Game: Animals, Video Games, and Humanity

Randy Malamud
{"title":"Game: Animals, Video Games, and Humanity","authors":"Randy Malamud","doi":"10.5406/21601267.13.2.20","DOIUrl":null,"url":null,"abstract":"Tom Tyler opens his quirkily engaging book discussing how a (relatively) ancient video game, Nintendo's 1984 Duck Hunt, provided gamers with “a pleasant emulation, at one remove or more, of the pleasures to be had shooting animals” (p. 1). It has always been difficult for me to understand the pleasures of shooting actual living animals, and I have similar (though less intense) feelings about shooting digital animals (including human animals). If it's probably not as bad as actually killing living creatures, still . . . why do it? Doesn't the gamed simulation somehow glorify or reify the literal violence it apes? Does it cultivate a taste for shooting, maiming, murdering? Or might it, as some believe, perhaps provide a release-hatch, satisfying that base desire without actually massacring living creatures, proving a harmless outlet for the male human need to show his own skill and acuity by opening fire on living targets and destroying as many of them as possible? But in any case, isn't there something more constructive we could all be doing with our time and media?I began reading Game: Animals, Video Games, and Humanity in a mood of cranky resistance to its premise that video games embodied some salient and worthy fields for anthrozoological exploration. But I also had a lurking suspicion that Tyler would surprise and seduce me as he did in his previous monograph Ciferae: A Bestiary in Five Fingers (University of Minnesota Press, 2012), where his rich multidisciplinary discussions undergirded a dazzling investigation of humans, other animals, hands (which humans do not have a monopoly on!), and the history of consciousness predicated—until Tyler gets his deconstructive chops into it—upon exceptionalist human supremacy shining against a dim backdrop of negligible, marginalized animality.And indeed, after an opening gambit leaves the reader spattered with the figurative viscera of dead ducks, Tyler launches into a baker's dozen of essays, mostly previously published individually and effectively woven together here, examining “some of the complex ways in which players of video games have been invited to encounter, understand, and engage animals” (p. 3). OK, I'm game. Game on.Game explores how the digital discourse at hand has “articulated or elided differences between individual animals, or between species or entire classes of animal” (p. 3). How are the featured animals presented? How are they contextualized as quarry/objects/resources? And crucially, Tyler asks, returning to his interest from Ciferae of interspecies contiguities and constructed disruptions, “how have games imagined, addressed or suppressed the differences and similarities that are supposed to pertain between animals and human beings?” (p. 3).The clever video games are created by clever human designers for clever human consumers. But Tyler wonders, subversively, whether other animals might help us humans understand how to play the games—“the conditions that qualify as winning or losing” and “the values and ideologies . . . that exert themselves through games” (p. 3). Drawing on a bountifully eclectic range of cultural texts including children's TV shows, myth, fable, fiction, poetry, film, Edwardian comedy, and Shakespearian tragedy, not to mention the collected letters of the fourth Earl of Chesterfield, Tyler curates a groaning board full of “incitements to think differently about animals and video games” (p. 6).Tyler interrogates such topics as the economic value of gamed animals, in their own right or as commodities (think of FarmVille), and the resonance of such animal protagonists as Donkey Kong and Sonic the Hedgehog. He discusses a 2012 game called Plague Inc. in which the player takes on the role of a pathogen—bacterial, viral, parasitic—with the goal of spreading as widely as possible to obliterate humanity. (I wondered how Covid-19 impacted the popularity of this game and whether other similar games arose in the pandemic's wake.) Tyler provocatively propounds that the experience of playing as the plague itself “provides for nonanthropocentric modes of opposing humanity” as the game requires the player to “invest in the values, in the evaluations and preferences” of a virus or parasite (p. 122).Considering the cultural meanings of meat, Tyler looks at carnivory in games like Cooking Mama, Don't Starve, Monster Hunter, and Super Meat Boy. People for the Ethical Treatment of Animals responded to the last of these with its own game, Super Tofu Boy, who has to navigate through spinning blades and meat pounders in a slaughterhouse. The organization also parodied Cooking Mama with its own Cooking Mama: Mama Kills Animals; the