Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Friday, July 4, 2008

100 book challenge: part four: essays and cultural criticism

Moving on with the 100 Book Challenge, we come to the "essays" area. I don't have a huge selection here, but these would be my picks:

  • I Remember, by Joe Brainard
    [Perhaps the simplest organizing principle for a memoir ever: a sequence of sentences, each of which begin with the words "I remember." Yet somehow it works.]

  • The Size of Thoughts, by Nicholson Baker
    [This book is full of great pieces, including Baker's hilarious review of the Dictionary of American Slang and his lament on the disappearance of the card catalog.]

  • A Supposedly Fun Thing I'll Never Do Again, by David Foster Wallace
    [Not quite as good as the exemplary Consider the Lobster, but I don't have a copy of Lobster—I read the library's copy—and this one is also great.]

  • I'd also probably bring the giant anthology Art of the Personal Essay, edited by Philip Lopate, which has key selections by people like George Orwell, Joan Didion, M.F.K. Fisher, etc., and thus eliminates the need for a lot of individual volumes.


Essays slide nicely into the critical writing section of my library, so let's head there....

  • Illuminations, by Walter Benjamin
    [This book is full of interesting ideas and key essays, but it also has deep sentimental value for me.]

  • America, by Jean Baudrillard
    [I find the central argument here to be incomprehensible, but in a provocative, distinctly "Baudrillardian" fashion. Like a piece of heady SF in its way. See also his The Gulf War Did Not Happen, which I could part with but which holds similar pleasures.]

  • Discipline and Punish, by Michel Foucault
    [Probably the key Foucault to hang onto.]

  • Mythologies, by Roland Barthes
    [And this the key Barthes.]

  • The Postmodern Condition, by Jean-Francois Lyotard
    [...and this the key Lyotard.]

  • Simians, Cyborgs, and Women, by Donna Haraway
    [Contains the great Cyborg Manifesto and a number of excellent critiques of the ideological biases inherent to the sciences.]

  • A Thousand Years of Non-Linear History, by Manuel Delanda
    [Between this and Patrik Ourednik's Europeana, one doesn't need any other history books.]

  • Temporary Autonomous Zone, by Hakim Bey
    [Does this belong in fringe ideas or cultural criticism? It's a little of both, but totally freakin' brilliant. Life-altering.]


Moving on into some more straightforward literary and media criticism...

  • Literary Theory, by Terry Eagleton
    [An overview of the main literary theory movements of the last hundred years, written in a style that's clear enough that a bright undergraduate could grasp every word of it.]

  • Postmodernist Fiction, by Brian McHale
    [A good argument about what postmodernist fiction is, what it does, and why it's doing it. I'd also include Marjorie Perloff's Radical Artifice here, a similar argument about experimental poetics, but I don't own a copy.]

  • Half-Real, by Jesper Juul
    [The best piece of video-game criticism I've read to date.]

  • Rules of Play, by Katie Salen and Eric Zimmerman
    [Not exactly a piece of video-game criticism, more a design handbook, but a key text for "game studies" anyway.]

  • Understanding Comics, by Scott McCloud
    [Yet, oddly, I might pass on McLuhan's Understanding Media, which has not dated especialy well and in some ways is a model for everything cultural criticsm does poorly.]


That's seventeen—and since I'm trying to stick to round numbers for this project I'll include three pieces of fiction I overlooked this first time around: the bizarre Sixty Stories, by Donald Barthelme, the classic Catcher in the Rye by J.D. Salinger, and a piece of fun, dense SF, Accelerando by Charles Stross (which I reviewed here.) That brings us to twenty for today, and the running total for the project overall to seventy. I'll move on from the McCloud into the "comics" shelf next.

Sunday, March 25, 2007

unit operations, part II

Just finished reading the second chapter of Ian Bogost's Unit Operations: An Approach to Videogame Criticism, and found it shockingly similar to the first. The pile-up of important names continues: this chapter tackles Plato and Aristotle, linguist Ferdinand Saussure, deconstructionist Jacques Derrida, computer scientist John von Neumann, digital media theorists Lev Manovich and N. Katherine Hayles. And, like the previous chapter, this one ends up with a kind of strange left turn, this time analyzing the Department of Homeland Security's Homeland Security Advisory System, which "underscores the tension between unit operations and system operations."

I'm still really enjoying this book, although I'm still struggling to make sense of its thesis in even the most general sense.

Friday, March 23, 2007

unit operations, part I

I just finished reading the first chapter of Ian Bogost's Unit Operations: An Approach to Videogame Criticism, and I'm really enjoying it.

Bogost's approach hinges on the concept of the "unit operation," a "mode of meaning-making that [privileges] discrete, disconnected actions over deterministic, progressive systems," and the first twenty pages of the book pretty much constitute an attempt to clarify this distinction.

I'll confess that he isn't a hundred percent successful. At the end of my first pass through the chapter, I feel like I might have a tentative grip on what distinguishes a "unit operation"-based analysis from "systems operation"-based analysis, but I strongly doubt that I'd be able to do something like summarize the difference between the two. I can't entirely blame Bogost for this: "units" and "systems" are both high-level abstractions; we're not exactly talking about apples and oranges here.

Determined to make it clear, Bogost starts pulling in conceptual machinery from a variety of different disciplines: half the fun of the book so far is watching the interesting thinkers pile up on top of one another. By page twenty we've moved through quite the array: Heidegger, Spinoza, Leibniz, Alain Badiou, "object-oriented" philosopher Graham Harman, "autopoetic systems theorists" Francisco Valera and Humberto Maturana, sociologist Niklas Luhmann, mathematician Georg Cantor, digital media theorists Janet Murray and Espen Aarseth, and poet T. S. Eliot—all this en route to, of all things, a unit-operations-oriented analysis of Spielberg's film The Terminal (2004), in which Bogost concludes that the film is about "specific modes of uncorroborated waiting."

