Body Armour and the Problem of “Avataritis”

masterchiefToday, Martyn Zachary of The Slow Down posted a very lucid reconsideration of the industry’s current obsession with what he calls “avataritis”: the phenomenon of adding character customization to every game and in doing so attempting to fully cater to the player’s conscious desires. Martyn (successfully, I think) argues that character customization (ie. create-your-own-avatar) in games is a feature at odds with itself. He writes,

Customization may seem to offer developers and players alike a chance to mask, to separate an avatar from its perfunctory position and move it closer to the player, bridging the gap between various players of different origins, but due to the avatar’s function as a literary element, a character never does become perfectly liberated from its original environs and place of creation.

After wading through so many awful, pretentious and intellectualistic blog posts over the years, Martyn’s post seized me right away. It is thoughtful, smart, and honest. And important to anyone who thinks in terms of the idea of a gamer community, it leaves the door open for re-articulation and consideration; not just opinion launching. But before, before you read my response, read Martyn’s excellent article for yourself.

In this article I want to very quickly sketch out my re-take of Avataritis, and try to contextualize the problem in terms of a psychology of defense, and show that gamers fall prey to some of the same problems that my students do. I may just fall into a pit of crocodiles on this one, so read generously ;)

Without going into the rugged details of psychoanalysis, one of Freud’s most successful disciples was the therapist, inventor, philosophy, and thinker, Wilhelm Reich. Reich’s particular interpretation of psychoanalysis met a lot of opposition, in particular to his hands-on (literally!) approach to therapy – in many cases he would massage the tight muscles of his patients during conversation in analysis. Much of Reich’s psychoanalysis focused on the body – its internal structure, spiritual structure, and (most important for us) the body’s visible surface structure.

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Reich argued that the body develops an “armour” after enduring years of sexual oppression in order to restrict one’s desires. When we develop body armour, we physically become rigidified and stilted – our muscles become tense in order to enframe an anxiety-ridden and explosive inner core of emotion and sexual energy. (Reich accordingly glorified the orgasm as a way of breaking-through such body armour).

If you’re still with me, I hope that you are beginning to tack on the same wind as I: the gamer’s body armour prevents genuine identification and dwelling with a game’s protagonist.

What I’m getting at here is the idea that our body physically becomes tense and expressively constrained as we attempt to immunize ourselves from our own emotions, desires, wishes, drives or urges. I see it all the time at work – my students come in looking vigilant, self-conscious, jaw-set, stoney-eyed, tightfisted, and socially withdrawn.

And the gamers among my students are even more shy, and typically avoid eye contact and any expressive gesturing as they speak quietly about the games that they so dearly love. The gamers, and I know this feeling very well myself (read Michael Abbott’s courageous post, Sheepish Gaming for a sense of it), sense that games are a taboo and unsavory topic inappropriate for public expression. The result is an expressively crippled gamer whose desires become wrapped up inside themselves and never find much expression among their colleagues. Even in the cases where people are quite social about their gaming habits and find a community to share it with (ie. here!), the societal taboo that adults have no business in child’s play persists and colours us.

If I’m already treading water here with you so far, just so you know, I plan to drown us both.

The sheepish gamer – the gamer who builds their body armour in relation to a society that remains fully vigilant in enacting taboos – eventually returns to the inner sanctum of their bedroom or office and loads up their favourite game. But they find that they can’t quite relate to the protagonist. Their character seems too unlike them, too alien in her (or his) features. But the armoured gamer is no longer identifying with the character’s inner sense of life – their emotions and desires – but their outer physical appearance.

samus5

Many of my students have the same problem – they all judge books by their cover or give an author a perfunctory read and claim, “I couldn’t relate. He was too different from me.” This defensive kind of position, like a queen hiding in a fortress only allowing in to the courtyard those whom she deems to be enough like her, is paralyzing. The vast majority of students who I know, live in a world where they constantly feel besieged and unable to express their emotions and wishes or worries – they never quite make contact with other people, movies, authors, or games. Instead, they judge all things with their vigilant eyes and make mountains out of physical features; another person’s body (or an author’s text) is seen as a surface, and not a promise to something deeper.

