Proliferating Connections and Communicating Convergence
Aylish Wood, School of Drama, Film and Visual Art, Rutherford College, University of Kent
Over the last few years debates about digital technologies and
moving imagery have often evolved around the concept of convergence. By
now a powerful term, convergence continues to have a purchase on moving
image media. Since it has been a point of reference for many
discussions of digital media, convergence has, in a sense, set the
context with which academics in the field have had to engage. To
explore the pressure the concept of convergence exerts over our
understandings of changing expressive practices following the emergence
of numerous digital technologies, I employ Niklas Luhmann’s approach to
communication. My claim will be that in its current form, convergence
privileges either the human users of technological platforms, or the
combination of aesthetic conventions from different media. These two
understandings of convergence propose that connections through the
process of convergence are established by eitherthe user or the aesthetic code. [1] While neither of these two positions would be
likely to deny a reliance on the interplay between humans and
technologies, it is an issue more often taken for granted than
explored. Using Luhmann’s version of systems theory, in particular his
ideas about communication and organisation, I argue that we can more
effectively grasp the interplay of human and technological participants
by understanding their combined roles in changing expressive practices.
What connects is determined neither by the practitioners nor the
capacities of their technologies; instead, it evolves in a system of
communications of which they are a part.
Communicating Convergence
How have we come to communicate about convergence in the ways that
we have? How do ideas proliferate, and to what extent is an idea both
generative of others, while at the same placing a limit on what can be
said. I am broadly interested in the debates around digital
technologies, and in particular the ways in which these have an impact
on both the materiality of moving images and the expressive practices
subsequently made available to moving image artists working within
live-action cinema, digital games and animation. For the last decade,
and more, convergence is an idea, or a distinction, that has exerted a
strong degree of control over what can and cannot be said and
communicated about these changes.
Distinctions are central to Luhmann’s theory of systems, which he
conceptualises as a means through which sense is made of a highly
complex environment. An environment is a mass of information arising
from multiple sources, whereas a system relies on a process of
communication through which elements of information are selected. This
involves making a distinction that limits which elements of the
environment can be communicated about. Luhmann’s work on social systems
is extensive, ranging from discussions of law, education, mass media,
art, love and economic systems. Although Luhmann has considered the
ways in which art might be a system, I am not aiming to argue that
either digital technologies or convergence are systems in themselves.
Instead, I consider how Luhmann’s concept of communication provides
insight into thinking about how the academic discourse surrounding
these terms has developed to allow the inclusion of some elements but
not others.
Digital fx, for instance, are part of a complex environment that
exists in relation to the art world of cinema, in particular the art
world of the popular cinema. This is a place of constant change,
whether through the introduction of technologies, changing work
practices, different modes of investment, generic innovation, or the
ripple effect of a major and influential star or key production
company. While these aspects of the cinema contribute directly to the
product seen throughout the world, either in cinemas, on DVD, video or
downloads, they do not operate in isolation.. We might see this art
world as a massively multifaceted lattice structure, in which each
aspect represents a node, and each node is connected to others via many
routes. For instance, the star power of an actor connects to
investment, marketing, distribution, other actors, and directors, which
in turn creates another relay of connections around cinematographers,
and post-production houses, which then links into the diversifying
technologies used in the production of contemporary cinema, bringing us
to a another kind of investment practice. Taking into account all these
aspects would require an approach in which all the different nodes of
the lattice were given place in the process. Conventionally, however,
cinema studies has used a series of distinctions through which to make
sense of this complex environment, separating out its aspects into
domains of the discipline: star studies, genre, aesthetics, historical
studies, political economies, national cinemas, queer studies and so
forth.
Convergence is another means by which a distinction is made, and a
recent definition of convergence by Henry Jenkins is as follows:
[Convergence is] a word that describes technological, industrial,
cultural, and social changes in the ways media circulates within our
culture. Some common ideas referenced by the term include the flow of
content across multiple media platforms, the cooperation between
multiple media industries, the search for new structures of media
financing that fall at the interstices between old and new media, and
the migratory behavior of media audiences who would go almost anywhere
in search of the kind of entertainment experiences they want. Perhaps
most broadly, media convergence refers to a situation in which multiple
media systems coexist and where media content flows fluidly across
them. (Jenkins, 2006: 282)
Jenkins’ definition reveals that by the mid 2000s convergence has
come to be understood as a complex phenomenon establishing connections
across the different aspects of the latticework that defines the art
world of popular cinema. Despite the high degree of complexity this
definition suggests, it is also clear that convergence is defined by a
key distinction, that of platforms that co-exist and the media content
that flows between them. The term convergence is a distinction that
sets aside convergent from non-convergent media.
