ââThe jewel in the crown of what videogames offer,â Poole writes in Trigger Happy: Videogames and the Entertainment Revolution (2000), âis the aesthetic emotion of wonder,â and he suggests that this emotion stems largely from the gaming mediumâs ability to represent space, and more specifically, architectureâ
ââ[A game] is a way to experience architecture [âŚ] If architecture is frozen music, then a videogame is liquid architecture.ââ
âIf wonder, following Poole, secures the artistic value of games as a medium, it is nevertheless a paradoxical kind of aesthetic experienceâ
âAlthough Poole frames wonder as a signature effect of video games in general, his remarks really seem to concern only a small if prominent subset of them, namely 3D games that represent traversable space in a graphically impressive wayâ
âThe reliance of such games on cutting-edge rendering technology means that what is liable to seem impressive will often be historically bound to an extreme degreeâ
âVideo game wonder is historical, and even to conceive of it â which is of course different from the irrecoverable experience of actually feeling it â often requires a rigorous act of scholarly imagination, akin to envisioning the awe evoked by Renaissance artistsâ first achievements in perspective paintingâ
âGame wonder thus depends in every case on an awareness of technical constraintâ
âIn this respect, it resembles the formalist awe of the specialist even when itâs experienced by an amateur. This is also why itâs hard to share with someone who doesnât play gamesâ
âThe nonplayer judges games solely on their visual resemblance to the authorized forms of film and painting. Thus, photorealism may elicit a reaction, as will the studied imitation of recognizable painterly or filmic styles, but even these resemblances merely reveal the gamesâ ultimate inferiority to their visual modelsâ
âthe wonder felt by the specialist-amateur always derives from the understanding that any visual experience of virtual space is embedded within an interactive system that necessarily restricts the appearance and meaning of that spaceâ
âGame wonder arises from a dialectical fusion of systems and spatialityâ
âGame wonder is thus at once technological and mimetic. Strictly speaking, it is an awe at the power of a technologically produced representation of spatial experienceâ
âAs Eugenie Shinkle has noted, such digital complexity can induce an experience of imaginative failure that links video games to the aesthetic category of the sublime. For Kant, the sublime denoted an emotional state evoked by phenomena whose extraordinary power or size defeats our capacity for mental representationâ
âAlthough games are often no more than mere toys, their absurdly complex digital makeup may produce a similar breakdown of mental representation that hangs over the experience of game wonder like a shadowâ
âOne might therefore speak of game wonder as a variety of what Fredric Jameson calls the technological sublime â a uniquely modern experience of unthinkable complexity that, within Jamesonâs Marxist framework, always refers back to the inconceivably complex global market that produced the technological artifactâ
âShinkle elaborates further on this connection, arguing that video games produce an effect akin to what Sianne Ngai calls stuplimity, a combination of sublime emotions and irritation, boredom, or banality that is characteristic of aesthetic experience in late capitalismâ
âFrom a Marxist angle, then, the true object of game wonder becomes the technology industry (if not the entirety of postmodern global capitalism) itself, and thereby implicates the player in the vast systems of domination and exploitation that fuel itâ
âthe sheer amount of human labor now required to produce the average AAA game â often involving teams numbering in the hundreds forced to work extended hours for months or even years at a time â means that game wonder, like the awe evoked by the pyramids, often bears an especially close relation to collective human sufferingâ
âif game wonder is ultimately a pleasure in illusionism, then why does Poole give prominence to architecture over any other aspect of video game mimesis? I think itâs because he means architecture as a shorthand for something broader: the digital formation of awe-inspiring spaces in generalâ
âItâs in this sense, finally, that Bloodborne is exemplary: not in the systemic complexity of its spaces, which is minimal, nor in its pure graphical accomplishment, which is impressive for its time but not extraordinary, but rather in its simple representation of classically sublime architectureâ
âIf game spaces, as Poole writes, are âcathedrals of fire,â Bloodborne doubles down on this by presenting literal cathedrals whose Gothic style expresses an explicit will to aweâ
âAs Ario Barzan observes, Yharnamâs sublime architecture is âso eager to become something absolute and grand that it threatens to collapse into nonsense,â leaving the player at once âenraptured by its obliterating massiveness and overfed on its excesses.ââ
âlike the other games in FromSoftwareâs Souls series (which includes Dark Souls, Elden Ring, and Demonâs Souls), Bloodborne repeatedly makes a spectacle of its own spatial unity, dazzling the player with âdistant viewsâ (to cite one analysis of Souls world design) of enormous landmarks that are fully integrated into the gameâs spatial systemâ
âPoised between genuine sublimity and debased commercialism, between the singular aesthetic experience and a shallow simulacrum of one, between wonder at a marvelous thing and wonder at a copy of that thing, Lovecraftâs description of Blakeâs distant view anticipates the aesthetic ambiguities evoked by games, like Bloodborne, that replicate precisely this kind of sublime spectacleâ
âPoole calls video game spaces âcathedrals of fireâ because they are awesome feats of architecture made out of âimmaterial light.â Yet the same reverent phrase could also describe a Las Vegas casinoâ
âIf Bloodborne literalizes Pooleâs extravagant figure, âThe Haunter of the Darkâ anticipates how game wonder combines both kinds of light â flaming sky and commercial beacon â into an uncertain blendâ
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