Samus_at_the_end_of_Metroid

The armoured gamer is in the same boat. The on-screen protagonist is seen as a modifiable shell, and if it doesn’t look like them or someone they like, the protagonist instantly becomes judged as unrelatable. Customizable avatars have become so rampant because designers have realized that gamers have changed their understandings of themselves as surfaces and now demand a playable character that mirrors their self-understanding. That is why the “Master Chief” in Halo effectively has no inner emotional structure nor desires; s/he is just a surface. Just a body with armour. And people identify with the Master Chief because s/he already mirrors the life of the armoured gamer. Samus Aran does not need to have an inner self – she is a shell with a scantily clad body inside.

As Jamie Love masterfully notes, Metroid relies upon the “presentation of an empowered and heroic female character – the concept that only a woman can bring balance to the universe. Yet, as empowering as this idea is, it is simultaneously undermined by the artificial enhancement of the power suit that grants Samus the ability to confront these challenges… the suit empowers her while also masking her female identity beneath a generic male template of power that relies on technological augmentations.” Armoured gamers do not identify with Samus – they identify with the suit.

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I’m not suggesting that this generalizes to all gamers, nor sufficiently characterizes the life of a single gamer. I’m just suggesting that the sudden appearance of customizable avatars is not some freak coincidence nor a poor design choice that spread like wildfire, but a response to a society who already understands themselves in terms of modifiable surfaces: the body is just a hanger for clothing and hairstyle. The inner being, whoever or whatever it is, must remain hidden at all costs.

In specific response to Martyn’s wonderfully inspiring post, he is no doubt right. I want more games that focus upon proper narrative characterization (in fact, I wrote several articles about this idea years ago), and I want PCs whose inner lives somehow draw me into their troubles. I don’t want to birth or create a character – I want the character to recreate me, as Cervantes’s character Don Quixote does so well. Customizable avatars will not disappear until gamers themselves become willing to experience the game world in terms of the PC’s desires and wishes and worries and not their own egocentric (and self-protective) world. That is a playful, more loving, form of identification.

Again, I realize that I’ve likely offended many of you. This was not my intent. Like Martyn, I wanted to offer that there is a subtler, more intimate, understanding of gamers than is traditionally bandied around on places like Gamasutra who ignore gamer psychology completely. Designers often try to design-their-way-around or completely eradicate the gamer’s social personality, and I think that’s a mistake.

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  1. AndyS’s avatar

    It it interesting to me that somewhere along the line, the Digital concept of an Avatar, via the offices of Mssrs Gibson and Stephenson, came to represent what we call our in-game characters. As the authors used them, they were *literally* an online version of themselves, instead of what we have today, which are distinct digital beings who act by our command and in our stead.

    All symbols have power and the word Avatar is an exceptionally powerful one. But not, I think, the correct one for our usage in our online worlds.

    I wonder how our perceptions of our ‘Avatars’ might be different today if the person who first applied the term to an ‘in-game character’ had instead used the more correct term of ‘Agent’.

    And make no mistake, they are nothing more than agents: These online beings, regardless of what fantastical abilities they may possess, do precisely what we tell them to and nothing more. They relay information about their world modified through their sometimes unique perspectives that allow us, as handlers of these agents, to interact with their digital worlds. But they are not *us*.

    I suppose the problem lies in the difference between “The Avatar is Me” and “The Avatar is a distinct entity that does my bidding”.

  2. Bryan’s avatar

    “As the authors used them, they were *literally* an online version of themselves, instead of what we have today, which are distinct digital beings who act by our command and in our stead.”

    Except the authors use is correct, the digital avatar is an outward representation of the controller and as such is identified online as the controller.

    Its not the actions of the controller that determine what is an avatar but how other controllers perceive the digital representation.

