Introduction to Anamorphic Games
Although thousands of years have passed since Butades’ sculpted silhouette and
Zeuxis’ painted grapes, the desire for mimesis remains one of the guiding
principles of the videogame industry. W.J.T. Mitchell’s
Reconfigured Eye: Visual Truth in the Post-Photographic Era (2001),
for example, opens with Pliny’s “birth of painting” and draws a genealogical
line from early optical experiments such as Dürer’s glass “veil” to
contemporary digital imaging technologies like ray tracing. Mainstream videogame
development participates in this logic, constantly propelled forward by fantasies
of “realistic,” immersive imagery and dematerialized interfaces. As Robert F.
Nideffer pithily summarizes:
Improved lighting, increasingly
accurate physics models, and more believable artificial intelligence (AI) are
seen as the next frontier for game engines by many in the industry. For anyone
who attends meetings like the Game Developers Conference (GDC), the Electronic
Entertainment Expo (E3), or SIGGRAPH, it quickly becomes apparent that these
concerns are voiced almost exclusively from the desire to enhance the game
world's realism. [Nideffer 2007, 215–16]
Realism, in this case, refers to the ability to accurately represent mimetic
details like high-resolution, photographic textures and believable camera and
character animation. In addition to privileging graphic spectacle, the videogame
industry relies on Hollywood’s narrative conventions, which frequently take
precedence over aesthetic experimentation and the development of novel game
mechanics. Thus it is not realism or naturalism, but, more precisely, a
filmic realism that defines the aesthetic and narrative
sensibilities of many recent commercial games.
[6]
Amidst the production of Final Fantasy XIVs and the
annual Madden NFL, however, a transformation has
begun to occur. The increased power of home computers, availability of open-source
game engines, and prevalence of digital distribution services has catalyzed the
development of smaller-scale projects like maphacks and modified engines, social
and networked games, augmented and alternate realities, and mobile and web
applications. The diffusion of the modes of production, the accessibility of
design technologies, number of digital distribution platforms, and the formation
of a broader audience has permitted experimental game designers to challenge the
representational hegemony of traditional genres to develop alternative forms of
artgames, antigames, countergames, overgames, notgames, and metagames.
The “anamorphic games” discussed in this essay manipulate time, space, and
physics in ways that not only draw attention to the formal logics of the computer,
but also attempt to highlight a player’s embodied interaction with graphic
technologies. The human body is affectively tuned to negotiate physics and the
flow of time and space. Whether deftly crouching to avoid a low overhang or
unconsciously sidestepping some four-dimensional form, proprioceptive capacity is
largely reflexive. But what happens to these embodied actions when encountering a
hybridized space, a mixture of the actual and the virtual that contrasts embodied
space-time by deploying anamorphic algorithms? What if a body were required to
negotiate two- and three-dimensional spaces simultaneously as with Sony’s
Echochrome software? Can muscles remember the
extra-dimensional abstractions overlaying Julian Oliver’s
levelHead? And is it possible to render four-dimensional sight as Mark
ten Bosch’s
Miegakure claims? The games mentioned
here offer the player simulations of a poetic physics, or what Bill Seaman has
termed “e-phany physics” or “the code-based authoring of
an artificial physics which is consistent within the virtual space, yet does
not adhere to the laws of actual physics”
[
Seaman 2000, 41]. So what happens to the body when those
internalized dynamics are re-written within poetic simulations? The following
videogames create interfaces to allegorize a space beyond the limits of human
perception and attempt to hubristically resolve the gulf between technological
abstraction and phenomenological action.
Echochrome: Anamorphic Architecture and Shadow
Play
When the first generation of home videogame consoles supporting 3D graphic
processing was introduced in the mid-nineties, the development of 2D, sprite-based
games was temporarily arrested.
[7] In
the flush of fascination with these strange polygonal spaces, the efforts of
software engineers and game designers alike were redirected from painting with
pixels to domesticating and naturalizing 3D environments for mainstream
consumption.
