Natasha
Whiteman
A.I. ON
THE WEB: THE HARNESSING OF AN ONLINE COMMUNITY
Dissertation
submitted in part fulfilment of the requirements of MA Media Studies Degree of
the University of London
Institute
of Education (2001)
This report/dissertation
may be made available to the general public for borrowing, photocopying or
consultation without the prior consent of the author.
Contents
Abstract
3
Introduction
4
CHAPTER
ONE: THE WEB 10
1 Webness 13
2 New
Mode, Old Content? 20
3 Innovation 23
CHAPTER
TWO: FANS, COMMUNITIES AND ONLINE
PARTICIPATION 29
4 Divide
and Conquer 34
5 Perverse
Approaches 39
CHAPTER
THREE: THE A.I. GAME
6 In
The Beginning 42
7 Game
As Text/As Project 49
8 The
Cloudmakers 59
9 Uncertainties 65
Conclusion 70
Bibliography 72
Appendix
A - Web pages from the A.I. Game
Appendix
B - Clonaid.com web pages
Appendix
C - Photographs of ÔCloudmakersÕ
Abstract
This
dissertation aims to consider the manifestation of fan activity on the World
Wide Web. More specifically, it
will investigate how the Òvisibility and volume of fan talk on the WebÓ (Clerc,
2000, 227) is affecting the reception of ÒoldÓ media products, and the ways in
which this fan presence is being factored into on-line marketing strategies for
film and television programmes.
The recent
Web campaign for the upcoming film A.I. will be used as a case study
to demonstrate how forms of communal discourse around texts are being
integrated into marketing strategies through the formal coaxing of fan-type
activities. This dissertation will argue that the A.I. game is a
breakthrough event that draws upon traditional modes of fan activity in order
to bring to life a hybrid form of entertainment; mediated by Information and
Communication Technologies, and drawing on the uncertainties of online
environments. The emergence of the
game demonstrates the ways that the Web has created possibilities for forms of
interactive, communal entertainment and the grouping together of like-minded
individuals.
Introduction
Media texts
have always been dispersed by external commentary: secondary texts, gossip and
fan activity. The incorporation of films and television programmes into the
World Wide Web has however, transformed the speed and reach of conventional
processes of dissemination. This
development has coincided with, and been part of, an electronically mediated
culture of the instant dominated by the Òneed to knowÓ and a generalised
fan-type mode of reception. Writers such as Henry Jenkins have acknowledged the
speed of transition and the effects of technological developments on fandom, a
social, traditionally oral culture.
The ÔelectrificationÕ of fan customs has largely been examined in
regards to the deluge of information, gossip and trivia circulating within the
Internet, and the propagation of a Òdo-it-yourselfÓ mentality (Rushoff,
2001). This mentality has helped lead
to the creation of vibrant communities around niche-interests. Web sites such
as pemberley.com (a fan site for Jane Austin fans) and dawsonscreek.com (the
official Warner Bros. site for DawsonÕs Creek) have
demonstrated the way that the Web can support unique collective enterprises
built on fan-interest. Whilst
satisfying special interest information needs, these sites form often
long-running allegiances, and demonstrate the audienceÕs playful involvement
with texts, characters and narrative.
Up until
now, on-line marketing of films has tended to be less participatory than the
marketing of serial productions; seemingly restricted to the provision of a
steady stream of trailers, wallpapers, onset reports, and ÔleakedÕ
information. The possibilities for
novelty and conceptual innovation, and the nurturing of communities,
have often been ignored. Emerging marketing campaigns are, however, beginning
to exploit the ontology of the Web and the influential power of ÔpatterÕ
campaigns; helping to form Òmixed medium schedule[s]Ó (Moriarty, 2001, 20) which
see producers taking the reigns and openly manipulating fan activities, using
their imaginations and devotion as raw material. In the process, new forms of entertainment and participation
are being spawned which represent a shift away from conventional pre-release
activities to more ambitious (pseudo) techno-literate creations. These projects see fan activities being
factored into innovative uses of technology to create hybrid entertainment
events that merge marketing, fandom and gameplay, and producers with audiences.
The most
striking example of this to date is the enigmatic web-based game linked to the
upcoming film A.I. Constructed as a cutting-edge marketing campaign, the
game first emerged in April 2001, when rumours of mysterious email messages posted
to media forum sites and clues hidden in movie trailers/posters spread through
online entertainment communities. News spreads fast on the Web and in the scope
of three months these clues took their place within the newly formed mythology
of the game, which had swiftly become an object of study and (obsessive)
fascination. The emails led to the
discovery of a series of websites which served as portals into a future
universe.[1] Presented matter-of-factly, these sites
contain few formal traits which betray the fact that they are part of a
fictional project. Their relative
authenticity comes from the use of established Web aesthetics: drawing on the
conventions of corporate and institutional web-sites and homepages. A living, organic diegesis was fleshed
out by the use of external communication mediums (telephone calls and faxes)
which spread the game outside the margins of the Web. The world entered into was founded upon artificial
intelligence and shot-through with dark mysteries played out in real time. Events were presented to players as if
happening in a parallel universe, accidentally accessed via some misplaced
connection. Once glimpsed, the
challenge was to then learn more by finding your way into a deeper involvement
with the world - by travelling ÔdeeperÕ into this fictional diegesis.
The
specialist film and gaming press, as well as the more mainstream media outlets
have heralded the A.I. phenomenon as a breakthrough event. Not since The Blair Witch Project, it is
argued, has on-line marketing been carried out in such an audacious
manner. Here however, a game borne
of marketing strategy had really taken root, capturing and maintaining the
participatory involvement of an audience by offering not just a myth but a
truly innovative and complex entertainment experience. A game heralded by an
archetypal murder-mystery question ÒWho Killed Evan Chan?,Ó metamorphosed into
something much bigger via the constant interplay between game players and the
shadowy presence of the powers that be; the game developers.
The key to
all of this interest was the execution of online activity as explicitly
delineated game of detective play; a form of electronic paper-chase, imbued
with puzzles to solve, clues to decipher, literary and mythological references
to unwrap, mathematical algorithms to calculate, languages to translate, pages
to hack. The scope and complexity of A.I.Õs web presence was almost
immediately rewarded with an enthusiastic response from cyber gossip mongers
and from web aficionados eager to test their search and discovery skills. The game rapidly gained an eager
ÒofficialÓ following, the ÔCloudmakersÕ - a collective that formed quickly,
imposed its own guidelines and began creating structure out of excess.[2] The group eagerly responded to the invitation
to create, generating their own
Web sites and game documents. In
doing so, and by picking up the game and running with it, they demonstrated the
unique forum for participation offered by electronic environments. This
audience, these players, proved themselves to be the essential element of the
game, their discourse and enthusiasm helping to create a work of collective
fiction which brought an aura of sophisticated experimentation to the film, A.I. As the last
film that Stanley Kubrick had been working on before his death (at which point
Steven Spielberg took on the project), the film had been the source of
speculation and debate online for years.
The marketing of the film harnessed this speculative interest, using the
central text as an unseen presence (unmentioned within the gameÕs parameters)
whilst drawing on the broader streams of expectation surrounding it - for
example the renowned secrecy of the Kubrick oeuvre. The online campaign thus stood alone, whilst also supporting
the ÔcannonÕ text.
The A.I. game
acknowledged the move towards communal reception strategies; formally playing
with the notion of mass problem solving, and driven by an elitist data and
access-based epistemology. It
celebrated and glorified the activities that fans and ÔNetziensÕ demonstrate
on- and off-line. Stringent enough
to invoke the notion of web-mediated Òcollective intelligenceÓ (Levy, 1997) it
encouraged/demanded the give-and-take mode of exchange central to both communal
fan activity and web-based communication. In doing so it openly encouraged two
very traditional aspects of fan activity: vigorous exchange/discussion, and a
Ôperverse,Õ obsessional interaction with texts and extra-textual
information. By audaciously
attempting to transform the Web, and the processes of searching and surfing
into a possible text, however, the game threw its own phenomenon into question.
The Web is fraught with uncertainties, an environment in which it is often
difficult to gain reliable perspectives. Recent news features have dwelt upon
sophisticated web hoaxes and confidence tricks built upon the anonymous access
of the web and the way that itÕs virtual aspect dislocates it from the real
world. As a relativist focus on logic and discovery is set
within an abundance of signs, images
and references, this enterprise, like much Web content, is imbued with doubt
and paranoia. Coverage of the AI
campaign has come up with various Ôfacts.Õ Game statistics are bandied about,
that there are 6,000 ÒofficialÓ players, that there are 45 ÒgameÓ sites
incorporating 380 web pages. Photographs of players are posted photos as icons
of uncertainty. Editorials are
written. Emails and bulletin
boards posted to. These facts, and
this content, is undermined by the fact that on the Web the judgement of the
user and faith in sources vital in determining the validity of signifiers. Additional complications come from the
fact that as a marketing campaign it was seeking certain forms of reactions,
and whilst may tell about community and textual involvement, the game was built
upon questions surrounding content and power - the encouragement of specific
forms of consumer agency.
