106.
When the lines of telesthesia — telegraph, telephone, telecommunications — connect topics into a topographic space, extensively mapped and storied, utopia is recruited out of the page and comes out to play. Utopia uncoils, spreading its tendrils out of the book, along the lines of the topographic, into the world. Rather than a retreat from the world, showing in its positive creation of a new world what the actual one beyond its line lacks, utopia becomes something else. The book becomes an alibi for more worldly lines of communication, some with the power of an order: diagrams, memos, reports, telegrams. Utopia becomes part of something instrumental, but thereby loses its power. Topographic lines are there now to make the world over by the book, but in the process they make the book over as well, reducing it to just another line. The smooth plane of the blank page is the green-fields site for delineating a pure topography of the line. But that page could be any page — a page of a novel or of Eichmann’s orders. Utopia’s problem is not that it is self contained, but that it is not self contained enough. Signs and images leak out of this bound-paper enclave, and are captured by other powers, connected to flows along other lines.
I ask only slightly jokingly to the list of telegraph, telephone, telecommunications, could one also add telepathy? I am not sure that the “tele” effects are limited to the teletechnologies, in one sense I would put writing itself in this category. Thus the Utopia uncoiling was already happening from the moment of tele-writing.
heh — might use the telepathy idea.
Yes, but i think there’s qualivative differences between the leap into writing, the broadcast era, and the digital era. Harold Innis rather than Derrida here.
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If, as Suits explains it, game is an activity that incorporates rules that are not necessary in the outside world, but are accepted to make the game possible, is utopia only possible in game? Is utopia even possible in game space, when there is the possibility of poor sports and cheaters? Maybe we play games as part of an attempt to create a controlled environment where utopia is possible.
Sarah writes: “Maybe we play games as part of an attempt to create a controlled environment where utopia is possible.” That is in essence my argument. Only it is not quite ‘utopia’. Utopias are traditionally thought of as ‘elsewhere’ (in time or space), but really the special place for them is the page. I think they are an artifact of writing. In relation to gamespace, perhaps the best we can manage are atopias, which are nowhere, rather than elsewhere.
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At first I was thinking of these “lines” as absolutely seperate, that is parallel (not crossing). I went back and read this section and did not see anywhere they were described as parallel in fact they seem to be crossing and intersecting, but this might contradict with Foucault as “other space.” And I think the places where these lines cross might be productive spaces of inquiry, where one gamespaces rules come in conversation/conflict with another. More on this in later comments in this section, for I think GTA serves as one of the paradigms for thinking this thru.
yes, that’s a good lead. thanks.
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I think there are places where this “rank artifice” crosses over from one heterotopia into another, where it doesn’t amount to anything quantifable, but than again it does amount to a change. I am thinking here of one of the things I find fascinating about GTA is the way that players create their own value in the game. Certainly within the rules of the gamespace (ie the algorithms) but outside the rules of the “missions.” A sort of re-negotiation of the gamespace. But this re-negotation doesn’t take place solely within the gamespace either. Often it bleeds over (in fact I think it it is only made possible by) discussion boards and a proliferation of text around GTA. So players come to debate and rehash the value, what constitutes a “good playing,” but this is never really finally determinate, there is nothing within the game world to measure this. Not only did I rob the bank, but I did so wearing an outfit from the Gash wielding only a golf club. . .
This is Henry Jenkins territory — the social life of games.
I think this sort of thing goes beyond Jenkins’ social life… and gets at what to me is a difficult and attractive notion to tease out, what is the relation between style and play? Or is the fun we have with and through GTA vice city affect plus effect in order to create an event or goal in a space which either has them or where they are boring (assigned missions)?
In the terms Bernard Suits offers, it makes trifling the main event of the game. But then it tries to capture and channel the triffling impulse back into game play
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