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Nintendo and Telos: Will You Ever Reach the End?
Peter Buse
In their off hours, their fingers play over the controls of video
games and "micros,"their faces lit up by the light of CRT
screens, bodies moving in rhythm to a complex feedback
mechanism, eyes, minds and hands locked in a looped circuit
of reflex and reward with a more-than-mere-game.In the
video arcade, the machines are united by a single principle:
ultimately,hardware defeats exhaustible and vulnerable or-
gans and intelligences grown in flesh and housed in bone.
Next time you're there, watch the players hitched to their
boxes and ask who controls what. Or what controls whom
(1-2)
163
164 PeterBuse
or the U.K. engage in air battles with the ultimate aim of destroy-
ing the enemy's base.' The soccer game uses as its narrative the
World Cup and the player has the choice of one of the globe's lead-
ing sides. UndercoverCops,meanwhile, is, like StreetfighterII, a hand-
to-hand combat game, but this time the plot involves tracking
down and eliminating uncharismatic drug dealers. The games all
go to some length to provide background information on the plot
scenario or on the traits of the characters. In UndercoverCops,then,
the opening credits of the game explain that a plague of drugs is
ravaging the city and it is up to the special drug squad (that's you:
the player) to squash the ring; in AeroFighters,names and faces, not
to mention nationalities, are assigned to the choices of pilot.2
None of these narratives are particularly remarkable: innu-
merable similar examples could be found in more elaborated and
expanded forms in war comics and Kung-Fu movies, and analyzing
their aggressive project would be neither difficult nor particularly
illuminating.3 Equally, video game narratives are predictable and
depressing when it comes to sexual politics: with a few notable ex-
ceptions, like Tetris and other nongendered games, they rather
crudely reproduce the worst-case scenario of patriarchal gender
relations.4 What is remarkable about the games is not so much the
stories they tell, or even the way in which they tell them, but the
actual process of telling and reading or, alternatively, of playing.
The notion of "playing a narrative" is not entirely satisfactory, but
is preferable to "reading," because, as Paul Virilio says when he
comments on the speed of propaganda transmission, "Reading im-
plies time for reflection, a slowing-down" (5). Video games acceler-
ate narrative beyond any possibility of "reading" in a traditional
sense. They do for narrative what the microwave does for cooking.
In Story and Situation, Ross Chambers identifies two major
strands of inquiry in contemporary narratology: on the one hand,
the examination of narrative structure, and on the other, analysis
of the discursive presentation of events. These two forms of study
yield, respectively, a "grammar" and a "rhetoric" of narrative (4).
In the case of video games, ascertaining a fine grammar would
involve labeling elements common to all games, such as the hero
figure, the progression through stages or levels, the scoring system,
and so on. Analyzing the rhetoric of a game, on the other hand,
would entail examining the basic narrative ("story") in relation to
Nintendo and Telos 167
self as pure act of perception" (51). Here Metz invokes the scopic
drive, concluding that the spectator achieves a position of pleni-
tude, of power within the field of vision, by identifying with the
camera, which presumably can see everyone and freeze and con-
trol the object world.
Despite the obvious difference that there is no literal camera
in video games, we can still bring Metz's arguments to bear on
them. It little matters how images are provided to the subject: it is
the very provision of images that is important. We might say that
the video graphics simulate the activity of the camera, or, so as not
to give priority to one technique over another, we could equally
say that the activity of the camera has the capacity to simulate the
generation of computer graphics. They both frame time and space
within a limited field of vision. In any case, the kind of projection
of interest here is psychic and not cinematic. As far as the Lacanian
infant is concerned, Jacqueline Rose explains, "The early emphasis
by Lacan on Gestalt, on the child's ability to represent its body to
itself, is ... not simply a notion of some comforting illusory poise,
but is directly linked at this stage in his theory to its ability to con-
trol its world in a physical sense" (172). The mirror confirms the
proto-subject's own motor coordination, by sending back a falsely
totalizing image of a fragmented and incoordinate body. The struc-
tural relation here is metonymic (image: part; body: whole), and
all video games employ this very same screen device, providing the
player with an icon, which has a metonymic function in relation to
the player's body. The player manipulates the icon on the screen
with a joystick and/or various buttons, completing the circuit of
specularity. Following Metz's argument, the player sees herself or
himself seeing herself or himself and, through this actual physical
participation, gains control over the physical world as well as the
image one. Video games, it seems, incarnate the perfection of the
mirror, inserting the subject into a narrative in which she or he
sees herself or himself projected as the hero and potential master.
