“Chapter 5. Interpassive Ecomimesis: Gaming the Real” in “The New Real”
5
Interpassive Ecomimesis
Gaming the Real
Since their debut in mainstream consumer culture in the mid-1970s, computers and their consumer-entertainment interfaces have been connected to a futurist imagination of new and cutting-edge technologies within their marketing rhetoric, remediations in other media, and the worlds depicted in the games. Central to these utopian dreams have been presumptions about virtual interaction, education, social connection, and world-building. Along with these promises of new media came moral panics around games that featured role-playing murder, mayhem, and visions of the end of our world (and of hitherto unknown worlds). So, as in the earlier case of television, video games have been imbued with the hopes of a society seeking new tools for education and family bonding and the fears of a society that needs a scapegoat to blame for its dissolution.
This chapter examines the tendency of video games to posit player avatars who control the fate of a world. In terms of the effects they may have on the world through reverse mimesis, such games are not necessarily good or bad; these games could just as easily be argued to convince people to act together to do incremental things in which participation constructs and affects the world as we know it (like recycling and voting) as they might overplay the role of the individual, appealing to the powerless who fantasize about megalomaniacal control. The first tendency is actually disregarded in many video games, especially ones that depict a dystopian (realist?) world in which social institutions of government, school, family, media, etc., have failed, such that all that is left to transform the world is the individual. The genre that names this type of narrative is the “world type” (or sekai-kei). Though not identified as a genre until the early 2000s, its roots can be traced to science fiction novels in the 1980s. Over the ensuing decades, sekai-kei became a mainstay in manga, anime, light novels, and video games. This chapter argues that because of its claims on control, video games in particular became one natural home for the genre. In reinscribing the game/metagame division, these sekai-kei games speak to the problem of the perceived failure of social institutions in the real world; at the same time, they are realized as another mechanism for building the social.
Early video-gaming culture produced few great theories of gaming but rather staged theory in the form of thought experiments played out in other media (because as yet, games were thought to simply suggest what they could later become). Again and again throughout the 1980s, the cultural material around games such as advertisements, novels, television shows, and films depicted games in their glory as educational media that might reunite the family, as well as in their most problematic form as artifacts of moral panics around both the future of schools and family and the fate of the world. So prior to examining a specific sekai-kei game to show how it intervenes in this history, it will help to look at three key early moments through other media: at the time when video game consoles were becoming dominant in the home, the 1983 film The Family Game by Morita Yoshimitsu subtly centers on an almost absent video game, a 1985 novel by Murakami Haruki depicts games as one of several media demarcating and connecting bifurcated worlds, and a 1986 essay by Betsuyaku Minoru about sports television became the foundation for sekai-kei theory. If the notion that life is a game is a way of bracketing or softening the harsh realities of postwar economic struggles, then in essence The Family Game rehearses an early version of Robert Pfaller’s interpassivity through the outsourcing of education to a tutor.1 The consideration of everyday life as a game gives over to the notion that the geostrategic fate of the world is a kind of game in Hard-Boiled Wonderland and the End of the World, a novel in which the protagonist will ultimately have to choose one of two worlds in which to dwell. By positing that an individual has control over their own harmonization with their environment, the novel marks a kind of romantic ecomimesis that intends to construct a safe space for its protagonist, built entirely for him. And yet in doing so, it instantiates the lack of harmony it seeks to shore up. It is only in the later sekai-kei video games where these tensions are brought to the fore and made overt.
Drawing on and extending theories of interpassivity (the notion that technology allows us to outsource our activities in order that we achieve some homeostasis) and ecomimesis (the notion that media record our incessant desire to harmonize with our environment), this chapter then traces two major intersecting strains of gaming discourse in Japan—family disconnect and the end of the world. The 2009 visual novel game Steins;Gate attempts to resolve the inherent conflicts arising out of long-standing early gaming concepts (the myth of interactivity, the loss of family and the atomization of the individual, the megalomaniacal individual desire to control or save the world), though it fails to do so because of the rigidity of the medium. Yet, the contemporary practice of jikkyō purei (playthrough videos with running commentary, or literally “real, on-the-spot play”) mimetically affects social interaction from the vantage point of social media and advertising. If interpassivity is part of the labor precarity of the stagnation of postindustrial economies, then such play—as preparation for underemployment—is most visible when outsourced to the game itself.2 If ecomimesis reveals the fiction of a clear demarcation between environment (metagame or real world) and subjective world (game world), its natural genre must be sekai-kei (world-lineage) and its natural medium video games. This look into the game and beyond it illustrates how the complex medium of the video game plays at representing the real and how such play itself transforms the world.
W(h)ither the Family and the World? Interpassive Play and Ecomimesis
Robert Pfaller marks an increase in “interpassivity” writ large as part of the contemporary search for play, suggesting that play itself is a parallel to interpassivity.3 Interpassivity refers to the dynamic whereby the normal actions and activities of everyday life move to media: recording a television show replaces watching, as the consumer merely plays at watching by collecting videotapes or DVR files.4 The outsourcing of parenting to a tutor upon which the 1983 film The Family Game is premised establishes the interpassive mechanics of play and gaming as its undergirding theme.
Gaming is important to the film not only because trailers featured the 8-bit sounds of gaming but also because The Family Game forces its viewers into the position of a player of a video game, there simply to enjoy the characters and play rather than find a deeper underlying meaning. Game critic Yoshioka Hiroshi compares it to the world of the 1987 film Hatchaki Sensei’s Tokyo Game, where game and reality can be distinguished:
The film Family Game (1983) by Morita Yoshimitsu eerily predicts the form of our current situation, in which reality and game are fused. In short, the message of this film is that that even family life is no more than a kind of role-playing. As game logic has penetrated even into the most intimate of living spaces, the boundary between the game and reality has disappeared. In other words, it has become difficult to see the programming for this world that generates “games as reality.”5
The notion that our postmodern global reality is simply a game in which humanity has drifted so far from engagement with the brutal realities of the world has become a commonplace. That daily struggles are trivialized through their gamification is the drivel and grist of a particular contemporary pose of critical theory that sleekly seeks to align postwar performances of apolitical stances, abstractions from the reality of game theory, and risk-bundling strategies with the growth and bursting of bubble economies and the postmodern disavowal of meaning. But what has allowed critics to even argue that everything is a game, that life is a game, is not simply the advent and proliferation of game theory, computer modeling, and derivative markets but the prevalence of video games themselves in daily life. This notion that all the world is a game has become such a commonplace saying in our postmodern global reality that it is hard to imagine that it once seemed a critical revelation. The film’s ambiguity does not encourage viewers to take an active role in playing the film, in order to interpret a moral to the story. Rather, the ambiguity itself can be seen as video-game-like insofar as the plot matters less than the play and gags along the journey; in short, we are being told to interpassively outsource or simply give up our interpreting of the film and enjoy. And yet this interpretation misses an actual game at the center of the film.
The obvious specific connection between game and family for Japanese viewers at the time of The Family Game’s release would have been the video game console. In 1983, the year that the film was released, Nintendo first marketed its historic NES (Nintendo Entertainment System) console in Japan as the Famicom (a portmanteau abbreviation of “family computer”) gaming system. From this perspective, the name Famicom attempts to hide the medium’s supposed role in the further atomization of family, begun perhaps with radio and television. Japanese viewers would have been aware that advertising connected family and education with video gaming. And, though no critics of the film discuss the actual video game in it, gaming was touted in the television ads for the film and centered (albeit briefly) within the film itself.6
Critics and audiences of The Family Game frequently note the unusual and visually striking placement of the chairs at the family’s dining table, all in a row on one side.7 This placement gives the dining scenes an unrealistic, staged look, a stark visualization of a disconnected family that never meets eye to eye. But there is also at least one practical, diegetic reason for this, beyond the simple extradiegetic one that it allows for one nearly consistent camera setup during family meals: the family television (shown briefly in the corner of the room, when the camera, for a flash, crosses the dining-table line) is on the camera’s-eye side of the line. That is, the family may be lining up like this at the table to watch TV; and the camera that stands in the place of the TV (the eye that prevents them from seeing each other eye to eye) is watching them. Notably, the Famicom video game system was named in part for its imagined resting place atop the family television set, so that “parents and grandparents could enjoy watching the children play.”8
But more than this, there is a flash of a video game within the film, sandwiched between a scene of Shigeyuki Numata getting beat up by a group of boys in a field on his way home from school and another at home, in which a neighbor discusses intimate details of a family crisis. The six-second scene occurs almost exactly in the middle of the film (fifty-three minutes into the film with about fifty-two minutes remaining). It is also a pivot-shot for the entire film that is bifurcated at that moment between the setup in the first half of the film and the denouement in the second. Though it would be too simplistic to suggest that this scene (which itself contains a division between analog and digital games) provides a template for reading the film as a split between real and virtual family games, the scene’s presence stitches together the first half of the film that sets up the climax and dissolution of the film, suggesting that traditional social interactions may have been replaced by gamic ones, and that both have led to atomization.
Figure 17. A flash of games: the 2D and 3D ice hockey games at the center of The Family Game are played in the absence of family. Screengrab from The Family Game (Kazoku Gēmu), dir. Morita Yoshimitsu (1983; Long Beach, Calif.: Geneon, 2006), DVD.
In the foreground, three of the boys crowd around a tabletop hockey action game (the Champion Hockey Pola 400 game made in Finland by Bock-Plast), and in the background two boys are playing what appears to be Bandai’s release of the Mattel Intellivision’s NHL Hockey console game.9 Though the boys laugh, there is no clear dialogue; the beeps from the video game saturate the soundscape. Through the juxtaposition of these two forms of hockey, this scene sharply places into comparison two kinds of gaming: tabletop games and video games. In the analog foreground, the boys stare intently at the 3D board where plastic figures swat around a miniature puck. The figures, of course, move because they are connected below the board to metal rods that are manipulated by players. In contrast, the boys in the background stare at a 2D virtual world on the television set that achieves a minimal sense of depth through perspective by angling the ice rink to be smaller at the top of the screen than at the bottom, though a lack of shadows makes this effect fall flat. As such, the scene raises the question of whether, beyond these details of difference, there is a categorical difference between the old and new regimes of gaming.
