When reading both On Longing of Susan Stewart and Lev Manovich’s The
language of New Media, I discovered some striking similarities between
miniatures and games correlating the narrative structures of both. The
narrative of a miniature and the narrative of navigable 3D generated
space of computer game. To explain the narratives of miniatures, Susan
Stewart starts with the literary miniature. Because the physical
connection of the body with the depicted world of the miniature
disappears during writing, In order to let the reader ‘enter’ the world
of the miniature the distance of the situation of reading and the
situation of the depicted world has to be bridged by an elaborate
‘description’, and the use of familiar signs(1). As an example Stewart
takes a passage from the book Gullivers travels:
Although I intend to leave the Description of this Empire to a
particular Treatise, yet in the mean time I am content to gratify the
curious Reader with some general Ideas. As the common Size of the
Natives is somewhat under six Inches, so there is an exact Proportion in
all other Animals, as well as Plants and Trees: For Instance, the
tallest Horses and Oxen are between four and five Inches in Height, the
Sheep an Inch an a Half, more or less.....(2)
The action begins where the description ends. The writing about a
miniature never is relating to itself, the author, or the psychology of
the main character. It continually refers to the physical world. Stewart
writes: “it is the closest thing we have to a three-dimensional
language, for it continually points outside itself.”
When we take a close look at a miniature of Thomas Doyle, this
narrative of ‘description’ can also be applied to a miniature. In his
artist statement Doyle explicitly writes that he uses the scale of 1:43.
His miniatures are produced with extreme precision, and the faces of
the figures have enough detail to note that they lack any form of
emotion. Unlike the literary miniature there is direct relation between
the physical world. The all-seeing viewer is able to bridge the
differences in scale in one glance. But the miniature really becomes its
narrative quality when the viewer zooms in on every tiny detail. The
movement of the eyes, sliding from one mini event to another, is telling
the narrative. Navigating through the space of the miniature a whole
world is described by its aggregation of details.
According to Lev Manovich the key component of the game play in a
First Person Game is the navigation through the 3D space of the game.
Manovich compares two games, popular in the 1990s, Doom and Myst. Where
the player runs through the world of Doom, Myst is very slow. The player
moves around, explore the world, look around her, and come back at the
same place. The narrative is told by navigating through the 3D space of
the game. Manovich is correlating this narrative with the ancient forms
of narrative. “Stripping away the representation of inner life,
psychology, and other modernist nineteenth-century inventions, these are
the narratives in the original ancient Greek sense, for, as Michel de
Certeau reminds us, “in Greek, narration is called ‘diagesis’: it
establishes an itinerary (it ‘guides’) and it passes through (it
‘transgresses.’)” (3)
Today First Person Games are extremely rich in details, and besides
the journey through space, the exploration of the space examining its
details and enjoying its images, is an important part of the gaming
experience. The narrative is told by the detailed description of the
space. Manovich names this narrative based on description, narrative
based on ‘exploration’. “Rather than being narrated to, the player
herself has to perform actions to move narrative forward. Talking to
other characters she encounters in the game world, picking up objects,
fighting enemies, and so on. Of the player does nothing, the narrative
stops.”(4). Movement through the game world is one of the main narrative
actions.
When going back to the miniatures of Thomas Doyle, action is depicted
in the silenced act of the figures. The man digging a hole, the man
walking through a destructed landscape with his son. These silenced acts
trigger the action, realized trough the imagination of the viewer.
Where the action in a 3D game is literally, the action in the miniature
worlds of Thomas Doyle is partly an act of imagination. Exploration
through the space of the miniature with imagined action.
An interesting example of where both worlds (miniature and game) come
together, is the trailer of Halo 3, a First Person Shooter game released
in 2007 for Microsoft’s Xbox. Developed by Bungie. To promote the game
Microsoft chose an extraordinary form for the production of the trailer.
Instead of using screenshots, recorded game play actions, or
spectacular animations, the producers decided to make story narrated by a
journey through a physical, extremely detailed miniature based on the
world of the game. With consecutive, both static shots, as well as
camera movements through space, every detail of the miniature is
exposed, and every shot shows an action and tells another story. Ending
with a total shot slowly zooming on the main character of the game
‘Master Chief’. A spatial exploration, although directed by the movement
of the camera and the cuts of the editor, but with enough space for the
imagination of the viewer.
When watching this trailer I simply couldn’t stop making correlations
with a registration of the epic and provocative tabletop miniatures of
Fucking Hell created by the Chapman brothers, which I mentioned earlier,
and exhibited a year (2008) after the release of Halo 3. With somewhat
the same kind of dramatic soundtrack, consecutive moving camera shots,
the viewer is introduced in the extremely cruel and destructive world of
the Chapman brothers. Ending with a zoom in on a mutilated body hanging
on a cross. Fucking Hell as a First Person Shooter.
Miniatures
From imagination in miniature to the miniature as new media object.
Notes:
(1) Susan Stewart, On Longing: Narratives of the Miniature, the
Gigantic, the Souvenir, the Collection, Duke University Press 1993,
Tableau: The Miniature described, page 44.
(2) Ibid., page 47
(3) Lev Manovich, The Language of New Media, MIT Press, 2001, Navigable Space, page 246.
(4) Ibid., page 247
Photo's & Video's:
Thomas Doyle, photo's taken from his website: http://www.thomasdoyle.net
Doom, source: http://www.xboxic.com/news/1694
Myst, source: http://www.tgdaily.com/slideshows/index.php?s=200904092&p=2
Halo 3, source: Youtube.com
Fucking Hell, source: Youtube.com
Null cipher, Thomas Doyle, 2006
Escalation, Thomas Doyle, 2008
Screenshot from Doom, id Softeware,1993
Screenshot from Myst, Cyan, 1993
The reprisal, Thomas Doyle, 2006
Refuge, Thomas Doyle, 2011
Halo 3, official trailer, miniature created by New Deal Studios and Stan Winston Studios, 2007