This happy and insouciant subject, linked merrily to an imago
machine, is, of course, a caricature, and headed for a fall. As it
turns out, the seeing subject in a Lacanian schema never achieves
plenitude and is doomed to be duped, not satisfied. When Lacan
treats the gaze, he speaks of the subject "who apprehends some-
thing that is one of the essential correlates of consciousness in its
relation to representation, and which is designated as I see myself
170 PeterBuse
of course, because the player will repeat the same process with a
"different" game.
It is obviously very much in the the interests of Sega and Nin-
tendo to provide games with terminus points, because when play-
ers finish one game, master it, they will most likely want to head
right out and buy another. It is also impossible to overestimate the
impact of Nintendo and Sega and their "entertainment systems"
on the the very paradigms and culture of video game playing.
Even before Nintendo's entry into the market in the mid-1980s,
arcade games were phenomenally lucrative, straddling the top of
the culture industry in financial terms. In 1982 these games
grossed 8 billion dollars, outstripping both pop music (4 billion)
and Hollywood films (3 billion); revenue from Pac-Man alone is
thought to have surpassed even Star Wars(Haddon 53). It is sober-
ing to think that among the leading youth icons of the late 1970s
and early 1980s, Luke Skywalker might have come second to a lit-
tle yellow "icon." But 1982 marked the peak of the arcade game
successes, and when Nintendo arrived on the American scene in
1985, the industry was generally thought to be in decline; in three
years the bottom had fallen out of Atari's market (Kinder 88). Nev-
ertheless, within five years, Nintendo had remarkably taken a firm
grip on the entire industry and had effected the transition of high
quality video games from arcade to living room. They achieved
this coup partly by virtue of "superior technology and close control
over compatible software" (Kinder 91). Equally crucial to their suc-
cess was their expansion into what Marsha Kinder calls the "com-
mercial supersystem of transmedia intertextuality" (92). Nintendo
does not limit itself to video games, but casts its nets widely, incor-
porating cartoons, magazines, clothing, games programs, and
countless other product tie-ins, all copyrighted under the Nin-
tendo trademark (Kinder 92-93). In other words, they deftly com-
bine the twin magic of merchandising and the microchip. The big
video game corporations benefit constantly from the high visibility
of their names and the continual reinforcement of their consum-
erist message in spheres other than simply game playing.
Nintendo and Sega can never be extricated from the culture
industry complex and the consumerist apparatus they inhabit.
However, although it is true that the circuit of desire in video
games is set up, in the crudest terms, to make money, there is by no
176 PeterBuse
Kiddie Cocaine
In the January 1993 "screen issue" of i-D magazine, whose
cover is graced by none other than "Sonic the Hedgehog, game
hero," a panel of "experts"on computer games are brought to-
gether to discuss the significanceand impact of the boom in com-
puter games in the United Kingdom. The very first question ad-
dressed to the forum includes the term "kiddie cocaine,"which
apparently was coined by the SundayTimesto describe the effects
of games on fourteen-year-olds.The phrase has a potent emotive
charge, juxtaposing the supposedly innocent with the absolutely
tarnished. Members of the panel jumped at this bait and were
quick to downplay the potential addictive powers of computer
games. However, the topic did not so quickly go away, and one
panel member proposed that the games were "compulsive,"while
another suggested that "[m]ost games incorporate obsessive pat-
terns."Guy Nisbett summarizesmost succinctlythe cocaine effect:
"social behavior," with titles such as "Video Games and Leisure Be-
haviour: A Report on an Empirical Study,""Video Arcades, Youth,
and Trouble," "Videogames, Television Violence, and Aggression
in Teenagers," and "The Effects of Prosocial and Aggressive Vid-
eogames on Children's Donating and Helping." The last example
in this short list hints that video games might be "good" as well as
"bad" drugs, if more attention is paid to their "content." In the
Sociofilesurvey, there are also examples of video games seen as po-
tentially instrumental, as "good" supplements to education: "Play
as Acquisition of Mental Structures: The Case of Video Games"
and "Educational and Recreational Uses of Computer Technology:
Computer Instruction and Video Games." These two modes of
analysis seem at odds; they read the absolutely contrary lessons of
danger and utility from the games. However, they share a similar
totalizing view of supplementarity as an "adding on" that can and
should be controlled. Patricia Marks Greenfield, writing on child
development theory, is representative of this train of thought.
While rejecting the addiction thesis in favor of an optimistic evalu-
ation of the games' "use" value, she repeats the classic poison/
cure dilemma:
Notes
I would like to thank Sara Ahmed, Catherine Belsey, Fred Botting, Natalka
Freeland,Jane Moore, Hugh Osborne,and Simon O'Sullivanfor their comments
and help on this article in its variousstages.
Nintendo and Telos 183
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