This hockey scene, then, anticipates what will become explicit, for instance, in the 1987 Japanese television advertisement for an ice hockey game on Famicom’s new “disk system”—a fleeting mise en abyme that suggests a real in which our media remake our world. In the advertisement, a family gathered around the console is surprised when a hockey player, presumably from the digital game they play, crawls out of the television screen and into the living room saying, “Sorry for barging in.” The hockey player then joins the family in playing the game on the console from whence he came. The commercial ends with the hockey player declaring, “It’s more fun than the real thing!,” to which the father responds, “That’s because it’s Nintendo” (Honmono yori omoshiroi desu ne! Nintendo desu kara). This sort of hokey reverse mimesis is clearly intended to suggest that the new system has vastly improved the resolution and realism of Famicom games.10 In other words, it suggests a kind of surface improvement of representation and immediacy, in terms of colors, sounds, action, and resolution. It is essentially a celebration of the increasing amount and variety of information that it was possible to convey in a short time, the media becoming “hotter” to use Marshall McLuhan’s term.11 And yet, the fact the virtual-turned-real hockey player wants to play the digital version of the game rather than the real one suggests that the priorities of our world have been either completely reorganized by games or simply brought to the point of enabling us to joke about the possibility of such desire. Of course, the real reverse mimesis that the ad intends for viewers to complete is the purchasing of Nintendo products, the conversion of passive viewers into active consumers. The ad (like all such ads) interpellates the viewer, in fact, to disconnect from the television and go to the store to buy new media to reconnect to the television in a new way.
This separation of the world of human constructs and the real world is precisely the distinction that the theory of ecomimesis seeks to negotiate. In the course of the development of the concept, ecomimesis has had at least two competing—at times overlapping and at times contradictory—meanings in recent discussions in the fields of, on the one hand, architecture and design and, on the other hand, cultural critique and ecocriticism. Coined by systems ecologist and business strategist Gil Friend in 1996, the term initially referred to Sisyphean efforts to mime the environment in architecture and design, but it gradually evolved into a label for more or less successful attempts to harmonize built construction with the environment.12 Later, for instance, Timothy Morton ecologically repurposes the term to address and critique the ecological writing language of immediacy (characterized by tropes like “even as I write . . .” used since the Romantics) to convey a writer’s harmony with nature.13 According to Morton’s critique, in rhetorically positioning oneself in the midst of nature, such (romantic) writing reveals or instantiates the very gap that it intends to close—the gap between the writing moment that is necessarily out of nature and the ecological/ecocritical one of action that must occur in the world. As such, ecomimesis names a tendency of human creative construction in the world (whether in building and fabrication or in discourse and fabulation) to represent a human fitting-in (immersing in the environment) even as such representations inevitably display the impossibility of the task because concepts of nature have been constructed in contradistinction to those of the human. In short, it is a transcendental tendency toward the impossible goal of completely accounting for ecosystems affected by the tension between world-awareness and world-building.
Alenda Y. Chang makes the persuasive argument that such tension is repeated in video games. She writes:
The concept of ecomimesis can easily extend to encompass photography, film, music, and games. . . . Game texts, unlike conventional texts, demand action—games are “richly designed problem spaces” or “possibility spaces” in which we come face to face with our knowledge of and impact on the environment.14
Though I agree that video games stage the problem of ecomimesis well, I am skeptical of the notion that (inter)action within games allows them to overcome the old romantic problems of reification that Morton outlines. In its efforts to harmonize or eradicate the borders between human individual and nature, of course, ecomimetic writing and gaming end up often muddying, reifying, and demarcating.15
In the idiosyncratic and insular worlds of Murakami Haruki’s early fiction, social and community organizations and ideological state apparatuses such as family, school, police, military, and religious organizations are all but absent, at most relegated to minor roles in the plot. In their place, readers of his Hard-Boiled Wonderland and the End of the World (1985), for instance, are presented with meditations of lone selves on the spaces in which they dwell, such as the following scene of video game play.
The book is bifurcated between two sections representing two apparently separate worlds. One is a near-future world familiar to sci-fi enthusiasts, in which a technologist is pursued by a mysterious cabal. The other is a psychological world within the protagonist’s head, from which he is unlikely to escape; this is a surreal and dystopic world more familiar perhaps to readers of Kafka than to detective, speculative, or science fiction. But in the end, of course, the worlds are connected. We soon realize the one world is simply the world within the protagonist of the other world’s head. But when we consider the nature of the diegetic links between the two worlds, the primary role of media in the novel becomes clear. What is interesting about the two worlds of the novel’s “double helix structure” is the fact that such media are the rungs of the ladder that connect them.16 A recording of “Danny Boy” by Bing Crosby floats up in both worlds and a unicorn skull that sits atop the television set (in place of a video game console) in the “Hard-Boiled Wonderland” is paralleled by the skulls the reader examines in the library in the “End of the World” world.
The medium of games provides another such point of connection between the two worlds. With games as one of its mise en abymes, the novel depicts game centers of the late 1970s (as well as a variant of chess) to correspond to the plot structure noted for placing the importance of personal relations and decisions on a level with decision-making about the fate of the world.
It was five-twenty-five when I stopped at the library. Since I had more than enough time, I got out of the car and took a stroll down the streets still wet with rain. In that sort of coffee shop which has a service counter, I watched a golf match on television while drinking coffee, then I went to a game center and played a video game. It was a game where you destroy tanks with antitank guns as they cross a river. I was dominating at first, but as the game went on, the number of enemy tanks increased like lemmings, destroying my base. When my position was destroyed, the screen went completely white like the incandescent glow of a nuclear explosion. Then the words “game over—insert coin” appeared. As instructed, I put another hundred-yen coin into the slot. As music rang out, my base reappeared, completely unscathed. It was precisely a battle to be lost. If I didn’t lose, the game would go on forever. And a game without end somehow has no meaning. That’s trouble for a game center and trouble for me. In time, my position was destroyed again and the glowing light reappeared on the screen. Then the words “game over—insert coin” floated to the surface.17
In this passage on video gaming, the connections between the personal and the global are represented insofar as the private individual plays alone in the arcade (game center). Characteristically, the narrator plays alone while waiting to meet his date. The intimate relationship of dating is directly connected to the narrator’s decision to kill time in public and semipublic spaces for cultural consumption (the library, the coffee shop, and the game center), as well as to the game’s featured denouement at the geostrategic level of nuclear annihilation. Indeed, the game center locates gaming in a middle ground perhaps between the private domestic sphere of the home and the public space of the library, but one largely devoid of human contact. In the arcade, the player is out in the world, but only nominally. But rather than having the game itself affect the “real” of the diegetic world, Murakami limits the global damage of nuclear war to the world of the game, leaving readers to make any allegoric connections to the novel as a whole.
Alone in public, staring at a screen, and deciding the fate of the world in the machine, the narrator contemplates the meaning of all games. The necessary and inevitable failure of the protagonist to have his game avatar survive is at once both tantamount to ending the world in which his avatar dwells and to ending what is putatively only a game in his world (the novel world).18 The narrator will invert this kind of game ending in his final choice of the novel to stay in the psychic space of the “End of the World” rather than going back to the “Hard-Boiled Wonderland.” This final decision is effectively opting to continue forever playing the game of the rule-bound, fantasy world that is both personal and private (because in his head) and to give up the messier but social hard-boiled world. If the novel’s ending is unsatisfying for some readers, it is because of the observation that the narrator makes here. An eternal game has no meaning; or, conversely, there must be an end for the game to exist as a game. Rather than allowing the world to die at the end of the gamelike novel, the narrator chooses the gamelike world of the narrator’s unconscious (the static end of the world), remaining perpetually in what seems to be an endless game.19
Recent theories about the sekai-kei genre help clarify this broad abstract issue about the gamification of the world even as some of them point to Murakami as an early example while relying on an obscure essay by Betsuyaku (a.k.a. Betchaku) Minoru to explain the structure of the genre. In his 1986 essay collection Tange Sazen Riding a Horse, Betsuyaku considers several media and their corresponding sociostructural forms. Beyond the 1920s serial fiction and samurai films featuring the famous one-eyed character of the title, the media discussed in the book range from stage through newspapers, novels, and photographs, to word processors and television. But it is particularly the collection’s first essay, titled “The Loss of a Middle Ground,” that became an important basis for later theorizers of sekai-kei. The essay uses the aesthetics of sports television as its primary example. Focusing on the framing of shots in a live televised baseball game, Betsuyaku muses about a perceived overuse of the close-up and lack of mid-shots. He writes that if watching a baseball game in the ballpark or stadium is like reading a detective novel, the “near view” or close-up presented on broadcast television makes the game more similar to the psychological portrayals of an I-novel. This essay introduces an idea that he goes on to elaborate in subsequent rethinkings of the idea of close-up, mid-shot, and long shot. Ignoring the sociality of, say, watching a baseball game in an izayakaya restaurant, he argues that the middle ground of social interpersonal connections through community is losing ground to a myopic view that raises and distorts the importance of the individual directly against the background (which he connects to belief in mystical divination) with no mediation in between.20
According to critic Kasai Kiyoshi, the sekai-kei form has a layered structure (like Murakami’s book) with inner and outer worlds. As Kasai presents it, path-blazing sekai-kei in the mid- to late 1990s depicted bifurcated worlds—both a real, everyday, individual interior and an extraordinary, fantastic exterior with a global reach. Kasai writes, “Creative work that continues to describe the pure love of the powerless boy and fighting girl is the world’s real reflection of the simple fact that the everyday is Armageddon and the Armageddon is everyday.”21 This view presents a three-venue understanding of the sekai-kei form; first, a personal everyday (micro level); second, the intermediating social arena (mid-level); and last, the world Armageddon (macro level). Drawing on Betsuyaku’s schema, critics Azuma Hiroki, Maejima Satoshi, and Saitō Tamaki reconceive this subcultural form to discuss a middle or intermediary layer lacking in the structure of the genre.22 The three areas (personal, social, and global) in the genre of sekai-kei correspond to Betsuyaku’s terminology of foreground (close-up), middle ground (medium shot, middle view), and background (backdrop, landscape) or Jacques Lacan’s schema of the Imaginary, the Symbolic, and the Real.
The importance of the meta level of sekai-kei cultural products as the middle-level mediators (symbolic) is clear even without this psychoanalytic close reading. The works themselves continually provide their own intrastory critique on media and its meta levels by using media not just as background elements setting the scene but as integral drivers of the plot. This turn toward addressing mediation within the stories themselves enacts a return of the social middle ground supposedly lost within the genre. Though school, family, police, government, and press have weakened or vanished in the stories, they are replaced by intervening technological connections between individuals and their environment through gadgets. The fantasy of sekai-kei is the fantasy of ecomimesis—the notion that one could live without a middle level of society or media directly in the world. This fantasy is always revealed as such by the fact that characters live in hypermediated worlds. In other words, disconnect from traditional mid-level social organizations spurs creation of a bypass or is enabled through mediated connections. This supplementary function of media within the genre replicates a function that the genre itself serves for its consumers and in a sense reifies the purportedly vanished middle ground. The market success of the sekai-kei genre in so many media (novels, light novels, manga, anime, films, and video games) attests to the return of the social at both the mediated and meta levels. If sekai-kei is the genre for a lost generation of people who feel disconnected from government, work, school, and family, it is precisely through this mass genre that they are able to socially reconnect with an entire community or society of fans. In short, the massively popular genre itself has replaced absent social relations represented in the works with mediation, information, communication, and infrastructure.
