nicknicknicknick reviewed Ideology and the Virtual City by Jon Bailes
Pure Ideology
4 stars
1) "[These] situations remain fantasies, in which social antagonism is given the shape of alien overlords, supernatural beings, professional assassins or shady politicians and businessmen, rather than institutional inefficiencies or internal systemic contradictions. Even in the more 'real-world' cases, where the adversaries are corrupt elites, the games do not connect their characters' dissatisfactions to hierarchies of power constituted by neoliberal political and economic conditions. Of course, these games never claim to be solving the world's problems, and have no overt pretensions to spark alternative political ideals, but the issue is that, because the deeper social issues they hint at are allegorized rather than consciously formulated, when they reach their endings and the fantasy antagonism is vanquished, they are never quite satisfactory. The characters may be happier than when the antagonism arose, but the 'background' remains largely untouched, so the improved situation appears doomed to expire."
2) "In 'open-world' games, especially, …
1) "[These] situations remain fantasies, in which social antagonism is given the shape of alien overlords, supernatural beings, professional assassins or shady politicians and businessmen, rather than institutional inefficiencies or internal systemic contradictions. Even in the more 'real-world' cases, where the adversaries are corrupt elites, the games do not connect their characters' dissatisfactions to hierarchies of power constituted by neoliberal political and economic conditions. Of course, these games never claim to be solving the world's problems, and have no overt pretensions to spark alternative political ideals, but the issue is that, because the deeper social issues they hint at are allegorized rather than consciously formulated, when they reach their endings and the fantasy antagonism is vanquished, they are never quite satisfactory. The characters may be happier than when the antagonism arose, but the 'background' remains largely untouched, so the improved situation appears doomed to expire."
2) "In 'open-world' games, especially, where players are allowed to roam large, non-linear environments and encouraged to 'do anything,' the array of possibilities obscures the underlying rigidity in the system of rules itself, and that all the choices available fulfil individualistic (and violent) desires. In fact, it can be said that videogames structurally embody the neoliberal concept that 'there is no alternative.' In the game, the lack of alternative is literal; we cannot act in ways not coded into it, and must either accept its systems or stop playing completely."
3) "[There] is also a certain logic that connects these disparate injunctions: a kind of instrumentalism that converts all aspects of life into calculable values, and speaks to the individual as a consumer who can define his/her own life through hundreds of micro choices. In a sense, everything from politics to personal relationships is subject to this logic, as each decision apparently counts towards an individualized and commodified ideal of success and satisfaction. As such, it is not that there is no systemic logic, but that the logic itself creates a sense of both freedom and chaos, with a singular demand for individual fulfilment that is full of contradiction in practice. The contradiction occurs because the pressure of success is limitless and covers every area of life, so it seems that we can never do enough, or that some of our efforts actually counteract others. Crucially, in my view, it is a mistake to view these varied demands as a matter of achieving 'work-life balance,' because encoded into the neoliberal ideal of success is a hidden clause that nothing is ever enough; we can always earn more, have more fun, own a bigger house, be more attractive and so on."
4) "According to the brand of hedonism promoted in the [Saints Row III], these options make sense simply because more money equals more opportunity for pleasure, even though it reduces the women to commodities. In SRIII, the female body is an object of enjoyment that is also exploitable for profit, and is thus forced to labour for the hedonist's pleasure. Subsequently, despite never explicitly recognizing this particular tension, SRIV seems unable to stomach it anymore, and no longer seems fully satisfied with hedonism for its own sake. Thus, in a single destructive act it severs fun and freedom from their connection to money and (other people's) labour. In its utopian power fantasy, consumerist, hedonistic pleasure retains a central meaning and purpose, but without the exploitation. However, the only way it can realize this ideal is by exiting reality itself."
5) "So it seems that a select group of humans can now go on to start a new world. But have we not then come full circle, as the aliens become the source of exploitable labour that will serve the desires of the human elite in presumably building and maintaining a more permanent hedonistic utopia? Again, the social order will rest on hierarchical division, where free expression is for the few, maintained by the enslavement of the many. Because the antagonism has not been resolved it returns, and the Saints remain oblivious to it. On one hand, then, the utopian playground city couldn't sustain the presence of the Saints' chaotic ultra-freedom, which tears down the state and with it the whole platform that facilitates their behaviour. It seems that, although consumerist enjoyment always falls short when combined with responsibility, because we can never dedicate ourselves enough to it, without that tempering responsibility the unfettered pursuit of consumerist fulfilment becomes an explosion of libidinal aggression that destroys its own foundations. [...] The irony is that the very thing individualistic hedonism rails against–a network of social institutions that controls and oppresses the majority–is precisely what keeps it alive."
6) "Despite their cynicism, then, and even the criminal nature of their activities, the characters in GTAV are in a sense the perfect capitalist subjects. They find their satisfaction in the power fantasy of entrepreneurial capital accumulation, even as they distance themselves from it, and will do anything to achieve success. The ethics of what they do is hardly important, since everyone in the world of GTAV is corrupt; all that matters is their ability to balance work and enjoyment, which they manage admirably."
7) "The main theme of NMH instead resides in how it reproduces and reflects on the real-world dynamics of playing the game within its own fiction. In particular, its main character's escape into a surreal, violent criminal underworld, which endows him with a clear life goal, mirrors the way we, as players, play the game to escape our commodified reality. That is, its power fantasy is one of evading dominant expectations and forging a path outside social norms, but it is complicated by the lack of a place to go that exists outside the capitalist totality."
8) "Even in strictly economic terms, if the escape is all we live for it still must be funded through labour; the only way to get more escape time is to return to the prison and earn it."
9) "It is only when the Metaverse and the Personas eventually disappear that this impossible demand retreats, at least temporarily. In the game's end sequence, the main character is due to return to his home town, but his friends decide to take him on a farewell road trip, which at last frees them from the restrictions of the city and the calendar. But what is this freedom but one final retreat into irresponsible youth, before they must all return home to become adults and resume the normal routine? P5 frames imprisonment as apathy, resignation, acceptance, yet its characters and players must compliantly submit to its routines in order to advance."
10) "Of course, none of these questions are explicitly articulated in the games I have explored, due to the ideological confines in which they operate. They merely come across in hints of contradiction or dissatisfaction, and often in fact in the games' failure to convincingly resolve the antagonisms they represent. It is their sense of incompleteness, rather than any political ideal, that functions as a demand for a deeper social critique and more convincing answers. In essence, the power of these cultural objects is in what they can't quite say, or what the representation of the city as a playground, battleground, wasteland or prison, and the conflict that creates, stand in for. Clearly these cities are not 'realistic,' but it is because of this we can ask why they are unrealistic in the particular way they are, and receive interesting and potentially significant answers."