Thursday 9 February 2012

Glitch/Fart/Flash



It begins not with a bang, but with a parp: in their book On Bathos Sara Crangle and Peter Nicholls trace the dawn of modern bathos to a farting corpse in Pope’s Memoirs of Martinus Scriblerus (1741). Initially, bathos simply meant something like nadir. Only in Eighteenth century England does it start to acquire the sense of, as the OED has it, ‘a ludicrous descent from the elevated to the commonplace in writing or speech; anticlimax’. As Crangle and Nicholls suggest, this descent or deflation often has to do with material things, and especially corporeal things, making themselves suddenly and shamingly obvious. In a flash - or with a flatulent toot - we switch from the sublime to the ridiculous.



I was reminded of this celebrated literary fart while playing Pippin Barr’s browser game All's Well that Ends Well. Barr presents players with a simple objective: they have to pilot their aircraft across the screen, avoiding salvos of oncoming missiles. The only problem is that there are far too many missiles, moving far too quickly, for the player to have the slightest chance of success. Eventually it becomes apparent that you can make it across, but only by dying repeatedly; each time the avatar ‘respawns’ it is, in accordance with time-honoured videogame convention, impervious for a second or so, and by exploiting this fact it's possible to inch across the screen. Do this, however, and you’re presented with another, almost identical scenario, pitting a star ship against an asteroid belt. Clear this screen (and, again, this can be done by holding down the ‘d’ key) and other, increasingly surreal versions of the same situation await - flying chair versus flying station wagons, flying station wagon versus flying giant broccoli stalks, missile versus Easter Island heads etc. When (through sheer persistence rather than skill) the player does clear a screen, their ‘success’ is qualified by the pile of wrecked avatars littering the landscape below.

As Barr notes, ‘[t]he idea is of repeated death and of memories of that death, like the corpses left behind in many other video games. But pushed to an extreme for a particular effect.’ That ‘particular effect’ is, of course, a bathos effect; the game’s overblown introductory text (‘You are the brave pilot of a high-tech spy plane... May God protect you’) is immediately undercut by the tinny pop that accompanies the plane’s first collision, which it doesn’t take much imagination to hear as a kind of fuzzy digital fart. His Let’s Play: Ancient Greek Punishment, a suite of unwinnable minigames based on the torments of Tantalus, Sisyphus, Prometheus et al (rapidly alternate between the ‘g’ and ‘h’ keys to dislodge the eagle eating your liver, to roll a boulder uphill etc.) follows a similar trajectory. If Barr’s games mock the way that videogames tend to handle death, then they also suggest how good they are at generating bathos.


In his introduction to Christie in Love (1970), playwright Howard Brenton suggests that the play’s police officers are essentially stock characters, and to be played as such. However, very occasionally ‘they have ‘sudden lights’, unpredictable speeches beyond the confines of pastiche. As if a cardboard black and white cut-out suddenly reaches out a fully fledged hand. It’s a bathos technique... It is very cruel’. Players of videogames will be more than familiar with situations like that which Brenton describes. There are moments when AI functions adequately, and there are even moments when it can seem to have ‘sudden lights’ but there are also all those moments at which the limitations of the code ‘behind’ the AI characters become glaringly apparent.

In Skyrim (which I recently had to review and which, despite my violent aversion to the Tolkeinesque, was pretty fun - nice skies) it’s not uncommon for the illusion of a coherent world to be undercut by the redployment of a speech sample you’ve heard a thousand times before, or a character’s sudden schizoid switch in demeanour (these moments, in fact, are weirdly evocative of Hedayat’s disquieting use of repeated phrases and gestures in Blind Owl).
Then there are the weirder glitches. Just how surreal these can be is suggested by a bullet point in the notes for the game’s first patch, which besides promising to remedy framerate issues and blurred textures also claims to have

Fixed occasional issue where a guest would arrive to the player's wedding dead

In attempting to talk about downright weirdness of some of Skyrim’s glitches I kept defaulting to the idea that it was almost as if the disc was dreaming or delirious, as if we were getting a glimpse into its subconscious – kind of like sharing a bed with someone who talks in their sleep (which I do). The term brainfart (for which the OED, alas, doesn’t have a definition, though wikipedia is pretty fascinating on the subject) springs - as it were - to mind.