In recent years, a number of media theorists have begun to question the sociological politics of this divorce from the immediate social situation around the fantasy of direct connection to the global. Critic Uno Tsunehiro calls the entire sekai-kei genre “decisionist,” after Carl Schmitt’s notion that decisions by a citizenry tend to be left to the authorities during states of exception like 3.11, insinuating that Miyadai Shinji’s “laying back” itself assumes a sort of reactionary complicity with the status quo and that the status quo cannot be changed during a state of exception.23 This decisionism names the interpassivity of generations of game players who, feeling disenfranchised from the activities of world politics, seem to have retreated to the seemingly hermetic virtual digital realms of games, thus in effect allowing traditional mid-level actors to continue on as though nothing has changed.
Gaming the Frames of Human Relations: Giving Up on Media, Forgetting the World
The remainder of this chapter considers family life and the end of the world from the vantage point of a single, simple, visual novel game from more recent sekai-kei genre history. The game Steins;Gate, which debuted in 2009, foregrounds family without direct representation of a putatively traditional nuclear family. Like most Japanese visual novel games, Steins;Gate is a kind of choose-your-own-adventure story that involves remarkably little “play” and a lot of reading (about ten times as many words as Sōseki Natsume’s famed novel Kokoro). In the game’s multiple narratives, preventing the untimely end of the world is within the control of a small group of friends who become a kind of surrogate new family. The gameplay (such as it is) also revolves around the depiction of a newer medium than video games—the smartphone.
Developed as an “imaginable science” (sōtei kagaku) adventure game, Steins;Gate was promoted as “ninety-nine percent science and one percent fantasy.”24 The game’s developers took extra care at the level of setting to ground the game world in reality through an obsessive focus on detail. For instance, the setting of the game in Tokyo’s “Electric Town” Akihabara is by no means unique, but the level of detail to which real locations and addresses are explicitly and meticulously reproduced within the game world was of special importance to both game producers and fans alike. More important, because it self-consciously remediates devices and engages in gaming theory, Steins;Gate is particularly useful for understanding how video games function to create a new real. This particular game represents just a snapshot in gaming history, but, as a node in that timeline, it helps us understand what came before and what might come later. There is nothing particularly new or unique about the game, but it exemplifies the evolution of sekai-kei and the dating sim game form as they transformed over the first decade of the 2000s.
The marketing of the game as being close to reality is not entirely a ploy designed to intrigue customers; it became an important part of the ways in which people engaged with it, even beyond the level of play. This is evident not simply from the details of representationally mimetic mise-en-scène within the game but also from the metagame materials that facilitated connections between fantasy and reality. For instance, in the “Akihabara Guide” section of the Steins;Gate Official Resources Collection book, game producers included a map of the real-world locations of game-world events. Fans of the game made so-called pilgrimages to sacred sites (seichi junrei) from the game. Some discovered other real sites thinly veiled by the fictional world of the game and posted their findings and evidence on various fan blogs and social media platforms across the web.25
The marketing of the game for a time transformed the world directly through a kind of reverse mimesis. The Radio Assembly Hall (Rajio kaikan, or Rajikan), where the game starts and, in some senses, ends, has been a home to Tokyo’s electronics industry and gadget hobbyists since it opened in 1950. It also became an important site for the real-world advertising of the game. The game world was hyped in the fall of 2011 (a few months after the anime version of it debuted) when marketers built a physical, life-size mock-up of the futuristic satellite-cum-time-machine, seemingly having crashed into the top floor of the Rajikan building, as it does in the game and anime. The building instantly became a site for both otaku game fans and passersby to consider anew.26
In addition, key images and plot points that seem far-fetched are actually echoes of factual elements of the real world. For instance, the international cabal SERN behind time travel research in the game is based on the real-life CERN (Conseil Européen pour la Recherche Nucléaire), which has been deeply engaged in dark matter research. The use of basic household technologies, such as a modified microwave oven, in the creation of the “future gadgets” (mirai gajetto) that the lab produces makes the inventions seem almost realizable. The Divergence Meter (a device that measures the divergence of a particular alternative timeline from the events of the original timeline) is built from Nixie tubes, a popular pre-digital-era device for the display of numbers that had recently been revived by electronics enthusiasts with a penchant for retro style. In one subplot, the protagonist Okabe Rintarō (hereafter Rintarō) searches for an old computer, the IBN 5100. This fictional computer is loosely modeled on the real-world IBM 5100, which was also featured in a real-world net-based time travel hoax referenced in the Steins;Gate narrative. The computer is depicted in both the game and the hoax as a combination of a Rosetta stone and a time machine because, as a computer with both APL and BASIC languages, the IBM 5100 served as a threshold medium allowing contemporary computers to access older ones through translation or code transcription. Whether or not such meshing of game world and real world amounts to the advertised “ninety-nine percent,” the grounding of the game’s look and tone in reality, even as many of the ideas, images, and scenarios stray far beyond it, is a fundamental characteristic of the game.
Figure 18. Images of the crash from within the game world and a fan photo of the marketing ploy in real life. Diptych composed from screengrab and image from Wikimedia Commons. Photo credit 禁樹なずな, “Time Machine Representation on the Radio Kaikan.jpg,” Wikimedia Commons, October 29, 2011, https://commons.wikimedia.org/w/index.php?curid=17254384.
Beyond the setting, the game uses visual and textual frames that integrate contemporary reality within the world of the game to present multiple and varied mise en abymes. In fact, as we shall see, the only significant interaction or gaming comes in how players choose to interact with Rintarō’s cell phone, which serves both as a medium for emails and bulletin boards within the game world and as a frame that encompasses the entire game world itself. Cell phone icons indicating battery strength and connectivity (see Figure 20) give a sense of this layered visualization of the game world. For a visual novel game that was originally intended to be played on a cell phone, the use of the most ubiquitous portable gadget of contemporary life as the primary mise-en-scène is significant not only for the narrative play and functionality within the diegesis but also for its impact on the user in the real world.27 These frames provide windows into different aspects of and information about the game, but at another level, they produce a kind of coordinated cognitive dissonance, one purposefully tuned to promote neither confusion between game and reality nor an immersion in a game reality but rather continual comparison between the two, a toggling back and forth. This stereomimesis (see chapter 2) cultivates an aesthetic akin to what Richard Grusin and Jay David Bolter label hypermediacy—namely, the overt inclusion of gaps of mediated, overlapping realms so as to render the mediation opaque.28
The narrative of Steins;Gate features a bizarre series of events and murders that occur within a group of friendly tinkerers and gadgeteers in the electronics shopping district of Tokyo as they discover a way to send email messages to the past via “d-mail” (short for “DeLorean mail”) and later to “time slip” between alternative timelines. The time machine is not the sleek 1980s stainless steel DeLorean sports car used as a time travel machine in the film Back to the Future but rather a modified regular smartphone. The point of view is almost entirely from the vantage of Okabe Rintarō, the over-the-top persona who envisions himself as a mad scientist but is actually neither mad nor much of a scientist. An eighteen-year-old student at Tokyo Denki University, Rintarō surrounds himself with a cohort of friends in his invention laboratory. Shiina Mayuri (sometimes called Mayushii) is a cute, performatively childish junior member of the lab who seems to be more of a mascot than a participant. Hashida Itaru (a.k.a. Daru) is an overweight computer otaku who enjoys hacking, hanging out at maid cafés, and eating fast food.
Each of the game’s various story lines closely relates to one of the main characters with whom Rintarō is in some way in love. Each of the potential love interests represents a specific plotline and a given playthrough and contains an ending corresponding to the character. This information can be drawn from both various playthroughs and discussion boards and the structure of the data of the game. These potential couplings are part of the core structure of the game, even encoded in the game files: at the end of each chapter, there is a text file that is stored within the chapter folder but that is normally invisible to players (unless they hack into the code). These files mark the end of the chapter, but in so doing, they also highlight the game producer’s view of the chapter’s primary goal. For instance, at the end of the Suzuha story, the file reads in abbreviated English “END_SUZ”; likewise, the file ending the Feirisu story reads “END_FEI”; the Ruka chapter ends with “END_RUK”; Mayuri ends “END_MAY”; the first and fake Kurisu ending reads “END_CRS. . . . END_FAKE”; and the true ending tells readers of the code with “END_TRUE.” So this seemingly surface organization of the plot is also deeply embedded into the very DNA of the game itself. And the deep structure tells us that, despite the title’s runaway success in the media mix, it is at base a dating sim game, a popular and long-standing genre with questionable ethical values.
When Mother Disintegrates: Harem as Queer Family
Steins;Gate takes the narrative structure of Japanese dating sim games and otome (maiden) games, in which a player has the task of developing a relationship with one of several characters. However, instead of the successful or “true” ending being rewarded with sex or love, as in most dating sim games, the success of the “true end” in Steins;Gate is achieved simply by the preservation of the lives of all the lab members. Unsuccessful endings are marked not by the failure to consummate a relationship but by the death of one or more of Rintarō’s friends/lab members. Though sharing its structure with eroge (sex games), Steins;Gate might be called an Eros game, if we follow Freud to take Eros as the “life instinct” or a will to life, in opposition to Thanatos or death.
To the extent that it makes sense to consider Steins;Gate within the context of the sekai-kei genre rubric at all, it is because there are, indeed, several existential threats to the planet pitted against the personal desires of Rintarō and the survival of the other lab members. As with more typical sekai-kei, Steins;Gate is marked by an almost complete absence of traditional social structures in a middle ground between the protagonists and the world. Though many of the characters are university students, game players never get a glimpse of their school lives. Religious, police, and government authorities seem to have no power against SERN and, thus, are not considered as adequate to the task of addressing the moral conundrums of the story or even investigating murders in a just manner.
When parents play key roles, as they do in two of the story lines, it is mainly as a negative force. The father is a prime motivator of Feirisu’s backstory, but it is her father’s death that enables her to become a maid café proprietress. Makise Kurisu’s mother is far away in the United States, while her father is directly linked to the story as the mad scientist who would steal secrets from his child to give to enemy nations and organizations. His actions in some timelines have a direct impact on the end of the world, but in terms of his treachery and betrayal, his actions are equal to the degree of his estrangement from his daughter, so in this sense, in those timelines, he is no father at all. It also is significant that we know nothing of Rintarō’s own family. In short, nuclear families hardly exist in the game.