    An Agent on the other hand simply extends the function of the controller, and is generally regarded as “property” of the controller rather then an identity.

    From an online perspective an Agent is represented by Bots, which extend the controller’s functions and presence but do not directly represent the actual controller. ( Particularly well crafted Bots are often treated as a separate identity that acts on behalf of the controller.)

  3. chris’s avatar

    @AndyS – Thank you for your thoughts. You anticipated something that I had wanted to bring up in the post. I agree that there is a major tension in using the word ‘Avatar’ to describe an in-game character, especially in a typical online game. It is an old word, and a powerful one connected to spiritual practices. Typically it is taken up as the virtual “representation” of the player… and I think that is a modernist re-understanding of the word ‘Avatar’ and mangles the Hindu spiritual meaning badly. Its original use had to do with a divinity becoming embodied on a lower (human) plane of existence. The modern interpretation of ‘Avatar’ is similar in some aspects (ie. an extension of a higher form of being), but it completely erases the whole spiritual ontology in favour of technological abstractions. I guess I’m not adding much to the conversation here, except to say that the word ‘avatar’ is contestable on many grounds outside of its literary/technological use.

    @Bryan – That’s a more social view of an Avatar, and seems to be pretty close to Neil Stephenson’s style of writing them up. (The idea that the avatar somehow has ‘personality’ itself, and that it jumps into a fully social world the second the player logs in.) That seems to be close to the standard MUD/MMORPG understanding of avatars.

    I guess what I’m getting at is that Gibson, Stephenson, and all virtual world (mud/mmo) games tend to *conceal* the word ‘avatar’ in its meaning, rather than reveal it. The one game that seems to reveal the meaning of the word, in its original spiritual root, is the Ultima series (beginning at Ultima IV: Quest of the Avatar) when your role as the player is to become the embodiment of virtue. This is a fairly Greek understanding of virtue, but it does maintain the importance of spiritual practice in the living of Avatarship. “The Avatar” (that is his/her name), my pc in the game, is *not* simply an extension of my body nor an agent that does my bidding… s/he is a fully self-responsible thing (that exists prior to my playing her/him) that I have the luck to embody for a short while. I must, in a sense, craft my behaviour *around what the world of Britannia requires of me* rather than using the PC as a tool or representative of myself. Does that make any sense? What I’m saying is that there is an assumption in virtual worlds that avatars must somehow be extensions of the player’s body, or representatives of physical selves, where in the Ultima series the player is expected to curtail his/her own desires in favour of populating a virtual body.

    I’m not saying that there is any one ‘true’ meaning to the word avatar, but the Ultima series seems to unconceal a bit more if its originary cultural meaning.

    Many thanks for the thoughtful responses! I suspect that this is a larger debate than some would expect – and will eventually become a central problem in virtual worlds. (btw – on a similar topic, Raph Koster has noted that the word “massively” no longer really makes sense in MMO – read his post here)

  4. Nsae Comp’s avatar

    At first I find it very interesting that you recognized, that people are cautious, when talking about their gaming experiences. This seems to be a very troubling and rather social problem, than a problem on the individual level.
    This situation provokes the question, if those people are ALWAYS shy, or not?
    And if so, do the games liberate/empower them, to overcome this shyness, by providing them with an option and tool to create a (new) self, or if they are just building up an even stronger shell/skin/armor.

    I find your thoughts quite interesting. But I have some trouble understanding what exactly you are criticizing, so I will try to draw around what you wrote, by stating my thoughts, which came up while reading, I hope that is enough for a comment.