original game producers later offered their own vegetarian mode.A kerfuffle in animal games arose in response to FarmVille, an enormously popular but also somewhat simplistic, boring way to engage with animals. Tyler reports that edgy game designer Ian Bogost wrote that games like FarmVilleWhat fun! Discussing the nihilistic absurdism that Bogost unveils, Tyler relates “the employment of animals as ciphers” to Carol Adams's idea of animals as “absent referents,” which denies their individual existence and makes them ripe for butchering by alleviating guilt, inducing meat-eaters to perceive animals as not there: steak or burgers, ribs or sausages, not cows and pigs.Tyler unpacks the phenomena of orangutans who play Pong, pigs who play Pig Chase, cats who play Cat Cat Revolution, and a bearded lizard named Crunch who crushes virtual insects with her tongue as she plays Ant Catcher—it's true! Such activities are most often reserved for captive animals: Zookeepers think of video games as “unlimited enrichment opportunities” for their inmates (p. 133).One of the more strangely wonderful gaming tropes that comes under Tyler's microscope is feces. In a chapter titled “Total BS!” with a subhead exhorting “Why You Should Be Passionate About Crap, and Much Else” (p. 90), Tyler mulls the Pac-Man characters’ insatiable consumption of cherries, strawberries, and so forth as they bounce through their mazes and then poses the extremely sensible question (that I had never thought to ask during the years when I fed suitcases of coins into the Pac-Man console in my student union), “Where does their food go?” If the game is a model of capitalist consumption, as Tyler suggests, then what about its “inevitable corollary . . . the equally important matter of excretion?” (p. 91).Tyler obligingly arranges a shit-themed tour of video games. Sometimes the excretion is human, featured in the scatological humor in the Duke Nukem games, the sewers in SimCity, and the defecating avatars in South Park: The Stick of Truth. But the poop more often emanates from other animals: Droppings help the players track prey in The Hunter: Call of the Wild, and ammunition in the form of “dung pods” causes monsters to flee in Monster Hunter: World, where an especially crafty combatant becomes a Dungmaster. In Ōkami, too, the “explosively effective ‘Brown Rage’ combat technique” (p. 92) weaponizes animal poo.Animal droppings pose an annoying chore in the companion animal simulator game Nitendogs + Cats, where players must clean up and bag their animal companions’ mess. In a business management game called Zoo Tycoon, that chore “burgeons into the unending responsibility of cleaning up the elephants, baboons, zebras, and dozens of other creatures” (p. 92). (An object lesson from that game might be that we shouldn't have zoos, but perhaps that's another book.)More anthrozoologically uplifting iterations of poop appear in games like Farming Simulator, Survival Evolved, and Don't Starve, where animal manure serves the function of increasing crop yields and thus facilitating victory. In Dung Beetles, “an unapologetic variant on Pac-Man,” players navigate their way “gobbling up dots as they go, whilst avoiding a number of dung beetles” (p. 93). As they munch dots, the players “leave behind a trail of tiny red turds” (p. 93) that the beetles find and devour, which leads them directly to the avatar. “Should one of the dung beetles manage to catch you, the game ends with a taunting, synthesized ‘We gotcha!’” (p. 94).Interesting, but, as Tyler notes, inaccurate. In the game, the titular “ravening antagonists are a serious menace, tracking you by your telltale turds and, if successful, causing your immediate demise” (p. 102). In fact, of the 7,000 species of dung beetles who live in habitats from rainforests to deserts, none “follows trails of dung at speed or fatally terrorizes the excrement's producer” (p. 103). What they actually do in pursuit of dung is fascinating, and, to my mind, might make a better and more ecologically useful (i.e., accurate) series of video games: Some make dung into balls, which they roll away and hide for when they are needed; some dig burrows beneath the dung and push chunks of it inside; some steal other beetles’ dung; and some just settle down wherever the dung happens to sit, which seems to me the path of least resistance and the option I would probably choose if I were reincarnated as a dung beetle.Game demonstrates resplendently how video games about animals offer opportunities for education and reflection about human-animal encounters—teachable moments—but also threaten to magnify prejudices and disinformation. Tyler's writing marvelously extrapolates, from the video screens into the world, the conditions, cultural constructions, and fates of other animals.","PeriodicalId":73601,"journal":{"name":"Journal