This thematic point is also statistically borne out. For instance, of the sixty-three uses of the Japanese character for mother (母) in the entire textual corpus, including every possible playthrough of Steins;Gate, none refer to mothers who are present and active in their children’s lives.29 This reflects the notable absence of active mothers who play a major part in the plot or in the consciousness of their children. This lack, disappearance, or disintegration of the mother is often cited as a marker of Japanese gender politics and family dynamics in the postwar information society. Perhaps best exemplified by Ueno Chizuko’s 1993 reflection on Etō Jun’s Maturity and Loss (1967), the basic notion that the postwar Japanese mother is both a victim of and an enabler of her husband’s abuse, while becoming a victimizer of her children and eventually their victims, too, is widespread in cultural theory.30 The absence of the father (who is away from home working) precariously positions the mother, in this understanding, as simultaneously the all-powerful ruler of the home finances and the completely powerless double prisoner to the education system that places undue burden on her and to a capitalist system built on stark gender disparities.31 Whether or not they are true of actual families in Japan, the fact that such theories continue to circulate and prop up such beliefs means that they hold interpretive power. Steins;Gate depicts just such a world in which these myths about social institutions such as family hold. And in this it contributes to and cultivates nostalgia for a strong nuclear family that probably never really existed. This does not mean that Steins;Gate is in tune with the social reality of postwar Japan, but rather that Steins;Gate is in tune with or part of this discourse on social reality that helps to give this particularly skewed sense of the real.32
This is to say, whether or not we agree with Tomiko Yoda and Uno Tsunehiro that mothers are becoming stronger or with Etō, Ueno, and Ōtsuka Eiji that they are vanishing (and perhaps becoming stronger in their absence), the fact that Steins;Gate presents nearly familyless and motherless children is significant in and of itself, insofar as it forces us to consider what might be left after the putative disintegration of the family and disappearance of the mother. This perception of a loss of family in the real world precedes and parallels the absence of family in fictional sekai-kei worlds. So to some extent the discourses are linked and overlapping, becoming mutually productive over time.
This desire for a family of affiliation is not only part of the postmodern culture of pop literature but also a significant part of the mass culture of the video game world since at least the video game Mother (Mazā, introduced in 1989). The origin of the meaning behind the title Mother (marketed in English under the title Earthbound) is the stuff of legends: it is mother as in mother computer (like in the movie Alien) or mother as in a game so large as to be the mother of all games or mother as in the opening cry at the beginning of John Lennon’s song “Mother” (1970). In a 2003 interview, the game’s creator, Itoi Shigesato, listed all of these possibilities in response to a question about the title of the game but then referenced his own marketing background and how he chose the word mother because he thought that “it would be best to use a word that was not at all gamelike” (gemu-rashikunai yatta hō ga ii).33 This answer acknowledges the absent presence of mothers haunting not only the worlds of video games but also contemporary culture, showing how such a perceived absence can return to make the presence all the more desired and central to cultural products.
Although the family as a reality or concept is not evoked very often in Steins;Gate, the structure of relationships between friends is very much familial. In the entire Steins;Gate corpus, the word family (kazoku) is only used thirteen times and in reference to primarily Ruka’s and secondarily Makise’s families, never to the group of lab members. This would seem to suggest that family is not overtly thematized in the game. Yet, its unspoken existence on the periphery of the characters’ lives centers its importance for consideration of the relationships within the game. If families are tight-knit groups of people dwelling together and caring for one another, then the lab members are, indeed, a family, whether or not the word is used to name them as such.
Online discussions and character groupings suggest that players themselves in many cases view the lab members as a family of affiliation. For instance, one blogger conjectures that the absences of mothers and the relationships between Rintarō and the group of young women makes this a game about fathers and daughters.34 Some fans have gone so far as to literalize the metaphor and create family trees that attempt to explain complex relationships through time loops. For instance, a frequent point of interest for fans is the genealogy of Amane Suzuha—so much so that one fan constructed a family tree for the Amane family that weaves almost all the main characters into one extended family (Figure 19).35
Figure 19. Spoiler alert: Amane family tree. “Netabare: Amane-ka kakei-zu (Shutainzu gēto)” posted August 28, 2012, on the “Shutainzu gēto TwitAA 2012-06-23 06:20:37” discussion board at http://zugtierlaster56.rssing.com/chan-26939252/latest.php.
Perhaps the most apt example is an archive of tweets by fans explicitly and directly addressing the notion that the members of the lab were a kind of family. Three fans tweeting in January 2010 proposed different scenarios in considering family in the game. For instance, one placed Ruka as the younger brother, Daru as the older brother, Ferris as the younger sister, Suzuha as the middle daughter, Makise and/or Mayu as the wives or wife, with Okarin or Mr. Braun as the father.36 The founding of a gadget lab in the middle of Akihabara is an effective mechanism for constructing a new family of affiliation. With the members of the lab in Steins;Gate, we have a group of otherwise atomized individuals coming together around a common interest and purpose. The stable nuclear family of nostalgia (presented in Etō’s critique as one of the undergirding desires of Japanese mass culture) is, of course, all but absent in Steins;Gate, but this constructed family of affiliation orders the plot in all playthroughs and timelines.
Paying attention to family in Steins;Gate is important because, in a story in which actual families are tangential or broken, saving the family of lab members constitutes a partially successful effort to undo the gender politics thought to be intractable and inherent both in the sekai-kei genre and in the basic structure of dating, otome, and erotic games. In a scathing gender critique of sekai-kei narratives and dating games, Uno Tsunehiro argues that they are thinly masked “rape fantasies” in which supposedly helpless, powerless men are able to give powerful yet broken women the healing they need through forced sex acts. Uno’s first articulation of his theory of sexual violence focuses mainly on anime, specifically the works of famed animator Yoshikazu Yasuhiko. Uno writes, “These rapes are not depicted positively. However, there is no doubt about the development of the desire that should be called an implicit complicity between the author and the reader. . . . This structure corresponds to the structure of the created world.”37 In other words, the structure of desire in the sekai-kei world itself places the consumer of the cultural material in our real world in a position that is supposed to desire possession and, indeed, control. But rather than putting consumers in the active rapist position, such exercise of power itself is outsourced or becomes interpassive in games like Steins;Gate.
Uno later develops the idea of self-reflexivity as part of his argument on rape fantasy, claiming, “So that male consumers, who have the anti-feminist desire to possess, can enjoy beautiful girl (pornographic) gamelike rape fantasies without guilt, self-reflexive elements towards those desires are built into the works.”38 In Steins;Gate, we are often given Rintarō’s interior monologues, which express all sorts of desires played for laughs. His self-reflexive sexual longings therein are primarily directed toward Makise and Ruka. Rintarō agonizes the most over his desires for Ruka, which are not easily classifiable as heterosexual or homosexual (or as bisexual, polysexual, or flexual for that matter). Embarrassed about his own attraction to the cross-dressing boy, Rintarō continually reminds himself, whenever he compliments or feels attracted to Ruka, “. . . but, he is a boy,” in a refrain that echoes his deep anxieties. Such anxieties get played up over various timelines to the point where the question of gender becomes something of a Schrödinger’s cat, and Rintarō will be the brute who has to tear open the box to peer inside for genital confirmation. Rintarō’s anxiety is both a heuristic and a joke for players who presumably can also be safely attracted to the two-dimensional character and at the same time laugh at Rintarō’s anxiety about such attraction. We need to understand this self-reflexivity as one of the ways the form can at once maintain a problematic politics and appear to transgress it. And this feeling of transgression is doubled for the consumer/player who may feel that they are engaging in transgressive acts through their purchase and gameplay when in fact little of the kind is happening, because play itself is bracketed in these games that are read more than played.
A large number of works in the sekai-kei genre, upon which Uno builds his understanding of decisionism and rape fantasy, are, indeed, video games. In his study of sekai-kei, Okawada Akira categorizes sekai-kei games into five types: reemergence of “World Civil War,” gardening space and “freedom,” originality of closed space, mobile games and communication, and transformations of user community.39 Although we may dispute Okawada’s categorization of specific games under these rubrics in any sort of rigid classification of genres, as his list does, the categories do articulate many of the elements found in sekai-kei games. It may be more useful to think of them as properties that are more or less salient in particular games than as mutually exclusive subgenres. In Steins;Gate we have a kind of “World Civil War” being fought between SERN and Russia. We have the nested, relatively closed spaces of Rintarō’s mind, his phone, his laboratory, his immediate environs (Akihabara), Japan, the world of Steins;Gate, and, finally, the real world (that of the player). The staging of the transformation of communications through portable gadgets is internalized not only by the presence of the cell phone but by the fact that the phone within the game is the primary means of accessing d-mail and, therefore, for slipping between timelines; the phone becomes the time machine. The depiction of a user community in the game’s BBS bulletin board postings give the backstory of John Titor and SERN that players are free to read or ignore. This leaves only what Okawada describes as a “gardening space” as not really present. And yet, the game suggests the question of freedom everywhere—for instance, in its extreme limitations on freedom (part of the visual novel game forking narrative genre) and in its content that focuses on the freedom to slip from one timestream to another with memory of the previous alternative timeline. Though it is clear that Steins;Gate is no sandbox game, Steins;Gate stages the issues of freedom versus fate and player action versus system control at every turn.
Although Steins;Gate ought to fit Uno’s paradigm, his critique that sekai-kei generic conventions render hope for radical change impossible (decisionism) and that the structure of dating games thinly disguises rape fantasy as popular culture does not hold for the game.40 There are multiple reasons for this. First, the form of sekai-kei developed in dialogue with theorizations of the genre.41 A second reason lies within the game itself. Despite the fact that the structure of the timelines parallels the structure of dating, otome, and eroge games (in that there is a separate story line for each character from which the main character can choose but one), ultimately Steins;Gate actively violates the norm by depicting Rintarō’s desire to have it all and save everyone. Furthermore, this outcome desired by the character is equivalent to the player’s “true end”—not a choice between the friends (family) but the saving (not dating, copulating, raping, or killing) everyone. In this sense, the game might seem more like harem mono (eroge in which a protagonist is surrounded by a plethora of possible mates). But by replacing the sex of eroge with saving the lives of characters, Steins;Gate presents a very different model, one that militates against the troubling ethics Uno ascribes to sekai-kei and eroge writ large. Indeed, Steins;Gate might be considered as the exact opposite of the world-type (sekai-kei) narrative: what we might call a home- or family-type (uchi-kei) story, or perhaps the return of middle-ground (chūkei) narrative.
Players are supposed to learn from their play of this moralistic game that this type of saving of society/family comes at the cost of media. But rather than through following Rintarō’s successive failures and final success at saving his friends, another perhaps unintended lesson can also be gleaned from playing the game. And it comes not through a kind of copycat play in which players like Rintarō give up on technology but through play itself. It is neither structure nor resolution, however, but the interpassive play style that determines the ultimate politics of a narrative. Steins;Gate manages within this fraught structure to produce a problematic narrative that nevertheless actively seeks to overcome the rape fantasy (or harem mono) structure through a play with play, a remediation of mediation. Its success, however, depends not on how well it violates the genre but on how well it masks the underlying structure as something other than that of a dating game with the veneer of a sekai-kei employing the old science fiction trope of time travel played through a seemingly new interface. Ultimately, Rintarō throws out technology (the phone) to dwell in an ecomimetic fantasy of unmediated living in the world, so that we (players) do not have to. This is the final interpassivity of the game to the extent that we are mimetically transformed gaining some homeostasis (by watching another achieve his goal by getting rid of technology). In other words, by indulging interpassively through our media in this ecomimetic fantasy, we can move beyond the dangerous romanticism that posits that we could ever exist unmediated in an environment.