[8] In recent years,
there has been a renaissance of 2D platforming games. The flatness of the screen
and depiction of 2D space is no longer a technological constraint, but a creative
tool, a game design element that can be placed in conjunction with 3D spaces to
create metagames which use graphics processing and computer rendering as their
main technological platforms and design constraints. One series of games that
structures its gameplay around the perspectival play of both two- and
three-dimensional spaces is Sony’s
Echo franchise
which includes
Echochrome (2008),
Echoshift (2009), and
Echochrome
II (2010).
Echochrome is produced by Sony's Japan Studio and
Game Yarouze for the PlayStation Portable (PSP) and PlayStation 3 (PS3). In the
game, the player is presented with a minimal, immaculately white space featuring a
centralized, floating object composed of stairs, walkways, ramps, and ramparts
reminiscent of M.C. Escher's impossible spaces and paradoxical architectures (
see Figure 5). By twisting the joystick,
Echochrome’s hovering levels begin to rotate and, unlike
a hand-drawn optical illusion, actually reconstitute their perspectival conditions
in real time. All the while, a solitary figure wanders back and forth, footsteps
clacking in empty space. The lone resident of these “endless
walkways” (the rough translation of
Echochrome’s Japanese title,
Mugen Kairō)
is a textureless mannequin who autonomously strolls up and down the crisply
contoured, isometric expanses. Both the oblique reference to Escher's artwork and
the mannequin (an object traditionally used for rendering perspectival figures)
are fitting considering that the game’s main mechanic involves rotating anamorphic
architectures in ways that paradoxically play with the dichotomy between screen
and space.
In
Echochrome, there are five main rules governing
the mannequin's movements:
(1) When two separate pathways
appear to be touching, they are. (2) If one pathway appears to be above
another, it is. (3) When the gap between two pathways is blocked from view and
the pathways appear to be connected, they are. (4) When a hole is blocked from
view, it does not exist. (5) When the mannequin jumps, it will land on whatever
appears beneath it. [Sony 2008]
These five laws of perspective define the relationship between two- and three-
dimensions within the game-space.
[9][9] By inverting the order of
perspectival rendering, the pictorial logic of the screen is given precedence over
the mimetic representation of space. What you see is literally what you get.
Echochrome recalls Holbein’s
The
Ambassadors in the way it mixes traditional perspective with anamorphic
effects. By placing both two- and three-dimensional space in conversation with
each other, the game conflates the dual logic of flat “screen” and deep
“window,” two metaphors Anne Friedberg contrasts in
The Virtual Window: From Alberti to Microsoft (2006). Friedberg argues
that although perspective has been the historically dominant form of visuality,
computers have dramatically transformed how space is culturally perceived and
organized. She examines the graphic user interface of computer desktops and the
way they are composed of multiple, overlapping windows, conflicting light sources,
and purely abstract drop shadows. Although Leon Battista Alberti famously
described classical perspective as a “window” onto another world, Friedberg
demonstrates how computer software companies have appropriated similar rhetoric
for describing the non-perspectival, non-linear incongruities and contradictions
of computer operating systems. In this sense, Microsoft Windows has become a
window as the artificial tropes and interface metaphors of these operating systems
have been naturalized as yet another form of realism.
[10]
Echochrome stands out as a particularly intriguing
example of alternative spatial organization because it knowingly plays with the
tension between pictorial and sculptural space. As the player rotates the central
object in three-dimensions, real-time graphic processes render an illusion of
depth with the screen or monitor serving as virtual window. Near and far, broad
and deep,
Echochrome’s rotating spaces appear to
behave rationally, like a revolving showroom car or a piece of electronics on a
turntable. But when the motion stops, the collisions and connections of the
Escher-esque architecture are ultimately determined according to the logic of the
suspended two-dimensional image. The “window” into another realm flattens
into an opaque screen.
