Hi Karl,
Thanks for the thoughtful responses, I'm a bit long winded, but I hope I'm being reasonable.
DROD and Cinema
I guess I was being kind of obscure about the reference to 'If Monster : DROD = X : Cinema, X=?'. To be honest, I have no idea what X may be, but the analysis of DROD seems to point towards a particular method of finding X.
Technical Innovation
I think that, in order to explain what X may be, we would need to think about 'technical innovations' in general, if we assume that the manipulation of monsters, which is the core of DROD, is a 'technical innovation'.
First, the traditional, wrong perspective: When people think about technical innovation, they usually think something having to do with hardware or software -- graphics cards, algorithms, and such. There is an analogy of
Technics:Movie :: Machine:Man. (This is wrong)
There are these engineers who work out the technical components, and then there are directors who "
humanize"
the technical components. Thus, for Hollywood, or for FF, there are engineers and who make film, cameras, special effects, etc., and then there are 'creative geniuses' who 'give life' to these things or make them human.
Both Human AND Technical
Can technical innovation be art? I'm not saying that what people call 'design' is 'art' -- a well-engineered engine, iPods or sleek laptops or stuff are not 'art', by my definition. Yet, too often, art critics completely ignore the technical, saying that art is merely human: 'how well a story is told' or 'how these flashing lights make me feel'.
But what would it mean if we were to consider DROD as 'art'?
Certainly, we can't say that DROD 'tells a great story' and 'evokes deep emotions'. And, in addition, DROD contains several technical components: I'm not saying the actual source code or anything, but the design of the monsters, the core gameplay of 'manipulation': the set of mechanical monsters that move and react in set ways. And all these things can in no way be considered 'human'.
Everything in DROD is both human and technical. The human component, the story, is easy to interpret using traditional methods. But that would be only getting half the story -- it would be silly to say that DROD 'taught me the meaning of true love, like Titantic'. Thus, the human and the technical must be interpreted together.
But how would it be possible to interpret the technical -- how is it possible to interpret 'gameplay'?
The Voice of the Monster
The most important leap that must be taken, I believe, is called the universality of voice: we must allow everything to 'speak', even the 'monstrous', undead, technical components. The inability to hear the undead is the error of art critics everywhere who are still caught in a romantic interpretation of movies and who fall prey to the 'great storytelling' and 'beautiful graphics' of video games.
'Materialist' philosophy centers around giving a voice to these technical elements. For example: Monster manipulation. DROD is wonderful in that monster manipulation is set on center stage and discoveries are not "
plot twists"
but rather technical knowledge.
Can we say, however, that technical knowledge (the knowledge that 'monster movement is at the center of gameplay, the interaction of man with monster') is precisely that which the voice attempts to express?
No: because this would merely be an archivization. IN FACT: monster manipulation is not that which the voice refers to, or the content of the voice, but it itself has a voice. That is, the manipulation of monsters is not 'knowledge' that can be accumulated, but is itself a human designed gameplay component that must be interpreted.
The infinite descent is this: just as the architecture of a particular room can be seen to point towards a PARTICULAR (concrete and precise) aspect of monster movement or growth, the technicity of the gameplay, the decision to construct DROD around the theme of monster manipulation, is itself a technical innovation that points to something. Just as room architecture points to monster movement, DROD with its gameplay of 'monster manipulation', as a technical innovation and therefore both human and technical, itself points to something else.
In DROD, everything points towards the technics, attempts to describe the technics.
What aspect of video games, or life in general, does the technical innovation of monster manipulation point towards? This question leads towards a broader consideration of a universal technicity -- for example, a consideration of mental processing in general: is all mental processing manipulation of monsters? I suppose this is the point where a professional philosopher might take over... in any case, this section seems particularly weak...
We all know that, after playing DROD, we tend to 'AAA' games with a kind of dissatisfaction -- it seems as if the world were a bit more empty afterwards. But what exactly is the voice of DROD, which has this particular effect: what is it saying about video games in general? This part seems to require a great deal of expansion.
Applications to Cinema
To return to the original question of cinema, we would need to consider a film that is 'technically innovative'. I don't mean 'Independence Day' -- but, a film out there 'like DROD', but we aren't sure: the criteria of technical innovation cannot be so readily decided. We cannot apply the same argument to cinema, but we must interpret these technical innovations, these monsters yet to be named, not as cultural treasures to be celebrated, but as kind of a authentic philosophical thinking of (not the humanity!) but the technicity of everything: say, true love (e.g. the technology of romantic love: that which it reveals about the world, that which it obscures).