Save the Family, Save the World: Reconnect, Reframe, and Console
Steins;Gate is not unique or cutting-edge in its use of the latest technologies. Since their debut in the mid-1980s, the genre of visual novel games like it has remained remarkably resistant to technical innovations in computer processing speed, gaming console design, and graphics and audio rendering. Of course, there are more images shown with higher resolution and longer stories with more text and audio in the visual novels of recent years, as compared to those appearing early in gaming history. But the basic structure of the games and the limited level of player control (or interactivity) remains largely unchanged from its earliest inception.42 This relative continuity of the form over time is evident in a Steins;Gate’s spin-off called Steins;Gate: Variant Space Octet (Hen’i kūkan no octet), which is rendered in a retro 8-bit format but does not substantially reduce the level of gaming compared to other Steins;Gate titles. What continues to pique consumer interest over time and constantly changes with cultural trends are the themes, motifs, aesthetic style, and content of the stories. These games can change with culture because visual games are closely linked to the trendy anime and manga media mix industry.
As a game that can hardly be considered a game, Steins;Gate illuminates the gray areas between concepts such as narrative, play, and reality even more than games that rely on the latest technologies such as Metal Gear Solid, Final Fantasy, or Death Stranding. In contrast, the minimal play involved in visual novel games prompts questions as to whether the genre can really be considered a video game at all. How can a game that does not play much like a game still feel like a game? How can it perform gameness? Steins;Gate manages these tricks through innovative techniques of structuring both play and narrative. The way one nominally plays Steins;Gate (besides simply reading successive screens of text) is by choosing at various points to read or send emails on the mobile phone, and these decisions in the game’s cyberspace have a direct effect on the player experience. At the level of narrative, the game also incorporates and represents play in innovative ways. By incorporating fiddling with the phone as the significant, narrative-altering part of play, the game remediates the contemporary medium and thereby theorizes how freedoms are offered and impinged by the smartphone as a medium.
But within the narrative itself, the experience of gameplay is represented in the form of “reading steiner,” the ability for a character to recall various timelines. Where in many time travel stories, narrators lose their ability to recall and therefore learn from the alternative timelines, “reading steiner” provides a metagamelike experience of each timeline for Rintarō, who can learn from his mistakes. In this way, Steins;Gate seems to be responding to Azuma Hiroki’s notion of a gamelike realism: “reading steiner” introduces the gaming experience of the player outside the game into the experience of the game itself.43 Through allowing characters to relive various decision points, the game incorporates a metagame experience within the game. That is, it remediates the metagame experience of learning how to play the game, thereby cultivating what Bolter and Grusin refer to as “hypermediation.” In doing so, Steins;Gate allegorically and interpassively theorizes and critiques gaming itself. And so ultimately, it is in this play with the phone and the representation or remediation of play itself that the effects of play and, indeed, of reverse mimesis can be most directly experienced.
The Interpassivity of World Lines and Time Loops: Reading Steiner as Metagame Remediation
At first, the timelines of Steins;Gate seem to be multilinear narratives—that is, separate and contradictory plotlines. And to be sure, what is true in one plotline (for instance, in which Mayuri lives) cannot be true for another (in which she dies). But it is only in experience and comparison of the net sum of all narrative paths that players can apprehend the pat message of Steins;Gate: that technology matters less than human relations.
Rintarō (through his reading steiner) and, indeed, the makers of Steins;Gate construct a single repetitively defamiliarizing organization of the story lines from the multilinear possibilities to create a single “true ending.”44 The player realizes by the end of the game that all other narrative lines, which they should have experienced en route, are subordinate to the true end. What drives and motivates the desire for the so-called true ending are the two endings of Mayuri and Makise. Their almost certain (99.99 percent chance) demise drives the player’s desire for the “improbable.” And so, players may not be blamed for feeling that the “true end” is actually a false one, a tacked-on and hackneyed Hollywood or Confucian ending in which all the hard work seems to pay off. Indeed, the true ending resolves the problems of all the other possible endings, thus rewarding virtue and punishing vice; however, it also defers endings.
The endings in Steins;Gate only seem mutually exclusive. As players eventually learn, in order to get to the true ending, they must explore (fail) all the other possible endings. In other words, Makise’s and Mayuri’s deaths (the denouement of two false endings) have been necessary to even comprehend the “truth” of the supposed “true ending” in which they are alive.45 Far from mutually exclusive, the endings are actually mutually dependent! In fact, they are not really endings at all: rather, the endings are the completion of stages or levels in the game in which players must retain trans-timeline memory (the real-life version of the game world’s reading steiner). Game theorist Jesper Juul writes that when a character in the game dies, the player outside of the game obtains “a kind of bonus: additional knowledge on death,” but here in Steins;Gate the bonus is conferred both to the player and to Rintarō. Through play of the game, both players and Rintarō learn how not to have other characters (or, from Rintarō’s perspective, people) die, so as to arrive at the true end.46
The narrative depends on trans-world-line memory for meaning. The lines are relative—only insofar as we can imagine other possible world lines can one given world line be understood. In this way, to flirt with other possible world lines is to imagine the contingencies of the current line rather than to give in to a status quo situation and decisionism. In this regard, Lubomír Doležel’s ideas about heterocosmic spaces or possible worlds of literary fiction are perhaps even more relevant for games: “Having reconstructed the fictional world as a mental image, the reader can ponder it and make it a part of her experience, just as she experientially appropriates the actual world. The appropriation, which ranges from enjoyment through knowledge acquisition to following it as a script, integrates fictional worlds into the reader’s reality.”47 By incorporating this reading process, which typically happens outside of the game, within the story as “reading steiner,” Steins;Gate players play interpassively.
In Steins;Gate, no textual responses are allowed. The game openly mocks the interactive fiction (IF) and AI mode of interaction by including within it some visuals and descriptions of a seemingly silly “interactive game called ‘Alpacaman 2’ that will reply when you speak with the included microphone.”48 But when Rintarō plays the game, there is no response and the cute alpaca with a man’s head just stares back at him from the screen. Even though Steins;Gate is set up in opposition to console gamelike interaction, some claims about IF are useful for understanding this visual novel game. For instance, Nick Montfort explains that the core of IF play is a riddle “presenting a metaphorical system that the listener or reader must inhabit and figure out in order to fully experience.”49 The same is true of Steins;Gate. Indeed, the riddle structure, which posits a solution, is what makes sense of the idea of a “true end” in visual novel games. In Steins;Gate, the player inhabits the role of Rintarō. And yet to play, to become Rintarō, is to become a virtual zombie, bot, or nonplaying character with extremely limited autonomy, whose only freedom is to gaze at the cell phone and choose whether to reply to an email.
This remediation of new media (smartphone) by the old media (game) itself offers a comment on gaming and smartphone use. In so doing, Steins;Gate becomes but part of the discourse constructing a living reality of the new media in our society (the theory and discourse in which it lives). N. Katherine Hayles’s Electronic Literature examines this widespread phenomenon through Moulthrop’s Reagan Library: “‘This is not a game’ and ‘This is not not a game.’”50 Hayles points out that the action of the avatar that performs functions unlocking other narrative lines behaves as a kind of “embodied metaphor.” Rather than commonality between two disparate things being routed through memory, in IF they are routed through player action. The accomplishment of a specific task, such as reading or sending email in Steins;Gate, then, is doubled with arriving at a specific end of the story. What is embodied or cyberbodied in gamic characters of IF becomes remediated or cybermediated through the phone interface in Steins;Gate. This visual novel game tries not so much to capture but rather to become one with the new media—the smartphone. This is how the game plays with the notion of blurring the lines between our world and the game world more than encouraging literal confusion. It stages the staging of the abyss, not the abyss as such.
To the extent that game avatars are generally not like a first-generation Tamagotchi pet, which once dead remained dead, or an early arcade game with high stakes of a quarter for entry, gamic interaction tends to be measured by the level of control over the lives of the game characters. To the extent that our interaction with games can be found in the fact that we can activate, reactivate, reanimate, or reset several lives in a game, this interactivity is itself reencoded back into the story of the game through reading steiner. Rintarō’s ability to read steiner—to recall his own various experiences of alternative timelines—is equivalent to the traditional player’s metagame experience of multiple playthroughs. In this way, the game production company 5bp has largely given up on interactivity between the game world and the real world of the player outside the game by remediating the experience of game-playing.
When play itself is interpassively bracketed off into play by proxy, when even our play is at a level of remove from our activity, we play by watching another play. This does not deplete the metagame. The metagame world of goods, marketing stunts, cosplay, hosted playthroughs, and online discussions does not disappear into the game through such incorporation of gamic aspects within the game. Rather, in Steins;Gate the game itself has found a way to represent these reverse mimetic experiences of the fan world, rebracketing them within the game, even as they continue to flourish outside of it.
That is, when interactivity happens between the avatar and his own world (via, for example, both delusions in the game Chaos;Head and time travel in Steins;Gate), it is no longer structurally speaking required that players learn from their own mistakes outside of the game space, because the avatar (here through reading steiner) does that for them. Of course, interpassivity does not render unnecessary user communities posting timelines of events or flow charts for navigating through the game world, but it makes gameplay itself less relevant to its consumers than the mediated social interactions that share such tips and pointers. The ultimate sign of this interpassivity is the ability to run an “autoplay” mode in these games, which advances the pages automatically for the “player” so the player does not even have to press any buttons—the traditional sign of video game interaction. “Autoplay” makes the game appear more like a movie or video of a “speedrunning” playthrough than playing the game, and yet it is itself still one way to play the game. Players on autoplay watch as the protagonist essentially plays for them or even as the game plays them.51
In his theorization of the term, Pfaller contrasts interpassivity with the marketing of interactivity, which itself conflates positive connotations of activism with the utopianism of new media phantasmagoria:
The discourse of interactivity, facilitated mainly by new media, was a revival of very old wishes and utopias, which had become unquestioned facts—consequently, this discourse was more of an ideology than a theory. Contrary to this, the thinking of interpassivity consisted of a series of disturbing observations, questions and considerations, regarding which initially no one—not even those who advanced them—knew where they would lead. It is precisely this uncertainty and openness that distinguishes a theory from an ideology.52
In other words, according to Pfaller, the politics of this interpassivity are not as clearly decisionist as they may seem, or decisionism as a passive mode of existence in a state of emergency may open a road hitherto unexplored in philosophy and written off by political activism.53 This interpassivity is precisely what the game not only enables in its minimal play but also explicitly calls for in its narrative message. As we shall see, through the aesthetics of remediation and the moral of the game (to relinquish gadgets), this supposedly unideological “openness” is precisely the mode of dealing with gaming and media for which Steins;Gate will advocate and that overdetermines its politics.
