Gaming: Essays On Algorithmic Culture
Gaming: Essays On Algorithmic Culture
Gaming: Essays On Algorithmic Culture
Alexander R. Galloway
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can drive infinitely and “freely” without being at all confined yet
while still being perfectly controlled. This is our future.7
This shift toward a control society has also been documented in such
varied texts as those of sociologist Manuel Castells, Hakim Bey, and
the Italian autonomist political movement of the 1970s. Even harsh
critics of this shift, such as Nick Dyer-Witheford (author of Cyber-
Marx), surely admit that the shift is taking place. It is part of a larger
process of postmodernization that is happening the world over.
What are the symptoms of this social transformation? They are
seen whenever a company like Microsoft outsources a call center from
Redmond to Bangalore, or in the new medical surveillance networks
scanning global health databases for the next outbreak of SARS.
Even today’s military has redefined itself around network- and com-
putercentric modes of operation: pilot interfaces for remotely oper-
ated Predator aircraft mimic computer game interfaces; captains in the
U.S. Army learn wartime tactics through video games like Full Spec-
trum Command, a training tool jointly developed by the American
and Singaporean militaries; in the military’s Future Combat Systems
initiative, computer networks themselves are classified as weapons
systems.
But these symptoms are mere indices for deeper social maladies,
many of which fall outside the realm of the machine altogether—
even if they are ultimately exacerbated by it. For while Bangalore may
be booming, it is an island of exception inside a country still strug-
gling with the challenges of postcolonialism and unequal moderniza-
tion. Computers have a knack for accentuating social injustice, for
Allegories of Control 89
widening the gap between the rich and the poor (as the economists
have well documented). Thus the claims I make here about the rela-
tionship between video games and the contemporary political situa-
tion refer specifically to the social imaginary of the wired world and
how the various structures of organization and regulation within it
are repurposed into the formal grammar of the medium.
As Jameson illustrates in Signatures of the Visible, the translation of
political realities into film has a somewhat complicated track record,
for mainstream cinema generally deals with the problem of politics
not in fact by solving it but by sublimating it. Fifty years ago, Hitch-
cock showed the plodding, unfeeling machinations of the criminal
justice system in his film The Wrong Man. Today the police are not
removed from the crime film genre, far from it, but their micromove-
ments of bureaucratic command and control are gone. The political
sleight of hand of mainstream cinema is that the audience is rarely
shown the boring minutiae of discipline and confinement that con-
stitute the various apparatuses of control in contemporary societies.
This is precisely why Jameson’s interpretive method is so successful.
Another example: in John Woo’s The Killer, not only is the killer
above the law (or, more precisely, outside it), but so is the cop, both
literally in his final bloody act of extrajudicial vengeance and also
figuratively in that one never sees the cuffings, the bookings, the in-
dictments, the court appearances, and all the other details of modern
criminality and confinement depicted in The Wrong Man. Films like
Bad Boys 2 or Heat do the same thing. In fact, most cop flicks eschew
this type of representation, rising above the profession, as it were, to
convey other things (justice, friendship, honor, or what have you). In
other words, discipline and confinement, as a modern control appara-
tus, are rarely represented today, except when, in singular instances
like the Rodney King tape, they erupt onto the screen in gory detail
(having first erupted from the bounds of film itself and penetrated the
altogether different medium of video). Instead, discipline and con-
finement are upstaged by other matters, sublimated into other repre-
sentational forms. The accurate representation of political control is
thus eclipsed in much of the cinema (requiring, Jameson teaches us,
allegorical interpretation to bring it back to the fore), which is un-
fortunate, because despite its unsexy screen presence, informatic
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the code of the game. To win means to know the system. And thus to
interpret a game means to interpret its algorithm (to discover its par-
allel “allegorithm”).