    So as far as I can summarize, what I read (instead of what you wrote ;-D), is that you are criticizing that people do not venture into any roleplay, and just reconstruct their person, when playing, in the (their) game(-world), with the same (self and socially imposed) limitations of self-expression/-formation and -representation, which they practice in the “real” world, on a daily basis?
    But don’t people, who play games, want always, to some extend venture into this/another game world?
    So maybe one rather should ask, how to improve this quality of traveling, in and by games, which lets the player, play with his/her identity. Something he or she, cannot do in the social, daily life, with all their limitations and taboos.
    So I it is maybe not the question, why people do not experiment with their armor/skin, and in that respect, with their identity; but rather, why they do it so cautiously, and how the programmer/the game designer, and the whole (gaming-)society, can provoke a deeper confrontation with their or others identities (e.g. Heroes/Stars), especially with more experimental, and provocative identities, like (anti-)heroes, villains, real people, disguised people, “freaks”, obscene characters, etc., basically, with the whole spectrum of “errorised” identities, which our diverse universe empowers and provides us with (sorry, the end is a bit far off).

    That said, I cannot agree, that the customization, and creative play, or just self-reconstruction, of oneself, and thus by the players, with, and by avatars, is a problem.
    But to back to your core statement, I think that you wanted to point out, that this ‘avataritis’, is without goal.
    As you said, any attempt to dive deeper, into a character, created, from minute to minute by actions, by playing, traveling, dancing, etc.; and represented by its skin/armor/clothes/avatar is not experimented very deeply, on the contrary, as you said, it is approached much more cautiously, shy, or even self-oppressing.
    But still, I think playing with an avatar (which I think is a part of your identity, as well as you are a part of his/her/its identity), is still much more creative, and has a much more interesting quality, to play with your identity, self-perception, and self-representation, than any normal approach, in our modern culture, by for example just identifying with a hero on screen, which delivers you a finished and complete package, you only have to choose.
    But still (again), I THINK, that I see what you wanted to say, that this dull use of creating ones avatar, just to reconstruct the same cautious identity, of oneself, which you have already in the real world, is a problem, but as I said, at the same moment, it is a strong tool, to reinvent yourself.
    Something which often is missing in our modern culture, because we only have one stage on which we stand and present, and perceive “the”/”our” world, and that is rationality (with rising importance, when art, or other irrationalities becomes unimportant).
    So I think this tool of creating this abundance of avatars, is a new way to get back to deeper understanding of the whole concept of identity, and its world around it, and how they interact.
    But for that, as rituals need conductors, games need programmers/designers, which guide the actors, on their journey through the ritual dance, and travel, and play.
    Thus games, as far as I am concerned, should neither just give you an avatar or hero, which you can relate to, or even identify with, neither they should kill the hero, and let the people and players (dancers/travelers), alone, with that objective to break through all those boundaries of identities which they can relate to, and know how to handle, when the identities emotions and character break its own boundaries (for example by a new world, or plot/travel), and come in direct conflict with their perception of THEIR world, and the “real” world, which impose some habits on them, by for example taboos, ideologies, etc.

    Because this topic, as you pointed out yourself, is massive, and because I do not know if I have covered your blog-entry correctly, sufficiently, or even fair , thus I just want to close here my comment, and give you some links, which I find quite inspiring, and adding to your own interesting entries and suggestions (e.g. links), which I found, regarding this kind of topic, on my journey of playing life (and games, of course ;-D):

    - A VERY interesting movie concerning this topic, is a Second Life movie called “Molotov Alva and His Search for the Creator. “
    http://www.minimovies.org/documentaires/view/secondlife
    http://www.hbo.com/docs/programs/molotovalva/index.html

    And for a more wider perspective I recommend, Anthropology as a whole.
    Because anthropology deals also a lot with the “Hero”, and as well as with identities, and how they are constructed in cultures, and other (daily) worlds, for example by different role-plays, e.g. as I said at rituals, especially how they dress up and paint their skin, and which functions these practices have.
    In general this whole topic, reminds me of the whole fashion, and carnival, as well as costuming culture and discussion, of identity-play.
    A good starting point for the whole topic is Joseph Campell (but I could imagine, you know him).
    http://en.wikipedia.org/wiki/Joseph_Campbell
    (There is also a abundance of video material, on the internet, where he sums up the whole topic, very well)