The Aesthetics of Remediation: Of Frame and Phone
Originally planned as a cell phone game, Steins;Gate stages the new media of the smartphone, or internet-connected phone. A clue to the importance of the phone for the story world can be found in the fact that all versions of the game use a smartphone as the key component for time travel.54 So not merely confined to the status of an object, the handheld phone in the worlds and timelines of Steins;Gate holds a key role for the progression of plot and, therefore, for understanding the game’s interpassivity and ecomimesis.
Most important, the smartphone is the primary interface within the game. Although there is an out-of-phone narrative layer, in which the point of view of the player largely mirrors that of Rintarō, players move passively through it. They cannot speak for Rintarō when other characters interact with him, nor can they decide where he looks or what he says or does. Since a player’s only decision is whether and when Rintarō looks at his smartphone, access to that device is the only means by which we control him.
Steins;Gate exhibits a conflation of the first and second person that is common in visual novel games. If the I and You are left out of the grammar of typical IF games in order to suspend the confusion of first and second person, this is an odd feature only in languages that require the naming of the subject. In Japanese, where the subject (if contextually known) is typically dropped, IF games become more natural.55 Yet visual novel games rarely capitalize on this potential aspect of gaming, labeling the speaking parts of characters rather like a script, while leaving the POV visuals to give a similar sense of embodied confusion. While IF makes confusion or immersion a significant portion of the affect, visual novel games remind players that immersion is a pose and that they are always playing a role. But more than the typical visual novel convention of POV visuals, the foregrounding of the pose of confusion can best be seen in Steins;Gate’s innovative addition of the “phone trigger” to the game.
Figure 20. Multifarious forms of media overlay the view of the fourth floor of the Rajikan building, while receiving an email from an unknown sender. Screengrab from Steins;Gate, iOS edition (MAGES. Inc., 2009).
The smartphone is also important as the occasional interface by which the player perceives the entire world of the game (see Figure 20). For instance, early in the first chapter, on the fourth floor of the Rajikan building, the orange phone is “triggered” from Rintarō’s pocket and appears in our view with the background environment visible behind it. But at the same time, something odd happens. Immediately, our view of the stairwell in the hall has layered over it in the upper left of our screen the date of the game world, “7/28 (Wed),” a “battery full” icon, and connection signal icon, repeating information given within the orange frame of the phone, as though the screen of the device on which the game is being played (Xbox, PlayStation 3, PSVita, desktop computer, or more recently a real-world smartphone) has become another framing phone. On the one hand, this seems to suggest that when the player has Rintarō remove the phone from his pocket, that adds a layer of distraction or interface to the world of the game, augmenting the gaming reality. Rintarō’s access to his real world in the moment he stares at his phone is somehow transformed. On the other hand, the clear layer over the game world appears as though a gesture to the game itself as a game in the real world that can be framed, a gesture toward the game as a phone, interface, or platform that augments the player’s reality. In this way, Steins;Gate literalizes what is already true virtually in our world—that smartphones perpetrate a kind of overlay on the world. We see the world as though mediated through the new medium (rather than seeing a world recast in the medium, we see the medium in the world). And yet use of this interface is not consistent within the game.
This layering becomes confusing later in the game when the player viewing the lab is directly addressed by Rintarō, who in his paranoia (or is it?) stares into a monitor in his laboratory and asks whether someone is watching them. The same date, battery, and connection icons are layered over the interface as when the player has Rintarō check his cell phone. But in this case, the cell phone remains in his pocket. What this means is unclear. How can the player at once be inside the head of Rintarō and outside it enough to see him? Is the player still in Rintarō’s head, seeing his own avatar’s reflection in the monitor? It would seem so, because the fish-eye of the monitor’s glass is suggested in the image’s bending of space around the edges of the frame. We see ourselves through both the monitor and the lens of the cell phone augmenting our reality now. Or we are on the other side, as it were, as though in the TV monitor cabinet in the lab, as if the monitor has become a surveillance camera. He addresses the player directly, and his friends can hear him, thinking this is just another of his performances of being a paranoiac mad scientist. But his apparent paranoia points to something real, both within and outside of the game. He is being watched by Alpacaman (the character within the game running on this very monitor) and by us, the player. This scene is precisely the same sort of staging of a border between an inner world and an outer one that Timothy Morton, in their explanation of ecomimesis, considers to be a failed attempt at immediacy. In foregrounding the mediatedness of the moment, the border between game world and real world seems to vanish, even though this is the very moment in which that border is thoroughly reinscribed.
Figure 21. “‘Hey, you over there! Are you watching us?’ —Rintarō.” Screengrab from Steins;Gate, iOS edition (MAGES. Inc., 2009).
Through the means of the smartphone interface, Steins;Gate tries to break the fourth wall and dissolve the distinction between reality and the game. Though players generally see only what Rintarō sees, there is an occasional image of Rintarō himself, such as in the final scene. These glimpses work to dissociate the player from immersion in the game to perhaps a higher degree than simply seeing the text of his name below all his lines or asides. In such moments, the first-/second-person slip becomes a first-/second-/third-person slip.
Figure 22. “No one knows what the future will bring.” Screengrab from Steins;Gate, iOS edition (MAGES. Inc., 2009).
The tension between the player and the avatar is resolved in the third-person viewpoint of the true end, in which Rintarō and Makise Kurisu at last meet again as if for the first time (in the game, a scene of ships passing in the night). In this scene, the player sees Rintarō as though through an out-of-body experience. He has just returned everything back to the way he wants it in the true end. Everyone he cares for is still alive. Time travel has yet to be discovered. Rintarō gives up the technology of time travel through his smartphone at precisely the same moment that the player, too, finishes playing with Rintarō’s phone. In doing so, players and Rintarō effectively give up the game (of shifting between timelines to find the best ending). Instead, Rintarō learns to be content with everyone living in the present and not knowing the future. The fate of the world is left unknown and precarious, but, for now, earth abides. In this moment, there is a face-to-face encounter that is relatively unmediated: there is no smartphone battery, signal, or date information here, though there is still a voiceover and script on the screen, as well as a spinning CD-ROM icon, an anachronism left over from when such games would be read entirely from disk rather than an internal drive. The depiction of faces in hard profile gives up on the frontality of the POV shot so normalized in visual novel games. Rather than our line of sight being incorporated within the frame as consonant with Rintarō’s, here the players are remediated outside of the frame. They are no longer even putatively Rintarō; their screens become their own medium once again.
The game’s ultimate message is that forgoing technology is the only way to win, but the play of the game contradicts this message. The unmediated person-to-person final scene of the “true” ending (a meeting of faces or virtual kiss scene) presents nothing that feels true but rather a kind of patently false and unattainable fantasy. For the entire thirty-odd hour game up until that moment, technology was shown to control the fate of the world and the destiny of individuals. Then only in the flash of this true ending is it revealed that technology was itself part of the problem. The only way for everyone to live (at least for a time) is for them to remain in the precarious and unlikely final timeline, the outcome of which is itself undecidable because the game truly ends, and because Rintarō has learned not to try to figure out how it will go beyond the game’s end. But the full experience of the game up to that point pushes its players the other way; rather than a catharsis, the end will provide game fans with frustration. The game suggests everywhere that this “true end” is just the idealistic hope for happiness, which feels quite tenuous after the long hours spent learning that such happiness is fleeting, that death will end all families, and that the end of the world is coming. Here, the lesson for the players diverges from the lesson for the character Rintarō. Whereas he sees this as the best possible ending, players may not be willing to swallow the Luddite moral of the story. Indeed, the sentimentality of the true end is possible because it represents not a realistic hope for human interaction today but nostalgia for unmediated moments that never could have existed, such as those for a perfect family now lost.
Steins;Gate thematizes electronics fetishism as well as the moral panic around such obsessive behaviors; if there is a message (albeit a self-contradictory one) to the game, it is that we are better off opting out of technological mediation of personal relationships, exemplified within the game by d-mail. In short, the game seems to support Brian Ruh’s critique of the visual novel series Higurashi no naku koro ni that it is its “refusal to accept history and adapt, and a subsequent preference for continual states of play and the consumption of counterfactual worlds, that is the real horror.”56 But the failure of this game, at least at the level of conforming to a genre, is the degree to which it gives up on radical possibilities of change, taking ethical action, and historical contingency. In the end, the notion that Rintarō can actually do anything to save the girls feels false. As sekai-kei, the game fails because the narrative calls into question the possibility that individuals have any control over the world. But it also seems to fulfill Uno’s assertion that sekai-kei writ large is decisionist, supporting status quo complicity and complacency. In Steins;Gate, decisionism manifests as a particularly Panglossian (cultivate one’s own garden or family) variety of giving up; act locally to save one’s own family (or in-group) and leave the global problems to the world-level actors.
The point of the game is to snap players, viewers, and readers out of their (inter)passivity and into a mode of relinquishing both technology and crazy conspiracy theories—in short, growing up. But this, too, entails a possibly frustrating acceptance of the status quo. Players are left in the true end in a timeline that is indeterminate but in a position of having reset and without the promise of continued play. With all other timelines having been exhausted and determined to end in death, the final timeline ends in stasis. The game must end for it to be a game; but must it end in this way? Is not replayability part of games too? Of course, one could replay Steins;Gate, but in practice one would not. With the true end, the future is unknown, but at least for the time being, everyone is alive, echoing the temporality of family: everyone in a family will die someday. A nuclear family necessarily becomes less nuclear over time. But the game’s embrace of the ephemerality of family coincides with its fantastic denial of the technology that enabled such an understanding in the first place. Only through engaging in the gadget lab’s experiments with time travel is the ephemerality of family to be appreciated. But, of course, opting out of technology today is a fantasy that denies the state of the world. In a sense, Rintarō throws out technology so we do not have to.
On the escapism of using technology to avoid using technology, Pfaller suggests that the problem of allowing our things to define us is what drives interpassive behaviors.57 So the giving up of technology encouraged by Steins;Gate can be thought of as providing the means by which we escape from the need to play that might identify us or subject us to the otaku or nerd identity, for instance. But by having Rintarō do it for us, we can continue to play other games and simply appreciate Rintarō’s effort as a fiction. The game then suggests an ecomimetic escape from technological/digital media is possible, but this possibility lies only within the game world. It appeals to gamers who no more want to be imprisoned by their games than by their smartphones, but the game enables the gadget addiction from which it depicts a break. In our contemporary moment, the ultimate escapist fantasy is the ability to go off-grid and give up technological connections.