A brief look over the evolution of ideas associated with convergence
shows the centrality of this distinction. By the mid 1990s convergence
had become a predominant element through which communications about new
media took place. One early view of convergence was that it represented
a revolutionary moment following the growing tendency for technological
platforms to be shared across media, a tendency particularly well
illustrated by digital media. Over the last two decades, computer-based
systems of image construction have become common to television,
live-action and animated filmmaking, as well as digital games, digital
art and the internet. The concept of remediation emerged as a means of
understanding the impact of these convergent platforms on the
aesthetics of image making. The distinction of convergent platforms
underlies the capacity of remediation to articulate something about
changing textual conventions. Convergence, however, is not only
interested in the aesthetic conventions of various media, as it also
involves the users of those media, and how their participation flows
across the different platforms creating new ways of establishing
networks of connections and relationships:
Convergence doesn’t just involve commercially produced materials and
services traveling along well-regulated and predictable circuits. It
doesn’t just involve the mobile companies getting together with the
film companies to decide when and where we watch a newly released film.
It also occurs when people take media into their own hands.
Entertainment content isn’t the only thing that flows across multiple
media platforms. Our lives, relationships, memories, fantasies, desires
also flow across media channels. Being a lover or a mommy or a teacher
occurs on multiple platforms. Sometimes we tuck our kids into bed at
night and at other times we Instant Message them from the other side of
the globe. (Jenkins, 2006: 17)
Convergence relies on a distinction that reduces the complex
environment of digital technologies to a selection limiting
communications to those elements that involve some kind of convergent
aspect, whether it is the media platforms, the visual and aural
aesthetics, or the ways users’ ‘lives, relationships, memories,
fantasies, desires’ flow across these platforms.
What connects discussions about convergence is, then, a distinction.
This distinction, convergent/non-convergent, has proliferated via two
main routes of scholarship, those of remediation and what we can
designate as participant-flow. Both routes are interested in the
emergent practices in aesthetic innovation/assimilation, or of novel
modes of participation as a consequence of an engagement with a
changing technological terrain. Despite the centrality of convergent
technologies, these approaches nevertheless tend to privilege either
the human user or the textual convention. As a consequence the
interplay between the humans and the technology involved in these
processes is less easy to explore.
A feature of Luhmann’s theory of systems is that connections occur
between conscious and non-conscious elements, which in this case would
mean the human user and the technological interface with which they
work. In the following I more fully outline Luhmann’s concept of
communication in order to finally discuss what this will allow us to
say about the interplay between humans and the technologies with which
they are engaged. My particular focus will be on the interplay between
humans and technologies in the context of the impact of digital
technologies on expressive practices, with an emphasis on digital
games. A central feature of these discussions will be the question:
what connects?
Making Sense of Communication
In Luhmann’s version of systems theory, communications form the
material substance out of which a system evolves, and this evolution
relies on the connectivity of its communications. To make greater sense
of this statement it is necessary to say more about the very specific
use to which Luhmann puts these familiar terms. A system is the means
through which sense is made of our extremely complex situations. To put
it very simply, a system is an ordering and simplification of the
multiplicities of possibilities that surround us as life is lived.
At its core a system is defined by the communications that take
place within it. The relationship between a system and its environment
is tentative, but relationships within a system are directly connected,
coupled providing they have meaning. Unlike the more conventional
definition of a communication that can be likened to a send and receive
interaction, in which the sender is given a special status through
intentionality, in Luhmann’s formulation intentionality is displaced.
The meaning of the communication resides in the proliferation of
connections that emerges out of interactions, and these interactions
can be between both conscious and non-conscious entities. Taken as a
schema, a communication is a three-act process divided into
‘information,’ ‘utterance,’ and ‘understanding.’ Through a
communication a small number of the possibilities that co-exist on a
horizon with many others are selected as information, and consequently
a process of simplification begins: ‘Communication grasps something out of the actual referential horizon that it itself constitutes and leaves other things aside. Communication is the processing of selection.’ (Luhmann, 1995:
140) A selection can be made by human individuals, for instance, out of
all the possible ways of considering digital technologies I have
selected digital games. The process of a selection can also be
understood to occur via a machine interface. The programmed
architecture of a game will offer the gamer a specific selection of
moves from a wider array of possibilities.