[11]
Adjusting Echochrome’s perspective not only
transforms the player’s view, but the structure of the architecture itself. The
spatial dimensions and composition of the object do not remain fixed in an
absolute space. Instead, the in-game architecture is reconstituted depending on
the angle from which it is viewed. Yet, in the tradition of Espen Aarseth’s
concept of ergodic literature, this is perspectival rendering structured within
the idiom of anamorphic play and operating according to fixed points of
resolution. If the player rotates the architecture correctly, or, more precisely,
manipulates the in-game camera, the puzzle will be solved and the secret revealed.
Discovering the solution to these levels, cracking their spatial code, promotes a
reductive model of anamorphosis — one that equates embodied vision with an
absolute, mathematical result produced by a virtual camera. In this sense, Echochrome differs from a work like skulls in which there is no chance of ever decoding the painterly
smear into perspectival representation. The game’s ludic logic acts as an
interface through which the player finds herself able to assume a naïve position
of control and mastery of those perspectives that would otherwise be hopelessly
irresolvable. Through Echochrome’s eccentric camera,
the human eye is simulated as a one-dimensional point in space, perfect for
projecting and reflecting ray-traced light.
While
Echochrome creates a world built around the
intersections of two- and three-dimensional space, its sequel,
Echochrome II, adds the play of light and shadow to its
predecessor’s uniquely hybrid perspective of multi-dimensional objects. Once
again, what you see is what you get. The mannequin’s silhouette, referred to as
“the cast,” must traverse visual puzzles through the player’s anamorphic
manipulations of light. In
Echochrome II, the cast
does not walk along the physical objects, but along the shadowy, two-dimensional
projections that fall in the wake of floating blocks, stairs, and steps (
see Figure 6).
Like its predecessor,
Echochrome II was developed by
Sony’s Japan Studio and made for PS3, but it requires the PlayStation Move, a
motion-sensing hand controller spatially tracked by the PS Eye, Sony’s
interactive, infrared camera.
[12] The Move controller is topped by a glowing sphere that
flickers and changes colors when the wand is active, emitting infrared light for
the PS Eye. This motion-tracking technology inverts the relationship between
controller and camera popularized by the Nintendo Wii, which emits two infrared
points of light from a stationary bar set near the screen and tracked by a camera
within the Wii Remote (
see Figure 7). In
Echochrome II, this light-tracking technology is used to
position the in-game light source which, when cast on the floating objects,
produces virtual shadows in real time based on the player’s bodily gestures. These
motions translate into the screen's perspectival space surprisingly well as the
player shines the Move controller on their television like a digitized flashlight.
Rays are traced from the tip of the wand at the precise angle of incidence — rays
which pierce the screen to connect out-of-game light sources to in-game objects
and architectures.
The shadows produced by the Move evoke the flickering lamp flame from Pliny’s
account of Butades’ daughter, but rather than assume a visual symmetry between
silhouette and object (the way in which this myth has been traditionally depicted
in various paintings), the game reveals the dissonance and distortions that
prevail in the world of shadows.
[13] In
Echochrome II, the player can adjust the light source in order to form
a kind of anamorphic shadow play. If a player positions the controller at a
particular angle, in the same way a viewer might position her body in relation to
The Ambassadors, the game will reveal hidden,
albeit banal, images (e.g., a smiling face, a snake, etc) simultaneously
converting previously insurmountable obstacles into more conventional 2D platforms
for the player-controlled “cast” to hop, skip, and jump across (
see Figure 8). Just as Butades used the shadow traced
by his daughter to cast a relief portrait,
Echochome
II conflates silhouette and sculpture to model not earthen effigies but
polygonal pathways. These digital-born projections not only operate according to
the pictorial logic of two-dimensional shadow play, but are assigned an autonomous
physics and materiality distinct from the original objects. The glowing orb
simulates a cycloptic eyeball, projecting unique perspectives as the player learns
how to alter the angle of the light source in order to play along with the fantasy
of mastery over distorted, anamorphic images.