The Never-Ending (Meta)game
On the difference between traditional literature and metagame, Azuma Hiroki writes:
In modern naturalist literature, it was imagined that the reader emotionally transferred themselves into the character, the character totally lived in the story, and the story reflects reality. On the contrary, in postmodern literature, at least in some of its works, it is impossible to secure the relationship between the story and reality, so the character’s life diverges to a meta/artificial environment or database. Correspondingly, the place of empathy of the reader also moves from the character to the player, in other words from the subject of the story to the subject of the meta story.58
Steins;Gate attempts to remediate this postmodern shift by including the character of the player within the story. Such efforts make the game more interesting at the metalevel as well. For instance, fans continually post new timeline maps and trees that explain or complicate the story. But it is the practice of jikkyō purei (video playthroughs with commentary) that shows the impact of the game’s interpassivity—namely, shifting interactivity almost entirely to the realm outside of the game. In a sense, Steins;Gate represents the ultimate instance of remediation and media convergence because it internalizes both the structure of gaming (something many games such as Chaos;Head and Magical Girl Madoka Magica did before it) and the intended platform (the smartphone).59 So, Steins;Gate remediates its own gamelike mediation. But such attempts will always fail to be complete because there is always another frame outside of the frames of the object of inquiry. Today we can find that frame in online fan interaction.
Bolter and Grusin propose “hypermediacy” (as opposed to transparent media) as that which multiplies frames of mediation revealing mediation itself. For them, hypermediacy foregrounds mediation, making it visible or opaque. In contrast to traditional computer programming, which “employs erasure or effacement,” hypermediacy might reveal the code that constructs the user interface within the interface.60 The traditional mode of transparent programming, such that the program can remain hidden below the surface, is the computing form of representational mimesis, which traditionally (whether in realist novels or painting) seeks to make the subjectivity or hand of the artist into a clear window that is hardly noticed. In Bolter and Grusin’s analysis of games employing the aesthetics of hypermedia, cinematic virtual reality games like Doom and Myst in their multiple remediations of other media turn “out to be an allegory about the remediation of the book [and film] in an age of digital graphics.”61 Similarly, Steins;Gate turns out to be an allegory about the remediation of video games and anime in the age of internet connectivity (BBS and social media) and smartphone gaming. Hypermedia games that gesture to the code or interface like Steins;Gate (and Doki Doki Literature Club!) achieve a degree of hyperrealism when all such reality is revealed to be always already mediated. Whether or not code is revealed in the game itself, the place where the programmers recede from view and cede control over the game is the metagame, where new creators or fans take over where the program, as well as programmers and marketers, necessarily leaves off.
The play with the frame of the media that both marketers and fans enact in the real world is precisely what constitutes the play such as it is in this minimal-decision, forking narrative. Beyond the embodied reverse mimesis of the carpal tunnel syndrome or “thumb twitching” that comes from excessive typical game-playing, the drama of Steins;Gate on the surface tries to intervene in our mediascapes to inspire us to put down the tech gadget in our hands, to step away from our computers and phones.62 But as it does so, the game depends on our fetish and the fact that the only way to access the message is to first give over to media, dwelling in the game environment for thirty hours. In video gaming, mimesis might be found in the marketing of new technology to better represent gaming worlds, in legalistic concerns over copying of the games, or in the moral panics around copycat behaviors in real life. But there is also another path—that of reverse mimesis most obviously present in playthroughs.
Real-world copying behaviors take on a number of local guises. Piracy was but one avenue of copying that became a problem in the vibrant gaming culture of the 1990s and early 2000s, yet legal copying of games by corporations and fans had been an integral part of the early history of gaming in Japan. In the pre-Famicom world of 1970s gaming, Japanese corporations bought rights from American companies to clone games and market them in Japan. And since the advent of home computing, fans have been trying to modify, personalize, and extract pieces from the most popular games.63 But rather than the digital duplication of games themselves, it is the marketing extension enabled by broadband video sharing over social media that reveals the most obvious copying issues that help to elaborate how games exist in the world today.
Marketing and advertising are keys to understanding mimicry in tandem with the discourses of moral panic around how gaming affects players. While cultural products like Family Game and Steins;Gate depict media as harmful, advertisements of video games are created for the very purpose of giving the products a positive image.64 Taking seriously the proposition that advertising plays a decisive role in the consumption and understanding of new media by early adopters, we should recognize alternative realities of the game world not only through modeling consumer behavior depicted in the 1980s and early 1990s Japanese video game advertisements but also through the affective adulation around gaming on social media in the first decade of the 2000s.
Demonstrating a pronounced attention to the creation of new worlds and to capturing a realistic, live-action sports gaming experience in a home gaming environment, television commercials for early gaming consoles focused on the ways in which the games could change people, families, homes, and, ultimately, their realities outside of the games they play.65 Almost invariably, Japanese commercials for new video game systems in the 1980s and early 1990s depicted not the latest graphics on the game screens, not merely the console box holding the game cartridge, but also the place in the home where the console would live, sometimes connected to the television in a living room or, for computer games, on top of a desk in a lucky teenager’s bedroom. Typically, the scene also includes the players (as in the hockey commercial previously mentioned), usually more than one person in the case of console games and one person watching another play in the case of computer games. Often an entire family is shown gathered closely around the machine. For example, a 1979 television advertisement for the early Nintendo console Color TV-Game Block Breaker (Karā Terebi-Gēmu Burokku Kuzushi, a Breakout copy) has a silent but smiling family of four (father, mother, older daughter, and younger son) crowded around a television set as the young boy plays Block Fighter (Burokku Faitā). Sometimes two boys play the games, or occasionally a boy and a girl. If a parent participates, it is inevitably the father. Mothers, when they are represented at all, tend to be passive observers, lingering in the background with expressions of satisfaction and awe.
Family Game presents video games as a symptom of social decay, the only interaction left that is not potentially violent in the real world. Advertisements, in contrast, present them as an undeteriorated middle ground, a tool for reuniting the family. Even as they oversell the games in terms of representationality, print ads are especially savvy about the metagame world. A 1990 advertisement for Super Famicom made its appeal not only on the basis of representation but with the claim that it provided important access to two alternative fantastic worlds. It did this by toggling between two characters, Link and Mario.66
With the title “For Your Review” (“Osarai”), the advertisement has a defensively postured Link with shield in hand and sword drawn, floating on a plain, flat, yellow background beside a happy Mario flashing the peace sign. The text next to a small image of a Super NES console begins by emphasizing such higher resolution factors as the 16-bit upgrade, the 32,768 color possibilities, and the eight-channel sound system but ends with the hard sell in red lettering: “But actually what we think is the most important thing is the fact that it can do ‘Zelda’ and ‘Mario,’ an often neglected truth. This, at base, is the Super Famicom’s biggest specialty!” Resolution, speed, and fidelity may be all well and good, but the reality is that this was the only box that played games with both Mario and Link. By 1994, this had become a standard method of advertising. For instance, a television commercial for Wario’s Woods (Wario no mori) features all the Nintendo characters animated and living within the plastic console. Representational reality was thus replaced by meta-gamelike realism or fidelity to the character-led market, which is, of course, now manifest within the gaming world in games such as the Super Smash Bros. series that allow characters from different games to be played against one another.
Figure 23. Parallax advertisement featuring the biggest selling points of the new 16-bit console, Link and Mario. Advertisement from the back cover of Weekly Famikon tsūshin, no. 180 7(2), May 29, 1992.
As important as such TV, print, and web advertisements may be, in recent years, a major form of new media marketing has developed in the form of online metagame cultures of fan-created videos. Several subgenres of this category of unauthorized or quasi-authorized advertising have proliferated for all varieties of new media products in recent years. Straight-up reviews, featuring a reviewer talking directly into the camera about a product and occasionally showing off its functions, are aimed primarily at giving information and criticism providing context and detailed comparisons with other games. Unboxing videos, sharing the exciting moment of taking a new product out of its package, elevate the status of the latest gadget or software to a fetishistic ritual and enmesh the packaging of the product into the new media worship. But in the Japanese gaming world (and, indeed, the international one as well) nothing quite equals the power to ignite desire for video game goods like playthrough videos.
Despite its affective performance, the phenomenon of jikkyō purei (on-the-spot playthroughs with fan narration, hereafter “real play”) is widespread and often commented on but seldom made an object of inquiry into the world of gaming. Significantly, the term jikkyō (“real situation” or “on-the-spot”) here evokes another form of vicarious play, one routed through journalists in the world of broadcast television sports in which live commentary is known as jikkyō hōsō (on-the-spot broadcasting) or jikkyō chūkei (on-the-spot relay). The player-cum-MC is removed from the game through their running commentary on the feel of the action, the visuals of the game, the affective impression it makes, and their comparison to other games. Like the romantic nature writers of Timothy Morton’s critique, who purport to be in nature at the moment they must be writing, the real-play hosts perform for the audience instead of immersing themselves in the game. Real play on YouTube or Niko Niko dōga is not about how real the game world is; it is about connecting to the experience of play in the way a sports commentator connects the audience at home to audiences in the stands. The quality of the playthrough is assessed based on how “real” the video of the play is to an actual experience of playing through the game. This is why comments submitted by viewers of a particular video often mention they feel as though they have played the game themselves. In fact, stated reasons for buying the game appear, then, to come from commenters who sense a gap in the system, a failure of the reality of the playthrough, and the necessity of having to experience it for themselves. If real play is the display of ownership and experience, it is also a marketing of the pride of ownership and experience, a show of what viewers may not possess physically or have yet to experience or have experienced thus far only alone.
Here interpassivity is at play, but not wholly. Viewers of the video watch another person play, but they interact and communicate with the poster of the video and with other viewers through comments. If it were completely and satisfactorily interpassive, no one would buy the game after watching because the experience of the video would be enough. And, therefore, corporations would be stricter about enforcing copyright control over the violations of posting playthroughs. But this is not the case. Real play is allowed precisely because marketers implicitly understand Morton’s ecomimetical critique. In the end, “real play” is ultimately frustrating, marking a failure of interpassivity and ecomimesis.
Indeed, as the legal status of playthroughs suggests, the marketing success of a game depends on real play. On the one hand, as legal scholar and lawyer Fujita Akiko affirms, real play is an infringement on copyright via the stipulations protecting the “film production” (eiga no chosakubutsu) provision (Statute 21) of the Japanese Copyright Law. On the other hand, game corporations for the most part seem happy to have free advertising building the depth (passion) and breadth (size) of their fan base.67 The promotion and marketing of games apparently outweighs the cost to the corporation of images from the game (and sometimes video of the entire game) circulating freely; therefore, the game producers tend not to pursue copyright infringement. Clearly, the problem surrounding how the medium alters the real is not wholly contained within this legal discourse.