So today there is a twin transformation: from the modern cinema
to the contemporary video game, but also from traditional allegory to
what I am calling horizontal or “control” allegory. I suggest that video
games are, at their structural core, in direct synchronization with the
political realities of the informatic age. If Meier’s work is about any-
thing, it is about information society itself. It is about knowing systems
and knowing code, or, I should say, knowing the system and knowing
the code. “The way computer games teach structures of thought,”
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anybody and everybody in the human family to enjoy the total earth
without any human interfering with any other human and without
any human gaining advantage at the expense of another.” While
Fuller’s game follows the same logic of Civilization or other global algo-
rithm games, his political goals were decidedly more progressive, as
he showed in a jab at the American mathematician John von Neu-
mann: “In playing the game I propose that we set up a different sys-
tem of games from that of Dr. John Von Neumann whose ‘Theory of
Games’ was always predicated upon one side losing 100 percent. His
game theory is called ‘Drop Dead.’ In our World Game we propose to
explore and test by assimilated adoption various schemes of ‘How to
Make the World Work.’ To win the World Game everybody must be
made physically successful. Everybody must win.”11
So, broadly speaking, there is an extramedium shift in which films
about the absence of control have been replaced by games that fetishize
control. But there is simultaneously an intermedium shift, happening
predominantly within the cinema. What Jameson called the conspiracy
film of the 1970s (All the President’s Men, The Parallax View) became
no longer emblematic at the start of the new millennium. Instead,
94 Allegories of Control
Ideological Critique
After the initial experience of playing Civilization there are perhaps
three successive phases that one passes through on the road to cri-
tiquing this particularly loaded cultural artifact. The first phase is
often an immense chasm of pessimism arising from the fear that
Civilization in particular and video games in general are somehow im-
mune to meaningful interpretation, that they are somehow outside
criticism. Yes, games are about algorithms, but what exactly does that
matter when it comes to cultural critique? Perhaps video games have
no politics? This was, most likely, the same sensation faced by others
attempting to critique hitherto mystified artifacts of popular culture—
Janice Radway with the romance novel, Dick Hebdige with punk style,
or Roland Barthes with the striptease. Often it is precisely those places
in culture that appear politically innocent that are at the end of the
day the most politically charged. Step two, then, consists of the slow
process of ideological critique using the telltale clues contained in
the game to connect it with larger social processes. (Here is where
Caillois, presented in chapter 1 as essentially apolitical, returns with
a penetrative observation about the inherent political potential of
games, vis-à-vis the question of demystification and institutional
critique. Reacting to Huizinga, Caillois writes that “without doubt,
secrecy, mystery, and even travesty can be transformed into play activ-
ity, but it must be immediately pointed out that this transformation is
necessarily to the detriment of the secret and mysterious, which play
exposes, publishes, and somehow expends. In a word, play tends to
remove the very nature of the mysterious. On the other hand, when
the secret, the mask, or the costume fulfills a sacramental function
96 Allegories of Control
one can be sure that not play, but an institution is involved.”)12 Cri-
tiquing the ideological content of video games is what Katie Salen
and Eric Zimmerman, following Brian Sutton-Smith on play, refer to
as the “cultural rhetoric” of games.13 For Civilization, the political his-
tories of state and national powers coupled with the rise of the infor-
mation society seem particularly apropos. One might then construct
a vast ideological critique of the game, focusing on its explicit logo-
centrism, its nationalism and imperialism, its expansionist logic, as
well as its implicit racism and classism.
Just as medieval scholars used the existence of contradiction in a
text as indication of the existence of allegory, so Civilization has within
it many contradictions that suggest such an allegorical interpretation.
One example is the explicit mixing of ahistorical logic, such as the
founding of a market economy in a place called “London” in 4000
BC, with the historical logic of scientific knowledge accumulation or
cultural development. Another is the strange mixing of isometric
perspective for the foreground and traditional perspective for the
background in the “City View.”
