I had a lot I wanted to write about after reading Landow’s “Hypertext
and Critical Theory”, but I thought I’d try something a little fun—apply genre
theories to a flash game, specifically The Great Gatsby for NES (the link leads to a video of the game; if you'd like to play the game, click here). I had to
present a game in my Flash Games class, and I chose a game which was based on
The Great Gatsby. After my presentation, my teacher mused on how he thought,
as game genres continue to evolve, they might come to be considered “literary.”
In regards to Landow's essay, the game does well in capturing the detachability of a novel’s
“reading units”: “The implication of such citability, separability, appears in
fact, crucial to hypertext, that, as Derrida adds, ‘in so doing it can break
every given context, engendering an infinity of new contexts in a manner which
is absolutely illimitable’ (34)”
The main citation of Fitzgerald’s The Great Gatsby is in the shared title between the game and the
novel. A further citation is a very basic plotline; a man seeks another man
named Gatsby at a 1920s party. The game gives
this basic, shared plotline a new form, allowing certain parts of the novel to
transform and “break” its “given context.” For instance, Dr. Eckelburg’s glasses shooting
laser beams in the context of Fitzergerald’s novel would be strange, but within
the context of the game, this function of the glasses is possible. The glasses used in the novel function as a symbolic device working
to relate the presence of God. In the game, the function of the glasses expands
to represent a God who has active presence as a literal obstacle to the
characters’ motives; the glasses shoot laser beams prohibiting the character
from moving onto the next level. The game may not capture all of the novels’
intents, but in the case of laser beam shooting glasses, it does capture the
symbol’s essential functionality as an obstacle.
An interesting aspect of the game is that the character
seeking Gatsby is never named. Having read The
Great Gatsby, I assume this character is Nick, but if I had not read the
novel before playing the game, then I could make no such assumption. This too hearkens
to Landow’s presentation of Deleuze and Guatttari in that a “hypertext…has ‘multiple
entryways and exits” (40). Some gamers may play the game having read The Great
Gatsby, whereas others will enter and identify with the game through different
means. Essentially, the game exists as a parody in relation to the novel The Great Gastby, but without this context, it can stand alone as a flash game with its own original characters and narrative. This also demonstrates how the game has components which are situated within its own narrative context (laser-beam glasses situated in an alternative universe 1920s), and also, the game itself is situated in a web-like discourse, linking it to The Great Gatsby.
The idea of the hypertext is that no text stands on its own,
representative of an inarguable truth. Instead, texts are themselves and
contain extricable units, which come to light by applying them to other texts
or modes (e.g. flash games).
To go back to our practice of categorizing the cards in class,
I want to ask what genre(s) does this game fall under? Literary? Parody? Also, reading about "breaking given contexts", I was reminded of memes, and how pictures and phrases can come to represent all sorts of differing situations. What do you think about the hypertextuality of memes?
P.S. I almost forgot this. What's really cool about the game is how it takes Fitzgerald's theme of "being borne ceaselessly into past" and visualizes it. The game was created in Adobe Flash but designed as if it were for the Nintendo. The form the content of the game takes reflects the intention of Fitzgerald's The Great Gatsby. The game exists as both a commentary on the past (Nintendo) and the present (Adobe Flash). Perhaps, this goes back to repeating a novel's "mourceau" in a different context in order to expound the possibility of its applications.
P.S. I almost forgot this. What's really cool about the game is how it takes Fitzgerald's theme of "being borne ceaselessly into past" and visualizes it. The game was created in Adobe Flash but designed as if it were for the Nintendo. The form the content of the game takes reflects the intention of Fitzgerald's The Great Gatsby. The game exists as both a commentary on the past (Nintendo) and the present (Adobe Flash). Perhaps, this goes back to repeating a novel's "mourceau" in a different context in order to expound the possibility of its applications.
2 comments:
I am rather inspired to comment on your post, but where to begin. Starting with the flash game, I suppose. I see the game as falling under the "parody" genre, mainly due to its astounding number of similarities to the original literary work. While, as you said, the game could indeed stand alone, I think it would lose a great deal of its underlying wit and creativity. What really got me interested though, was your final question regarding memes. Memes are, in my opinion, one of the best examples of hypertextuality that one can provide. One can bend Landlow's initial definition of hypertext to fit memes rather easily: "have the capacity to emphasize intertextuality in a way that [the picture alone] cannot." (35) The popularity of any given meme, in a way, expand its usefullness, in that is expands the variety of ways in which it has been used and therefor the number of ways in which it WILL be used in the future. It is interesting that every viewer will form a unique kind of association with, for example, the "me gusta" face. While it is clear what the face represents, it is rare to seen its implied representation written in a definite form. This variation among viewers, however, does not actually devalue the meme itself. This concept could bring us back to Locke's discussion of language and words... and much like words, it doesnt seem like the variation among users causes any clear gap in understanding.
I never thought I would write about memes for a class. Thanks for providing and opportunity to do so. :)
While I adore the example you have provided here, I'm not exactly sure that it completely demonstrates an example of hypertextuality. Discussing the role of voice in hypertext, Landow writes "the voice is always that distilled from the combined experience of the momentary focus, the lexia one presently reads, and the continually forming narrative of one's reading path"(36). The game has very specific points and a very specific center. Landow describes hypertext as "an infinitely recenterable system"(36). While players of the game may not have contextual knowledge of The Great Gatsby, that meaning still exists within the game. In other words, the focus of the game is not changed by the player's knowledge. I think hypertexuality points toward something more abstract; a work whose meaning is literally transformed by the readers interpretation. To an extent, all works of art are subject to interpretation, but in many cases this does not change the actual meaning of a work. In hypertext, the work's focus is literally shifted by the readers attachment to certain associations made within the text.
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