    Thus keep up the great entries and thoughts, every post of yours is like a delicious meal, especially for a playing player ;-D.
    And I am eager to read your comment/critique/feedback on my rather spontaneous, and thus maybe not fitting, thoughts.
    Yours, Nsae Comp.
    Vienna, Austria

  5. chris’s avatar

    @Nsae Comp -

    Thank you for the *very* lucid and articulate response to the article. I think you’ve managed to characterize the article just right, and in doing so, exposed some of the unspoken problems of role-playing in video games. I had not considered my post a critique of gamer identity, but I think you’ve got a marvellous job of extending it into that domain.
    What I question in the article is the value of giving the self-suprressive gamer the tools for “creating” a new public identity — it reduces a very complex psychology to the surfaces of public fashion, instead of allowing private feelings to reach full expression. I fully agree that games have provided players with tools for reconstructing their social identities, but instead of creating a more integrated sense of self where people feel freer to talk about/enjoy gaming, it has created a private (hidden) place that never intersects with public life.

    For instance, if I am sitting on the Metro and watching a gamer play Animal Crossing, she takes on a different identity in the game than I see on the train. She maintains a very careful and focused demeanour and never smiles while she plays – YET she *wants* to smile but feels too self-conscious about the people on the train watching her. If I ask her what she is playing, she will be too embarrassed to admit that she loves role-playing anime characters in a virtual town. She cannot tell her ‘real life’ friends how much she cares for her little town, because public life and virtual life do not intersect. The only option she has is to develop a community of virtual friends online, and join forums. This is a GOOD thing — she has opportunities for expressing herself online that she avoids in real social life. However — this is the problem: it is very unlikely that she learns how to integrate virtual life and real life — they remain two non-intersecting lives, and she lives a divided life: half of her is defined by her gamer identity, and the other half in her public social identity. This is what dutch psychologist J.H. Van den Berg called “Divided Existence” or “Leven in meervoud“. It is a problem because the self never becomes integrated: she wears armour in her games that prevents her from expressing her real life of family/friends/personal issues, and she wears armour in real life that prevents her from expressing her virtual gamer identity. Now keep in mind that this is a very extreme example, but I think that many gamers can appreciate how difficult it is to talk about their personal life in relation to games, as well as talk about games with the people they know in public social life.

    So, I agree with you: avatars and creative play are not a problem themselves, but they can become a problem for the person who cannot integrate mutually exclusive social identities. Roleplay can become “escape” from real life — it is very real and psychologically crippling. I agree that this is much better than identifying with a pre-made hero of films and television, but it brings the exact same chance that people prevent their own self-transformation.

    I’ve read Joseph Campbell (Hero of a Thousand Faces) and he is very good – I also have training as an anthropologist owing to my academic background. One thing I find interesting is that because many rituals have disappeared from modern society, we no longer have opportunities for “dressing up” or painting our skin, or dancing in groups – and this is part of the reason we fail to mature or develop a strong identity. Carl Jung had much to say about this in his psychological research/therapy, as I’m sure you know.

    Identity-play is, I think, one of the most important developments we have in modern society, and much of it is owed to the internet. However, there is no “going back” to pre-modern society and ritual will never become strong enough again to repair a pluralistic social existence – so we need new ways of integrating self-identity. We are now psychological creatures (in the ‘inner’, mental, sense of that word) – prior to the 1700s we were not. I think certain games can offer chances at integrating self-identity, but it is only possible when the gamer her/him-self is ready to take the challenge of the “hero”. I’m not convinced that changing my hair color or buying new pants in Second Life will do that. ;)

    Thanks again for the VERY thought-provoking comment Nsae Comp! Your response, in many ways, has overshadowed the thoughts of my article.

  6. chris’s avatar

    And btw – thank you for the great video links! I might show this Campbell to my students next semester.

  7. Ian’s avatar

    It might be good to consider that players do not always recreate themselves, or not themselves exactly, in avatar systems.

