Long Voyages, or, Venice Bound

In three days, I’ll be getting on a plane for Europe–my first international trip. Like anyone any my position would probably do, I’ve read a lot of articles on the Internet about travelling to Europe, which at times caused more confusion than clarity. But my research was made simpler by the fact that I won’t be galavanting across the continent, unlike many travelers who barely touch their feet to the ground in one city before dashing off to the next. In fact, I’ll be spending the whole of my 10 days in one place: Venice.

San Servolo and Venice International University

San Servolo and Venice International University

I am participating in the supernumerary conference of the three major Victorian studies associations (North American Victorian Studies Association, British Association of Victorian Studies, and the Australasian Victorian Studies Association). The first week will consist of a professionalization workshop for graduate students, followed by the conference itself. Our venue is the (apparently) lovely campus of Venice International University, on the island of San Servolo, quite near to Venice itself. I hope to be posting updates about the conference and the experience overall, but my resolve on this question might wane in the midst of jet-lag and walking (swimming?) about the city.

In addition to the workshop, I’ll be presenting a small portion of one of my dissertation chapters (on Elizabeth Gaskell’s Mary Barton) as well as moderating a panel on “Ships and the Sea.” I’m particularly excited about the panel on nautical literature, because it’s something I’ve always been interested in, but haven’t been able to pursue professionally (beyond being very excited for the Moby-Dick card game kickstarter). And what a better place to talk about ships and the sea than in Venice?

Newgate Fiction and the Panic of Video Game Violence

Jack_sheppardLast week, Kotaku posted a critique of the use of scare tactics to represent video games in a recent episode of Katie Couric’s new show. The post included video from Couric’s show that featured dark, shadowy images of young men playing fiercely with controllers while a deep, gravelly voice-over described the dangers of video games to children everywhere. While I don’t necessarily think that video game proponents should adopt a reactionary or overly defensive position with respect to the question of representations of violence in video games, it does seem that popular airings of this debate slant toward sensationalizing what is really just a general sense of unease related to video games. As it often is with such programs on video games, the presenters and commentators rarely seem to have played video games on their own. In fact, the criticism is often a criticism of distance–of looking at something askance as much for its unfamiliarity as anything else.

Particularly telling was Couric’s exchange with Jim Steyer, who lamented the Supreme Court’s decision in Brown v. Entertainment Merchant’s Association to affirm the protection of video games as free speech (PDF of ruling). Indeed, Couric takes a moment to quote from the majority decision, which points out that “the books we give children to read–or read to them when they are younger–contain no shortage of gore. [...] As her just deserts for trying to poison Snow White, the wicked queen is made to dance in red hot slippers ’til she fell dead on the floor’” (8). Streyer’s response to this argument is simply to say that the justices were wrong to make a comparison between literary depictions of violence and those in video games.

I would not want to go so far as to suggest that representations of violence in literature and video games are precisely equivalent, but I was intrigued by this question about the effect of violence in video games, paired as it was with the dismissal of any suggestion that violent literature could be dangerous. In the aftermath of television, film, and video games, the notion of literature as a dangerous form of entertainment may seem a little ridiculous (despite the annual lists of banned books that circulate the Internet), but of course, this was not always the case. Indeed, the recent renewed focus on video games brings to mind the controversy that rose around a subgenre of adventure novels that appeared in England in the 1830s; they were known as Newgate novels after the famous Newgate prison in London. The novels took as their subject the lives and exploits of famous criminals, some historical, others fictional. The books were wildly popular until the high-profile murder of Lord William Russell in 1840 essentially killed the entire genre.

Russell was murdered by his valet, François Courvoisier, who went to great effort to make the murder look like a robbery gone wrong. It was soon reported that Courvoisier had been reading William Ainsworth’s novel Jack Sheppard (1839), which was one of the most popular and widely read of the Newgate novels. The novel’s eponymous hero was an actual eighteenth-century criminal, and Ainsworth’s apparent glorification of Sheppard’s criminal successes was denounced by many reviewers. But these concerns were exacerbated when, during the inquest into Lord Russell’s death, Courvoisier testified that reading Jack Sheppard had given him the idea of murdering his master. Much of the popularity of Jack Sheppard wasn’t due to the novel alone, however; Ainsworth’s rendition of Sheppard’s life inspired many stage adaptations, which were themselves quite popular. But in the aftermath of the association between Courvoisier’s crime and the fictional representation of a life of crime, the Lord Chamberlain essentially banned all plays based on Jack Sheppard or similar material. While the Chamberlain’s office was tasked with approving theatrical productions, because Courvoisier’s testimony suggested a clear connection between the representations of violence in Newgate fiction and an actual act of murder, the censorship office essentially stamped out the genre.