These uncertainties mean that the
attempt to analyse an event like this is in itself fraught with complications.
In a transitory media environment such as the Web, it is important to
acknowledge and question these
uncertainties, which are themselves revelatory. At the same time, the consideration of content and
collective activity can offer valuable insights into contemporary web culture:
the attitudes flowing within it, the role of fandom, the mutually supportive relationship between producers and
fans, the position of texts in the electronic age, and the potentials for
web-based collective enterprises.
In order to see how the game may represent a step to the future, a look
to the past and to the mainstay and experiences of Web life - both social and
formal - is essential.
Chapter
One: The Web
The Web provides both media
producers and fans with a vast arena.
With television and films generating two of the most fanatical areas of
devotion on the Web it is a site for both celebration and exploitation: Òa
means of disseminating information to film fans and of generating hypeÓ (King,
2000, 53). On the Web nothing is
sacred, and everything celebrated by someone, somewhere.
In the cross-over between old and
new mediums on the Web, scavenging fans can now gather information about
upcoming shows and films to a degree of explicitness and accuracy previously
unheard of Ð the systematic revelation of big secrets through officially and
unofficially sanctioned gossip sites, fan pages and chat rooms. The on-line fan community forms a
constellation of dedicated sites, specialist search engines, web rings and
affinity points. Within this,
certain high-profile sites such as imdb.com and aintitcool.com serve as key
junctures leading traffic and often draw press attention away from surrounding
activities. The variety of sources
and focuses which spread out from these sites serve as testament to the
enterprise of fans. Exchange sites
such as darkhorizons.com, comingattractions.com, countingdown.com, serve as
information hubs, foreshadowing upcoming film and television productions with
news and rumours gathered from daily user updates. Dedicated show-sites and listed sites offer
detailed fan-written episode guides of shows from Happy Days to Angel to Law
& Order, whilst network-associated sites serve as archives for
official episode guides. Spoiler sites like moviepooper.com and themoviespoiler.com
advertise themselves on their ability to offer revelatory synopses. They reduce films to the barest of
elements - their plotlines - by consuming films (or pooling information from
elsewhere) and revealing the Òcardinal functionsÓ[3]
packaged as the information you need to be Òin the knowÓ. The information being
circulated within all of these sites is both the breadcrumbs that fans are
following/seeking/being fed and also tied into chains of involvement with the
media by which textual information is dispersed, and hype built. Just like online news which
-
has less to
do with creating a record of life and more to do with anticipating whatÕs next
by accumulating information and making connections among stories, heresay,
gossip... (Jones, 2000, 178),
these sites cannot remain static; postings scoops and
speculation are their lifeblood and constant updates are vital.
A site of mini-uprisings and
challenges to authority, the Web is playing a key role in shaping early 21st
century Western culture. From the
immediacy of new information to the creation of virtual communities, the Web
offers an instantaneous connectivity branching out across geographical
boundaries. This development is communication based and to do with information
and the bargaining of knowledge - a shift that Levy sees as part of the move
towards: ÒA new anthropological space, the knowledge space... which could
easily take precedence over the space of earth, territory, and commerce that
preceded itÓ (Levy, 1997, 255).
The impact of the Web is a result of its unique elements such as its
fluctuating nature and connective information-based architecture.
The studios are finally starting to recognise these characteristics and taking
a more medium-specific approach to online promotions which recognise the
powerful audience units that are being created. After years pushing out conventional content whilst
attempting to reign in the raucous copyright-challenging activities of fan
sites, most of which are: Òanarchic, filled with the kind of underground
information (test-screening results, unauthorised artwork) that prompt studio
lawsuits, not imitationÓ (Horn, October 2000), media corporations are
increasingly channelling this taste-driven activity. Having set up specialist
departments to look at the interactive possibilities for ÔoldÕ media, they are
beginning to produce richer, fan-integrated campaigns. By taking fan activities seriously and
expanding the reach of shows across the Web, investing in complex official
sites and by carefully seeding the gossip-mongering URLs, producers have built
hype and devotion around shows such as such as The X Files, Buffy
The Vampire Slayer etc Ð simultaneously broadening resources for fans
and building on-line constituencies.
Such strategies have added layers of involvement to the reception of
these shows and broadened the reach of their narratives. Crucially to the consideration of
online entertainment that merges fantasy and reality, these campaigns are also
maximising the fact that the Web is an environment in which it is increasingly
difficult to distinguish Òeditorial
content from advertising, or to tell whether thereÕs really just an
accomplished charlatan behind a web siteÓ (Shapiro, 1999,140)
Technophilic celebrations of this
new technology centre on its possibilities for interaction and resources. As Murray notes, when the web user
turns on the computer (Òthe most capacious medium ever inventedÓ (Murray, 1994,
83)), and starts up the Web browser Òall the worldÕs resources seem to be
accessible, retrievable, immediateÓ (Ibid.). Yet this enthusiasm is qualified by the fact that much on
the Web is traditional in nature.
When a new medium is used in ways which hark back to the ÔoldÕ - such as
the transferral of magazine-like editorial content onto web pages - the
separation of ÔtraditionalÕ and modern technologies is problematic.[4] The formal contrasts between print and
web layouts and capabilities may not be activated if the possibilities of web
technology are not called on. As
Murray notes, the Web; whilst offering the appearance of endless
possibilities/resources: Òis still depending on formats derived from earlier
technologies instead of exploiting its own expressive powerÓ with many sites
demonstrating a Òderivative mind-setÓ that sees them taking Òadvantage of the
novelty of computer delivery without utilising its intrinsic propertiesÓ
(Murray, 1997, 67).
Webness
The ÒnewnessÓ of an emerging medium
is often established by its being set in comparison to precedents in the
attempt to pin down ÔuniqueÕ elements and map out historical progression. The question of how the Web is
different to those mediums that have gone before is complicated by the spectral
nature of online experiences and by the lack of concrete information about
reception. The development of user profiling strategies is still at a
relatively new stage and David Gauntlett argues that access statistics, the
most consistently relied upon sources of information (the ÔfactsÕ), tell us
more about the culture of market research than about the cultural significance
of the web (Gauntlett, 2000, 32). The WebÕs complexities mean that
generalisations are fraught with danger - the concept of Òusing the InternetÓ
(Burkeman, 2000) is, for example,
in itself relatively uncharted.
The Web is constantly in flux and, as the rise and fall of the dot.coms
have demonstrated, sites and initiatives come and go. These rapid transitions mean that studies of the Web are
very much of the instant. As Henry
Jenkins notes:
Writing the history of digital media will be much more
like writing the history of a transitory medium, like early radio or
vaudeville, than like documenting the evolution of a textual medium, like the
printing press or the cinema. (Jenkins, 1999)
For those interested in the Web (and digital media in
general), the obligation (or initiative) to archive and Ôpreserve evidenceÕ of
new media and the technological and aesthetic changes it is bringing about
(Jenkins, 1999) is a pressing concern.
This apparent race-against-time,
combined with a desire to take the Web seriously as a cultural force, has led to an often journalistic,
specialised and incident-based
approach to the study of it, with quick turnover time defending against out of
dateness. Moments when the Web has been involved in events that have spilled
into real-world consciousness - the Lewinsky affair, the state of dot.coms, the
evil threat of anonymous chat room figures - have presented the Web in varying lights; as a site of
anarchy and liberation, of fantasy and danger. As well as considering the cultural repercussions, academics
and cultural commentators have focused upon the formal elements of the web,
examining how new forms of narrative and publishing online reflect the ways in
which the Web is Òa technology of interaction and display, a medium and an
archiveÓ (Elmer 162).
Just as film theorists such as Bazin
and Munsterberg argued that cinemaÕs ontology could reveal its ideal usage and
lead to specific forms of expression, so too contemporary theorists have
attempted to tie down the nature of ÒwebnessÓ in order to posit how it should
be used and provide analytical paradigms
for looking at digital Web technology. Lawrence GrossbergÕs notion of
ÔsensibilityÕ - which he outlines in the context of fandom - is also applicable
to the consideration of the Web as a new medium with its own intrinsic
processes:
The
sensibility of a particular cultural context (an ÔapparatusÕ) defines how
specific texts and practices can be taken up and experienced, how they are able
to effect the audienceÕs place in the world, and what sorts of texts can be
incorporated into the apparatus.
Different apparatuses produce and foreground different sensibilities.