In the terms that Luhmann lays out, a communication happens when the
‘information uttered is understood.’ (Luhmann, 2006: 47) He does not
mean that information has been transmitted from user to receiver, but
that instead the participants have understood the process of selection
through which communication can occur:
[C]ommunication is never an event with two points of selection ¾
neither as a giving and receiving (as in the metaphor of transmission),
nor as the difference between information and utterance. Communication
emerges only if this last difference is observed, expected, understood,
and used as the basis of connecting with other behaviours. (Luhmann,
1995: 141)
In any communication the recipient of the information is cogniscent
of a process of selection, even if they are without much insight. Take
the example of a gamer playing a digital game such as Tomb Raider.
The recipient, the gamer, understands that in order to make an
utterance, the communicating entity, the game AI, relies on making a
selection from information, which in turn is a selection from a
multitude of possibilities from an environment. The gamer is able to
participate in the communication because they know the process through
which the utterance occurs. Similarly, anyone reading this piece of
writing is able to see it as an utterance that makes a distinction
between different ways of using information about convergence, digital
technologies and games.
The final step of a communication is the recipient’s acceptance or
rejection of this communication. Acceptance or rejection does not mean
the same as agreement or disagreement, that is something that might
follow on from acceptance. If a communication is accepted, via
agreement or disagreement, the recipient engages with the codes already
set up in the utterance. The gamer, for instance, could accept by
continuing to play according to the parameters of the game, or they
could reject the utterance and quit. Making a further communication
sets up a connection based on an understanding of those codes. The
response entails another series of selections, and is contingent on the
directionality that emerges in those further selections. When
acceptance occurs, the gamer or reader is beginning to participate with
the structure of a system of communications, and as they do so a
procession of connectivity is set up through ensuing communications.
Accordingly, the meaning of the communication does not reside in the
selection of information, but in understanding the difference or
distinction between the utterance and the information, and an ability
to manage that difference: ‘In contrast to the mere perception of
informative events, communication comes about only because ego
distinguishes two selections and can manage the difference.’ (Luhmann
1995: 143) It is in the procession from the initial selection of
information, to an utterance, and the understanding of that utterance,
that the system begins to take hold. That is, it is not until a
subsequent communication, which relies on a capacity to
‘distinguish the utterance from what is uttered,’ that communication
occurs. As David Seidl and Kai Helge Becker state:
Understanding […] is the distinction between utterance and
information; but whose understanding is of relevance here? Again, for
Luhmann, it is not psychic systems — that is, the individuals’ minds —
that are of interest here. Instead, it is the understanding implied by
the connecting communications — in the same way as the meaning of a
word in a text is only determined through the following words of the
text. Thus, the meaning of a communication — that is, what difference a
communication makes for later communications — is only determined
retrospectively through the later communications. (Seidl and Becker
2006: 20)
An important point here is that the connection of a subsequent
communication begins from the understanding of an utterance, and it
follows that the starting point of an understanding is from the
information provided in that communication. The referential status of
communication becomes clear in this description. Communication is based
on the continuity of connections between the communications, but
communication itself depends on an understanding of the distinction
between information and utterance. If understanding the distinction
provides the momentum for the connection, then it follows that the
subsequent connection is in part a reference to the original
distinction. The connection does not occur outside of this
understanding, which makes it autopoeitic or self-referential, in that
the distinction is maintained via the connection:
The fact that understanding is an indispensable feature in how
communication comes about has far-reaching significance for
comprehending communication. One consequence is that communication is possible only as a self-referential process. (Luhmann 1995: 143)
From this definition of communication it also becomes possible to
appreciate the distinction that Luhmann makes between a system (or
organisation) and its environment. Changes in an environment act as
irritants that may be taken up and communicated through a system.
However, the communication occurs within the boundaries of the system,
not because of any direct connection with the environment. That is, it
is only possible to communicate about any changes in an environment
through the terms already established within the system:
The unity of communication corresponds to nothing in the environment. Therefore communication necessarily operates by differentiating…Of
course, all communication depends on its environment as a source of
energy and information, and every communication indisputably refers via
meaning references directly or indirectly to the system’s environment.
The differentiation relates strictly to the unity and thus the closure
of the connection among selections, to the selections of selections
contained therein, and to the reduction of complexity thereby achieved.
(Luhmann 2006: 44)
The selections made by any participant in a communication result in
the closure of connections, so that communications about a complex
environment become simplified. Since communications are
self-referential, in that the procession of a series of communications
always relies on a connection created by an understanding of the
distinction between information and utterance, there is a closure of
connections. The starting point of one communication to the next is
ensured by prior as well as current selections.
As a system creates itself through a chain of operations not just
any connection can be made, rather, only those that are defined by the
distinction: ‘[the] system has to be capable of controlling its own
conditions of connectivity.’ (Luhmann, 2006: 49) For communication to
be successful the system needs to be establish conditions that make
successful communications more likely, to overcome the impossibility of
them ever happening.
