significantly, chat space removes a communal physical space. In its place,
it offers a more deceptive one, a space of a pure Cartesian mind, bereft of
body. This space is an illusion. In a 1820 letter to C.W. Dilke, for example,
Romantic poet John Keats wrote "It has been said that the Character of a Man/
may be known by his hand writing."1 Keats
implies that writing's physical impressions, rather than its content, reveals
our character. The nondescript expression of chat rooms removes even this, the
most personal element of writing. So many components of individual identity
disappear, that a chat room reduces the talker to an often foreign-sounding
screen name and a collection of de-individualized type. All conversation becomes
identical in appearance, unlike the particular sounds of one's voice. In
simplifying our very personal, specific identity into impersonal lines of text,
the interface of a chat room standardizes individual differences. And we are
abstracted.
In his McLuhan-influenced comic about comics, Understanding Comics, Scott McCloud says that readers
relate to cartoon figures particularly because of their abstraction. Like a mass
appeal Hollywood movie, where actors play flat archetypes rather than personalized
characters, cartoons have no barriers to entry:
Why would anyone young or old, respond to a cartoon as much or more than a
realistic image? ... The more cartoony a face is... the more people it could
be said to describe... When two people interact, they usually look directly at
one another, seeing their partner's features in vivid detail. Each one also
sustains a constant awareness of his or her own face. But this mind-picture is not
nearly so vivid; just a sketchy arrangement... A sense of shape... Something
as simple and as basic as a cartoon. Thus, when you look at a photo or realistic
drawing of a face, you see it as the face of another. But when you enter the world
of the Cartoon, you see yourself.2
McCloud suggests that the more abstract an image, the more one can relate to it.
In contrast, the more specific an image, the less one can relate to it. After all,
when have you ever seen a photograph of someone else and thought it was you? Chat
rooms provide the greatest abstraction of all — type. The text distends identities
to such lengths that they render chat-users into mere cartoons versions of
themselves, made out of type. As McCloud writes: "Meaning retained. Resemblance
gone. Words are the ultimate abstraction."3
And, predictably, chat spaces act as incredibly immersive spaces. They possess a
strange, hypnotizing hold that enables people to feel strong connections to
strangers they have met only in words. How can a serious, genuine relationship form
across lines of chat text? It can't — but chat room denizens believe in their own
construction of other screen names, now abstracted into words. Because there is no
intonation, no personalization, no other evidence of the other's intent, chatters
can fill in the motivations of the other party with themselves.
This probably suggests why, at the Palace, for example, simple, happy-faced
Avatars sit atop a far more representational landscape. A similar phenomena
occurs in European comics and Japanese Manga, where simple cartoonish subjects
often interact with complex, photo-realistic objects. Some characters,
especially in Manga, often morph from one panel to the next, from incredibly
detailed renderings to just a few abstract lines:
[T]his split [between the iconic and the specific] is far more pronounced [in
foreign comics]. The Belgian "Clear-Line" style of Herge's Tin Tin combines very iconic characters with
unusually realistic backgrounds. This combination allows readers to mask themselves
in a character and safely enter a sensually stimulating world. One set of lines to
see — another set of lines to be. 4
In the Palace chat space, this distinction manifests itself far more explicitly
than in comics. The 'reader' actually becomes the
cartoon character, and the backgrounds usually are digital photographs. If online avatars were
only realistic, like
photographs, the avatar's real selves would feel an awkward fragmentation of
identity. They would be continually conscious of themselves, always cognizant that
the photograph was not them. The abstraction of the avatars occasions a
metaphorical participation. Much like a metaphor suggests two similar things, the
'reader' confers identity on the avatar the same way one does a cartoon character.
It is the actual interactivity of online communities that makes this participation
real.
But, the most defining test medium is life itself. If the online narrative
succeeds as a popular art form, it may be like a film — rarely expressionistic,
completely literal, and conforming to the reality of the physical world. Using
everyday life as a comparison point emphasizes the choice between a literal,
intuitive experience and a more abstract, experimental one. The closer to 'real
life' an interactive story becomes, the more it limits itself to being just a
simulation rather than a creation. Yet, the unobtrusiveness of the almost
nonexistent interfaces in Myst, Quake, or the Resident's Freak Show bestow an
eerie, instantly accessible realism. The absence of an interface suggests a
"real life" experience, one without the screen. The experience of 'living' is
foremost, so players concentrate on their experiences instead of the way they
perceive them. Like someone first encountering Jodi.org, audiences first
encountering a new medium cannot help but become conscious of an interface.
