A Game on Time: The Witness and the Temporality of the Digital Image

P. Brown
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Abstract

This essay addresses the temporality of digital images through a reading of the 2016 puzzle game The Witness. Fusing Paul Ricoeur’s definition of narratives as “games with time” and Alexander Galloway’s description of the computer as “remediating the very conditions of being itself,” I describe The Witness as a game on time. The methodical pace it ties its player to, along with the environmental awareness it elicits, creates, rather than simply representing, relations of time that bespeak the accelerated, non-human temporality—the “protentions” (Yuk Hui)—of digital objects and environments. Taking the game’s embedding of a ten-minute sequence from director Andrei Tarkovsky’s film Nostalghia (1983) within its gameplay as a cue, I develop these ideas in relationship to both the phenomenology of time and the cinema of the “time image,” in particular the work of Abbas Kiarostami. For game designer Jonathan Blow, as for Kiarostami, the digital image is a fundamentally new form of temporal experience that requires new kinds of environmental awareness and care (Sorge).
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时间上的游戏:见证和数字图像的时间性
本文通过阅读2016年的益智游戏《证人》来探讨数字图像的时间性。结合Paul Ricoeur将叙述定义为“有时间的游戏”和Alexander Galloway将计算机描述为“修复自身存在的条件”,我将《the Witness》描述为一款有时间的游戏。它将玩家与有条理的节奏联系在一起,伴随着它所引出的环境意识,创造了时间关系,而不是简单地代表了加速的、非人类的时间——数字对象和环境的“保护”(Yuk Hui)。以游戏玩法中嵌入导演Andrei Tarkovsky的电影《怀旧》(1983)中的10分钟片段为线索,我将这些想法与时间现象学和“时间图像”电影(特别是Abbas Kiarostami的作品)联系起来。对于游戏设计师Jonathan Blow和Kiarostami来说,数字图像是一种全新的时间体验形式,需要全新的环境意识和关怀。
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