Both Echochrome and Echochrome
II produce spatial effects that are unique to the logic of the
computer, but they depart from the memento mortem mortis by
generating puzzles as a “solvable enigmas.” Both games encourage the player
to participate in a fantasy of mastery by simulating of anamorphic effects within
a deterministic game-space. Whereas anamorphic painting requires a player’s body
to physically adjust in relation to the object, these videogames produce
anamorphic encounters through in-game camera rotation. Echochrome doesn’t actually require a bodily perception of space, but
uses perspectival rendering in a way that mimics anamorphosis. Similarly, Echochrome 2 simulates a perspectival “eye” as a
single point in space through using Sony’s Move. In this sense, players only see
the shadow play of Echochrome 2 second hand. Rather
than activating perspective through vision, they render the gaze of a cycloptic
eye, adjusting the Move controller in order to project perspectival imagery onto
the screen. Though the Echochrome games require
haptic input, the mathematical transformations depicted in each polygonal space do
not engage an expanded field of affective, bodily experience and instead work to
reinforce the hegemony of vision through a user-friendly design. The visual
distortions are framed in such a way that any sense of a radical encounter with
the memento mortem mortis is as repressed as it is with
conventionally perspectival renderings.
levelHead: A Multi-Dimensional Memory Palace
Echochrome II is designed to function with (and
market) a specific commercial remote: Sony’s PlayStation Move. The most recent
generation of console controllers, inspired by the success of Nintendo’s
unconventional Wii Remote, challenged the joystick-button and mouse-keyboard input
combinations that have served as the industry standard in human-computer interface
design. New hardware like the Wiimote, Move, and Microsoft’s Kinect are beginning
to expand players’ attention beyond their two thumbs by incorporating motion
tracking and gesture recognition. Despite explicitly reframing input in terms of
the body, these technologies fall under the category of “natural user
interfaces” or NUIs that rhetorically reinforce a conventional understanding
of immersivity and interaction in which the body is rendered invisible and vision
is transformed into a mathematical abstraction. Amidst this technological turn
toward the natural, independent artist Julian Oliver has designed a game and
control scheme that does not take standard forms of interaction for granted.
In 2007, Oliver created
levelHead, an interactive
installation exhibited in museums and galleries as well as on home computers (
see Figure 9).
LevelHead
combines color-coded and patterned cubes with custom, open-source software and a
webcam to motion track and replace the six unique “quick response” or QR
codes of each cube with three-dimensional, interactive architecture. The result is
a large, real-time video projection that displays the player's hands interfacing
with the virtualized cubes, each facet filled with internal geometries. The cubes
serve as both screens and joysticks, and, as with
Echochrome and
Echochrome II, the
player's physical gestures and positioning change the perspectival viewport to
propel a small, white, humanoid silhouette through a six-sided interior space.
This unassuming avatar, like the minimally-designed “cast” featured in the
Echochrome series, follows the path of least
resistance based on the angle at which a user holds each cube. By tilting the
cube-controllers, the player indirectly steers the small silhouette that behaves
like an automaton or dummy, a lost soul wandering aimlessly through shifting
architecture. The cubes work in sequence, each containing six three-dimensional
rooms overlaid within the same physical space for a total of eighteen rooms. By
tracking objects and actions instead of interfacing with standardized controller
input and by projecting the results back on that which is being sampled, Oliver’s
augmented reality game extends the perspectival space of the screen to the
physical environment and vice versa.
LevelHead presents the inside of the cube as if it
were a shadowbox, but when the player adjusts any QR-encoded face captured by the
camera, an entirely different space appears. The challenge of levelHead is to imagine six simultaneous rooms within the geometry of
the box in hand. This difficulty, as Oliver has written, is complicated when one
must remember the spatial organization of six discrete geometries despite the fact
that they are not simultaneously present or interconnected in a way that is
physically possible. The logic of the cube’s architecture, therefore, must be
constructed out of a different set of haptic cues, engaging with the wrist and
hand rather than the screen and eye:
The tangible interface aspect becomes integral to the function of recall...[A]s
the cube is turned by the hands in search of correctly adjoining rooms
muscle-memory is engaged and, as such, aids the memory as a felt memory of
patterns of turns: “that room is two turns to the left when
this room is upside down” [
Oliver 2009].