Interfaces offer a wealth of experimentation, but the newer and more noticeable
the interface, the greater damage to the fourth wall, and the lower the
suspension of disbelief. The experimental yet highly visible type foundry,
Emigre, whose once revolutionary bitmap typefaces are now ubiquitous and
unobtrusive, proclaimed that legibility comes with familiarity. Formal
conventions, clearly, become cemented over time. That is why theater audiences
understand what happens when lights dim for a scene change, and why comic books
are read without noticing the panels. But even the most unnoticeable interfaces
are noticeable when new, as the Lumiere brothers' movie audience can attest to.
II. THE AUTHOR AND THE AUDIENCE
All mediums impose a relationship with the audience, but interactive art forms
like "Pleasure Island" shift the audience involvement to the foreground. It is
actually explicit, rather than metaphorical. Players in an online world operate
almost like Christians after the death of God — they have lost the monolithic
authority of narrative and gained unlimited agency. The players simultaneously write the script and act in
it at the same time, making interactive art forms aesthetically paradoxical:
There is no audience because the audience is the author, but there is no
singular author, no intention in the work, because all of the work is pure,
aggregated intention. Because interactive art forms subsume both the audience
and its responses, the interactions of the play are quickened by the computer's
accelerated grimace. The intention and the affect continually feed into each
other, where intention causes affect causes intention, and loop around to the
point of indivisibility. Metaphorically, it is with interactive art where the
audience gains access to an artistic democracy, not unlike how Lyotard describes
a dialogue:
[T]he rhetorician, the orator, the poet, etc., is precisely the one who seeks to
produce effects upon the other, effects that the other does not control. But
if you wake dialogic discourse... it is a discourse in which each of the
participants is... trying to produce statements such that the effects of
these statements can be sent back to their author so that he may say: This
is true, this is not true, and so on. In other words, so that they can
control, or contribute to the control of, these effects.5
As the player morphs from witness to actor, its increased volume and
participation metamorphosizes the plot from monologue into dialogue. Clearly, there
are different types of interactions with art, some metaphorical, some literal.
Perhaps, in reading a linear novel or a unchangeable film, the audience encounters
a one dimensional type of interactivity, in the form of an audience-author
division. The audience gains spectatorship but not participation; their
participation is limited to interpretation. The next dimension, a 'confined
interactivity,' offers participation, but not true agency. In most video games, for
example, the player usually assumes the role of problem-solver, rather than author.
The problems may be a Street Fighter II 'boss' that needs defeating or a Myst
puzzle that needs solving. In either case, the player can affect the immediate task
but not the long term consequences of the entire world. Most experiments in
interactivity — from video games to interactive movies, like Lynn Hershman's
Lorna, where the audience can opt for different choices for the plot to follow
- offer involvement but only the illusion of agency. Though the audience can vote
on which choice it prefers, it cannot select the actual choices themselves. The
audience is still limited by the authorial presence.
A setting like "Pleasure Island" presents both agency and participation,
allowing the audience not only to interact with the environment, but to act upon
it as well. Though technical limitations limit the interaction, the chat space
and the flowing, unfixed narrative bestows the player with greater control of
the actual story — greater action for greater actors. This is the third
dimension of interaction, where the players acts as both author and audiences.
But any attempt at an 'interactive' narrative teeters precariously between two
pitfalls: becoming 'too' interactive and collapsing into a "glorified chat space,"
or becoming too structured, like a passive spectator sport. Creators of interactive
narratives must remember that the idea of 'interaction' implies that there is
something to actually interact with. Too much power in the hands of the audience
makes the story too formless while too much authorial power cuts away at the
interaction with the audience.
The Interactive Myth
Mythology, for example, often presents the hero with a quest along a specific
path. This is almost impossible in a nonlinear, interactive narrative, for how
can a hero venture onto a hero's quest if the quest itself is indeterminate,
out-of-order, and interactive? More broadly, how can an interactive play
successfully reconcile both a controlled interactivity, one that bestows agency
upon the audience, and an actual plot, one provocative and poignant enough to
compete with the plot structures of other mediums? How can "Pleasure Island"
prevent itself from becoming a "glorified chat space" on the one hand, and an
all-too-fixed linear narrative on the other?
One response "Pleasure Island" has, is to absorb this conflict itself. By
subsuming this dichotomy into its own structure, "Pleasure Island" allegorizes
the conflict between order and chaos, modern and postmodern.