If a system has to decide or, to speak with greater caution, create
couplings between one communication and another, then it must be able
to discern, observe and establish what is compatible with it and what
is not. (Luhmann, 2006: 49)
Another way of putting this is that a system enlists only those
elements that will have meaning within that system, but at the same
time an ‘element is constituted as a unity only by the system that
enlists it as an element to use it in relations.’ (Luhmann, 1995: 22)
Elements do not have an absolute meaning, but only those conferred by
their function within a system.
Organising Convergence
These more abstract ideas about communication and systems can be
aligned with the concept of convergence. As I outlined earlier,
convergence operates through two primary routes of discussion. The
primary code is convergent/non-convergent, and this proliferates
through two further distinctions that enlist elements that allow
relations to be established through communication about remediation and
participant flow. Although the initial distinction leads to a
simplification of the complex environment of digital technologies,
communications subsequently proliferate by enlisting elements that have
meaning within the confines of the term convergence.
When considering a disciplined formation of communication, such as
academic writing, any progression operates under a series of
controlling restraints. Luhmann’s concept of an organisation is useful
in thinking about how such restraints exert control over what elements
can and cannot be enlisted as communications. An organisation is
premised on the condition that the proliferation of communications
operates under some form of control. In an academic discussion of
convergence, some of these restraints concern the protocols of
performing academic communications, while others concern the
subject-specific selection of information that will be used during the
connective process of a communication. Even though they continue to
transform, it is fair to claim that the form of academic discourse has
been decided. There exists a style of language one is able to use,
modes of expression, length of paper, speech patterns and the
performative mode one might adopt in giving a presentation. [2] Before
the question of content comes into play, all of these restraints need
to be overcome for a piece of writing or a presentation to be
acceptable as an academic communication. If academic disciplines and
their sub-disciplines are seen as examples of organisations, then such
restrictions are decisions. A decision is a particular kind of
communication, a selection of one possibility from many:
A decision may then be comprehended as the transformation of the form of contingency. Before the decision, several possible decisions exist, thus the space of open possibilities is limited. After the decision,
the same contingency exists in a fixed form: the decision could have
been made differently. (emphases in original) (Luhmann 2003: 37)
Just as is the case with communication, a decision is only ‘active’
once it connects to other decisions, and so generates the context for
other decisions or conditions one’s expectation or anticipation.
These ideas can be more directly taken to the procession of ideas
around convergence. Making sense of the art world through communication
involves first enlisting elements that are relevant to a particular
system. Take for example a developing area within digital games,
animation and also fx work in live-action cinema, that of games
engines. These are the core software algorithms of games that create
real-time images. They include a renderer for graphics, a physics
engine that configures ‘environmental reactivity,’ as well software for
sound, animation, the game’s AI and so forth. A game engine can be
shared by different games, either within an individual company
[Rockstar games uses RAGE for both Grand Theft Auto IV (2008) and Rockstar Table Tennis (2006)], or across several companies. The Doom 3 engine is used for Doom 3 (2003, id software), Quake 4 (2005, Raven Software), Prey (2006, Human Head Studios) and Enemy Territory: Quake Wars (2007, Splash Damage). This sharing of an engine, either from within a
company or through buying one in, economises on the amount of software
development necessary for any particular game.
There is any number of ways in which communications about game
engines could occur, through the legal system for copyright issues or
through the economic system for share ware, amongst others. Given the
distinction evident in my stated interest in expressive practice I am
not likely to select information that would be enlisted within the
legal and economic systems. Of greater relevance are the consequences
of the sharing of game engines across a range of media platforms. As an
example of convergent culture, these engines are not only used in the
games industry, but are central to the growing use of pre-viz in
popular cinema, and also in the machinima movement. In Hollywood, the
fx company Pixel Liberation Front has been in existence since the late
1990s, and undertook pre-viz work on recent films including Superman Returns (2006), Dreamgirls (2006) and Spider-Man 3 (2007). [3] Instead of static storyboards, moving animatics are
created, and the game engine allows for different lighting, framing and
lens set-ups to be explored. Where Pixel Liberation Front operate in
the high end of moving image production, more independent practitioners
such as machinima artists exploit the technology in much the same way
but do so in order to create animated films. Originally a so-called
underground movement associated with games modders, machinima is going
more mainstream as the technologies are configured so that less
specialist users are able to exploit them.
