“[To
have archive fever] is to have a compulsive, repetitive, and nostalgic desire
for the archive, an irrepressible desire to return to the origin, a
homesickness, a nostalgia for the return to the most archaic place of absolute
commencement” (Derrida, Archive Fever, p. 91.)
There’s been much abuzz about Nintendo in video game industry outlets as of late, and it hasn’t always been positive. Lagging sales of the Wii U and pressure from the internet’s media spheres had apparently pushed the once hermetically sealed Kingdom of Mario to finally make the move to mobile gaming--but that was debunked as a rumor. This would have been a big step for Nintendo, a company that has, like a dragon of old Germanic lore, covetously clung to its (intellectual) property, wanting it to be experienced exclusively on its own hardware. The times are changing, and while Nintendo stubbornly resists, even dragons of legend must get up and go with the flow from time to time, as much as they’d like to stay stuck in the golden age.
There’s been much abuzz about Nintendo in video game industry outlets as of late, and it hasn’t always been positive. Lagging sales of the Wii U and pressure from the internet’s media spheres had apparently pushed the once hermetically sealed Kingdom of Mario to finally make the move to mobile gaming--but that was debunked as a rumor. This would have been a big step for Nintendo, a company that has, like a dragon of old Germanic lore, covetously clung to its (intellectual) property, wanting it to be experienced exclusively on its own hardware. The times are changing, and while Nintendo stubbornly resists, even dragons of legend must get up and go with the flow from time to time, as much as they’d like to stay stuck in the golden age.
Nintendo’s
penchant for nostalgia is itself the stuff of legend, a quirky trait that has
even led to some epic failures. The rise of the Sony Playstation in the
mid-90s—and Nintendo’s promptly thereafter being dethroned from living room
entertainment centers everywhere—was, in a way, a result of Nintendo’s bumbling
affection for the past. Initially, Sony had only intended to design the CD-ROM
drive for a Nintendo Playstation, but Shigeru
Miyamoto—Lord of Mario World—put a stop to that plan because of his steadfast
commitment to the game cartridge as physical medium.
This
past weekend the company re-released an installment of The Legend of Zelda
series and, for a limited time, made it available for free. I promptly took
advantage of the offer for my young daughter, who recently became a fan of the
series. This particular game (Four
Swords) was initially released three years ago in a
nostalgic celebration of Zelda's 25th anniversary. My own
nostalgia for playing Zelda evoked by the re-release, I revisited some
earlier thoughts of mine on the game’s design. The standard
design of most Zelda games is, I think, an instantiation of Nintendo’s
nostalgia for the material history of the video game medium.
Remediating the material
Garrett
Stewart has analyzed a similar concern with the material medium in
re: film (2). In an initial foray into narratography, Stewart
defined this novel method of narrative analysis as interested in “specifying
the [representational] procedures” by which narrative works: i.e., its
wrangling into a coherent plot the micro-units of language (in a text), or
those of filmic representation (22). Alternatively, one could understand
narratography through a spatial metaphor as the identification of the way in
which a narrative uses linguistic or visual devices to map its virtual world
and the events therein; narratography, then, is similar to cartography in that
it identifies a preexisting space, but nonetheless reimagines it in the process
(22). Most pertinent, though, is the conclusion Stewart draws in his specific
application of narratography to recent Hollywood cinema: there appears to be a
fascination in filmic storytelling with the transition from one medium of
representation to another (photochemical film to digital pixel) (2, 22-23). He
unearths a meta-narrative obsessed with telling the story, dramatizing the
material process, of film-based cinema: a kind of nostalgia for the
medium’s original material condition. From Vanilla
Sky to The Matrix, he points out how match-cuts and
camera shots visualize and put into plot the material movements of film that
underlie it (See Framed Time 88-90). Material movement that
traditionally was to remain invisible in order to further the illusion of virtual
movement within the diegetic world now becomes the focus of cinema’s attention.
Preserved, if you will, in the abstraction of narrative plot.
Narratography’s
attention to the evolution of the visual markers by which we tell
narrative—from text to film to pixel—is edifying in the case of The Legend
of Zelda and its design. In a cursory analysis of this videogame
we find a similar fascination with the representation
(and preservation?) of its material medium in the working out of the
game’s plot and mechanics of play. As the player-avatar Link manifests
his heroic destiny in the diegetic world of Hyrule, it is not just his own movements
that are mapped across space, but also those of the material hardware that is
the game’s condition of possibility. The space of the game is divided up
between different “dungeons” whose design very often requires the player to
shift blocks and trip switches in a particular order that will unlock the next
level or adjacent space. These movements of the avatar strongly correspond to
the movement of electricity along the data paths of the game cartridge’s
circuit board—the circuitous route that data travels behind-the-scenes
of the TV screens on which players focus their attention. The movement of
electricity that unlocks spaces of data on the circuit board is represented, in
Zelda, as the movement of the player in a dungeon in order to unlock—to
open the gateway—to the next level. Link’s cycling through an array of puzzles
in his virtual world manifests his identity as a legendary hero even while the
medium of the electronic game is remediated as the onscreen movement of the
player.
There’s a
way in which Zelda’s dramatization of its material medium can be seen as
therapeutic relief for anxiety over the quicksilver-like nature of the digital.