(Grossberg, 2001, 55)
Various strategies of definition
have been offered up in the consideration of the sensibility of the Web and the
processes to which it lends itself most naturally. Shield appropriates BakhtinÕs notion of the chronotrope to
try and define that which:
Òcharacterises the World Wide Web and differentiates it from other forms
of expressionÓ (Shields, 2000, 159), Herman and Swiss (after Jody Berland)
describe how Òall. media cultural technologies embody a spatialized logic of
production, dissemination, and consumptionÓ that Òinvolves a mediation of a
mode of address, the occasion of its reception and its consolidation as
techniqueÓ (Herman and Swiss, 2000, 1.) Differing theorists offer differing
guidelines, most of which (somewhat unsurprisingly) associate the
characteristics of the Web with the characteristics of digital media - linking
the shift from analogue to digital technology to the resulting malleability and
interactivity of new forms of textual production. In this work, the Internet is often separated from the Web -
its user-friendly offspring. For:
Where the
Internet was largely textual, almost wholly owned by the academic community and
serious in tone for the most part, the Web is open to all, uses a wide range of
media and is often frivouless, recreational or commercial. (Sefton-Green, 1998,
84)
The Web offers both multimedia and
hypertext technology, creating an immersive playground, a space which
demonstrates the essential properties of digital environments outlined by Janet
Murray: interactive and immersive habitats
stemming from the procedural and participatory nature of digital forms and
their spatial and encyclopedic properties. (Murray, 1994, 71).
Mitra and Cohen (1999) outline what they see as the six characteristics
of the web page: that it is overtly intertextual, rarely has linearity of
conventional texts, links the reader to the author via choice, offers
possibilities of multimedia, a global reach and is characterised by ephemeral
and impermanent nature (Wakeford, 2000, 33). Wakeford argues that these attributes demand specific
consideration of web texts - particularly, consideration of the newly generic
features of web pages - the
themes, structures, technical features and iconography involved and how create
particular mode of address (Wakeford, 2000, 34). Derrick de Kerckhove offers a
one-word summation - that ÒwebnessÓ is Òconnectivity.Ó (de Kerckhove, 2001,
240).
This user-friendly connectivity was
made possible by the creation of hypertext transfer protocol (HTTP) and
hypertext markup language (HTML) in 1993.
The point-and-click navigation these developments enabled ÔdemocratisedÕ
the Web (Feldman, 1997), and meant that not only was it was
Òpossible to jump from page to page, document to document, server to server,
creating a kind of web of interconnectivity spanning the InternetÓ (Feldman,
1997, 112), but that it was also possible for the user to add content to it. Ideal for fostering the exchange of information, this
Òacephelous Ôpeer-to-peerÕ architectureÓ (altculture: Internet), results in the
experience of a dynamic fluidity of movement, an ever-forwardly expanding space
growing with each click of the mouse.
An environment perfect for building hype; a type of exploratory space unique to digital environments,
one that we can transverse, propelling ourselves via our own individual paths
of desire.
The WebÕs interpellating strategies,
like televisionÕs, encourage particular activities and assumptions and have
created an Òenvironment within which Òa certain type of consumer activity is
assumed and propagatedÓ (Ang, 1996, 22).
One of the most familiar is the notion of surfing. Theories built around the dynamic
nature of ÒsurfingÓ need to be tempered by the actions of ÒsurfersÓ - for the
possibilities of a new technology are only demonstrated as far as the
knowledge/habits of the user.
Surfing the Web is often more of a static experience than its name
suggests. Indeed Feldman argues
that it is Òone of the worst clichŽs of the digital worldÓ (Feldman, 1997,
118). Whilst Murray describes the
pleasures involved in travelling through the Web, and the Òpleasure of
the repeated arrivalsÓ (Murray, 1994, 79) as repeatedly instigating onward
movement, the notion of surfing as
a Òcarefree voyage of discoveryÓ (Feldman, 1997, 118) may be an ideal which
does not correlate to the everyday experience of the frequent Web user. The static nature of many people
experiences online attest to the fact that the Web is a market with market
leaders who draw and maintain dominance.[5] Whilst some people trawl the Web, many
stick to their favourite sites, popping in to acquire specific information and
updates. Internet magazines trawl
the Web collecting the strangest, coolest and most essential sites, Òsites of
the weekÓ are a regular occurrence in a mainstream press fascinated by the
WebÕs oddities and sites like darkhorizons.com provide a meeting place for
information so that this (time consuming) trawling process can be avoided. Once people have settles on sites they
like they tend to be faithful:
60% of users
visit fewer than 10 sites on a regular basis... Web surfing is not an arbitrary
wandering, a voyage of discovery.
Web users find the sites they like and stick to them. (Feldman, 1997,
119)
The pleasures of logging on and
coming home to a favourite/most relied upon sites can provide as much pleasure
as discovering and arriving at a new site - if not more so due to the
familiarity and established identification with the atmosphere and lay-out of
the preferred site. Logging onto a favourite sites and viewing updates is like
viewing a metamorphosis, with the site as a living, evolving entity. This vibrancy becomes clear when
abandoned, ÔdeadÕ sites are viewed - for the update is a vital component of the
ontology of the web site.
The sticking to a preferred site is based on choices and preferences,
and around the sensibilities of particular groups and interests. Of course, the
Web also has to incorporate navigation guidance for those for whom the idea of
searching is in itself an alien entity, and those who only want to use it to
purchase flight tickets etc. Such
points of explanation and forms of use constrict scope for radical formal
innovation.
-------------------------------
Whether the Web user surfs or
sticks, topics of interest such as films and television programs are relayed
through links and chains of references - this dispersal freeing Òinformation
from time by erasing the gaps between production, transmission and consumption
of informationÓ. (Jordan, 1999,
169). When television and film texts and audiences are subsumed within this
fluid positioning, and picked up by web users (whose own experience of the Web
may be more static), a form of choice-driven and responsive involvement is
created that is both personal and also has formal repercussions on the text.
In his book Television Culture (1999), John
Fiske makes a series of distinctions between texts which are problematised by
the WebÕs dynamism and by the blurring of boundaries between
author/receiver. Within a
consideration of intertextuality,
he describes three levels of texts: primary texts (the program/film Ð the
notion of the cannon text), secondary texts (extra-textual knowledge sources
such as specialist magazines, advertising, publicity etc) and a third layer Ð
tertiary texts. These tertiary
texts are audience-sourced, the conversation/gossip/letters of the fans,
Ôethnosemiological dataÕ (Fiske, 1999, 124). The Web blurs the boundaries between these areas, the
anonymous nature of involvement enabling a merging of opinions and sources.
Fiske creates a polar distinction between sites of discourse that the WebÕs
ontology draws together. He maps
out the position of producers at one end of the scale (providing source
information for publicity and articles), fan magazines in the middle
(pseudo-independent as relying on press releases) and the (independent?)
viewers at the far end. These
distinctions are based on the availability of source information and knowledge
and assumptions about independence in the face of commercial domination. As well as providing a forum from
the intertwining of FiskeÕs secondary and tertiary texts, the Web submerges
this distinction in the flow of mainstream and more specialist fan culture and
the division between viewers and producers blurs. Boundaries have never been fixed - now they are ever more
permeable - with texts and voices become inter-responsive, involved in
processes transformation. For the
Web enables: Ògrassroots cultural production to reach a broader readership...Ó
(Jenkins,1998) and has led amateurs creating sites that are: Òoften more
detailed and more accurate to the original that the commercially-produced
sites.Ó (Ibid) The audience is not just retrieving
information but sharing,
witnessing and adding textual resources and information. Now producers take part in debates,
whilst looking to the Web for feedback - with figures such as Chris Carter,
(the creator of The X-Files) taking
part in online web dialogues with fans after episode screenings and admitting
to logging on to chat rooms and listening in on discussion boards to gauge
responses to narrative developments.[6]
This merging of different types of
texts with often opposing driving forces is useful for covert strategies of
promotion in cyberspace. Messages Ònow revolve around receptorsÒ (Levy, 2001,
366) and gossip, traditionally part of folk culture, is increasingly being
integrated into strategies of Ôsoft sell.Õ Spinning, viral marketing, seeding and ÔrogueÕ film reviews
- these trends foster an environment of uncertainty which undermines the notion
of empowerment for the user.
Shields comments upon the way that the Web offers an illusion of mastery
with; the Internet presented as a Òlandscape before us...awaiting our
instructionsÓ (Shields 2000, 147). Much discourse on the Web takes on the guise
of friendly impartiality or opinionated single-mindedness. The significance of
web hosting, and the relationship between the content/author and server.
(Wakeford, 2000, 35) (who is paying for site and why?) thus takes on added
importance.
New Mode, Old Content?
Most web sites still pander to the
Ôcontent is kingÕ ethos which ties the medium to the display and retrieve mode
of print formats - presenting content in a way which all but ignores the
malleable nature of the Web. The
move towards more technically adroit strategies has been signalled by the
perceived failure of banner culture and advertising. The response of marketing strategists has largely been seen
in the integration of product information and points of purchase into
lifestyle-dominated electronic shop-fronts. ÔDressing upÕ traditional content
with Òpostmodern multimedia flashÓ (Friedman, 1995, 75), many big name sites
use multimedia to liven up content, build brand awareness, improve
click-through and consumer conversion (registration to membership or the making
of on-line purchases).