Ahurwam's manifesto
implicitly demands a strict conformity and a monolithic unity of views because
of its ambitious, almost modernist vision. Correspondingly,
Sam's tour
demands that the player passively follow him rather than interact with the
world itself. Sam not only indoctrinates the player with Ahurwam's ideology; he
uses the tour's form itself to indoctrinate the player with a monolithic plot
structure that demands linear progression. Sam's tour is like a pro-Ahurwam
version of a hero's quest, a classic myth where Sam acts like a guide, much like
Virgil to the Dante of the player. Mythological quests base themselves on
dichotomous paradigms between hero and villain, good and evil. Straying from the
hero's quest metaphorically forces the hero outside of his paradigm — from
"good" to "evil":
Refusal of the summons converts the adventure into its negative. Walled in
boredom, hard work, or 'culture,' the subject loses the power of significant
affirmative action and becomes a victim to be saved. His flowering world becomes a
wasteland of dry stones and his life feels meaningless...All he can do is create
new problems for himself and await the gradual approach of his disintegration.6
But, "Pleasure Island" is a setting where alternating mediums abrasively slide
into each other. And in a world that is already disintegrated, there is no such
'outside' of the paradigm. There is difference, not opposition. Campbell's
metaphors gain a literal, descriptive quality when describing "Pleasure Island."
The hero's "flowering world" may actually be a real setting, and, once a member
on Sam's tour, the hero actually "loses the power of significant affirmative
action" and becomes less an interacting player than a reader. As in all hero's
quests, when one strays from the path in "Pleasure Island," there are extreme
consequences, the "negative." These consequences, however, are ones that only
seem extreme to Sam — because Sam's tour is not the only quest here.
The Downtown fills "Pleasure Island" with characters noticeably apathetic to
Ahurwam's grand designs. Their main goal is to live, to enjoy themselves, with or
without 'meaning.' Constantly offering the hero a different way of proceeding, this
other group provides something that is not so much a negative path, but an
alternate competing myth. This alternate quest of the anti-Ahurwam dissent group
juts out of the "Pleasure Island" philosophical landscape as a competing meta-
narrative. Leaving Ahurwam's tour may bring consequences, but to Ahurwam's enemies,
these Downtown denizens noticeably dismissive of theories and manifestos, these
consequences may be preferable. A player following the alternate story-line of the
"Pleasure Island" rebels may occasionally stray from that path, and return back to
Ahurwam. But, paradoxically, the path of the anti-Ahurwam faction isn't really a
path; they are not just anti-Ahurwam, but anti-linear plot structure, almost anti-
narrative. If Ahurwam represents a modernist authority and a non-interactive
medium, like a novel, then his enemies represent a postmodern multiplicity of ideas
and the opposite of a structured novel — something probably much closer to
'glorified chat space.' Throughout "Pleasure Island," the player chooses between
these two alternate paths, with one path's wasteland being the other's sanctuary,
one path's worst decision becoming the other's best. Much like listening to a well-
crafted debate where one changes opinions as often as there are speakers, the
experience should be one of constantly switching allegiances, paths and,
consequently, ideologies. Ironically, even if characters support the 'real' lives
of the luddite Downtowners, they have already supported Ahurwam's manifesto by
forsaking their 'real' identities for those of virtual avatars. And, though this
corresponds with the rhetoric of Ahurwam's manifesto, these virtual selves also
resonate with postmodern ideas of simulation — in "Pleasure Island," all the
characters are simulations of themselves.
At the end of "Pleasure Island" ? or at least, at the end of the version
premiered at the Interactive Frictions conference in June 1999 at USC ? the
player's monitor displays two locations, displayed on a chat interface on a
computer within the "Pleasure Island" world (within the player's own computer).
Sam urges the player to choose. This is the choice of the world itself made
explicit ? the player can choose the postmodern liveliness of the Downtown or
the modernist 'meaning' of Ahurwam's Compound. The end result ? which differs
depending on which incarnation of "Pleasure Island" you're stuck in ? is that
neither answer is the right one. Neither of these two choices can present a
realistic, entertaining, interactive world, and strict conformity to either of
these ideologies or plot structures would yield only fixed stagnation on one
end, and energetic, purposeless chatter on the other.
Narrative Anarchy
During every rehearsal and performance before the USC presentation, the 'story'
dissolved into narrative anarchy as the line blurred between the actors and the
authors. By taking on the "Hamlet" role, a character assumes the power of the
author to influence the story, but without critical distance or a single
unifying vision. And so, the line blurs between reader and author, ringer and
player, actor and interactor. Thanks to this new economy of power relations, an
audience member could potentially become a rival author, competing with the
artist or programmer to maneuver the plot. This authorial democracy effectively
bulldozes the fourth wall ? an audience member aspiring for control of the story
steps outside of the role of the unsuspecting spectator and fashions the
identity of an extra self, almost a double consciousness. They are less like
audience members assuming the role of the "author," and more like little authors
masquerading as unknowing characters. Regardless of what the static, virtual
images may belie, the world of "Pleasure Island" is a shifting one, a tense
friction between author and audience, postmodern and modern, interactivity and
spectatorship, and intention and affect. This world of virtual make-believe
forces a perpetual instability of identity ? the actor is at once the 'real'
person, the character, and the actor as character. When a character has three
selves, what are his or her motivations?