Although Oliver offers a walkthrough on YouTube, he notes that the game is “very difficult” and, given the two-minute time limit to
finish each puzzle, it is doubtful many have fully toured what he calls “the apartment”
[
Oliver 2009]. Thus, for the vast majority of players, engagement
with
levelHead comes closer to producing an
experience of Hansen’s digital ASW and engaging the
memento mortem
mortis than
Echochrome. The cube-controller
each player holds inevitably transforms into a kind of virtual skull, a reminder
of an anamorphic discrepancy between eye-hand coordination and camera-computer
calculation.
When grasping the “level heads,” hands and wrists quickly organize each cube
into a coherent program that does not necessarily comply with what the eyes see.
As Oliver points out, the body grounds the player’s frame of reference, yet she
grapples with a space removed from standard forms of orientation. There is a
palpable disconnect between what the player feels holding the solid cube and what
she sees projected. The incommensurability between haptic and optical feedback
recalls
skulls. Were a viewer to close her eyes and
place her hands on the sculptures, the digital-born objects would resolve to the
touch, yet the visual distortions throw off the viewer’s equilibrium to produce
the feeling of a digital ASW.
LevelHead makes a game
out of negotiating haptic orientation with a visual and cognitive disorientation
and dramatizes what Andy Clark and David J. Chalmers characterize as “the externalization of thought”
[
Clark 1998, 8].
In “The Extended Mind,” Clark and Chalmers cite a 1994
study by David Kirsh and Paul Maglio in which participants were asked to play the
game
Tetris (1985). Data was collected in three ways:
(1) the unobtrusive sampling of real-time keystroke data as advanced,
intermediate, and novice gamers played
Tetris, (2)
tachistoscopic tests of the same subjects performing mental rotation tasks related
to
Tetris, and (3) an “expert
system” called
Robotetris built as a
machine control for the experiment [
Kirsh 1994, 518]. After
comparing the results of these three groups, Kirsh and Maglio discovered that when
enabled by environmental as well as bodily support, the human operators were far
more efficient. Using a controller, participants performed the operation in 300
milliseconds (200 milliseconds to press a button, then 100 milliseconds for the
screen to refresh) while it took around 1000 milliseconds for the same result to
be achieved mentally (measured with standard tachistoscopic tests). For Clark and
Chalmers, this study empirically demonstrates how cognition exceeds not only the
mind, but the hand as well — consciousness co-developing in concert with body and
environment.
While Kirsh and Maglio explain how prosthetic technology transforms cognition
using the example of Tetris, the videogame itself was
designed with a model of vision independent of haptic engagement. For most
videogames, the screen is treated as invisible or transparent and gamers assume
the pixels and polygons are accurate representations of the game-space.
Conversely, the ability to recall space in levelHead
is overtly dependent on both the body and a series of external apparatuses
precisely due to the fact that the architecture produced in the game cannot be visualized accurately in three-dimensional
space. As Oliver emphasizes in an artist statement, the muscle memory of the hand
is indispensable for successful navigation of the game’s paradoxes. While seasoned
players of almost any videogame are acutely aware of the operation and
indispensability of muscle memory, most game design still relies on a model of
autonomous visual memory (i.e., observing a visual space enables the player to
form an abstract mental model). This is one of the unique aspects of levelHead which does not take hand, body, or
cube-controller for granted or treat them as merely instruments for executing
orders. Oliver’s game is built around the assumption that all the interactions
within this cybernetic system are a necessary pre-condition for comprehending and
traversing the environment.
The Tetris study erodes the Cartesian model of
mind-body dualism, demonstrating a distributed model of cognition that puts
pressure on the question of where the body stops and the rest of the world begins.
Ironically, this example of situated cognition is constructed around a cognitive
aporia. The incommensurable gulf between the processes of a computer and the
embodied engagement of the human is also necessary for the cybernetic system to
function: the hyphen in human-computer interaction signifying this chasm. Thus,
Oliver’s “level heads” tilt and twist into versions of the smeared skull,
challenging the player to peer into an irresolvable and paradoxical architecture.