of applied animal ethics research","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of applied animal ethics research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5406/21601267.13.2.20","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Tom Tyler opens his quirkily engaging book discussing how a (relatively) ancient video game, Nintendo's 1984 Duck Hunt, provided gamers with “a pleasant emulation, at one remove or more, of the pleasures to be had shooting animals” (p. 1). It has always been difficult for me to understand the pleasures of shooting actual living animals, and I have similar (though less intense) feelings about shooting digital animals (including human animals). If it's probably not as bad as actually killing living creatures, still . . . why do it? Doesn't the gamed simulation somehow glorify or reify the literal violence it apes? Does it cultivate a taste for shooting, maiming, murdering? Or might it, as some believe, perhaps provide a release-hatch, satisfying that base desire without actually massacring living creatures, proving a harmless outlet for the male human need to show his own skill and acuity by opening fire on living targets and destroying as many of them as possible? But in any case, isn't there something more constructive we could all be doing with our time and media?I began reading Game: Animals, Video Games, and Humanity in a mood of cranky resistance to its premise that video games embodied some salient and worthy fields for anthrozoological exploration. But I also had a lurking suspicion that Tyler would surprise and seduce me as he did in his previous monograph Ciferae: A Bestiary in Five Fingers (University of Minnesota Press, 2012), where his rich multidisciplinary discussions undergirded a dazzling investigation of humans, other animals, hands (which humans do not have a monopoly on!), and the history of consciousness predicated—until Tyler gets his deconstructive chops into it—upon exceptionalist human supremacy shining against a dim backdrop of negligible, marginalized animality.And indeed, after an opening gambit leaves the reader spattered with the figurative viscera of dead ducks, Tyler launches into a baker's dozen of essays, mostly previously published individually and effectively woven together here, examining “some of the complex ways in which players of video games have been invited to encounter, understand, and engage animals” (p. 3). OK, I'm game. Game on.Game explores how the digital discourse at hand has “articulated or elided differences between individual animals, or between species or entire classes of animal” (p. 3). How are the featured animals presented? How are they contextualized as quarry/objects/resources? And crucially, Tyler asks, returning to his interest from Ciferae of interspecies contiguities and constructed disruptions, “how have games imagined, addressed or suppressed the differences and similarities that are supposed to pertain between animals and human beings?” (p. 3).The clever video games are created by clever human designers for clever human consumers. But Tyler wonders, subversively, whether other animals might help us humans understand how to play the games—“the conditions that qualify as winning or losing” and “the values and ideologies . . . that exert themselves through games” (p. 3). Drawing on a bountifully eclectic range of cultural texts including children's TV shows, myth, fable, fiction, poetry, film, Edwardian comedy, and Shakespearian tragedy, not to mention the collected letters of the fourth Earl of Chesterfield, Tyler curates a groaning board full of “incitements to think differently about animals and video games” (p. 6).Tyler interrogates such topics as the economic value of gamed animals, in their own right or as commodities (think of FarmVille), and the resonance of such animal protagonists as Donkey Kong and Sonic the Hedgehog. He discusses a 2012 game called Plague Inc. in which the player takes on the role of a pathogen—bacterial, viral, parasitic—with the goal of spreading as widely as possible to obliterate humanity. (I wondered how Covid-19 impacted the popularity of this game and whether other similar games arose in the pandemic's wake.) Tyler provocatively propounds that the experience of playing as the plague itself “provides for nonanthropocentric modes of opposing humanity” as the game requires the player to “invest in the values, in the evaluations and preferences” of a virus or parasite (p. 122).Considering the cultural meanings of meat, Tyler looks at carnivory in games like Cooking Mama, Don't Starve, Monster Hunter, and Super Meat Boy. People for the Ethical Treatment of Animals responded to the last of these with its own game, Super Tofu Boy, who has to navigate through spinning blades and meat pounders in a slaughterhouse. The organization also parodied Cooking