Dubois's famous condition, 'double consciousness,' characterized Reconstruction-
era African-Americans as possessing a black cultural identity masquerading under a
docile caricaturized version of it, the acceptable white stereotype of a black
cultural identity (think of Richard Wright, who needs to conceal his literacy in
Black Boy, or blues giant Robert Johnson's songs about the dangers of
walking down a country road). This twin mentality ? simultaneously black and white,
outsider and American, yet neither at the same time ? occurs in a more metaphorical
way in "Pleasure Island." The actors unconsciously forget their roles as actors,
and the audience consciously forgets its role as the audience. Everyone follows the
leader ? but there is no leader.
Interactive dramas start with a disadvantage. How can an untrained audience
improvise a scene and produce a finished work comparable to traditional drama?
It can't. But the lack of structure, the lack of professionalism, is compensated
by the intense audience investment:
One player says, 'You are what you pretend to be...you are what you play.' But
people don't just become who they play, they play who they are or who they want to
be or who they don't want to be. Players sometimes talk about their real selves as
a composite of their characters and sometimes talk about their screen personae as
means for working on their RL [real life] lives.7
When real selves are exchanged for virtual ones, males can play females, and one
actor can play an entire cast. Turkle suggests that online representations of the
self fracture identity in such a way as to raise fundamental questions about the
nature of identity itself. Are screen name personae real people? Are feelings and
sensations felt in a virtual world as 'real' as those in real life? Feelings
elicited from online interaction no doubt have some legitimacy; otherwise projects
like "Pleasure Island" would be irrelevant. The interactivity of chat forms allows
a certain artistic sincerity. Rather than being an actor pretending to be another
person, the player assumes the identity of the avatar itself, becoming the
character.
But in the same way that the audience is elevated to artist, the artists are
'degraded' to the role of audience. This abridgement of the fourth wall
instantly derails any attempt at 'straight' narrative ? and almost any narrative
at all. One reason is that online dramas like "Pleasure Island" place dramatic
elements, like a narrative and players, on an essentially non-dramatic space ?
chat space. Often times, we judge art based on how a piece compares to the
inherent limits and advantages of its medium. And rather than making chat rooms
more dramatic, the synthesis makes the drama more mundane. If the authors
(author-actors) have the same share of the narrative as audience members
(audience-actors), then they can easily become audience members as well.
Conversation, by nature, possesses viral qualities. Especially in a chat room,
where physical dimensions are not important, one person can talk to many.
Consequently, a communal interactive project, like "Pleasure Island," can shift
genres, wavering from drama to chat room if one character ignores the
narrative's (virtual) reality and, instead of going along with the story, says
something not just out of character, but 'out of narrative.' They succumb to
what I would call "Chat Disease."
McLuhan's portrayal of the audience's participatory mirroring is not unlike
McCloud's theory of the involving powers of the cartoon, where the audience
invests itself into itself. Using the Greek myth of Echo and Narcissus, McLuhan
writes:
The youth Narcissus mistook his own reflection in the water for another person.
This extension of himself by mirror numbed his perceptions until he became
the servomechanism of his own extended or repeated image. The nymph Echo
tried to win his love with fragments of his own speech, but in vain. He was
numb. He had adapted to his extension of himself and had become a closed
system.8
Interactive arts such as "Pleasure Island" bring to an end the idea of the
hermetically self-contained artwork, the singular author, and the passive
audience. The world within the work, however, acts as a "closed system," one
extending out of the application, into the consciousness of the player. The
viewer's nervous system extends, metaphorically, from his or her fingers, into
the keyboard, across miles of phone wire, back into the computer screen, and
into the minds of other viewers. The audience begins a cyclical relationship
with itself, like a tangled skein of its "own reflections," a series of
"extended or repeated images." Narcissus looks into a pool of water and
unknowingly see his own reflection. Computer users look into their monitor and
perceive not just a virtual "Desktop" but their own representations:
I could see in the physical intensity of their postures how rapt these
kids were. It was like one of those closed systems out of a Pynchon novel:
you had this feedback loop, with photons coming off the screen into the
kids' eyes, the neurons moving through their bodies, electrons moving
through the computer. And these kids clearly believed in the space
these games projected.
