Hello to [the] Your First Video Game: A Personal Reflection on My Scholarly Beginnings
I’m finding the writing process for this blog harder than other platforms because of one issue I hadn’t considered when making it: my audience.
How much do those reading this know about me? How much will I insult my instructor if I copy-and-paste the syllabus goals with every post? I am simultaneously overconfident about my plans for this blog and hitting backspace every time I try to post on it.
I figure it might be easier to be explicitly clear about my research from the jump. Every week, I’ll be responding to this course’s assigned readings by connecting them to games of analytic interest -- specifically Night in the Woods and Doki Doki Literature Club -- to further hone my feminist and queer perspectives on game mechanics, games as cultural artifacts and close-reading conduits, and, ultimately, what games studies mean to me.
The latter question has been especially pressing as this course begins, as its importance surpasses any other project I’ve undertaken in my academic career. When I was young, about fifteen or so, I knew I would one day have an opportunity like this one. I had no idea how, but I was destined to figure it out. My dreams of entering the games studies circuit were fostered by countless presenters at the late Games+Learning+Society conference in Madison, Wisconsin; modeled by the research of colleagues and close friends Kyrie Eleison Caldwell and Sean Seyler; and thrown into overdrive by the classic work of Tom Bissell and his adventures in virtuality. And here, now, listening to the instrumental of “Your Reality” and pondering ever so lightly how mine reached this point, I begin to understand what Caldwell and co. told me just a few years ago as I failed to find an undergraduate program at which I felt at home: “you just kind of make it up as you go along.”
Sebastian Deterding's "The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research" concludes with the thought that games studies are “increasingly coalescing into a relatively closed community within it, composed of humanities and cultural studies scholars with homogenous epistemic cultures.” The split between “games studies scholars,” mostly comprised of film studies, comparative literature, and art and design scholars, and the vocationally focused game design programs have created “more of a narrow multidiscipline than the broad interdiscipline [games studies scholars] set out to become.” The quantification of interdisciplinary, multidisciplinary, and economically validated game studies fields reminded me of those early days of college searching: without a holistic understanding of what games studies was or even did, I picked a new keyword every week (”comparative literature!” “COMMUNICATIONS.” “narrotology, maybe.” “lu...dology?”) and sought out a (usually liberal arts) school that could foster that keyword the best. Yes, foster the keyword: the dream I had was so undefined, as if faded over months of sleep and never recorded in the bedside journal, that I was gambling my future on whatever “theory/method coupling” seemed right to me at the moment. I wonder if seeing these issues from the academic bird’s-eye view of Deterding would have given me any insight into Caldwell’s suggestion to MacGyver my future rather than reverse-engineer it, but I doubt it. I would have seen Deterding’s conclusion, his call to coalesce sociology, media philosophy, and the vocational education of game design to dissolve that “closed community,” and would have asked my inspirations the easiest way to guarantee a spot at that table.
Therein lies a self-referential issue I have with the problem of interdisciplinary identification: on the most practical level, one that I experienced in my early days of higher education, there is no solution to the problem that is the proposed solution. In an ideal world, I would have liked a solid understanding of these game studies components because I saw them in action. I asked myself (and others) at Well-Played sessions how I could get paid by close-reading games (I’m so glad, if extremely surprised, no one responded with a snappy “you don’t”) -- because what is an interdisciplinary field if you cannot in some way categorize its facets and pedagogical inspirations? It’s hard to reconcile how much “easier” it would be to go into “games studies” when even that moniker made little to no sense to me. This article (or at least its evidence; it is clear that Deterding’s desire for cohesiveness [figure A] is contrary to my next claim) is a fascinating example of how the breakdown of scholarship at the highest of higher educations facilitates no understanding of how to break into its world at the freshman level. In other words, if I had read this in the keyword-obsessive summer before my senior year of high school, I know I would have ultimately picked one of the article’s own buzzwords (”OMG THERE’S LUDOLOGY AGAIN! WE’RE GOING WITH THAT!”) and defeated the article’s call for homogeneity -- as what constituted “games studies” was still too far beyond what I academically understood at the time to feel comfortable going into it.
(Figure A) The above, for example, are solutions to the problem that would have made my break into academia much smoother, and less reliant on right-place-right-time philosophies.
From “The Pyrrhic Victory of Game Studies: Assessing the Past, Present, and Future of Interdisciplinary Game Research.” Sebastian Deterding. Games and Culture Vol 12, Issue 6, pp. 521 - 543. First published September 1, 2016.
This sounds like a simple non-argument without a proper point of comparison, and I’ll concede that my issue could have been solved with proper (and simple) designation of what games studies actually is. Yet I found a perfect point of retroactive validation in the first chapter of Jonas Heide Smith, Susana Pajares Tosca's textbook Understanding Video Games: The Essential Introduction. Their four-point breakdown of video game study -- the game, the players, the culture, and "ontology" -- which correspond to four different types of analysis (figure B) made a still-extant insecure part of my sixteen-year-old self feel reassured by his desire to learn all of them.
Figure B - “Four Major Types of Analysis.” From Egenfeldt Nielsen, S.., J. Heide Smith, and S. Pajares Tosca. Understanding Video Games: The Essential Introduction. Routledge, 2008.
It seems I’ve covered a lot of contradictory points in a few short paragraphs, but my reasoning is rather simple. I’m hyper-aware of the fact that there could be kids still struggling to understand how they might break into games studies, and need the most basic intellectual foundation upon which they may rest a future. To this end, I can say that studying what has interested me -- the visual arts, gender, feminist, and queer theory, and history of all kinds -- has provided me with a more-than-appropriate framework for studying video games. And I hope that on some level, our definition of “games studies” does not radically dissolve individual humanities identities. This “closed community” of humanities scholars that Deterding critiques may be borne of those four major types of analysis, but I didn’t know the latter even existed when I was trying to find the former. The knowledge I now possess of how to MacGyver this field is a privilege only in contrast to how ill-defined “games studies” as an “interdisciplinary field” was to me at the time. The closed communities must be open to visibility, especially at that aforementioned “freshman” level, but they should not lose their identities as interlocking methodologies that are available outside of a Platonic form of games scholarship. I wanted a path, so I made my own, but the structure to do so should have been clearer to me earlier.
Sounds like a lot, huh? Of course it is! And that’s why I’m kicking off my blog with these deep-running contradictions and this confused psycho-scrubbing: to show that this blog is the end result of years of worry, anxiety, and, well, making it up as I go along. To have this kind of platform, to showcase my theoretical side in a space upon which my name is attached? That’s progress.
And, hey: if you were just like me (I’m sorry, ‘cause I wouldn’t wish that on anyone), struggling with what games studies is or what it means, I hope that this little corner of analysis, self-reflection, and citation does you as much good as it does for me.
Now, about those video games...