Clutching this existential object, a clear memento mortem mortis, the
player glimpses into a space beyond human thought, beyond the debates of “to be
or not to be” into a dimension where these questions are rendered
insignificant.
Beyond the simulated cameras and on-screen architecture of
Echochrome,
levelHead extends anamorphic
distortion to the embodied space of the human viewer. By creating a mathematical
projection in which six interconnected rooms co-exist within the same
three-dimensional space,
levelHead inverts the
standard notion of projection and plays with a kind of fourth-dimensional logic.
In the virtual space of the screen, these three-dimensional rooms exist within the
same cube, overlapping each other. Although only one room is visible, the player
can imagine the cube functioning like a tesseract or hypercube. The player must
imagine six three-dimensional cubes contained within the cube she holds in her
hand, although only one set of three-dimensional coordinates is observable at any
time. These rooms simulate a fourth-dimensional space. This conceptual abstraction
functions as a rhetorical device that stands in for the player’s encounter with
the alien and inaccessible ontology of the everyday technological objects with
which we surround ourselves. Anamorphosis becomes a means to aestheticize this
encounter with what Ian Bogost has called the “alien
phenomenology” of the computer (a concept we discuss further below) [
Bogost 2012].
Miegakure: A Garden of Many Forking Dimensions
While
levelHead’s disorienting architecture implies a
fourth-dimensional space and marshals the
memento mortem mortis to
allegorize this potential, Marc ten Bosch’s
Miegakure: A
Garden in Four Dimensions (in development) directly incorporates
four-dimensional theory into its game design philosophy. Both
Echochrome and
levelHead experiment with
perspectival systems in which the laws of two- and three-dimensional perspective
overlap with each other.
Miegakure, on the other
hand, adds one more spatial register in order to attempt to create a
four-dimensional puzzle platformer (
see Figure 10).
Although visualizing the fourth dimension stretches the very limits of human
perception, it is relatively simple to represent mathematically. It is a space
where the abstractions of math and physics discourse freely and the human body may
be able to affectively register interdimensional shifts subconciously, but
perspectival vision is more or less left in the dark. For this reason, the fourth
dimension has been a curiosity for artists wishing to critique the ocularcentrism
of classical perspective and Cartesian space. In her work on fourth-dimensional
theories of twentieth-century art, Linda Dalrymple Henderson writes that “the fourth dimension was a concern common to artists in nearly
every major modern movement” because it “encouraged
artists to depart from visual reality and to reject completely the one-point
perspective system that for centuries had portrayed the world as
three-dimensional”
[
Henderson 1984, 205]. Though many visual artists throughout
the twentieth century have dabbled in four-dimensional theory, from multi-point
and non-perspectival Cubist renderings to Surrealist explorations of scientific
theories like the non-Euclidian spatial geometries of Henri Poincaré, ten Bosch
takes his inspiration from Edwin Abbot Abbot’s
Flatland: A
Romance of Many Dimensions (1884), a nineteenth-century novel narrating
a square’s journey through one-, two-, three-, and eventually four-dimensional
space.
Faced with the paradox of representing the non-representable, ten Bosch’s strategy
is to create a game-space in which each three-dimensional coordinate contains not
three, but four points of information. As written on his website, “at the press of a button one of the dimensions is exchanged with
the fourth dimension, allowing for four-dimensional movement”
[
ten Bosch 2011]. Thus, a block situated within a three-dimensional
grid will appear to magically “smear” across the screen by substituting a
given coordinate for a hidden fourth point in another space. Mathematically, one
can make n-dimensional objects by simply adding more and more coordinates
alongside the traditional designations for width, height, and depth. What exists
as a computational abstraction cannot be visually modeled on the two-dimensional
screen but the process of substituting alternate sets of data symbolizes the
traversal between four spatial dimensions.