Using the formation that has settled around convergence allows much
to be said about the impact of this sharing of game engines. As game
engines have developed they have formed an irritation within the
environment of digital media, crossing over into the environment of the
art world of popular cinema. The diverse ways in which games engines
are exploited, either within the regimes of elite pre-viz artists and
games designers, or by the growing band of indie games designers and
machinima animators, is a prime example of a convergent technology,
crossing platforms and being mobilised by an array of interest groups,
from the games modder shut away alone in a room, either communicating
on-line or going solo, to the industry drone working away at scene 3001
in the production of game XYZ. Described in this way, it is easy to see
how game engines could be enlisted as an element in communications
about convergence that speaks to aesthetic conventions or participant
flow. However, if we want to ask a question about the implication of
this moment of convergence for the interplay of human users and these
technological platforms as they undertake expressive practice we are
left with a series of choices that illustrate both the possibilities
and limitations of convergence discourse.
One of the features of a distinction is its designation of elements
through which communications can connect. Equally, however, a
designation indicates that other elements were available for selection
and so other utterances and communications could be made: to make a
distinction always necessitates designating something unsaid. If a
participant is able to manage the difference of a communication, then
they also will be aware that things have not been said. The
organisational decision to speak about film, for instance, initially
limited communications to film, but it has always been clear that the
art world within which cinema exists has other kinds of elements. [4] The decision to change the title of the US-based Society of Cinema
Studies to the Society of Cinema and Media Studies demonstrates that
the distinction on which cinema studies was initially founded could not
continue to operate as an effective decision. This reveals another
important facet of systems theory. The operations of communications are
closed, but they are not unaware of irritations within the environment.
As the environment of the art world of cinema has altered, as moving
imagery has proliferated from cinema to television to games, from
analog to digital, from static single screens to multiply mobile ones,
communications have been bubbling up, beginning to form a competing
formation within the discipline of cinema studies. The decision to
allow media into the name operates as a symbolic change that reveals
the already extensive possibilities of other utterances about other
media within the organisation.
The development of new technologies in the art world of popular
cinema adds an irritation into the environment that challenges the ways
in which the code for convergence continues to proliferate by
generating a different range of selectable elements. Once something
exists within the environment of an art world, it has the potential to
become enlisted as an element within the organisation for
communications about convergence, and it also has the potential to
establish new connections. As communications accumulate through these
new connections they allow the organisation of communications about
convergence to continue to proliferate but add further dimensions to a
debate. The emergent presence of technological innovations such as
digital intermediates, game engines, computers with processing power
sufficient to work with RGB ratios of 4:4:4 draws greater attention to
the complex interplay between practitioners and technologies in the
processes of expressive practice. Luhmann’s conceptualisation of
communication is particularly well placed in allowing this interplay to
be articulated.
This point can be illustrated by looking at some of the ways in
which digital games are approached using the terms of convergence. For
instance, the circularity of influences running between games and
cinema has been a source for debates concerned with remediation. This
may involve a generalised discussion of the increasing realism of
digital games, which is essentially about the imagery becoming more
like that of live-action cinema, or a focused discussion of a franchise
including both games and cinema, such as Resident Evil.
Capcom initially released the digital game in 1996, and the first film
version, directed by Paul W.S. Anderson, was released in 2002. Much of
the discussion of this latter film not only involves comments on the
imagery, but also on the plot devices shared by the games and movies.
The remediation of stylistic devices cycle from the original games
through the films, and back again as more films and games are produced.
Taking the participant route of convergence culture, Resident Evil is a game that has excited the interest of modders. A brief search on the internet reveals forums discussing various mods for Resident Evil and also video clips of such mods on YouTube. It would be possible to explore both these terrains of convergence surrounding Resident Evil through a focus on expressive practices. In considering the participant
route, one might assess the modders self-expression via their desire to
rework aspects of a digital game and to share it with others via an
on-line community. If thinking about the expressive practices of game’s
remediation of aesthetic conventions, one would most likely look at the
operation of conventions within the final organisation of an image. In
making an assessment of remediating practices a comparison is made
across the different platforms, drawing out the ways in which the
stylistic codes from different media are combined. Both of these
re-iterate and are shaped by the convergence/non-convergence
distinction: modders converge via the technologies, while remediation
involves a coming together of textual codes, often through a
convergence of platforms.
A recently developed game, Okami (2007), reveals the limits
that these kinds of approaches place on thinking about expressive
practice. At the moment there is little web presence of Okami mods, but the game can be enlisted into a remediation-influenced
approach. The aesthetic of the game is unusual, as it is derived from
Japanese cultural traditions. The imagery is based on a combination of
Japanese woodcuts, ukiyo-e style, and the watercolour tones of sumi-e. Okami remediates the visual codes of traditional Japanese imagery, and also
mythologies to provide the story-world of the game. While this kind of
information about Okami is useful in allowing a gamer greater
knowledge about the cultural referencing that runs through the game, it
does not necessarily say very much about the development of game. The
aspect of the game’s development that has interested commentators is
the ‘celestial brush,’ a unique tool that allows the gamer to alter the
physical environment in which the game’s characters perform.
