Playing Human

Psychological and Sociological Transhumanism in Videogames

Videogames are transhuman experiences. Our bodies and minds temporarily enter into a collaboration with technology for the purpose of bringing about specific results in virtual spaces. Two recent games explore transhumanism explicitly, removing us entirely from a human context in order to force a confrontation with what it means to be human. 2021’s Returnal and 2022’s Stray smuggle very sophisticated literary theory into the grammar and topoi of traditional third-person shooters and puzzle platformers respectively. Though videogames are often overlooked as literature, the act of participating in a narrative gives players a different orientation to the content, due to the combination of poetics and procedural rhetoric, that actually leads to a transhuman sense of game-player co-authorship.

The term “procedural rhetoric” was coined by Ian Bogost to refer to the interactive game processes that encourage certain behaviors over others; a semiotics of gameplay. Like other media, games have a narrative layer that is unidirectional: Plot, character, setting, and dialogue are fed to players and amplified by musical scores, cinematic cut scenes, and environmental dynamics. Players receive this layer passively. But, as Jesper Juul contends, we cannot understand the persuasive power of videogames unless we analyze their narratives in tandem with their rules. “The player navigates… two levels,” he says, “playing video games in the half-real zone between the fiction and the rules. (Juul 202)

Rules are communicated via the mechanical and haptic feedback that occurs beneath the narrative in a process which Bogost defines as “the art of persuasion through rule-based representations and interactions” (ix). The reciprocal relationship between action and consequence leads to an emergent sense of collaboration that is unique to the medium. Unless developers pay close attention to the synergy between the procedural and narrative rhetorics, conflicts can arise between them, causing what game developer Clint Hocking terms “ludonarrative dissonance.” If the narrative of the game insists that pacifism is a moral good, for instance, but the game’s mechanical systems make virtual murder pleasurable or rewarding in goods and XP, the player experiences a disconnect between the two rhetorical overlays.

Sometimes games leverage this dissonance. I’ll give just a brief overview of how Returnal and Stray use procedural rhetoric to generate dissonance. These games use disorientation to jolt players to experience, to “play,” psychoanalytic and Marxist theory respectively. Returnal is a shooter about an “Astroscout” who crash lands on an alien planet. The alien civilization is long gone, but Selene must fight her way through the automated defenses that remain while making an upward journey through different biomes to find a means of escape. These are all very recognizable—one might even say cliché—gaming tropes. The dissonance occurs after about 15 hours of gameplay when events lead players to realize suddenly that the alien landscape through which they have been fighting takes place entirely within the protagonist’s psyche, and this genre switch reorients them to their role in the story. We are not on an alien planet at all, and all events and characters map seamlessly onto ideas drawn from Freudian literary theory, wherein the game tropes of fighting swarms of enemies become a metaphor for battling inner demons; the three main characters become analogs of Freud’s tripartite self; and the respawning after in-game death becomes an example of the repetition compulsion.

Like Returnal, Stray is a journey upward, but it examines the sociological remnants humanity leaves behind. The game takes place in a far future after humanity has wiped itself out. The player embodies a cat that must ascend through the levels of a subterranean city, helping robot denizens who, in the absence of humans, have become self-aware and now simulate human culture, for good and ill. The game becomes a sort of escape from Plato’s cave, with revelations accompanying each level from the bottommost slum of the city to its sleek neon markets above. Interestingly, the robots in the slums are philosophers and artists, having formed strong kinship bonds and community, while the market tier demonstrates the perils of capitalism, representing the robots as mindlessly working to no end: Barbershops and clothing stores open each day even though the robots have no hair or need for clothes; each night they dance identical dances at the nightclub. They betray each other and hoard valueless wealth. The dissonance is produced by  players’ identification with hollowness of the human structures, an identification that is not shared by the cat avatar. Players realize, all at once, that they are enmeshed in a critique rather than a game and experience a similar reorientation to the content. It lays bare and savagely critiques the logic of capitalism, which we feel more acutely because it is divorced from its human context.

Returnal and Stray are very recent, and signal a potential watershed in videogame criticism, wherein the transhuman act of playing can help us not just read about but experience theory. Katherine Isbister discusses how players of videogames forge “an identification grounded in observation as well as action and experience.” So games are a form of praxis. By deploying these older critical frames in the service of speculative, posthuman works, we update these tired theories into a contemporary context. These games hint at the near limitless potential of the genre to explore and experience both theory and praxis.