Of course, the parallels between representations of violence in Newgate novels and in video games are palpable in the history of Newgate fiction. In England, a mechanism for restricting and removing objectionable material was already in place and made the censorship of Newgate fiction relatively easy and immediate, but we are fortunate that such a mechanism is not present in twenty-first-century America. While the conversation about the impact of representations of violence will (and should) continue, we should keep in mind that novel ways of representing (or glorifying) violence are not uncommon. Banning or restricting access to creative works has a dubious history at best, and a longer historical view of such debates would be a welcome addition to the discussions surrounding video games. As it is, though, the divisive rhetoric that characterizes much of political and cultural life these days seems to be mirrored in the video game debate. I would hope that proponents of restricting video games would think twice before trying to establish a contemporary censorship office on the grounds that such restrictions will prevent tomorrow’s tragedy.

Sources: William Harrison Ainsworth, Jack Sheppard. Eds. Edward Jacobs and Manuela Mourao. Broadview, 2007.
Jan-Melissa Schramm, Atonement and Self-Sacrifice in Nineteenth-Century Narrative. Cambridge UP, 2012.

The Private Memoirs and Confessions of a First-Person Shooter

The Private Memoirs and Confessions of a Justified Sinner (Oxford World's Classics) (Paperback)Recently I’ve been writing about a wonderful (and relatively unknown) 1824 novel by the Scottish writer James Hogg, and it has the greatest title: The Private Memoirs and Confessions of a Justified Sinner. Although my work concerns the novel’s religious and legal aspects, I’ve come to think that bears many qualities of certain first-person shooters. Such a claim will probably have students of Scottish literature up in arms (pun somewhat intended) and fans of FPSes scratching their heads: the former, because the comparison probably seems like a degradation of Hogg’s extraordinary work; the latter, because 19th century literature isn’t known for its susceptibility to video game adaptation.

Indeed, unlike the movie business, the best video games are only rarely based on prior source material–developers have had much better luck in creating their own stories and franchises. There must be some scholarship out there on this phenomenon, but I imagine that the reason has got something to do with choice. In many novels (and movies, whose video game tie-ins are notoriously awful), the reader doesn’t get to define or change the nature of the narrative in any appreciable way. Typically, if a video game has any connection to literature, it is only because the book was first adapted into a movie, which was then adapted into a video game, putting the game two removes from the original material. Of course, even video games have struggled with how to incorporate player choice and variability into their structures; Mass Effect 3, suffered a lot of criticism for its ending, which some felt only gestured at incorporating player choice.

Would you like the red, blue, or green ending?

Would you like the red, blue, or green ending?

But I think that The Private Memoirs and Confessions of a Justified Sinner has several unique features that make its adaptability more possible. The story is that of Robert Wringhim, who harbors an intense hatred for his older brother, George Colwan, out of a sense of religious superiority. Over the course of the novel, Wringhim is befriended by Gil-Martin, an obvious (to the reader) demonic figure who convinces Robert that the only way to establish God’s kingdom on Earth is by murdering all those who are not elected by God. Therein lies the FPS component–Robert commits at least two murders (that he remembers) and is probably responsible for several others. But for such a game to work it would have to incorporate the other part of the novel, in which an Editor attempts to purge Robert’s memoir of all its supernatural content. As such, The Private Memoirs and Confessions of a Justified Sinner offers its readers an interpretive choice that is not resolved within the text: which version to believe? Has Robert really experienced temptation at the hands of Satan, or has he simply manufactured a preposterous story out of his own neuroses? Or, has the Editor taken a legitimate historical text and white-washed it to meet his own sense of reality? The idea of a game that offers players a similar conundrum between the supernatural and the scientific offers intriguing possibilities.