The Diesel jeans website
(www.diesel.com), for example, carries its fashionable, Òcutting-edgeÓ
deconstructionist tendencies across into the aesthetic and content of its site
via its clean, abstraction of design and quirky, pseudo-interactive elements
such as a weekly Òjeans plannerÓ and a Òsave yourselfÓ guide to life. These sections attempt to provide a
Diesel Òway of lifeÓ and utilise the interactive elements of the Web but fail
to move the aesthetic of the site away from the flat nature of the web page.
The siteÕs ÔinteractiveÕ nature is limited to the viewing of flash animation
and the chance to send in ideas/photographs/ commentary. The Ôjeans plannerÕ
feature attempts a lifestyle link but is merely a flash-enabled catalogue set
alongside simpler product folders and contact details. The site compensates for this by being
visually sophisticated, with an aesthetic ÒcoolnessÓ which both feeds from and
back into its products - displaying a stylistic world view clearly designed to
appeal to the Ôhip kidsÕ.
This packaging of multimedia
experiments with conventional content is a trend which runs through the online
marketing of films and television programmes. In some ways the Web is mainly
being used by the media industry as, Òjust another marketing outlet for
old-style celebrityÓ and discourse (Gamson, 2000). ÒRecycled old-media tacticsÓ (Horn, October 2000) are relied
upon just as much as traditional content.
Seeding strategies are not a new technique - merely an
technologically-mediated extension of the Hollywood rumour-mill. And spoiler sites are merely taking a
long running trend towards revelation through the media to a rather cynical
extreme. Magazines like Premiere,
Entertainment Weekly, Heat and TV Guide offer a
blend of teasers and spoilers alongside celebrity interviews with actors who
offer ÒuniqueÓ insights into their characters motivations and future
prospects. Key story-lines[7]
of soap operas are picked up by the national press, are carried along in
commentary, reviews and features, dissected and mulled over by critics and
other ÔauthoritativeÕ voices. In
the process, they are transformed into events. Front-page headlines on newspapers and
television guides often make the discovery of narrative secrets redundant. In this way, the inescapable
circulation of journalism, news, advertising and cultural debate sets upcoming
plotlines within the historical context of the series and also within national
the consciousness. Information
available on the Web is vastly more detailed and trivialised because of the
range of sources and the individual interests and sources called upon. In some ways however, the WebÕs influence is less intrusive -
the user must go down certain paths to discover information - and it is
possible to avert attention. This
possibility of avoidance means that the information available is often more
geeky and less generalised (highlighting details of costumes and backstory) -
as those looking are the enthusiasts.
Official web sites for television
programmes/films have demonstrated the shift away from the: Òmarginality of the
television texts appropriated by fansÓ (Pullen, 55):
serving as a
clearing house for fan activity.
Most of these websites provide the kind of information previously
available only through fan clubs and fan activities such as newsletters and
conventions. (Ibid.)
Despite breakthroughs in on-line fan involvement,
however, official sites tend to appropriate the techniques of fan activity but
not the attitude; the anti-establishment, us against them, revelatory dominant.
The Box office Ôtricks of the tradeÕ are still relied upon, with the Web
serving as a support medium; hosting trailers, press junkets, reviewer quotes,
promotional tie-ins, and the work of publicists (Snead, 2001).
The break from previous antecedents
comes from the notion of content as experience. An increasing number of producers have grasped the fact that
the web is not a Òbackground mediumÓ (Jones, 2000, 175) and integrated this
aspect of the Web into new experience-based projects. As Feldman argues
(perhaps optimistically):
While the
Web may become a place where some traditional content is traded, it is more a
place where trade will be based on very different notions of content than
previously understood by the media industry... The type of content that
flourishes on the Web is much more an experience than a fixed body of
intellectual property in the traditional sense. (Feldman, 129, 1996)
Specific marketing strategies have attempted to
deliver the appearance of such experienced-based events, by merely disguising
conventional marketing activities.
Many use the fluidity of web navigation and incorporate scavenger-hunt
compositions but create campaigns which are restricted by the fact that following
clues leads to conventional content as Ôtreasure.Õ The recent campaign for Swordfish
(operationswordfish.com), for example, involved the search for 10 passwords and
key codes - clues available in the real world (from interviews and posters) as
well as online. This search befits
the filmÕs hacker sub-plot, but all that the players are rewarded with after
discovering these codes is access to restricted interviews, photographs and
reports about the film. If all 10 are discovered, the player can enter a
contest to win £50,000 - (Paul Semel, 2001, 47), but this is merely a
conventional send-back-to enter prize draw of a direct marketing campaign.
Whilst this extends a campaign across into the real world from the Web, the
payoff is empty. This unsatisfying textual involvement seemed one of the key reasons
that the campaign failed to capture the imagination of web users.
Innovation
The elements that combine to form
ÔwebnessÕ are beginning to be harnessed to create more Òdigitally
sophisticatedÓ interaction and participation (Murray, 1994, 67) ÔProductÕ (and, by association,
content) is being reconfigured as ÔexperienceÕ with functional content becoming
inspirational material. Producers
are beginning to call upon a
sophisticated, playful audience by replacing clear and recognisable
media content with more complex creations often with postmodern Òontological
dominantsÓ (McHale, 1987). Whilst
using new ways of communication to provide a richer experience around a core
product, the strategies utilised have largely depended upon the form of the
text, which, in turn, has helped determine the aesthetic of the campaigns.
Series and soap operas are free to demonstrate the way in which the Web can
build collectives over a period of time - creating online environments which
can grasp the power of the update to build a loyal audience, smoothing across
season breaks and narrative upheavals.
One of the most impressive online
presences to date is the official site for DawsonÕs Creek (dawsonscreek.com)
- a site which puts ÔDots DiaryÕ on the BBCÕs Eastenders website to
shame by skilfully melding the fictional world of Capeside and the characters
within it, with those of the audience.
It does this by breaking down the relationship between fiction and
reality, and by linking the perspective of the visitor to that of the
characters. The site has generated
100,000 subscribers to its weekly email update notification Dawsonsscoop. Both
this and the site, tie in direct sales - making the most of product placements
by presenting a range of purchasable Capeside Memorabilia.. During the planning stages, the
siteÕs producers aimed to ensure that online participants returned to the
television screen each week, but also wanted to offer:
more of the DawsonÕs
Creek experience to online users, so not only could they get more of the
story, they could participate in the charactersÕ lives. (Andrew Schneider,
quoted in Crosdale, 1999, 145).
The web site expands the programmeÕs environment and
narrative reach and is so immersive that you donÕt even have to see the
programme to keep up with the lives of the characters and feel part of the DawsonÕs
Creek experience.
The site enables fans to access
characterÕs desktops; thus seeing through their eyes, accessing their private
lives, and gaining an internal perspective of their psychological and emotional
states.[8] By accessing the email and computer
desktops of key characters, seeing their drawings and photographs, reading their postcards and their
diaries, fans can gain an ÒinÓ into their psyches. Characters are laid out for voyeuristic investigation which
allows: Òsurfers to point, click and discover what makes Dawson tickÓ
(Crosdale, 1999, 144). The
involvement in charactersÕ thoughts and feelings provides access to
meta-narrative ingredients - the fake desktops serving as expositionary
portals. Web pages within the site
play upon the suspension of disbelief ethos of fandom - presenting characters
and places as real. In order to
merge fantasy and reality, the site utilise the formal conventions of web
design to enter users into these ÔrealisticÕ fictions. The fan can enter the
world by checking out timetables and school events at Capeside High, booking
hotel rooms at the PotterÕs b&b and reading menus from the local
restaurants.
The
information surrounding soap operas and cult shows seem to function differently
to the one-off text such as an
upcoming film release. The former
seems intractably tied into characters, empathy and the investment in
long-running narratives (and the Òwhat ifÓ scenario), allegiance to a
show/author - normally in serial format which can reward over timeframe. This
rounding out of a fictional world is beginning to be tapped into by film
marketing. Apart from sequels
(which can tie themselves into a chain), films often have to depend on generic
or auteurist antecedents. The fact
that film and gossip sites often displayed industry-based information has lead
to information-based content (Òso and so has signed to playÓ, Òhere is a shot
from...Ó). Films therefore become linked to the nature of knowing, the status
of being an expert. The result is a different focus - which web sites like
darkhorizons.com dwell on - the ÒhyperconsumeristÓ sensibility:
the seemingly compulsive
consumption of mass media, regardless or whether any actual single text
provides pleasure...the very activity of consuming becomes more important, more
pleasurable, more active as the site of the cultural relationship, than the
object of consumption itself (for example, Ôcouch potatoes,Õ collectors, and so
on) (Grossberg, 1992, 56)
Films are beginning to move away
from this information-based approach and moving towards involvement in
campaigns which echo the strategies of the series - extending the narrative
across the web and developing an online micro-world to broaden length and
degree of involvement and participation.
Films without established followings (like Star Wars and Lord
of the Rings which already have fanatical following), are
attempting to maximise the fact that if you inspire and generate a collective
and create a loyal and enthusiastic group via a powerful web presence, you can
appeal to specific groups, generate discourse and lead potential audience
members to the film. For, as
Stacey Herron notes: ÒA traditional TV ad might spark interest in a film but
only a film site can really cultivate true obsession and extend the life of the
filmÓ (Herron quoted in Smalley, 2001).