In order to delve further into the expressive practices involved in
the development of games, to say more than either participant flow or
remediation, a different selection of information becomes necessary.
For instance, I wish to enlist information about the impact of the
changed materiality of digital environments in order to consider the
expressive practices of game builders and filmmakers. This involves
enlisting information about the nature of digital images. When
constructed using a computer, as is the case with fx in live-action
cinema, digital intermediates, digital animations and games, digital
imagery is fully accessible to the manipulations of digital
technologies. That is, any part of the image can be manipulated using
the appropriate digital platform. Therefore the expressive
possibilities available to an artist are contingent on their capacity
to work with digital tools, which in turn is contingent on the
capacities of those digital tools. Just as a game AI can participate in
a communication with a gamer by playing a role in selecting
information, digital tools too function as communicating devices within
expressive practices because of what they can or cannot select during
interplay between a human user and a technological interface.
The development of the celestial brush of Okami has
produced an interesting series of communications about the capacities
of digital tools, which can be enlisted into communications about the
interplay of human users and technological interfaces. Within the game
the celestial brush allows a gamer to change an environment’s dynamics
in a constructive way by altering the colour and detailing of objects,
as well as enabling tactical play within the game. Although using the
brush is a tactic within game play, the process is also an act of
remediation. The celestial brush allows gamers to create a gust of
wind, and Katsushika Hokusai’s (1760-1849) landscape work has been
noted as a key influence. The connections established via remediation
can be taken further by bringing Jeff Wall’s A Sudden Gust of Wind (after Hokusai) (1993)
into the discussion. Wall’s image is in fact a collage of more than a
hundred digital images manipulated so that the whole captures movement
in a still image in a quite striking way. This connection takes me back
to the point that to understand the expressive work of any given text
the evolution of a new communication is not only complicated by the
products of competing media, but also by the competing processes
involved in the creation of that communication.
Conventional approaches to convergence emphasise media interaction
via textual conventions, or the flow of information between platforms:
Medium-specific perspectives may limit our understanding of the ways
in which media interact, shift and collude with one another. The
evolution of new communications systems is always immensely complicated
by the rivalry of competing media and by the economic structures that
shape and support them. (Thorburn and Jenkins, 2003: 11)
Rather than looking at competing media, another approach is to
instead consider the competing processes that influenced the
construction of moving imagery. For instance, the final look of Okami can indeed be described as remediating the conventions of both ukiyo-e
and sumi-e, but this occurred by necessity rather than by design. The
original intention of the game’s makers, the now defunct Japan-based
subsidiary of Capcom, Clover, was to render the images as
photorealistic 3-D images. During the development of Okami,
the CEO of Clover, Atsushi Inaba, discussed in interview how the
limitations in the rendering time capacities of the Playstation 2 (PS2)
platform caused the production team to the reassess how they should
design the look of the game:
We were as I mentioned previously, constrained by the hardware
performance. However, this caused the 3D style of brush touch to be
born so Okami as we know it would not have existed if we had not
encountered issues with the hardware. All the consoles come with some
restrictions, so this probably makes developing games more challenging
and interesting. (Inaba, quoted in McGarvey 2006)
In a later interview, at around the time of the game’s release in
early 2007, Inaba was also questioned about the inspiration for the
concept of the celestial brush:
Actually, to tell you the truth, it wasn't originally in the game;
it wasn't part of the original concept. It's sort of something that was
borne of the graphical style of the game. Once we fixed ourselves on a
graphical style and got down to the brushwork, we thought, “Wouldn't it
be great if we could somehow get the player involved and participate in
this artwork instead of just watching it?” That's how the idea of the
Celestial Brush was born. (Inaba, quoted in Shea 2007)
Throughout this article I have been working with the ideas of Niklas
Luhmann since his model of communication gives us a way of thinking
about connections established across communications. From the above
description I can select information about the development of Okami and use it to argue that the processes of production be conceived as a
series of communications, and that tracing the connections established
in these connections gives insights into the interplay of practitioners
and technological systems. The first point to bring out is that the
elements enlisted in the communication are not only derived from the
verbal communications of the production team, they also derive from the
capacities of the technological processes that are engaged in the
activities of the design group. Both the design team and their
technological interfaces form the organisation through which the game
is developed. When a practitioner is making a selection of information
that they want to enlist in their communication, in this case an image
they are aiming to produce, in addition to any cultural or aesthetic
influences, their selection can draw on the possibilities of the
technological interface that they are using. In creating a digital game
the range of selections will be potentially enormous, but are likely to
include the design of the game play, the architecture of the game, the
visual and aural imagery. The concept of organisation is again
relevant. An organisation relies on decisions, and game design involves
decisions. For Okami the practitioners worked according to
the decision to construct 3-D photoreal imagery drawing on influences
from Japanese cultural traditions. The elements enlisted in order to
achieve this would be connected according to that decision. We can
envisage artists using 3-D packages to draw environments, developing
the story-telling to highlight the aesthetics of 3-D imagery. One of
the few examples of original imagery of the game shows the white wolf,
Amaterasu, running through the depth of the screen with grass reactive
to her presence. [5] Each of these are communications, and as they
develop they maintain the integrity of the decision while other
elements remain unenlisted, part of the complex environment of
possibilities. Just as communications are autopoeitic, the connections
generated through a decision are so too.