    I have two friends who got really into Mass Effect a while back, which I haven’t played myself but I understand it implements character customization. Both of these friends had created characters that looked nothing like themselves. One of them could best be described as “banana-like”, an oddly constructed thing that obviously didn’t belong in the game world; I’d assume this character was made by stretching all the settings to their limit in order to create the most bizarre character possible. The other character didn’t look outrageous at all, in fact, he looked like he fit into the game’s universe quite well; you would have thought the game designers, and not my friend, had created this character. Again though, neither of these characters looked anything like either of my friends.

    I assume that one of my friends created their avatar in order to break the game world, and the other to sustain it, yet neither of these follow the unwritten law of avatars: “create someone who looks like you”. An important thing to remember about game features like this is that they may not be used as intended, whether for better or worse. Where one player may attempt to distance their character from the game world, the other may try to further immerse themselves. While you can give players a tool and tell them how to use it, there’s nothing to stop them from using it the wrong way, and there’s no definitive way for the game to determine whether the player has followed the supposed rules or not.

    If I understand you correctly, you argue that avatar systems should not be in place because they allow the player to distance themselves from the game world? Couldn’t this same argument then be made of any interactive feature? It’s a fairly common pursuit in games to attempt to “get outside the level”, an activity that requires only the ability to move. This act is an obvious removal of oneself from a game, and an unavoidable one at that. There is no way to stop a player from attempting to exploit a set of rules. Perhaps this all is a bit off-subject, but maybe one of the underlying problems of interactivity in narrative is that while it can allow for a player to be more deeply immersed, it has an equal potential for the player be more distantly removed. This conflict may be unavoidable, but the problem of avatars at least helps bring it to light.

    I’d also like to say that I only recently started reading your blog due to a link on 4cr. Quite unlike most game journalists and essayists I’ve read, your writing really inspires me to make more games. Thanks for your thoughtful contributions to the gaming community!

  8. chris’s avatar

    @Ian – You bring up a really important point that I completely neglected. I too sometimes take on this style of creative play that works to hack or break the game’s structure. It allows players to come up with unique and (usually hilarious) situations that were unintended from the designer’s standpoint. I see this as a very important, and usually neglected, style of play. I think it is in many ways, “playful”.

    I’m not arguing that avatar systems shouldn’t be in games – I’m arguing that they have become so ubiquitous only recently because there is a burgeoning psychological demand for them. I agree that any particular game feature can become a tool for creativity or exploitation in the game – the whole point is that any particular feature (narrative, gameplay, or otherwise) can be perceived in a multitude of different ways. Hence, “body armour” (as a psychological stance) is a way of playing games that *restricts* enjoyment and creativity, rather than opens it up. The assumption in Martyn Zachary’s post is that the player brings very few interpretive resources to the game and that Avatars are poor tools for dwelling – I’m trying to break open that assumption to show that there are many kinds of players. Some play in terms of their body armour, some do not try to embody the protagonist at all in favour of turning the game into a sand-box. (Which involves a whole new level of analysis – sandbox play styles open up some doors while closing others).

    Glad the article evoked your critical response Ian – there are so many aspects of player psychology work probing that I can hardly capture them in one article!

    (And re: the blog – thanks! It’s great to hear that it inspires you a bit – I write only for the sake of my unabashed love for an artistic medium that otherwise gets neglected, or is relegated to a form of mindless/soulless entertainment.)

  9. Bryan’s avatar

    “The idea that the avatar somehow has ‘personality’ itself, and that it jumps into a fully social world the second the player logs in.”

    The Avatar is both the “Body” and the “Controller”, the Avatar itself has no ‘personality’. ( In contrast to an “Agent” which given functions to enable interaction can seem to have personality.)

    ““The Avatar” (that is his/her name), my pc in the game, is *not* simply an extension of my body nor an agent that does my bidding… s/he is a fully self-responsible thing”

    The “Avatar character” has no “self” and acts as the body for “Controller”. ( Not an extension nor as an agent.)