Losing Control

A Dialogic Game Derived from the Crowdsourced Imaginary

The buildings of capitalism, hives of killer bees, honey for the few.
He served there. But in a dark tunnel, when no one watched,
he unfolded his wings and flew. He had to live his life
— Tomas Tranströmer, “Epigram”

Fan fiction traditionally follows a radial trajectory: Beginning with a locus—an author or text—it projects outward to a loose confederacy of fans who create and compile work that orbits and extends the original. But the videogame Control reverses this trajectory, taking its inspiration from a fanbase dedicated to collective storytelling—a Creative Commons fictional universe called the “SCP Foundation” to which anyone is welcome to contribute. Both properties are haunted houses of a sort, conceived as shadowy government agencies charged with “Securing, Containing, Protecting” (SCP) paranormal phenomena. The Federal Bureau of Control, Control’s in-game analog to the SCP’s “Foundation,” is literally haunted by the phenomena contained therein, but group storytelling and universal ownership queer our expectations of the haunted house paradigm: While traditional, single-author hauntings are often centered around one idea that the author controls and which the fanbase then complicates, the hauntings in Control are networked, variegated, and compounding. The narrative, in consequence, often feels tonally chaotic, but each element is a recognizable fragment in a shared imaginary, severed from its context. Control is, compellingly, a junk drawer of free ranging, psychologically-charged symbols which deliberately shift from definitive to ambiguated authorship: The game’s diffuse provenance, centerless networks, and hauntings from the collective unconscious offer players a quixotic power fantasy of literally cleansing the specters of late-capitalist alienation from a modern workspace.

Control’s set is a chilling workplace dystopia, where players are charged with containing various phenomena, usually consumer products that have come to life due to a quorum of the population imbuing them with longing or terror. They range from mischievous to neutral—haunted jukeboxes, arcade games, and lawn flamingos—but the game’s true villain is a malignant entity called only “The Hiss,” which infects people and spaces. The player avatar is Jesse Faden, a drifter who spent her life working low-wage subsistence jobs, a fact that is relevant to the project. The game begins with Jesse, in search of her brother, inside a brutalist government building in Manhattan, a building that is seemingly empty save for the electrical hum of fluorescent lights, the whisper of shuffling paper somewhere nearby, and the clanking of distant machinery. Jesse eventually finds herself in the office of the Bureau Director where he is lying dead on the floor. Upon picking up his sidearm she becomes the new Director of the FBC. All the photographs of the former Director on the walls, the player notices with alarm, have been replaced with her face, and the few office workers that remain alive greet her as the Director without surprise when they encounter her. Jesse finds she must fight The Hiss through the various departments of the Bureau, learning on the job to cleanse nodes of its influence, and shepherd uncorrupted office workers to safety. From beginning to end we aren’t sure if she is sane or hallucinating; if she is struggling underclass or apex predator; if the mysterious janitor haunting the corridors is man, god, monster, or ghost; or if the mysterious Board, a group of enigmatic entities who advise Jesse from out of a huge, inverted pyramid, are her pawns or her Svengali.

These inversions contribute to the game’s uncanny power and offer a searing critique of capitalist priorities. In “The Precession of Simulacra,” Jean Baudrillard calls our attention to “the primitive (mise en) scène of capital: its instantaneous cruelty, its incomprehensible ferocity, its fundamental immorality” (463). Control literalizes such mise en scènes by imagining the workspace as haunted by cruel and incomprehensible manifestations of corporate greed and expressions of power. The Hiss infection warps the building—the walls and corridors and furniture—in disturbing, unpredictable ways, mixing senseless architectural recursion with what feel like severed body parts. The game is a visual metaphor of Baudrillard’s “hyperreality,” which he conceives as “the infinity of capital folded back on its own surface” into a kind of Möbius strip (465). In The Architectural Uncanny, Anthony Vidler maintains that the “alienation of the individual” is expressed in the scale differences between skyscrapers—expressions of capitalist domination—and the anonymous workers who are automatons within and around them. This difference would not be so acute without “the real economic and social estrangements experienced by the majority of [a city’s] inhabitants” (Vidler 4). In Control, where there is Hiss infection, hapless office workers hang suspended in midair. These suspended figures murmur a steady chant in unison as the player gets close to Hiss-infected areas. The words of the chant occasionally come into focus with bizarrely juxtaposed Dadaist non-sequiturs like “A copy of a copy of a copy / Leave your insides by the door / The picture is you holding the picture.” They wear office attire—the uniforms of executives, scientists, secretaries, custodians, and security guards, all rendered equal in thralldom. They are liable at any moment to drop from the ceiling and attack Jesse, for the Hiss is a malevolent hive-mind that takes over bodies and spaces for some unspecified purpose that Jesse, without understanding how or why, must stop.