Of course, most real playthroughs are fun fan interactions that add metagame depth to games that may already incorporate metagame depth within themselves. For instance, one playthrough of Steins;Gate features interesting fan commentary on a side point of the game. When the entry for “1.21 jigowatts” is displayed in the playthrough video of the “tips list,” one commenter calls it “a translation error.” The text on the bulletin board within the game features a “tips list” page that mentions that the original script for the Japanese subtitles for the film Back to the Future misspelled gigawatt as jigowatt and this error was transcribed uncorrected into the game world. Then another commenter responds, citing a 2008 New York Times blog on the mistake as a mispronunciation within the film of Back to the Future.68 Such layering of the player experience with additional fan commentary is natural to the Niko Niko dōga website where the clip was posted (a video platform that allows users to comment directly on a particular moment in the video’s playback). Occasionally, such commentary is more substantive, rising to the level of a budding game criticism. On the previously mentioned scene in which Rintarō seems to stare into the Alpacaman 2 monitor and, hence, at the player, one commenter recognizes the gesture to the metagame, commenting, “This is a gamelike game” (gēmu mitai X gēmu desu).69 This sort of interaction helps viewers understand the game and confirm their experience of a game already played.
Of course, there are more direct and clear ways in which such videos affect viewers—for instance, those relating to consumption. Another video playthrough of Steins;Gate suggests the marketing value of the genre. After a nearly five-hour playthrough of the demo version video, there are several comments from different viewers about purchasing the game:
14:56 I’ve decided to buy it. [Ore wa kau koto ni shita.]
15:16 I’ve watched the entire thing from the start [Saisho kara mita ze]
15:38 I bought the computer version
15:42 This makes me think I am glad to have been born in Japan
15:46 The voices are great!
16:05 Hey, the PC version is coming out July 30!!!70
This brief excerpt from over 250 responses to the video gives a sense of the variety and joy that watchers of such videos display. It is as much a joy about the content of the game as about the ability to purchase and play the game themselves. This brief dialogue displays something like the contentless communication described by Azuma, wherein isolated participants can feel community, but, rather than formed around an empty topic, it is formed around consumption and accumulation of frivolous goods.71
Not all real play in this marketing vein is fan-produced. A ten-minute video features both the star Imai Asami (the voice actress who plays the role of Makise Kurisu in the game and anime) in cosplay as Makise and the script director Matsubara Tatsuya. The minor celebrities play Steins;Gate on Xbox. This playthrough video garnered over 16,000 views and 208 comments on Niko Niko dōga. While most comments deal with the appeal of Imai (commenting on her voice and appearance), some are simply about the game. Such anonymous participation in the viewing of the video on Niko Niko dōga visualizes the sociality transformed not only by Steins;Gate but by the world into which the game has been released, a world/community that, for instance, included the (then still new) website with the branded name “Niconico douga.”72 Such playthrough videos by both players and producers have the effect of socially reorganizing human interactions around the media even when, at base, their undisguised purpose is only to sell and buy games. To limit the discussion of marketing solely to the obvious capitalist concerns ignores the willing participation and the amount of time and effort spent by players/consumers in not playing or consuming but dwelling in these mediascapes.
Reverse mimesis is not simply about purchasing goods or making SG001 orange phones, as the 5bp corporation did for a promotional event for Steins;Gate: Linear Bounded Phenogram, but about us behaving differently. If the message of the game of Steins;Gate fails to get us to leave our devices, it is because it overestimates the kind of behavioral change it might evoke in players and the degree to which such change is controllable or predictable at the level of content. But we might best see player/consumer metagame community formation as reverse mimesis: games are not only gamed or tricked out to make us addicted to gaming (and this serves the profit motive of makers) but also set up to require and anticipate this real-world interaction of fans.
This metagame real-play experience around Steins;Gate reveals that the sekai-kei genre itself replaces the loss of mediation between individual and world that makes up its content. Today the near and distant seem suddenly reconnected through the network of distant and near views; but the internet is precisely the mid-level medium that can both connect us to the global world reality and alienate us from our local mid-level cultural realities. Similarly, the sekai-kei genre (that depicts a world without effective mid-level actors) itself becomes the cultural mediation between nerdy otaku selves and the world, a way of connecting and creating a community otherwise deemed lacking. Sekai-kei is a medium in this sense documenting a culture in which traditional connections of family, school, and religion have been deemed inadequate for connecting people and drawing together community. But even as it marks this symptom, sekai-kei becomes a genre that remakes such community into a mass of fans consuming similar materials. Real play proves this. In other words, we should not be surprised to find that the genre and the media in which such play is consumed often coalesce.73
Not all online interaction is productive at forming communities or families of chosen affiliation and not all communities thus formed are productive. Bullying, trolling, and other online mob behaviors have solidified the rising nationalism in Japan since before the disasters of 2011. And to some degree, shared gaming sociality has been as much a part of rebuilding as it has contributed to complicity with ongoing inequalities.
Nintendo’s Jishin DS 72 jikan (2009), a disaster-education game designed to emphasize survival in the first seventy-two hours after an earthquake, tries to educate on the surface, but its overt function to educate, like the ending of Steins;Gate, rings false. Indeed, its sales have not been impressive, and the final product was not much different from the nongame smartphone apps like Tokyo Disaster Preparedness (localized in Japanese, English, Korean, and Chinese), which was promoted by the Tokyo metropolitan government in the aftermath of Fukushima.74 Though this app may have raised communal awareness, it did not reshape social bonds.
But the Fukushima Game Jam that sought to game the building of games by competing teams of game designers and programmers in the wake of the disaster suggests a different possibility for community building. Hosted in various venues from Minamisōma, Kōriyama, Nagoya, and Fukuoka to Taiwan, Colombia, and Chile annually from 2011, the event promotes video games in order to support, “restore, and revive” the 3.11-affected region. The labor of the game-building is itself gamified: multiple teams each composed of seven people for the thirty-hour competition give each prototype game produced the equivalent of one man-month of work invested in it. The initial goal of bringing game-building to the devasted region where there had been no game developers worked at the local, national, regional, and global levels. Starting with a session that brought students together with Tokyo game producers and designers, the initial idea was to help build careers in game production as well as continued awareness of the suffering region. But with the excitement around the professionally produced livestreaming of the events, the Fukushima Game Jam has grown over the years. This sort of gaming the construction not only of games but also of community and economy in the wake of adversity marks the degree to which gaming now structures reality.75
And such gamic reality is more widespread and totalizing than the Fukushima Game Jam alone might suggest. With broad digitalization, game theory and related probabilistic thinking began to occupy a growing and significant role in military strategy, financial speculation, and infrastructure development under the theory that regression analysis of complex problems would lead to unprecedented new efficiencies. And, indeed, to some it seemed that Japan’s rapid economic growth in the 1960s and 1970s was due in part to investments made using the new math of risk analysis.76 By the 1990s, a reversal of understanding began to place partial responsibility on the algorithms for everything from the bursting of the real-estate-speculation bubble to the decisions based on risk-assessment models to build nuclear facilities in the historic paths of tsunamis. More recent and more global financial bubble bursts have brought the ends of the binary thinking that computerized algorithmic thinking would either save or destroy economies. The notion that computers are simply mere tools in our daily lives cannot cover the myriad ways in which computers and computational programs inescapably have gamed daily life.77
This gamification of real life raises a number of questions: What if we considered the idea that games are realms or worlds shut off from the real world to be a damaging lie from the beginning? In other words, what if we take seriously the game world as part of our world from the outset? What if we (following Morton’s identification of the nature versus human romantic myth) ultimately refuse such facile distinction between media and its environment? The wager would be that (through overt recognition that there is no difference between in-game and out-of-game) such a refusal of distinctions could allow us to act more ethically. Perhaps we will never be able to fully recognize that the identity shifting that the games allow us through role-playing is no different from other forms of identity transformation we play between work, family, and friends, that no individual has an individual role to play in society, that our roles are always played in layers, not multiple personalities but intersectional ones. The fantasy of so many games is that the roles played there do not matter because they are fantasy, but the reality is that they matter precisely because they are actual (real) fantasies manifest in presumably harmless forms. But there is no such thing as a harm-free or ineffectual fantasy.
If this seems far blown and beyond the realm of the video game, it will help to remember that a player must be able to quit a game for it to be a game. Indeed, game historian Yoshioka Hiroshi writes:
You can always quit a game. That is the difference between a game and reality. However, precisely because you can always quit, you somehow really cannot quit. Lately, it seems that the dynamic relationship that captured such tension between the game and the reality has become a thing of the past. This is because, I think, the relationship between the game and reality is gradually taking another form. To put it simply, reality itself is gameified. Even without playing games, gaming logic [gēmu teki na ronri] is present in our social life today. Everything from corporate activities to university research and education, every activity such as quantification of capabilities and performance, mission evaluation of the level of configurations and achievement, to visualization of ranking and so on has been spoken about through gaming metaphors [gēmu teki na hiyu]. We cannot escape from the game.78
The idea that gaming has become the real is a remarkably Lacanian statement about gaming. For Lacan, the real is seen as the infinite ever-present environment or world in which we dwell, distinguished from finite realities. The real may encompass all finite realities, including everything as vast as the sum of the experiences of all individuals. But the infinitude of the real seemingly renders all realities of equal significance or triviality. If games make up part of the real, gaming is now also a characteristic of the real: the real, of course, is that which we cannot wake from, turn off, or hit a reset button on. In this regard, Uno writes that games are the basis of postmodern life and cannot be avoided.79 The game of the real never ends, and all other finite realities must dwell within this gaming. Players cannot lose because the end is always deferred, or, rather, we continually lose because the game world from which we cannot escape is rigged against us.
For example, the finance speculation that bubbled real estate economies based on models of bundled risk probabilities abstracted not just from labor and material conditions but from the data about those factors. Such algorithmic decision-making assumes away the complexities of the real by carving it into computable realities, transforming the real into a mediated reality or game not because it creates and sets rules for a game but because the algorithms it puts into practice ignore the enigma of the human. So we realize (always one crisis too late) how the minimal risk assessed was either higher than expected or simply one we were not ever willing to wager at any cost.
This is why the experimental video game Credit Game was developed by Kuwakubo Ryōta—in order to stage playing the market without risk in a Japan still reeling from the credit, housing, and land bubble economy of the 1980s. The 2001 exhibition of the game was touted as a virtual delight at its core, putting into direct relation this big world gaming and the metagame of the discourse of virtuality around video games:
Day trading can even be considered the most exciting and action-packed network-based game around. Real-life day trading is, of course, full of risks. This game allows players to explore the exciting and fun aspects of day trading—a world virtually unknown in Japan—without incurring any of the risks involved in the “real game.”80
On the one hand, the game might be read representationally as a smaller, twisted, virtual version of the bigger reality, but on the other hand, the game gives a real-world instance to learn about risk, potentially teaching would-be investors to keep from engaging in frivolous unsafe market behavior. Credit Game does not prove that games have become real or that the real has been gamified; rather, the gamelike real is now—after successive gaming miscalculations and the birth of the situation in which a game such as Credit Game is even possible—more visible.
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