    “I must, in a sense, craft my behaviour *around what the world of Britannia requires of me* rather than using the PC as a tool or representative of myself. Does that make any sense?”

    Your behaviour isn’t crafted around what the world of Britannia requires of you but is colored by how you the “Controller” decide to take on the “Persona” of the “Avatar Character”. ( This is a good example as the aspects of this “Persona” are often potentially conflicting and are not fully defined by the default history of the Avatar character.)

    More to the point the “Avatar” represents the “controller” both as the “controller” and the “Body” of the “controller”, however its up to the “controller” how to represent the “Persona”.

  10. Daniel’s avatar

    Body Armour! In the last year of my undergraduate I wrote a paper last year concerning some the ideas you spoke on (which I am now working on co-authoring with a former professor of mine to get into a journal), but relating this psychoanalysis back to subject construction, and in particular, fascism. I find it very telling that some of the most popular games ever created focus on characters that are a-sexual beings encapsulated in body armour fighting hordes of bugs and fleshy bodies, often inside the mire of the swamp in an effort to cleanse the world of impurity. I would suggest sometime reading Male Fantasies by Klaus Theweleit sometime.

    I don’t think its insulting at all either to problematize these constructions in the media that we love to consume. Mainstream outlets like Gamasutra (which is probably the least-mainstream of them) will never deal with this kind of material because it’s just too jargon rich for their audience, but we still play games that take into consideration such thoughts (showing that at least some designers find this interesting): think the final scenes of Metal Gear Solid 2 when you run around naked – striped of your armour, weapons and sense of reality. Now THAT messed with subject construction and psychology.

  11. Gary’s avatar

    I always thought of this issue of Avatar more along the lines of Cyborg theory…a sort of boundary between “Human” and “Machine.” Cyborg theory, according to Donna Harroway, is a theoretical model that straddles the fence between worlds, taking on characteristics of both. In cyborg theory, one isn’t male or female, but embodies both traits in order to survive. Cyborg theory takes on the notions that “natural” is the idealized state and “artificial” is the fallen state of man, and says that we need to acknowledge the strengths and weaknesses of both in order to be honest of our observations.

    In discussing Avatars, I always think of cyborg theory. We sort of incorporate these avatars as technological extensions. We construct ourselves as part of the avatar. We never say, “OMG, Mario just died”, we say, “OMG, I just died.” When something fictional catches on, we want to embody that fictional persona.

    This is something that we’ve always done. Klaus Theweleit’s “Male Fantasies” is a good starting point, but you can also look at Superheroes as another starting point…especially the superheroes of the 1990s which seemed to embody the reinforcement of cyborg bodies as both natural (see Marvel’s Cable) and sexual rigidity (see most of Image’s line of comics which have very homo-erotic sounding heroic names that sound like genitalia or things you would attach to your genitalia, like Maul, Spartan, War Blade, Ripclaw, etc). I think you could easily draw a line from the comics of the 1990s to video games of today which employ many of these artists or at least similar-style artists in current games today.

    In the end, I think I like the idea of “Fiction-naut” or “Fiction-suits” as a good way to describe how we use avatars. Coined from Warren Ellis’ Planetary (as well as Grant Morrison’s Invisibles), Fiction-naut is sort of like treating virtual reality as a entering a new environment that one must put on attire to full immerse themselves within that space. Deep Sea divers need a wetsuit. Astronauts need a space-suit. Video Game players need a “fiction-suit” in order to link down and immerse themselves within a fictional reality that has its own rules and its own ecology.

  12. Greg’s avatar

    You are very right. It is correct that most of the time most people have to create a self like recreation in order to complete the game in a fashion they enjoy. I myself find that i have been all my life playing RPG’s in a mirror to my self image, or rather not my my self image but MY self image and how i percieve myself. If the producers could create a game which could get you to relate to the character or rather slowly (scuze the phrase) make you give a damn about their problems then eventually they would be able to create a novelistic story able to grip you and give you a experiance without a self image implantation.