Early Zelda games and their reflection of the medium might be explained
away by the limits of available technology. But to maintain that design, as
they have, in the wake of graphical advancements seems a curious
nostalgia. Indeed, with the re-release of Four Swords we see
Nintendo exhibiting that same desire to preserve some kind of original gaming experience:
Nintendo re-released this remastered version only on its current handheld, the
3DS. There’s no port for the home console Wii U (of course, maybe that was just
a marketing decision: there are far more 3DS owners than Wii U owners, so
potential for profit is motivation enough). Nintendo’s own concerns are
in accord with those of a scholarly community newly obsessed with the
preservation of video games. "Data rot” is a bogeyman that has scared up
lots of research grants for digital museums (See this nice explanation of the phenomenon by
CBS news.)
In the
case of Stewart’s analysis of Hollywood, the nostalgia was
for a medium that was already (at the time of the making of the films he
close-reads) giving way to replacement by things digital. Nintendo’s
nostalgia is a little bit different. It’s a little bit preemptive. A little bit
more paranoid. Nintendo appears, to me, to have always already been nostalgic
for a silicon circuitry that has yet to give way to a successive
material condition. Further, this intense nostalgia seems to tap into a
higher level of concerns in our culture.
Now you're playing with nostalgia
In the
case of Zelda, there are, unsurprisingly, multiple levels of remediation
and nostalgia. The basic design of adventure games--of which Zelda is
one of the earliest and superlative examples--is itself nostalgically
(neo)medieval. The progressively difficult series of dungeons (and ‘dragons’)
one must conquer is transparently borrowed from the hero’s journey of medieval
romance. Reluctantly rocketed forward with the times, Nintendo game design
looks backward at a history and origin seemingly disappearing (kind of like Benjamin’s
angel of history).
There is
irony, though, in Nintendo's nostalgia for older forms of life. Miyamoto,
eccentric creator of Zelda and Mario and many other properties,
has repeatedly said that the Zelda games were inspired by his childhood
(and analog) adventures in the Japanese countryside, which was pocked all over
with caves and other natural geographic wonders to an adolescent boy (See this
biographical article). For the father of Nintendo and its now
iconic characters and worlds, it is a fondness of the natural world and a
human's organic situation in it that inspires his artificial and virtual
constructions. Zelda is an attempt by him to imprint or impress in a
digital world his experiences as a child. He, like all of us I suppose,
longs to return to the childhood-as-origin. In the current parenting
climate, filled largely by paranoid "helicopter" parents, such lone childhood explorations
of, and adventures in, the natural world seem to be replaced by virtual ones
like those in Miyamoto's games.
So,
Nintendo's nostalgia is in a certain way ironic; the same past it longs for is
one it has replaced. Even if unintentionally. It does, however, carry that past
with it. Time, as Carolyn Dinshaw and others have forcefully argued, is not
linear. There is no straightforward movement into a future, and the past isn't
simply left behind. The past builds up and puts us in the present, a present
built, not just on, but by the past. Constituted by it.
My own
childhood involved outdoor quests like Miyamoto's, even though I played a
substantial number of hours on my Nintendo Entertainment System (NES). That
virtual exploration accompanied by the real, both were the better for it: the
limited graphics of the NES were supplemented by my knowledge of real
nature, and the explorations around my neighborhood--a space that, though
filled with towering oak and pine, was lamentably bereft of orcs, goblins, and
magic--in turn supplemented by an imagination steeped in Nintendo fantasy.
I
regrettably admit that my daughter, at least thus far, has not been able to
enjoy outdoor explorations as I once did. Sure, she goes on walks with her
parents, but has yet to explore the outdoors on her own--and thus as an
adventure. Overzealous in our concern for her safety in what seems like a more
dangerous external world (have we come to believe our fictions? Now the orcs
and goblins are all too real?), we shelter her and keep her with
adults nearly all of the time. Yet she has her Nintendo and her Zelda
games. The virtual simulacrum has effectively supplanted the real.
However, Zelda
doesn't merely nostalgically try to preserve within its own traces the
materiality of the video game medium, and its archive fever also doesn't end in
the preservation of imaginative childhood adventures. It also is nostalgic for
the medieval, and appeals to a more general level of cultural fascination with
this epoch. The medieval is popularly understood as a grittier, more base, and more
human because more base, period of time. It's this quality that has made
it an enduringly popular playground for imaginative writers, and a stage on
which our popular culture increasingly depicts some of its best human dramas
(e.g., Game of Thrones, of course.) Given that preoccupation of Zelda's,
does it also appeal to a cultural nostalgia for the natural condition of human
beings as organic entities, a condition that we fear will be destroyed by the
prophesied and constantly looming future of synthetic intelligence and humanity
(See Stewart at 222)?
As a
preliminary (and unsatisfying) reflection on my relation to this topic, I
end with what I began this post: a thought by Derrida. At the end of Archive
Fever, he says that our impulse to archive/preserve the past is always
accompanied by a yearning to know what hasn't been preserved, "to
know what was lost, what burned and disappeared with the ashes"
(100). There's always going to be something that is
lost, but what, exactly, has been lost? What am I seeking to preserve, and
why? What am I failing to preserve? What am I incapable of
preserving?
Print
Sources Cited
Derrida,
J. Archive Fever: A Freudian Impression. Trans. Eric Prenowitz. Chicago:
University of Chicago Press, 1996.
Stewart,
G. Framed Time: Toward a Postfilmic Cinema. Chicago: University of
Chicago Press, 2007.
No comments:
Post a Comment