To describe the expressive practice of such a process, it is not
necessary to think about the intentionality of an individual. In the
same way as for other communications, meaning emerges through the
connections that are established as the communications proliferate.
Rather than looking at anything to do with originating intentionality
we can look instead at the outcome, and understand how the operations
of the communications have yielded certain expressive practices and not
others. This is not to say that individuals do not start out by acting
with intention, but that their intention does not necessarily connect
with the outcome of their communications. Within Luhmann’s theory, it
is the system that generates its meaning through a proliferation of
communications, and both the human and technological participants
provide the elements around which relations are formed in a series of
communications. Therefore, the expressive practice that emerges comes
out of the relational interplay between these elements. I am not
suggesting that expressive practice emerges randomly, but that it
evolves out of the possibilities offered by both technologies and
practitioners, with each step a communication based on the selection of
information from those possibilities.
This claim can be given more substance by continuing to trace the connections evident in Atushi Inaba’s statements about Okami.
The game designers set out to create a game that would not only be
successful but also distinctive, and in order to do so they decided to
exploit Japanese cultural traditions, something that had not been much
done in the game industry. Based on the accolades the game has received
these intentions were achieved, though the route by which this occurred
was never within the game designers full control, but rather down to
the organisation within which they operated. They, of course, are part
of this organisation, but the organisation itself is autopoeitic and so
too played a role in the outcome. Take the decision to use Japanese
traditions in Okami. This placed limits on the possible
selections for the visual and aural architecture of the game, and also
the gameplay, since the creators wanted to draw on Japanese legends.
The decision exerted an influence in such planning, but also entailed
fitting in with the limits of the possible selections, as is evident in
the problem with the rendering power of the PS2 technology. The problem
of slow processing capacity, given the detail of the photoreal imagery,
necessitated a change in decision. As described by Inaba, the process
occurred as followed:
Originally the Director wanted to create a realistic looking world,
but we had to give up on this concept as we were not able to realise
the level of detail we wished for given the constraints of the
hardware. One day an art designer came up with the brush painting
style, we all liked it and it became the final style. Therefore I can
say that team members did not talk to decide the direction but an
inspiration of a designer stimulated the director's sensitivity and the
art as we know it today was born. (Inaba, quoted in Shea 2006)
The initial decision to build a game exploiting the visual and aural
iconography of Japanese culture still holds in this new direction, but
the PS2 problem acts as a selection, and ‘it’s’ communication entails
further selections that lead to a communication about using a brush
painting style. As this last communication proliferates, other
elements, which had initially been confined to the environment, become
enlisted into the communications through which the game was designed.
If we apply this kind of thinking to the celestial brush, the unique
innovation of Okami, then the expressive practice that this
entails occurs as a result of the relations between the elements that
are enlisted within the communications of the production team. The
interplay of selections involves both human and non-human participants,
and neither fully determine the actions of the other.
What Connects?
To ask what connects, then, becomes a complex question, whose answer
depends on the distinction used in making the selection of information
to deploy during a communication. Luhmann’s central concept of
autopoeitic communications provides a means of exploring what current
communications have allowed cinema studies scholars to say or not say
about digital practices. The predominant debates of convergence have
accumulated around the remediation of aesthetic conventions across
different media, and around the ways different participant groups
exploit the possibilities of the emergent techniques. These two routes
of proliferating communications continue to engage with the impact of
digital technologies on the changing patterns of media aesthetics, the
numerous platforms for consumption of media texts, as well as the
growing ways in which we participate in digital cultures. Despite
everything we do know from these ideas, they have not really told us
much about the changing nature of expressive practices within the
digital cultures of various art worlds.