The expansionist logic of the game is signified both visually and
spatially. “At the beginning of the game,” Friedman writes, “almost
all of the map is black; you don’t get to learn what’s out there until
one of your units has explored the area. Gradually, as you expand
your empire and send out scouting parties, the landscape is revealed.”14
These specific conventions within both the narrative and the visual
signification of the game therefore reward expansionism, even require
it. Meier’s Alpha Centauri mimics these semiotic conventions but ups
the ante by positioning the player in the ultimate expansionist haven,
outer space. This has the added bonus of eliminating concerns about
the politics of expansionist narratives, for, one assumes, it is easier to
rationalize killing anonymous alien life-forms in Alpha Centauri than
it is killing Zulus in Civilization III. Expansionism has, historically,
always had close links with racism; the expansionism of the colonial
period of modernity, for example, was rooted in a specific philosophy
about the superiority of European culture, religion, and so on, over
that of the Asiatic, African, and American native peoples. Again we
turn to Meier, who further developed his expansionist vision in 1994
with Colonization, a politically dubious game modeled on the software
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engine used in Civilization and set in the period between the discov-
ery of the New World and the American Revolution. The American
Indians in this game follow a less-than-flattering historical stereo-
type, both in their onscreen depiction and in terms of the character-
istics and abilities they are granted as part of the algorithm. Later, in
Civilization III, Meier expanded his stereotyping to include sixteen
historical identities, from the Aztecs and the Babylonians to the
French and the Russians. In this game, one learns that the Aztecs are
“religious” but not “industrious,” characteristics that affect their var-
ious proclivities in the gamic algorithm, while the Romans are “mili-
taristic” but, most curiously, not “expansionist.” Of course, this sort
of typing is but a few keystrokes away from a world in which blacks
are “athletic” and women are “emotional.” That the game tactfully
avoids these more blatant offenses does not exempt it from endorsing
a logic that prizes the classification of humans into types and the
normative labeling of those types.
Worse than attributing a specific characteristic to a specific racial or
national group is the fact that ideological models such as these ignore
the complexity, variation, and rich diversity of human life at many
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Civilization III
levels: the Civilization III algorithm ignores change over time (Tsarist
Russia versus Soviet Russia); it erases any number of other peoples
existing throughout history the Inuit, the Irish, and on and on; it
conflates a civilization with a specific national or tribal identity and
ignores questions of hybridity and diaspora such as those of African
Americans or Jews. In short, it transposes the many-layered quality of
social life to an inflexible, reductive algorithm for “civilization” —a
process not dissimilar to what Marxists call reification, only updated
for the digital age. (The reason for doing this is, of course, a practical
one: to create balanced gameplay, game designers require an array of
variables that can be tweaked and tuned across the various environ-
ments and characters.) And while one needs no further proof of the
game’s dubious political assumptions, I might point out that the game
is also a folly of logocentrism; it is structured around a quest for knowl-
edge, with all human thought broken down into neatly packaged dis-
coveries that are arranged in a branching time line where one dis-
covery is a precondition for the next. But so much for ideological
scrutiny.
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Expansionist
Commercial
Militaristic
Industrious
Scientific
Religious
Civilization
Americans X X
Aztecs X X
Babylonians X X
Chinese X X
Egyptians X X
English X X
French X X
Germans X X
Greeks X X
Indians X X
Iroquois X X
Japanese X X
Persians X X
Romans X X
Russians X X
Zulus X X
Informatic Critique
In conjunction with these manifest political investigations, the third
step is to elaborate a formal critique rooted in the core principles of
informatics that serve as the foundation of the gaming format. The
principles adopted by Manovich in The Language of New Media might
be a good place to begin: numerical representation, modularity, auto-
mation, variability, and transcoding. But to state this would simply
be to state the obvious, that Civilization is new media. The claim that
Civilization is a control allegory is to say something different: that
the game plays the very codes of informatic control today. So what
are the core principles of informatic control? Beyond Manovich, I
would supplement the discussion with an analysis of what are called
the protocols of digital technology. The Internet protocols, for ex-
ample, consist of approximately three thousand technical documents
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Civilization III
logic of a plane (Flight Simulator, or Meier’s own flying games from the
1980s), the logic of a car (Gran Turismo), or what have you. But with
Civilization, Meier has simulated the total logic of informatics itself.