Whilst successful sites can provide films with artistic validitiy, the
cult of the new means that real innovation can almost be counted upon to be fed
across the web and into the press as evidence of the Ôlatest trendsÕ in online
life - generating further hype.
The groundbreaking work here has been done by tying the unique qualities
of the film to the aesthetics of the web campaigns; achieving Òsynergy Ò with
the film so that Òthe Web becomes another layer of the filmÓ (Adrian Hennigan
quoted in King, 2001, 52). This is
a careful balancing act however, as many sites still adhere to the Ôdressing
upÕ pitfall and come off, Òas ego trips for Webmasters,Ó sites that: Òtry so
hard to be different and clever that finding any details about the film becomes
and adventure in itself. (Graham,
2001)
The embracing of the Web has led to
experiments with its thematic and interactive possibilities. When compiling a list of
innovative Web presences journalists always include The Blair Witch Project - whose
official site is still taken as the breakthrough in online
marketing. The site; Òblended
fiction with reality to create a myth that spread like a virus across the internetÓ
(Mark King, 2001, 52). Its
innovation was narrative-bound and tied to use of visual and aural ÒevidenceÓ
to round out storytelling, creating a myth and using multimedia forms to break
down the division between fantasy and reality. The importance of the site on the economic success of the
film has been overstated, for role of strong word of mouth and old-media
coverage was vital to the success of the film (Horn, October 2000) - but the
site did set a precedent, awakening producers and viewers to the potentials of
web-based marketing. Sites for Fight Club, Final Destination, The
Centre of the World, Requiem for a Dream, X-Men, and
Memento have also demonstrated skilful uses of web technology, often drawing on
its oblique nature to express complex narratives. Of all the sites, one of the most memorable to date is
that for Requiem For A Dream (2000) (www.requiemforadream.com), a site
which successfully manages to convey the filmÕs themes (addiction, loneliness,
mass culture), with the haunted tone of the film whilst effectively utilising multimedia
resources. Shots from the film are worked into sophisticated design elements -
which (echoing the tone of the film) are both beautiful and disturbingly
compelling.
The site encourages an
experience-based interactivity - taking the user on a trip through a similar
nightmare to that of the film. Its
formal palette includes hypermedia, filmic and theatrical conventions alongside
flash design. The visitor is led
through a number of fake sites with ÒauthenticÓ banners and advertorials,
(Tabbytibbons.com, net-compulsions.org, casino.net) which serve to comment on
the film (as direct references to it) and to the compulsive, image-focused
nature of massmedia. The progression through the site is detailed, frequently
interrupted by technical ÒerrorsÓ - moments of interference which draw on
television reception, highlighting the nature of differing mediums whilst also
referring to the importance of commercial television in the film. Tied into a series electronic stream of
breaks and introductions, a fractured, tortured stream of consciousness, the
user must lead his/her self through the site through series of clicks and has
to take an active role in order to progress. Whilst conveying the experience of
old mediums through these breakdowns,
the mini-transitions also simulate the hypertext/surf mode of navigation
through differing styles of web site within the boundaries of one. These breaks
are used as transitional pages between the mock sites and ÒofficialÓ film content, creating a
cosmetic difference between the two which highlights the pauses and breaks of
the web. This ÔartisticÕ use of the Web both supports the film, and stands
alone as a mini-experience. It is very much a work standing in
isolation, a site which provides its own payoff, its own unique
experience. In the process, it
manages to distil some of the WebÕs own Òexpressive powerÓ rather than just
documenting the ÔcanonÕ text.
Chapter
2: On-line Communities and Participation
Cyberspace
is not Disneyland. ItÕs not a
polished, perfect place built by professional designers for the public to
obediently wait on line to passively experience it. ItÕs more like a finger-painting party. Everyone is making things, thereÕs
paint everywhere, and most work only a parent would love. (Amy Bruckman quoted
in Jenkins,1999).
In their e-encyclopedia
entry for ÔThe Internet,Õ altculture.com argues that one of the key strategies
for integrating ÔoldÕ media into successful web-based business enterprises is
by Òcapturing readers and viewers as ÔmembersÕ of ÔbrandedÕ collectives...Ó
(altculture:Internet). The
classification and targeting of specific consumer groups by spending habits and
lifestyle preferences is one of the key strategic weapons of the marketing and
advertising industries. It enables
companies to pinpoint potential markets and tailor approaches to them - looking
for group attitudes and values in order to generate quality responses. This
impetus towards establishing and milking niche groups[9]
correlates with the natural drive of web users towards tribalism.
Howard Rheingold, an avid
proponent of on-line communities,
sees this move toward the propagation of communities as natural human
desire ÒWhenever CMC technology becomes available to people anywhere, they
inevitably build virtual communities with itÓ (Rheingold, 1995, 6). As the connectiveness of the Web
demonstrates, this building has been expedited by the way that information
technology is able to support Òpersonal and social networks... by a technological
extension, a technical surrogate of the Central Nervous SystemÓ that provides
Òquasi ÔsynapticÕ connections with millions of minds exchanging informationÓ
(de Kerckhove, 2001, 18). Only now are the practical applications of such
connections being overtly incorporated into campaigns.
From these junctions -
and this discourse - an ecosystem of subcultures has emerged, Òsome frivolous,
others seriousÓ (Rheingold, 1995, 3). Constituencies springing forth via
frequent use of sites have, in the main, united around shared interests and
affinities.[10] These groups have proved
a fertile ground for fan activities for: Òthough many [fan] activities are
diverse, many are discursive - the most primal instinct a fan has is to talk to
other fans about the common interestÓ (Clerc, 2000, 216). The strength
with which a global connectiveness enables people to exchange information and
gossip within communities which are Òdefined not geographically but by a
commonality of tasteÓ (Feldman, 1996, 124) offers a teasing possibility of
being able to effect the show through involvement. Online initiatives around
shows such as Freaks and Geeks, Twin Peaks (and initiatives such Bring
Back Sliders to the BBC) have been encouraged with producers
and studios using the Web to Òrally the troops quickly and efficiently if a
series is in danger of cancellation or has already been cancelled but has a
chance of resurrection in syndicationÓ (Clerc, 2000, 226).[11]
The atomization of web
culture into interest groups has been driven forward by the enthusiastic banter
of Internet-hosted discussion. Web
talking is instantaneously recorded - breaking down the division between the
electronic and the oral. The WebÕs
hypermedia capabilities, has also seen ÔtalkÕ become an annotated, collage-like
mix of the visual and verbal with iconic exchanges. As well as posting commentary, people are able to illustrate
their words and scoops with images, downloads and links. The exchange of knowledge, gossip,
texts and advice within these groups has turned Òcooperation into a game, a way
of life - a merger of knowledge capital, social capital and communicationÓ
(Rheingold, 1995, 110).
This banter sees the Web
duplicating, Òthe webs of friendship that make up the heart of fandomÓ (Clerc,
2000, 224). Fandom is, as Henry Jenkins points out, historically specific and
determinate upon the technological resources available at the time. The speed and immediacy of the Internet
has speeded up the growth and breadth of fan culture, providing: Òthe ideal
basis for... multi-authored and collaborative fantasiesÓ (Jenkins,1998) The
speed of these transitions are demonstrated by the differing environments
described in two of JenkinÕs key texts about fandom, his book Textual
Poachers (1992)
and his essay The Stormtroopers and
The Poachers (1998). The period of time
between these works saw a major overhaul of resources and the fan
experience. In the latter, as well
as highlighting the speed of web discussion, Jenkins describes how new
technology has swept fandom into the mainstream. By 1998 it had become a familiar mode of activity which had
broaden interests whilst seeing users band into units whereas: Òa decade ago...
I was describing a subculture that was oddly alien to a good percentage of the
audience I was addressingÓ (Jenkins, 1998). As other critics have noted, as well as opening
out fan culture, the Web has Òdesignated more television programs, celebrities
and films as worthy of web activityÓ (Pullen, 2000, 55) leading to a general
hyper-celebratory approach within a cultural shift to an even more ÒpostmodernÓ
culture of the image and the instant.
--------------------
Before the commercial
potential of the Web was fully realized, the first web sites were based around
points of group focus: ÒCampus internet servers quickly became hosts to a
wide-range of interest-based web sites covering every imaginable enthusiasm.Ó
(Feldman, 1997, 114). Since then,
allegiances to specific areas of interest have both strengthened and undermined
the Web. Whilst they have generated
imaginative and challenging readerships/followings, the public reception of
these groups have added to the image of the Web as an environment inhabited by
ÒgeeksÓ and obsessives demonstrating misguided enthusiasm.[12] This perspective has resulted in serious
web-use being tainted by links to fandom; seeing the Web as the realm of low
culture (Òa vast repository of porn and drivelÓ (Dean, 2000). Assumed to be dominated by Òthe
trivia-obsessed micro-fan followings of pop culture obscuraÓ
(altculture:Internet), it is often represented as the domain of people with too
much time on their hands. Rather
than being directed into an attack on the mode itself, this hostility is
founded upon value judgements about the choices and the degree of investment
that people are making in what they choose to share/celebrate. For communal reception is united by
choice of not only of what is celebrated but also how, the Òparticular form of
engagement or mode of operationÓ (Grossberg, 1992, 53) involved in a personÕs
relationship with texts. As the
derogatory labels (geeks...) suggest, this relationship is unusually strong in
case of fans who grant certain texts: Òan importance and perhaps even a power
denied to othersÓ (Grossberg, 1992, 53).