Mama with its own Cooking Mama: Mama Kills Animals; the original game producers later offered their own vegetarian mode.A kerfuffle in animal games arose in response to FarmVille, an enormously popular but also somewhat simplistic, boring way to engage with animals. Tyler reports that edgy game designer Ian Bogost wrote that games like FarmVilleWhat fun! Discussing the nihilistic absurdism that Bogost unveils, Tyler relates “the employment of animals as ciphers” to Carol Adams's idea of animals as “absent referents,” which denies their individual existence and makes them ripe for butchering by alleviating guilt, inducing meat-eaters to perceive animals as not there: steak or burgers, ribs or sausages, not cows and pigs.Tyler unpacks the phenomena of orangutans who play Pong, pigs who play Pig Chase, cats who play Cat Cat Revolution, and a bearded lizard named Crunch who crushes virtual insects with her tongue as she plays Ant Catcher—it's true! Such activities are most often reserved for captive animals: Zookeepers think of video games as “unlimited enrichment opportunities” for their inmates (p. 133).One of the more strangely wonderful gaming tropes that comes under Tyler's microscope is feces. In a chapter titled “Total BS!” with a subhead exhorting “Why You Should Be Passionate About Crap, and Much Else” (p. 90), Tyler mulls the Pac-Man characters’ insatiable consumption of cherries, strawberries, and so forth as they bounce through their mazes and then poses the extremely sensible question (that I had never thought to ask during the years when I fed suitcases of coins into the Pac-Man console in my student union), “Where does their food go?” If the game is a model of capitalist consumption, as Tyler suggests, then what about its “inevitable corollary . . . the equally important matter of excretion?” (p. 91).Tyler obligingly arranges a shit-themed tour of video games. Sometimes the excretion is human, featured in the scatological humor in the Duke Nukem games, the sewers in SimCity, and the defecating avatars in South Park: The Stick of Truth. But the poop more often emanates from other animals: Droppings help the players track prey in The Hunter: Call of the Wild, and ammunition in the form of “dung pods” causes monsters to flee in Monster Hunter: World, where an especially crafty combatant becomes a Dungmaster. In Ōkami, too, the “explosively effective ‘Brown Rage’ combat technique” (p. 92) weaponizes animal poo.Animal droppings pose an annoying chore in the companion animal simulator game Nitendogs + Cats, where players must clean up and bag their animal companions’ mess. In a business management game called Zoo Tycoon, that chore “burgeons into the unending responsibility of cleaning up the elephants, baboons, zebras, and dozens of other creatures” (p. 92). (An object lesson from that game might be that we shouldn't have zoos, but perhaps that's another book.)More anthrozoologically uplifting iterations of poop appear in games like Farming Simulator, Survival Evolved, and Don't Starve, where animal manure serves the function of increasing crop yields and thus facilitating victory. In Dung Beetles, “an unapologetic variant on Pac-Man,” players navigate their way “gobbling up dots as they go, whilst avoiding a number of dung beetles” (p. 93). As they munch dots, the players “leave behind a trail of tiny red turds” (p. 93) that the beetles find and devour, which leads them directly to the avatar. “Should one of the dung beetles manage to catch you, the game ends with a taunting, synthesized ‘We gotcha!’” (p. 94).Interesting, but, as Tyler notes, inaccurate. In the game, the titular “ravening antagonists are a serious menace, tracking you by your telltale turds and, if successful, causing your immediate demise” (p. 102). In fact, of the 7,000 species of dung beetles who live in habitats from rainforests to deserts, none “follows trails of dung at speed or fatally terrorizes the excrement's producer” (p. 103). What they actually do in pursuit of dung is fascinating, and, to my mind, might make a better and more ecologically useful (i.e., accurate) series of video games: Some make dung into balls, which they roll away and hide for when they are needed; some dig burrows beneath the dung and push chunks of it inside; some steal other beetles’ dung; and some just settle down wherever the dung happens to sit, which seems to me the path of least resistance and the option I would probably choose if I were reincarnated as a dung beetle.Game demonstrates resplendently how video games about animals offer opportunities for education and reflection about human-animal encounters—teachable moments—but also threaten to magnify prejudices and disinformation. Tyler's writing marvelously extrapolates, from the video screens into the world, the conditions, cultural constructions, and fates of other animals.