The gameplay involves fighting through rooms representing “the infinity of capital folded back on its own surface.” Different Bureau divisions have their own character and commentary on the class implications of corporate structure: In “Research” the player faces the experiments-gone-wrong unleashed by scientists playing god; “Maintenance” requires players to clear toxic waste and sentient fungal infestations; and in “Executive,” players discover increasingly unhinged recordings, evidence of upper management’s insanity, in their luxurious office suites. We are Quixotic flâneurs in a crowdsourced space, and the hauntings we find here are multiform and interconnected in what Neal Kirk calls “Networked Spectrality,” a particular kind of contemporary, high-tech haunted house that is collective and rhizomatic in structure, and through which our emergent fears and longings hunt and terrorize us, the more frightening because they are “unseen technological protocols” that can “structure and use human behavior” (Kirk 64). Rather than Freud’s psychological unheimlich, we find ourselves in a site of sociological unheimlich, a contemporary workspace that is also a prison, as the mysterious Board lets slip during a weapon tutorial, saying, “The Service Weapon has many Forms, like the House/Prison you occupy.” Like its real-world analogs, the Board inhabits a space wholly separate from the Bureau, and its inscrutable language—often a hodgepodge of cosmic horror and corporate buzzwords—obfuscates and bullies. Toward game’s end, Jesse teams up with another entity, which angers the Board. It says to her, “We Apologize/Deny All Knowledge. [The Former] builds a Competition/Not Us… If you [side with it] you will be Sorry/Dead. And you will never work/exist in this Torn/Cosmic Reality again.” There is no escape from Jesse’s fate—or ours, as Baudrillard would have it—but cleansing the nodes of each sector of Hiss influence comes close. Mastering these spaces of terror—watching the walls retract into smooth, gray, innocent symmetry; watching the eerie red give way to regular fluorescent lighting, hearing the blessed cessation of the chanting—is accompanied by a heady feeling of power and release.

Because no game about hyperreality would be complete without an instance of life imitating art, I’ll leave off with a real-life story: In 2015, Russian oligarch Andrey Duskin joined the SCP Foundation as a writer and began selling art based on its logo and stories, a project that was warmly encouraged by SCP—at first. But then, after copyrighting his work, he tried to wrest control of the IP away from them, using a loophole in the Creative Commons licensing. The lawsuit failed outside of Russia—for now—but it is ongoing, and he now owns all the rights to the property, including the work he did not create, inside Russia. As I was doing research for this project, Duskin became the Hiss for me, a corrupting force that consumes everything of cultural emergence only to package it back up and sell it to its creators. For this is one of the insatiable hungers of capitalism: The endless appropriation of the communicative arts, the packaging of it into bite-sized consumables, so that even our own creations are no longer ours, but part of the Möbius strip of capital, folding back on its own surface. But playing Control, on my couch in front of my PS5, at the threshold between real world and game world I felt myself momentarily free of that. For a moment, embodying a working-class hero who fell into a position of authority, I could ask myself “Who has Control?” and think, just maybe, it could be me.

Works Cited

Jean Baudrillard, “The Precession of Simulacra.” Simulacra and Simulation, Translated by Sheila Faria Glaser. U. of Michigan P., 1994, pp. 453–81.

Control. PS5 Edition, Remedy Entertainment, Distributed by 505 Games, 2019.

Deleuze, Gilles and Felix Guattari. A Thousand Plateaus, Translated by Brian Massumi, U. of Minnesota P., 1987.

Freud, Sigmund. “The Uncanny.” Art and Literature, Translated by James Strachey, Penguin, 1990, pp. 336-75.

Joy, Reagan. “The Tragedy of the Creative Commons: An Analysis of How Overlapping Intellectual Property Rights Undermine the Use of Permissive Licensing.” Case Western Law Review, Vol. 72, Is. 4, 2022, pp. 977-1012.

Kirk, Neal. “Networked Spectrality: In Memorium, Pulse, and Beyond.” Digital Horror: Haunted Technologies, Network Panic, and the Found Footage Phenomenon, Edited by Xavier Aldana Reyes, I.B. Tauris and Company, 2015.

Tranströmer, Tomas. “Epigram.” Inspired Notes: The Poems of Tomas Tranströmer, translated by John F. Deane, 2011.

Vidler, Anthony. The Architectural Uncanny: Essays in the Modern Unhomely. MIT Press, 1999.