Studies of the ÔactiveÕ audience have distinguished between types of
viewers and identified differing approaches to reception.[13] Jenkins describes fans as:
readers who appropriate
popular texts and reread them in a fashion that serves different interests, as
spectators who transform the experience of watching television into a rich and
complex participatory culture. (Jenkins, 1992, 23)
The emergence of vibrant
communities on the web has helped awaken communal participation and, in certain
cases, made theoretical dreams of Òcollective intelligenceÓ appear to be a
normal part of web communal life.
A vast bank of references, knowledge and recollections is housed in chat
rooms, entertainment news sites, multiplayer networked roleplaying games like Ultima
Online
and discussion boards. The groups
built around texts (films, literature, computer games and TV programs) have
become powerful resources, playful, self-referential, creative, loud,
resourceful and vocal - demonstrating an ability to acknowledge and play with
postmodernist tendencies and generic conventions. Whilst feasting upon the highly self-referential
nature of many of the texts they celebrate, fans document their own activities
and efforts with fan fiction and commentary. Occasionally this production slips into the voicing of
elitist perspectives, the criticism of other groups and other approaches.
Demanding and unruly, fans hold texts up as objects of adoration whilst
ÔdisrespectfullyÕ carving the text up for analysis. This refusal to be bound by the text and the skills they bring
to the communal reception and ÔreadingÕ of texts offer producers with a
challenge. :
as the Internet becomes a standard adjunct of
broadcast television, all program writers and producers will be aware of a more
sophisticated audience, one that can keep track of the story in greater detail
(Murray, 1994, 85)
The studios have begun to
pander to this sophistication, playing the Ôweb-literateÕ card in advertising
campaigns, whilst also recognizing the on-line fans as a resource. As Andrew Schieder, Director of
Marketing at Columbia Tristar
Interactive notes: ÒInternet fans are perhaps our best fans... we support
them. We recognize their talent
and their enthusiasmÓ ( Schieder, quoted in Crosdale 1999).
Divide and Conquer
Of course we hope you like it
here, because we made this place in our own image, but if you donÕt like what
you see, keep shopping.Ó (Pemberley.com/faq.html)
The Republic
of Pemberley (www.pemberley.com) a site for ÒJane Austin obsessivesÓ
demonstrates the power of the Web to join fellow-obsessives in a space which
ideally suits the demands of exchange and display central to fandom. An on-line
Òimaginary womenÕs nationÓ (92% female) led by a Òmatriarchal governance,Ó the site is presented as a safe
cultural haven - an ÔislandÕ of tranquillity amongst the choppy, polluted
waters of the mass culture surrounding it. The site demonstrates many of the
complexities of life online, and the ideals and aspirations of web communities,
as well as the tendency towards exclusivity. This ÔrealmÕ is linked to
amazon.com through banner advertising and the groupÕs suggestion that books
acquired in order to take part in the Ògroup readÓ are purchased from them -
demonstrates the intertwining of the cultural and social with the commercial;
the mass participation and consumption of texts generating further layers of
consumption and subsidiary consumer groups.
This
volunteer run siteÕs original incarnation was a bulletin board for ÒaddictsÓ to
the 1995 BBC adaptation of Pride and Prejudice. Since then
it has grown into a micro-universe for Austin fans. The site offers its members
a feeling of identity and belonging tied into a specific, chosen ideology posited as independent from mass culture and
built into sense of belonging.
It is presented as a place where virtual friends will ÒgetÓ your
obsession with Austin, or Mr. Darcy, or Emma, unlike most ÒÔrealÕ families and
friendsÓ (www.pemberley.com Welcome Page)
It is a culture to Òsoak in,Ó - built on discussion and exchange.
Postings, discussion boards, photo boards and general information are joined by
fan art, online publishing of sequels (fan fiction) - all or which are bound by
a Òcommon fascinationÓ (www.pemberley.com/newbie.html). In this way the site house a gallery
type space to Ògush,Ó show off skills and knowledge and share gossip. As well
as these literary fan-productions and activities there are social elements -
photo galleries of members, birthday notices, advice board, biographies of
individual members, and a summer travel board; these domestic issues linked to
ladylike, ÔfeminineÕ sensibility of the site. Perhaps due to the groupÕs television fan-base, the site is
less ÔliteraryÕ than others (such as the Òmother planetÓ AUSTEN-L) - a lower
leaning reflected in the groupÕs abbreviations (CF= Colin Firth, JN=Jeremy
Northam) which demonstrate an interest in ÔhunkyÕ actors as much as in Austin
characters. Nevertheless, it takes
itself, and its way of life, very seriously.
References
on the siteÕs welcome page to ÒstayingÓ, ÒvisitingÓ, ÒtouristsÓ or Òlifelong
friendships,Ó see involvement with pemberley.com being codified as various
forms of cohabiting. These
categories of involvement provide a framework which defines the roles and
responsibilities of members.
Murray argues that:
one of the simplest ways to
structure participation is to adopt the format of a visit. The visit metaphor is particularly appropriate for establishing
a border between the virtual world and ordinary life because a visit involves
explicit limits on both time and space.
(Murray, 1994, 106)
Yet the use
of these words seem to reflect the breaking down of considerations between the
virtual and the real. The idea of
visiting, rather than watching or reading, suggests a physical absorption into
virtual worlds as part of (or an escape from) everyday life. This absorption involves becoming part
of a social group - the ÒweÓ used in the FAQ and welcome pages. When a user
first comes across a site like pemberley.com and decides that this is home, she (or he)
must enter into a process of acclimatisation (pemeberley.comÕs moderators
describe this gaining of a voice as a type of initiation[14])
- gaining familiarity with the ritualistic modes of discourse specific to the
group and earning respect.
Entering a knowledge and dedication-based hierarchy from the bottom, the
ÔnewbieÕ must be prepared to gauge what is and is not acceptable to the group
(such as references to sex)... or face the wrath of regulars. This process of
initiation is based on familiarity - for example with the posting etiquette or
the error of raising issues/asking questions made redundant by the previous
activity of the group.
Whist the
welcome page (ÒDarcy Peninsula, The Newcomer Processing CentreÓ) announces that
the site for everybody, it is clearly not. It is not even for anyone who likes Austin. The siteÕs founders/organisers
pronounce this ÒclubbyÓ nature and express the financial and ethical reasoning
behind it:
The siteÕs narrow appeal is
intentional, and it has a sound basis... by subtle, yet consciously undertaken
means, we exude a bit of an attitude, which could be characterized as polite
with a bite. We miraculously
manage... to remain one of the most civil places on the Internet, a distinction
we prize, but one which is cultivated through an emulation of Jane AustinÕs own
honest, moral and forthright ways... The attitude weeds out some people, and
thatÕs what we intend. If you
resonate with the tone, visiting the site will be all the more fun for you. If you donÕt, just donÕt come; itÕs not
your kind of place. (www.pemberley.com/faq.htm)
The
highbrow/lowbrow perspective of the group demonstrates a specific
insider/outsider distinction
as: ÒThrough... investments in
specific differences, fans divide the cultural world into Us and ThemÓ
(Grossberg, 1992, 58). Lawrence
Grossberg distinguishes the fan from the consumer by the differing seriousness
of approach each bring to the process of consumption. Pemberley.com raises the
stakes and differentiates between the fan and the really obsessive
fan. Even if the technology of the
Web means that access to the site is ÔdemocraticÕ in its introductory text the
group makes clear that it is for specific sorts of Austin fans only. Just as companies and brands
attempt to establish themselves by differentiating themselves from their
competitors. PemberleyÕs ÔbrandÕ identity
is set by comparison to other alternatives in cyberspace - their ÒtoneÓ
in comparison to that of the Derbyshire Writers Guild or AUSTEN-L. In creating brand values they identify
the ideal user. This segregationist attitude seems an aspect of much collective activity online. In discussion of how going on-line has
effected Bad Subjects for example, the dangers of an expanding
audience is examined by one regular poster:
Not everyone who encounters Bad
Subjects is
necessarily what we might consider to be the ideal Bad Reader, and the larger
our readership, the more likely we are to encounter the less-than ideal....
(Rubio, 1995)
With the
segmentation of groups and audiences:
ÒYou can learn a lot about someone by simply looking at their bookmarks
to see where on the Net they like to returnÒ (Rubio, 1995)
Just as moving around numerous web pages often sees rejection and disinterest serving as a guiding
logic, so too the devotion to a specific cause/area of interest involves a
divisionism - a rejection of other
approaches/areas and ÔunsuitableÕ people (those less focused, or qualified).