Everyone who works with computers seems to develop an intuitive faith that
there's some kind of actual space behind the screen.9
Neuromancer author
William Gibson's description of children playing arcade games, shows that virtual
spaces are psychological spaces. It is inside the chat room that the group convenes, not outside of it,
like the traditional space where "Pleasure Island" was first presented. Identity is
peeled away and conversation becomes uninhibited. McCloud describes cartoons as
icons whose abstractness allows one to relate to it, just as chat rooms allow
everyone to relate to one another. With so little remaining identity, they almost
become each other. The democracy of conversation links together all the
participants in such a way that the result is an inter-threading of nervous
systems, a Collective Consciousness. When an attempted narrative incorporates chat
rooms, the 'chat' corrupts the narrative. Every comment that breaks the fourth
wall, that refers to a real life outside of the virtual one, causes echoes from
every surrounding character. One character suddenly mentioning his 'new car' in
real life, necessarily occasions someone else to ask what kind it is. There can be
no suspension of disbelief. And once this network of nerves becomes 'contaminated,'
when characters drop their stage masks in lieu of their real ones, the players
individually denigrate the fictional world with the reality of the chat room. The
narrative democracy of the entire network switches to anarchy.
III. THE FUTURE OF THE PAST
In March 1999, SF MOMA director David Ross and Peter Weibel of ZKM, the German
media museum, both agreed that the Internet was less of a medium, but a new system
of mediums: There is no such thing as Internet art. After all, what intrinsic
similarities occur in the hypertext feverishness of Jodi.org, the networked murder
of a Quake-style shooting game, an unchanged scan of a painting, a regurgitated
corporate web page courtesy of Mark Napier's Shredder, and the sometimes thousands
of years old literature at Project Gutenberg? Very little. Rather than being a
single medium, new media allows for a number of different possibilities, but the
greatest impact may be its effects on the past. Photography contributed to the
obsolescence of painting and the celebration of celebrity, and new media may not
undergo an artistic revolution, but cause the other, older mediums to undergo an
artistic evolution. "Pleasure Island" offers what could be a model for the future
of narrative, with maximum involvement, minimal technical resources, and already
existing critical issues. Though "Pleasure Island" does not contain the best
attributes of all the different mediums, the traditional mediums have yet to react
against new media. We are slowly beginning to see post-Web graphic design: smaller
type, more marginalia, shorter stories, textures of ones and zeroes. But these are
only superficial changes. In the same way that an artist alters the pre-existing
tradition, as T.S. Eliot wrote, each medium alters the qualities of the medium
before it:
[W]hat happens when a new work of art is created is something that happens
simultaneously to all the works of art which preceded it. The existing
monuments form an ideal order among themselves, which is modified by the
introduction of the new (the really new) work of art among them. The
existing order is complete before the new work arrives; for order to persist
after the supervention of novelty, the whole existing order must be, if ever so
slightly, altered; and so the relations, proportions, values of each work of
art toward the whole are readjusted; and this is conformity between the old
and the new. Whoever has approved this idea of order, of the form of
European, of English literature, will not find it preposterous that the past
should be altered by the present as much as the present is directed by the
past.10
Notes
1. Rodriguez, Andres, The Book of the
Heart, New York: Lindisfarne Press, 1993: p. 21.
2. McCloud, Scott, Understanding Comics,
Massachusetts: Tundra Press, 1993: p. 30-36.
3. Ibid., p. 47.
4. Ibid., p. 42-43.
5. Lyotard, Jean-Francois, and Thebaud, Jean-Loup,
Just Gaming, Minnesota: University of Minnesota, 1989: p. 4
6. Campbell, Joseph, A Hero with A Thousand Faces, Princeton, New
Jersey: Princeton University Press, 1973: p. 59.
7. Turkle, Sherry, Life on the Screen,
New York: Touchstone, 1995: p. 192.
8. McLuhan, Marshall, Understanding Media, Cambridge, Massachusetts:
MIT Press, 1997: p. 41.
9. Turkle, Sherry, Life on the Screen,
New York: Touchstone, 1995: p. 265.
10. From Eliot's popular essay "Tradition
and the Individual Talent," which can be found in The Sacred Wood or at Project Bartleby, at
http://www.columbia.edu/acis/bartleby/eliot/sw4.html
.
Ken Chen is a former student of net artist Randall
Packer, without whose help and inspiration this paper would never have been
made possible. A writer whose poetry has been published in the Berkeley Fiction
Review and Konch, Ken is also the editor-in-chief of Satellite Magazine and Ishmael Reed's Vines Magazine.