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游戏:动物、电子游戏和人性
Tyler报告说,前卫的游戏设计师Ian Bogost写道,像《farmville》这样的游戏很有趣!在讨论Bogost所揭示的虚无主义的荒诞主义时,泰勒将“把动物当作密码”与卡罗尔·亚当斯(Carol Adams)关于动物是“缺席的指涉物”的观点联系起来,后者否认了动物的个体存在,通过减轻罪恶感,诱导肉食者认为动物不存在:牛排或汉堡、排骨或香肠,而不是牛和猪,从而使它们成熟到可以被屠宰。泰勒解释了玩Pong游戏的猩猩,玩Pig Chase游戏的猪,玩Cat Cat Revolution游戏的猫,还有一只名叫Crunch的长胡子蜥蜴,她在玩Ant catcher游戏时用舌头碾碎了虚拟的昆虫——这是真的!这类活动通常是为圈养动物准备的:动物园管理员认为电子游戏是他们的囚犯“无限丰富的机会”。在Tyler的显微镜下,一个更奇怪的游戏比喻是粪便。在一篇名为“全是胡扯!”副标题是“为什么你应该对垃圾和其他很多东西充满热情”(第90页),泰勒仔细考虑了吃豆人角色在迷宫中蹦蹦跳跳时对樱桃、草莓等东西的永不满足的消耗,然后提出了一个极其明智的问题(我在学生会把装满硬币的行李箱塞进吃豆人游戏机的那些年里从未想过要问这个问题),“他们的食物去哪儿了?”如果游戏是一个资本主义消费的模式,那么它的“必然结果……”同样重要的排泄问题?(第91页)。泰勒亲切地安排了一次以大便为主题的电子游戏之旅。有时排泄物是人类的,比如《毁灭公爵》游戏中的粪便幽默,《模拟城市》中的下水道,以及《南方公园:真理之杖》中的排便化身。但粪便更多来自其他动物:在《猎人:荒野的呼唤》中,粪便帮助玩家追踪猎物,而在《怪物猎人:世界》中,以“粪便舱”形式出现的弹药会让怪物逃跑,在这里,一个特别狡猾的战士会成为粪堆大师。在Ōkami,同样,“爆炸有效的‘棕色狂怒’战斗技术”(第92页)武器化动物粪便。在伴侣动物模拟游戏《Nitendogs + Cats》中,动物粪便是一件烦人的事情,玩家必须清理并打包他们的动物同伴的粪便。在一款名为《Zoo Tycoon》的商业管理游戏中,这项任务“变成了清理大象、狒狒、斑马和许多其他生物的无休止的责任”。(从这个游戏中得到的实际教训可能是,我们不应该有动物园,但这可能是另一本书。)在《Farming Simulator》、《Survival Evolved》和《Don't Starve》等游戏中出现了更多关于粪便的人类动物学迭代,在这些游戏中,动物粪便的作用是提高作物产量,从而促进胜利。在《屎壳郎》(游戏邦注:这是《吃豆人》的翻版)中,玩家在导航过程中“一边吞食豆子,一边躲避大量屎壳郎”。当玩家咀嚼圆点时,甲虫会“留下一串小小的红色粪便”(第93页),甲虫会发现并吞食这些粪便,并将它们直接引向角色。“如果其中一只屎壳郎抓住了你,游戏就会以嘲弄的、合成的‘我们抓住你了!’”(第94页)。有趣,但正如泰勒指出的那样,不准确。在游戏中,名义上的“贪婪的对手是一个严重的威胁,通过你的粪便跟踪你,如果成功,会导致你立即死亡”(第102页)。事实上,生活在从雨林到沙漠栖息地的7000种蜣螂中,没有一种“能快速跟踪粪便的痕迹,也没有一种能致命地恐吓粪便的制造者”(第103页)。它们在寻找粪便的过程中所做的事情非常有趣,在我看来,它们可能会制作出更好、更有生态价值(也就是更准确)的一系列视频游戏:有些动物会把粪便做成球,需要的时候它们会把球滚出去藏起来;有些人在粪便下面挖洞,把大块的粪便推进去;有些偷其他甲虫的粪便;还有一些就在粪便所在的地方安顿下来,对我来说,这似乎是阻力最小的道路,如果我转世为屎壳郎,我可能会选择这条路。Game出色地展示了关于动物的电子游戏如何提供了教育和反思人类与动物相遇的机会——这是有教育意义的时刻——但也有可能放大偏见和虚假信息。泰勒的作品从视频屏幕奇妙地推断出其他动物的生存条件、文化结构和命运。
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