My discussion of Okami uses Luhmann’s concept of
communications to suggest an alternative way of thinking about
expressive practices. They can be conceived of as a series of
communications that connect through an organisation of human and
non-human elements consisting of practitioners and the interfaces they
utilise in their creative work. There are several outcomes of taking
this approach, one of which is to disperse the capacity of being able
to mark a difference between human and non-human elements, and also to
displace the notion of intentionality. Given that this article is about
expressive practice, such a tactic may well seem bizarre. However, in
the context of an art world that relies on teams of workers, of
networks of computers and other filmmaking technologies, of assistants
and designers who may never set eyes on each other, let alone reside on
the same continent, any concept of intentionality was going to have to
deal with dispersal. This is not to suggest that filmmakers, animators
and games designers act without intention as they generate moving
imagery. Instead, it is to see that the visible outcome of making
moving images emerges through a proliferation of connections across an
array of both human and technological activities.
Author's Biography
Aylish Wood has published articles in Screen, New Review of Film and Video, Film Criticism and Animation: an Interdisciplinary Journal. Her recently published book ‘Digital Encounters’ (2007) is a cross media study of the impact on digital technologies in
cinema, games and installation art, with an emphasis on the on
narrative organisations and t he agency of viewers.
Notes
[1] Henry Jenkins is probably the foremost scholar on the ways in
which users exploit convergent platforms, while David Jay Bolter and
Richard Grusin’s notion of remediation continues to influence how we
understand the coming together of textual conventions. [back]
[2] The MLA Handbook for Writers of Research Papers demonstrates that decisions have been made about what is acceptable for
academic writing, and the history of that particular handbook would
also reveal how writing has transformed.[back]
[3] Pixel Liberation Front’s website includes illustrative materials that can be viewed on-line. See http://www.thefront.com/. [back]
[4] Not all communications outside of film were excluded, but they did remain peripheral. [back]
[5] See for instance, the video of the two versions of the opening scene, which can played at http://www.gamevideos.com/video/id/5057.
The video allows a comparison between the more photorealist 3-D imagery
and that of the more graphical imagery used in the final game. [back]
References
Bakken, Tore, and Tor Hernes. Autopoeitic Organization Theory:
Drawing on Niklas Luhmann’s Social Systems Perspective (Copenhagen:
Copenhagen Business School Press, 2003).
Bolter, David, and Richard Grusin. Remediation (Cambridge, Mass.: The MIT Press, 1999).
Jenkins, Henry. Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006).
Keane, Stephen. Cinetech (London: Palgrave, 2006).
Luhmann, Niklas. Social Systems (Stanford: Stanford University Press, 1995).
Luhmann, Niklas. ‘Organization’, in Tore Bakken and Tor Hernes
(eds). Autopoeitic Organization Theory: Drawing on Niklas Luhmann’s
Social Systems Perspective (Copenhagen: Copenhagen Business School
Press, 2003): 31-52.
Luhmann, Niklas. ‘System as Difference’, Organization 13.1 (2006): 37-57.
Manovich, Lev. The Language of New Media (Cambridge, Mass.: The MIT Press, 2000).
McGarvey, Sterling. ‘Running with the Wolves: Atsushi Inaba talks Okami (PS2). The head honcho of Clover Studios briefly breaks down his upcoming opus’. Feb. 23, 2006. http://uk.ps2.gamespy.com/playstation-2/okami/690940p1.html.
Seidl, David, and Kai Helge Becker. ‘Organizations as Distinction
Generating and Processing Systems: Niklas Luhmann’s Contribution to
Organization Studies’, Organization 13.1 (2006): 9-35.
Shea, Cam. ‘Okami Interview AU: Okami's Producer on the stunning art direction in the game’. IGN AU, Jan 30 2007. http://uk.ps2.ign.com/articles/759/759997p1.html.
Thorburn, David. and Henry Jenkins, Rethinking Media Change (Cambridge, Mass.: The MIT Press, 2003).
Films Cited
Dreamgirls (2006, Bill Conlon)
Resident Evil (2002, Paul W.S. Anderson)
Spider-Man 3 (2007, Sam Raimi)
Superman Returns (2006, Bryan Singer)
Games Cited
Doom 3 (2003, id software)
Enemy Territory: Quake Wars (2007, Splash Damage)
Grand Theft Auto IV (2008, Rockstar)
Okami (2007, Capcom)
Prey (2006, Human Head Studios)
Quake 4 (2005, Raven Software)
Resident Evil (1996, Capcom)
Table Tennis (2006, Rockstar)
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