Marc ten Bosch does not treat this relationship between gameplay and
fourth-dimensional physics merely as a form of symbolic substitution. He
hubristically proposes that
Miegakure grants access
to the fourth dimension, allowing players to “experience it
first-hand, using trial and error, as opposed to being told about it”
and promotes a fantasy of mastery, colonization, and control over four-dimensional
space [
ten Bosch 2011]. Despite his ambitious claims, the deeper
significance that will ultimately be gained from the game is not a
“first-hand” knowledge of the fourth dimension, but its computational
processes. And it is in this respect that
Miegakure’s
fantasy of traversing the fourth dimension becomes a metaphor for traversing the
microtemporal repetitions and vast spatial scale of informatic systems. The
gameplay of
Miegakure recalls Hansen’s claim about
the way in which the anamorphic space of
skulls
stands in for the “weird logic and topology of the
computer”
[
Hansen 2006, 202].
In
Gaming: Essays on Algorithmic Culture (2006),
Alexander Galloway persuasively argues that videogames are “allegories of control”; they are cultural objects which rhetorically
present themselves as sources of interactivity and agency, yet in doing so conceal
the “protocological network of continuous informatic
control” under which individuals now live [
Galloway 2006, 106]. Computer games ultimately subsume the player within a strict
system of rules that allegorize contemporary informatic culture at large. One
might further add that videogames function not only as allegories of control, but
as allegories of the beyond. And this is the logic of the
memento mortem
mortis. By presenting a set of computational processes as rules for
organizing play, videogames invite players to discover the limits and affordances
of a given game-space and along the way produce reminders of the death of death.
To play a game is to test a nonhuman system, to uncover (and be uncovered by) the
codes that will produce both experiential dissonances like the digital ASW while
opening fields for philosophical speculations. In this way, play is co-developed
through a mutual enterprise of “becoming computational.” In
Miegakure, the fourth-dimensional exercises depicted in
the game’s diegesis and its computational dynamics are interlinked. In this way,
Miegakure establishes a tidy homology between the
fourth spatial dimension and the internal workings of a computer by placing them
within the same experiential register: at the limits of human perception. By
attempting to colonize computational space through the insertion of a human
agency,
Miegakure adopts the ambitious premise that
the formal topology of computational space can be manipulated, controlled, and
conquered absolutely (when, as Galloway observes, videogames in fact excel at
accomplishing the opposite) [
Galloway 2006, 106]. Ten Bosch’s
game delights in the telic fantasy of extending the human agency into spaces and
places where it does not belong.
The gap between what is possible to represent in mathematics and what is sensible
within human phenomenology is the inspiration for Quentin Meillassoux’s concept of
“the great outdoors” in
After Finitude
(2008). Rather than thinking of the great outdoors in the tradition of Caspar
David Friedrich and those works of art which situate the human subject amongst the
overwhelming sublimity of nature, Meillassoux uses the expression to refer to a
universe that persists beyond the horizon of human correlation writing “[t]his is the enigma which we must confront: mathematics' ability
to discourse about the great outdoors; to discourse about a past where both
humanity and life are absent”
[
Meillassoux 2008, 26]. “Miegakure,”
ten Bosch clarifies, is Japanese for “hide and reveal”
and refers to a specific gardening technique used in Japan [
ten Bosch 2011]. The game is set within a Japanese Zen garden, evoking
a space of contemplation and relaxation as the player ponders mathematical
abstractions and inter-dimensional ontologies. Like Mark Z. Danielewski’s
House of Leaves,
Miegakure’s
four-dimensional gardening techniques conjure a space that is paradoxically larger
on the “inside” than the outside. The objects in the garden interweave with
one another and expand through multiple dimensions. The gardening metaphor is
particularly apt because a garden not only represents a space of contemplation,
but one of control and the domestication of nature. Ten Bosch's game can be read
as an attempt to domesticate a computational wilderness, to seize the great
outdoors, and till the land such that it falls back under the purview of human
experience and agency. By creating a morphology between anamorphic techniques and
the great outdoors,
Miegakure pushes anamorphic games
into the next speculative dimension by procedurally rendering an allegory of the
beyond.