But now we are at an impasse, for the more one allegorizes infor-
matic control in Civilization, the more my previous comments about
ideology start to unravel. And the more one tries to pin down the
ideological critique, the more one sees that such a critique is under-
mined by the existence of something altogether different from ideol-
ogy: informatic code. So where the ideological critique succeeds, it
fails. Instead of offering better clues, the ideological critique (tradi-
tional allegory) is undermined by its own revelation of the protoco-
logical critique (control allegory). In video games, at least, one trumps
the other. Consider my previous claims about Meier’s construction of
racial and national identity: the more one examines the actual con-
struction of racial and national identity in the game, the more one
sees that identity itself is an entirely codified affair within the logic of
the software. Identity is a data type, a mathematical variable. The
construction of identity in Civilization gains momentum from offline
racial typing, to be sure, but then moves further to a specifically infor-
matic mode of cybernetic typing: capture, transcoding, statistical analy-
sis, quantitative profiling (behavioral or biological), keying attributes
to specific numeric variables, and so on. This is similar to what Mano-
vich calls the logic of selection—or what Lisa Nakamura calls “menu-
driven identities”—only now Manovich’s pick-and-choose, window-
shopper logic of graphical interfaces governs a rather distinct set of
human identity attributes. As Nakamura laments, “Who can — or
wants to —claim a perfectly pure, legible identity that can be fully
expressed by a decision tree designed by a corporation?”18 So the skin
tone parameters for player character construction in everything from
Sissyfight to World of Warcraft are not an index for older, offline con-
structions of race and identity, although they are a direct extension
of this larger social history, but instead an index for the very domi-
nance of informatic organization and how it has entirely overhauled,
revolutionized, and recolonized the function of identity. In Civiliza-
tion, identity is modular, instrumental, typed, numerical, algorith-
mic. To use history as another example: the more one begins to think
that Civilization is about a certain ideological interpretation of his-
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A Theory of Pretending
This last point may be recontextualized through a fundamental obser-
vation about video games made at the outset of this book, that games
let one act. In fact, they require it; video games are actions. Now,
following the definition of literary allegory as “other-speak,”20 I must
define the gamic allegory: it is “other-act.” The interpretation of gamic
acts, then, should be thought of as the creation of a secondary discourse
Allegories of Control 105
Video games are allegories for our contemporary life under the
protocological network of continuous informatic control. In fact, the
more emancipating games seem to be as a medium, substituting activ-
ity for passivity or a branching narrative for a linear one, the more
they are in fact hiding the fundamental social transformation into
informatics that has affected the globe during recent decades. In moder-
nity, ideology was an instrument of power, but in postmodernity ide-
ology is a decoy, as I hope to have shown with the game Civilization.
So a game’s revealing is also a rewriting (a lateral step, not a forward
one). A game’s celebration of the end of ideological manipulation is
also a new manipulation, only this time using wholly different dia-
grams of command and control.
In sum, with the appearance of informatic reprocessing as text—
in the style of Sid Meier, but also in everything from turntablism to
net.art—allegory no longer consists of a text and another text, but of
an enacted text and another enacted text, such that we must now
say: to do allegory means to playact, not, as Frye wrote, to allegorize
means to write commentary. And hence Deleuze: “The philosopher
creates. He doesn’t reflect.”
134 Notes to Chapter 4
4. Allegories of Control
5. Countergaming
1. Game mods have been exhibited in a fine art context for several
years. See particularly “Cracking the Maze” (online, 1999); “Game Show” at
MASS MoCA (2002); “Killer Instinct” at the New Museum of Contempo-
rary Art in New York (2003); and “Games: Computergames by Artists” in
Dortmund, Germany (2003).
2. Katie Salen, personal correspondence, September 27, 2004.