So, in conclusion, I'm not really sure yet exactly what Bogost is even talking about, and yet I've jammed the first chapter full of about a pound of bronze (in the form of Levenger Page Points). Being disoriented by brilliance is a good thing.

Thursday, January 12, 2006

war in the age of intelligent machines, by manuel delanda

Manuel DeLanda's preeminent virtue as a scholar is the way in which he applies the ideas of complexity theory (emergence, feedback, etc.) to the historical record, and War in the Age of Intelligent Machines (1991) follows this template, looking at moments where technological developments (the conoidal bullet, wireless technology) spur military systems to evolve (a process which, in turn, triggers other armies to evolve in response).

If you accept this premise (fail to at your peril), it naturally suggests that the militaries of today will one day evolve even further. So in addition to sketching out historical instances of this sort of thing, DeLanda spends a lot of time drawing attention to contemporary developments in technology or military theory that might be putting us on the road to future phase shifts that might spell Bad News for soldiers and civilians alike. Artificial intelligence, RAND-style war game simulators, and predatory machines (of the sort outlined in DARPA's "Strategic Computing Initiative") all come in for an extended critique, although DeLanda seems more optimistic about technological systems that don't take human beings "out of the loop" (the book ends with an appreciation of humanist interface designer Doug Engelbart).

All in all, this book is pretty essential reading for anyone interested in the "machine" part of the war machine, although it could definitely benefit from a little revision and expansion: some of the Cold War anxiety undergirding the book has lost some of its edge in the intervening years, and I could stand to lose some of it in favor of having DeLanda as a guide through past two wars (although War was published in 1991, Desert Storm hardly ranks a mention, a little odd, given the use of Israeli-built Pioneer UAVs in that conflict).

Tuesday, January 13, 2004

twisty little passages

Early in Nick Montfort's Twisty Little Passages : An Approach to Interactive Fiction, Montfort makes a convincing case for using the term "interactive fiction" to describe the sort of electronic literature that he's writing about. I like the designator, partially because, as Montfort points out, it enjoys widespread usage, but also because it can be precisely located in a hierarchy of related descriptors. Specifically, it is a little bit more inclusive than the term "text adventure" (not all pieces of interactive fiction need to be "adventures") and a little bit less inclusive than my term command-line literature (not all pieces of command-line literature need to be "fictional").

(An aside: for those of you who aren't really sure what interactive fiction is, this page might give you a basic handle on the form.)

So. Within the first ten pages of Twisty Little Passages, Montfort remarks on the need for "a book-sized resource on interactive fiction's history and implications—one that considers how the form came into being and how it developed through the decades, with basic theoretical discussions of the nature of the form and at least an introductory critical discussion of important works," and it is apparent that the rest of the book intends to fill that need. To quibble with the book's subtitle, one could argue that the different strands in that list do not really constitute a single "approach," but rather several different approaches: there's really enough there to fill a couple of different books. By attempting to tackle each of them in a single concise volume, a certain scantiness ensues (I had no trouble completing the book in a day), but Montfort deserves credit for ambitiously staking out the territory: other scholars of electronic literature will undoubtedly see this book as a valuable starting point to branch off from.

The most successful chapters, to me, are the ones that consider "how the form came into being and how it developed through the decades." The history of Zork and Adventure's development is especially interesting reading, as is the overview of the contemporary IF scene, which has apparently thrived as a non-commercial subculture in the years following the decline of Infocom and other commercial IF publishers. Montfort's critical overview of the major IF works (of the both the commercial and post-commercial era) is pretty condensed—only the most important works get more than a page or two—but valuable nevertheless: I'm hard-pressed to say that I'd trade it for a deeper read into a smaller handful of works. That can come later.

The weaker chapters are the ones that attempt a theory of the form. The first chapter does some decent work establishing a useful terminology with which to discuss IF works: distinguishing between replies and reports, for instance, or distinguishing between which commands are digetic and which are extradigetic. This material, however, is dispensed with in under ten pages, and is forced to share space in this first chapter with the standard "what is interactive fiction?" boilerplate.

The second chapter, probably the book's weakest, unconvincingly attempts to situate the text adventure within the literary tradition of the riddle. Some of the parallels that Montfort attempts to draw have numerous exceptions: for instance, although it is true that riddles are "presented for solution," it is less true that all interactive fiction can (or should) be thought of as doing the same: for instance, notice that many of the IF works available through Adam Cadre's IF page are said to contain "almost no gamelike elements." ("If stuck, just keep exploring," Cadre writes of his latest work, and, in the release notes, he writes "even if you get to an ending, you may have only seen a small fraction of what's possible," neither of which seem like statements that usefully apply to any riddle I know of.)

I take less issue (at least initially) with Montfort's statement that interactive fiction creates a systematic world, but again, the parallel flags for me: is it accurate to say that a riddle also creates this sort of world? Perhaps technically, but the experience of solving a riddle feels to me substantially different from the far more immersive and ludic experience of exploring the world of a work of interactive fiction.

I think Montfort is more on the mark when he touches on the idea of IF as a "literary machine" or what Espen Aarseth would call "ergodic literature." The literary tradition there dates back at least as far as that of the riddle: the I Ching is commonly cited (including by Montfort) as a "literary machine" that dates back to antiquity.

Quibbles aside, I'd highly recommend this book to anyone studying electronic writing, and I even think that most of it is accessible enough to be of interest to people who remember the old Infocom games fondly and might have an interest in seeing what's new in the field.

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