These divisions are driven by choice, the act which Ang argues interpellates
the audience as ÔactiveÕ (Ang, 1996, 12) taken one step further - towards
allegiance. As Òone of the prime
discursive mechanisms through which people are drawn into the seductions of
consumptionÓ (Ang, 1996, 12), choice is tied into chains of consumption. The fact that the Òmultiplication of
consumer optionsÓ(Ang, 1996, 57) generated by mass media has been thrown into
greater excess by the Web has only
resulted in increased fragmentation.
The
specialised knowledge and interest underpinning these groups has seen: ÒInternet newsgroupsÓ and web pages
become Ònotorious for both blinkered specialisation and the ferocious debates
of blinkered specialistsÓ[15]
(alt.culture:Internet). The sorts of approaches displayed by ÔwebbitesÕ are
similar to those demonstrated by on-line fans - both of which have free time
they are able to give up, are not scared of technology or in recovering and
exchanging information. For,
although on-line life:
appears to be even messier
and more anarchic than real life... it is actually narrower than our real lives...
One can indeed avoid on-line contact with large segments of humanity, because
access to on-line systems is still limited to specific social groups (Rubio,
1995, 95)
Jon KatzÕs
description of the ÒDigital NationÓ sums up many of the assumptions/judgements
of what it is to be one of Net.Gen Òthey tend to be libertarian, materialistic,
tolerant, rational, technologically adept....they share a passion for popular
culture.Ó (Katz, 1997) . They
would seem to be the ideal demographic to bring a project to life; with money
and time to burn.
Perverse
Approaches
What you
make of the fact that someone is a hard core Will and Grace or Angel
fan reveals more about you and your assumptions than it does about
them. In the same way the division
of culture into sections has been led by value judgements. Harold BeckerÕs notion of the ÒArt
WorldÕsÓ Ôserious audience membersÕ (Clerc, 2000, 46) breaks down on the Web
and can be applied to the demonstrated approaches of Web users;
fans taking on high art terminology and perspectives in the context of ÔlowerÕ
art concerns. The distaste many
feel towards this degree of involvement
comes from the seemingly inappropriate ÒexcessivenessÓ of behaviour
(Jenkins, 1992, 53), as tied into culturally unsuitable products: the misplaced
affect which Òdefines the strength of our investment in particular experiences,
practices, identities, meanings, and pleasureÓ (Grossberg, 1992, 57).
The Web has
caused the breakdown of the division between what is and what is not worthy of
fan-type attention resulting in a postmodern all-inclusive celebration. David Harvey describes the postmodern Òrapprochement... between
popular culture and what once remained isolated as Ôhigh culture,ÕÓ a merger
that has happened before (Harvey giving the examples of Dada and the early
surrealists). Now however, Òthe
closing of the gap between popular culture and cultural production in the
contemporary period, seems to lack
any avant-gardist or revolutionary impulse leading many to accuse postmodernism
of a simple and direct surrender to commodification, commercialism and the
marketÓ (Harvey, 1992, 312). When Harvey describes the collapse of time
horizons and preoccupation with instantaneity, mediated by exploration new
technologies he is referring to television and art, but these characteristics
are pertinent to the thematic inclusiveness of the Web, whose multimedia and
emphasis on both the update and the outdate further emphases Òthe fleeting qualities of modern lifeÓ
(Harvey, 1992, 312).
Contemporary
media fandom on the Web may be a free-for-all of an unprecedented scope, but it relies upon the established
practices of fandom. The pleasure involved with engaging with trivia is
central, and expressed by Jenkins as a: Òmixture of emotional proximity and critical
distanceÓ (Jenkins, 1992, 278). He
refers to FiskeÕs distinction between semiotic and enunciative productivity -
activity involving both the Òpopular construction of meaning at moment
receptionÓ and the Òarticulation of meaning through dress, display and gossipÓ
(Jenkins, 1992, 278). In the case
of the fan, her argues, these distinctions break down and become integrated
into fully rounded ÒperverseÓ approach which lies outside of the Ôuses and
gratificationsÕ paradigm. Clerc outlines a further range of activities involved
with the transformation of texts into communal projects: the discussion of
characterisation, communal alerting of others to the appearances of stars,
speculation, the creation of drinking games, the comparison of shows and films,
and the picking over of episodes.
These fannish activities have been
joined by emerging popularity of slash fiction and, to a lesser extent, filk; communal production that helps
bind groups of individuals together.
From JenkinÕs descriptions, most of a fanÕs real work begins after the
first viewing of an episode - the process of replaying/reviewing/transforming
the text via Óclose scrutiny, elaborate exegesis, repeated and prolonged
rereadingÓ (Jenkins, 1992, 23).
In this way, fans transform reception into Òa rich and complex
participatory cultureÓ (Jenkins, 1992, 23)
This scrutiny-led focus means that
technology plays an important role in fan activities. The invention of the VCR, was seized upon as an extension of
the individualÕs analytical weaponry ( a ÒcognitiveÓ resource) and
revolutionised the focus on the text - enabling rewatching/freeze frame for the
close inspection (as well as the exchange) of fan texts. Compuserve and Usenet
broadened the approach electronically - serving as discussion forums
(community) and sources (information).
These technologies have made detailed examination possible, partially
determining the activities and approaches of fans. The way that the Web has empowered fans and affected
interpretation and creativity has been demonstrated by a number of key events
and by the persistent and futile attempts producers to reign them in. In 1999, fans of Buffy the Vampire
Slayer used the Web to distribute the postponed season finale (the episode had
been screened in Canada but not the US due to controversy about its violence in
the wake of Littleton (Wen, 1999)).
In contrast to Henry JenkinÕs discussion of fans sending/swapping
videotape copies of unavailable or unscreened episodes or shows, fans now
demonstrate Òonline bootlegging,Ó backed up by the Quicktime/Realplayer formats
and the increasing speed of flow via broadband cabling and resource channels.
The notion of fans doing it for themselves via technological know-how is
expressed by Michelle Erica Green in her discussion of episode X-Files:
A decade
ago, most fans never would have learned how Amor Fati (episode of X Files)
originally ended. Today they have
the Internet, where television fandom has gone from the province of a small
group of devotees to a free-for-all in which anyone with a computer can
participate. (Green, 1999)
This
harnessing of technology has seen the emergence of collective projects and
Òinternet enabled gamesÓ - with groups forming to argue, play games and Òeven
work on a range of complex communications mediaÓ (Kollock and Smith, 1999,
3). The online gaming community,
like online fans:
continue to exploit the NetÕs
predilection for community-building,
They hang out in ITC or in chat rooms, arranging contests and swapping
stories; they readily take to building clans - allegiances formed among players
united by geography, skill level, or shared vision. (Berry, October 1997)
Both the
gaming and fan Òinterlinked communitiesÓ (Berry, October 1997), utilise the
ÒInternetÕs strength as a distribution mechanism.Ó (Berry, October 1997),
showing off knowledge, collectively partaking of an overt form of collective
reception and most importantly moving away from the individual experience and:
enabling the player and viewer to Ògo beyond his or her individuality and call
on group reactions, group knowledge.Ó (Tulloch and Moran quoted in Fiske, 1999,
79). As well as for social reasons then, fans unite in order to maximise
their knowledge resources. Their
activities produce cultural capital which they attribute meaning to - knowledge
based resources built from collaborative effort.
The
collective focus on re-watching and group interpretation is bound by the search
for hidden secrets and the filling of syntagmatic gaps - a look back into the
text from a higher vantage point armed with insider (extra-textual?) knowledge.
Complex, open-ended, gap-ridden programmes/films such as Twin Peaks, Lost
Highway and The X-Files have provided Ôfood for thoughtÕ and their
mysteries have inspired fans to play detective. Web technology has aided fans in their attempts to ÔmasterÕ
texts, extended information, enabled downloads and digital imaging. Whilst
treating texts as sacred artefact (Adorno in Jenkins, 1992, 51) fans thus use
the resources available to them to dissect texts and bring them Òmore fully
under their own controlÓ (Jenkins, 1992, 68). With the Web, the look back of re-reading has shifted to an
applied look forward. This growing
tendency towards being in the know about future narrative events is
demonstrated by the pervasive presence of the spoiler in postings
and discussions. The spoiler
is a piece of information that has the power to transform the experience of a
narrative by revealing the secrets of the textÕs structure. Depending on your reception preferences
and whether you like to know what is going to happen in your favourite soap
opera, these are either prized facts or violent revelations. By their nature
they are potentially devastating to those who want to be kept in suspense. In newsgroups discussions, all spoilers
must be pre-warned with participants contriving:
Elaborate
mechanisms to avoid spoilers.