As Skyrim proves, glitches can be fascinating - we get a glimpse of how the game, as an assemblage of interacting systems, works, and this is often more compelling than the illusion it’s trying to sustain (Noah Wardripp Fruin calls this ‘the TaleSpin effect’, after a venerable computerised story generator that produced narratives far less interesting than the processes it used to compose them). But glitches can also be strangely shaming, as can the experience of in-game death. Both can trigger the bathetic realisation that we’ve been fooled into responding to a game as if it were something more than a simulation. This is the sort of alienation Graeme Kirkpatrick describes in his account of Resident Evil 4’s QTE sections. For him the graphic button prompts that flash up on screen ‘and the sudden quickening of events seems to conspire to produce a sense of ridiculousness. In the midst of playing the game... we are suddenly offered the spectacle of our own activity as something childish. We see ourselves pressing a brightly colored plastic button on an infantile toy’. He reads this realisation of his own absurdity through Bergson’s theory of laughter, which suggests that we laugh in order to draw attention to and censure ‘the encrustation of the mechanical upon the living’.* For Bergson, laughter is supposed to jolt us awake when we fall into automatic or quasi-mechanical behaviours (like tapping buttons in front of a screen) - an idea that has obvious ties to Pope’s comedy, rooted as it is in his anxious fascination with the possibility that we’re just digestive tracts with delusion of grandeur.
The glitch, like the flash of ‘sudden light’ or the fart that brings us crashing back down to earth, entails a rapid but profound switch in tone/scale/register. In their ‘Notes on Glitch’ Manon and Temkin emphasise ‘the momentary or punctiform nature of the initiating impulse. A glitch is a “surge,” “a sudden short-lived irregularity in behavior” (OED), whose aftereffects are at once shocking and effusive. The garish appearance and obstreperous sound of glitch art betokens its origination in this way: a tiny variance has triggered major damage.’ Perhaps games can harness both the dramatic potential Brenton sees in bathos and the thought-provoking power of glitches and interruptions?


Arguably some already do. If Silent Hill 2’s AI-controlled Maria occasionally seems a little stiff or suspiciously dopey, for example, this only adds to the impression that - like Solaris’ simulacral wife-substitute Hari, who she in so many respects resembles – she’s something between a person and a piece of code, a machine and a memory.** Hari’s repeated deaths and resurrections mirror the logic of videogames, while the sequence where, panicked at having been separated from Kelvin, she tears through a metal door is, to the gamer, more than a little evocative of AI companions’ dodgy pathfinding routines.
While we might be expected to pity Hari, pathos keeps slipping into bathos - her immortality imbues her suicide attempts with something of the existential slapstick of a Wile E. Coyote cartoon, and our emotional response is all the more complex for it.

Moreover, in Solaris as in Silent Hill 2 there is something ridiculous in the willingness of the heroes to believe they can have their wives back, despite the overwhelming proof that they are merely imperfect copies or self-induced delusions. And of course their suspension of disbelief mirrors that of the viewer/player, who as Kirkpatrick insists, is always vulnerable to having the ‘ridiculousness’ of their absorption in a fiction/simulation made bathetically clear to them.

There is then evidence that games might be uniquely suited to exploring bathos and immortality, that they could put a fresh twist on a set of tropes and figures – or, as Bogost might have it, ‘unit operations’ – that underpin everything from the myth of Sisyphus to Groundhog Day, and in so doing address their inflection by technology. There is also evidence – and this is something we mustn’t forget – that Alexander Pope was indirectly responsible for The Nutty Professor 2: The Klumps.***


* He also links this revelatory flash to Walter Benjamin’s notion of jetzeit, the implications of which for animated gifs are explored in an intriguing piece by Daniel Rourke

** It might be worth noting that Alan Wake and Shadows of the Damned both borrow this ‘haunted by repeated visions of beloved dying’ trope, and for that matter that SotD lays luridly bare the strain of fetishistic misogyny it’s bound up with

*** Though as a mitigating factor this means he can claim to have had a hand in Nothing Really Matters – for me one of Janet’s finest hours