{"title":"\"A restless corpse\": performativity, fetishism and planescape: torment","authors":"Darshana Jayemanne","doi":"10.1145/2513002.2513009","DOIUrl":null,"url":null,"abstract":"This paper explores videogames' aesthetics of performativity. J. L. Austin's notion of performative felicity is a useful concept for the comparative study of videogames. However, Austin treats infelicity (ie. failure) simply as a flawed attempt at a felicitous performance. This relates to his conceptualisation of speech acts as units -- an assumption that performances occur one at a time, and that it is a simple matter to discern which performance is being attempted in order to dispassionately judge its felicity. Evidently, such a scenario is inadequate to the messy complexities of videogame play. This paper proposes that by expanding the notion of infelicity through accounts of fetishism and potentiality it becomes possible to see particular performances not as aggregates of units but as multiplicities. The problem then becomes accounting for how particular performances arise out of the multiplicity of play. This approach is then tested through a close reading of the game Planescape: Torment, a game which instantiates this expanded notion of infelicity at thematic, structural and narrative levels.","PeriodicalId":280569,"journal":{"name":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","volume":"218 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2513002.2513009","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This paper explores videogames' aesthetics of performativity. J. L. Austin's notion of performative felicity is a useful concept for the comparative study of videogames. However, Austin treats infelicity (ie. failure) simply as a flawed attempt at a felicitous performance. This relates to his conceptualisation of speech acts as units -- an assumption that performances occur one at a time, and that it is a simple matter to discern which performance is being attempted in order to dispassionately judge its felicity. Evidently, such a scenario is inadequate to the messy complexities of videogame play. This paper proposes that by expanding the notion of infelicity through accounts of fetishism and potentiality it becomes possible to see particular performances not as aggregates of units but as multiplicities. The problem then becomes accounting for how particular performances arise out of the multiplicity of play. This approach is then tested through a close reading of the game Planescape: Torment, a game which instantiates this expanded notion of infelicity at thematic, structural and narrative levels.
本文探讨了电子游戏的表演性美学。J. L. Austin关于表演幸福的概念对于电子游戏的比较研究来说是一个有用的概念。然而,奥斯汀对待不忠(即。(失败)仅仅是在一次完美的表演中出现了错误的尝试。这与他将言语行为作为单位的概念有关——一种假设,即表演一次发生一个,为了冷静地判断其正确性,辨别正在尝试的表演是一件很简单的事情。显然,这样的场景不足以应对电子游戏玩法的复杂性。本文提出,通过对拜物教和潜能的描述来扩展不吉利的概念,就有可能把特定的表演看作是多样性,而不是单位的集合体。那么问题就变成了如何从游戏的多样性中产生特定的表演。然后,通过仔细阅读游戏《Planescape: Torment》来测试这种方法,这款游戏在主题、结构和叙事层面上都体现了这种扩展的邪恶概念。