The genre of first-person shooters has seen increased scrutiny in the wake of so many high-profile mass shootings. While I remain dubious about the extent to which video games should be held directly responsible for such acts, it is true that FPS games have remained largely unchanged for two decades. Games like Portal have sought to tinker with the formula, but I wonder if literature could offer inspiration for more radical innovations. The video game community has long sought to establish itself as a legitimate form of cultural expression worthy of serious consideration and study, and while there are many who eagerly accept this premise, the general public seems to remain unconvinced. Like anything, in the wrong hands, Hogg’s novel could be made into a hodgepodge of pseudo-demonic imagery (a la the Diablo franchise). I know the odds of a developer attempting such an adaptation are infinitesimally low, but perhaps even the suggestion could offer an impetus for further discussion, if not actual development.

Video Games as Things (or, bringing back the cartridge)

An N64 cartridge autopsy. Image from Wikimedia Commons.

An N64 cartridge autopsy. Image from Wikimedia Commons.

Lately, I’ve been unable to devote as much time as I’d like to posting on Virtual Stowaway, mostly because I’ve been trying to make more progress on my dissertation. In the process of working on my most recent chapter, I’ve been delving into some pretty esoteric material on “thing theory.” To most the term probably sounds like another highfalutin, ivory tower, mumbo-jumbo philosophical term with little connection to the “real” world. I won’t deny that critical theory can often be inscrutable to those unfamiliar with its varied terms and perspectives; indeed, many highly theoretical texts require multiple readings even for those who embrace them. In this case, however, thing theory has become a key concept for my discussion of circumstantial evidence as it relates to memory. Yet, while working on these ideas, I found myself considering the problem that video games face as things.

This is the same problem that most forms of media are going through at this moment–the dissolution of the object in favor of the digital and the intangible. I have friends who enthusiastically endorse the movement toward e-books, and as someone who studies nineteenth-century British novels, I can’t deny that carrying the works of Dickens on a Kindle is far preferable to carrying them together as books. Portability has been one obvious advantage to digitization.

But you know what was so wonderful about the old cartridge games? There was something substantive about those thick plastic cases, something almost book like. I imagine this feeling of holding something with substance influenced decisions to package DVDs and Blu-rays in cases that were larger than necessary–a good deal of those cases are empty space, but they stack nicely on a shelf. Now, I’m no physical media purist, decrying the move to e-shops and the like, but I would be a little disappointed if physical media disappeared from gaming altogether. After all, I may download Dickens’s collected works to my Kindle, but I can’t help enjoying picking up a hefty copy of David Copperfield. In the same way, while my game library continues to increase, it does so as both digital and physical media. Some games I buy from Steam, some from the e-shops like Nintendo’s Virtual Console, and others I have shipped from Amazon or (gasp!) purchase at an actual store, like the kind you drive to and check out at a cash register.

Will the “thing-ness” of games disappear if they exist entirely in a digital space? Probably not, but their substance will be changed significantly; so much so, that I’ll admit a little anxiety about what such a change might bring.

The End of Jonah Stowe

Seven months ago, inspired by the success of my friend, Tamara Lunardo, I thought I would try my hand at serious blogging. Until then, my understanding of blogging was mostly limited to personal updates and family news, but Tamara showed me how a blog can really be about something important; a well-written, thoughtful blog can generate important and meaningful conversations. When Tamara put out a call for guest posts on her blog, I decided to write for her, but I didn’t want her decision to be influenced by knowing me, so I sent the essay using a pen name whose initials corresponded to my first and middle names.

Not long after that, I decided to start Virtual Stowaway using the same pen name. I was concerned that as I started pursuing publication opportunities (and eventually academic positions) in Victorian literature a blog on video games might not be the best representation of my interests. And yet, over the past months I’ve discovered a rich and burgeoning field of serious academic thought on video games that intersects with my studies in literature.

As such, it has become increasingly difficult to produce my video games writing under a pen name, especially when it might hinder my ability to make real world academic connections. So this post is to announce that I’m officially dropping my “Jonah Stowe,” pen name. From now on my posts here and at other outlets, like Gamechurch.com, will appear under my real name: J. Stephen Addcox. I hope that by dropping my pen name won’t cause too much confusion, and thanks to everyone who has been kind enough to read my writing both here and elsewhere.

When I began Virtual Stowaway, my experiences with video games writing was mostly limited to news reporting. I thought there was an absence of critical reflection and discussion of video games, and yet it wasn’t long before I discovered that a wealth of wonderful writing had been around the whole time, I just hadn’t looked very hard to find it. Indeed, there were many people writing a lot of substantive essays about video games, and I’ve been happy to offer some small contribution to the conversation. Now, I can continue to do under my actual name.

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