Large amounts of blank space in the body of a message is required, to
act as a kind of radiation shield against the unwary accidentally coming across
the potent data. Social sanctions
against revealing spoilers are
severe - even the inadvertent mention of plot data by an inexperienced poster
will attract tremendous opprobrium (Caldwell, 1999)
Spoilers are not a new phenomenon, texts have never
been air-sealed and there has never been a ÒstandardÓ reading practice. People skips pages and read tv
schedules to discover what is to happen.
With all its updates and speculations however, the Web is stuffed with
high and low level spoilers. The
power of the spoiler means that the decision to seek them out reflects a
specific involvement, with the text and the technology and a specific form of
agency.
This attempt
at mastery of the text links fans to computer game players, who have also
assembled online to broaden resources.
Just as the revelation of plot lines replaces suspense with differing
pleasures and a feeling of mastery, the exchange of game cheats give away
formal secrets and transform the gaming experience via the acquisition of
external knowledge. The exchange
of spoilers and cheats displays the Web serving as an activating device for the
collective solving of problems, the group being able to Òexhibit an
intelligence higher than any memberÓ (Turoff, quoted in Rheingold, 113).
The view
of fan communities as a warm
accepting space for the discovery of talents, with the celebration of
individual skills and creation of friendships is somewhat altered by this
rather functional exchange of information. Enthusiasts see the Web as an empowering medium for the fan
cause - the strength of the virtual group in cyberspace suggesting a Ôpower to
the peopleÕ. However optimistic
notions of fandom as offering liberation from the capitalist monotony of the
mass media undermined by the harnessing of this desperate Ôneed to knowÕ ethos
by producers, and the move towards overt linking of fans and economics:
one of the reasons that the
cultural logic of fandom seems less strange to people today is that core
aspects of fan aesthetics and politics have been appropriated by the culture
industries themselves (Jenkins, 1992)
Whilst the deluge of
information on the Web is a valuable resource for fans, the overwhelming amount
of information available often threatens to go beyond usefulness and into
overload. When this happens,
the ability to ascertain what is a reliable source is also compromised. The
appropriation
of this confusion alongside with the harnessing of fan activity, is
demonstrated to an extreme extent by companies such as M80. M80Õs ÔspecialtyÕ is the use of the anonymous
nature of web discourse and the organization of Òartist fan communitiesÓ into
ÒonlineÓ street teamsÓ (www.m80.com).
These lead and generate hype in chat rooms and bulletin boards,
infiltrating and guiding on-line debate. This activation of niche audiences,
with fans as corporate agents tears fandom from memories from folk/social
background and demonstrates the
malleability of the Web for viral campaigning. M80 prays upon the need to know, arming the fans who work
for it with information and access, and rewards them with ÔswagÕ (fan
merchandise, tickets and memorabilia).
In return, Britney Spears fans (for example): Òseed chat rooms, conduct
reconnaissance on search engines or bombard MTVÕs Total Request Live, begging for the pop
starÕs latest hitÓ (Shreve, 2000).
Although ÔrealÕ fans are
growing increasingly skilled in distinguishing infiltrators - as the company
sales patter describes - by seeding
Ònew avenues of communication... the results are immediate: on/offline
buzz... Word of mouth, fan to fan, itÕs the most effective way to get
information to the people who want it mostÓ (www.m80.com).
CHAPTER
3 - THE A.I. GAME
In
The Beginning
Like the best textbook marketing
campaign, the A.I. game involved a powerful call to action to a
specific demographic, in this case: Òserious film buffs and web afficianados.Ó
(Simons, June 2001). The channels and processes by which the game
stepped out of the hubbub of online fan-debate and became specific topic of
interest reveals a great deal about the nature of viral Ôspread,Õ targeting
strategies and the encouragement of specific modes of communal audience
engagement. For the potential
player, the point at which he or she first learnt about the game reflected upon
their media consumption habits - as the game started as whispers on key
media-enthusiast sites and spread out into the more mainstream, traditional
press.
As the game grew it spread from the
ÒundergroundÓ into mainstream attention via press articles and bulletin board
discussions. This discourse
displayed a communal digestion of the game and the issues is raised. These initial responses ranged from the
cynical and the enthusiastic, to helpful D.I.Y. instructions as to how to get
involved. The viral spread through
the online entertainment grapevine demonstrated an accelerated ÔfanÕ ecosystem.
In a matter of weeks game ÔveteransÕ had created guides and FAQÕs to take
ÔnewbiesÕ on introductory tours and clarify the gameÕs many oblique
aspects. The hesitant,
rumour-spread nature of the gameÕs emergence demanded group intervention
- the banding together of individuals to try and work out what was going
on - as well as imbuing the game with the feeling that something radical and
new was underway.
The online
mediaÕs coverage of the game ensured that a mythology of the game soon
appeared. The gameÕs quest-like
call to arms carried into the way introduced as stuff of web ÔloreÕ; the
established importance of the status of who Òbroke the news firstÓ attributing
credibility to those who were in on it from the start. The secondary texts
around the game ÔinvestigatedÕ the how, where and when people were let in on
the big secret. Alternative
offerings as to how the game started were offered with all trails leading to
the text search engine entry for Jeanine Salla, and nearly all going along with
the opinion that the game had been Òsparked by eagle eyed film fansÓ (Ward,
April 2001).
Jeanine
Salla is credited on the posters and trailers for A.I. as a ÒSentient Machine Therapist.Ó A fictional character, she provided the start of the
game with a central focus point - a name easy to remember and easy to look up. Of all the
reported ways in to the game, the
primary, and most referenced being was email sent on 10th April 2001
to aintitcool.com by the mysterious Anna Ghaepetto (whose surname, it was to be
discovered, was that to which all game sites were registered). Elsewhere, other
strategies of incorporation were coming to light; ÒsomeoneÓ had noticed the
name Jeanine Salla on the credits of A.I.Õs trailers and
had the presence of mind to challenge the notion of a sentient therapist by
using Google (specifically) to search for her. Others had discovered a telephone number on one of the
posters, dialled it up and received an email address from a recorded
message. After sending an email,
they had received a response - an email from the mysterious ÒMotherÓ which had
notified them that ÒJeanine is key.Ó Those studying one-sheet posters given out
in cinemas had noticed circles and squares on the reverse which highlighted the
messages ÒEvan Chan was murderedÓ and ÒJeanine was the key.Ó All of these paths lead to the same
place, the search engine.
Entering
ÒJeanine SallaÓ on Google or Yahoo brought up links to the Bangalore World
University, her Ôemployer.Õ Within this site, the player followed could follow
the trail to news of the death of her close friend Evan Chan (who had died in
mysterious circumstances whilst sailing on his boat, the Cloudmaker). Doing a Ôgoogle searchÕ soon became the
playerÕs search mode of choice, as they attempted to move outwards from
Bangalore via the clues that were threaded through the site. These ways into the game were reported
through news distribution sites and discussion boards via aliases and anonymous
parties. Due to this, the
specifics were somewhat displaced - and the mythology is vague. This confusion only added status to the
labyrinthine structure that seemed to have been created right under the noses
of web users.
Clues
awakening potential players to the presence of the game sites were launched at
the beginning of March,[16]
but it was not until AinÕtitcool became involved that word
spread. AinÕtitcool is a is a major league fan/breaking
news/gossip site (run by Harry Knowles, who has his own online nemesis, Matt Drudge
of the Drudge Report[17]); a site
abhorred by many in the film industry for providing a housing point for fans to
gather and exchange gossip and ÔhonestÕ reviews of films and spoiler
information, but also criticised
in the past by the fan community for being under the influence of the
studios. It is a well-known
ÔundergroundÕ site, not a tiny specialist site, and one likely to be a
gathering point for the target audience.
Gossip dissemination sites, newspapers and magazines also use the site
as a resource - a way to keep an eye on the activities and news of the web
ÔanarchistsÕ. Whoever sent those first emails (and addresses let us know that
at least one involved direct intervention from the gameÕs producers) the game
was being set in motion from key points of departure - tapping into the Ôword
on the streetÕ that is vital for any successful viral campaign. This choice of
entry point was clearly premeditated.
The game
sites and references, as in hypertext formations, serve as a Òseries of discrete lexion linked by
overlapping pathsÓ (Murray, 1994, 58) but were transformed into an event
through this absorption into the
chains of innuendo and gossip of the web. The emergence of the game was an
organic process which maximised the architectural playfulness and connectivity
of hypertext construction. (Murray, 1997). Its carriers were not only the players, but also the news
and entertainment sites and forums that picked up on the game. These ranged from the specific web
based journalism (Badsubjects, Wired, Salon.com,
E!Online) to traditional press (The Guardian, CNN, BBC, New York Times).
Coverage ran from April to July 2001, when previews of A.I. began
screening in the U.S. and focus shifted to reviewing the film. Sites like
Comingattractions/Darkhorizons had followed the A.I. film for
years[18]
- from postings about KubrickÕs ideas for the project, through involvement with
the game to reviews of the finished product. In contrast to these sites, the SKG A.I. dedicated
fansite provided a good example of the appropriation of fan site style by
studios - sharing the underground spoiler-discover style and positing itself as
a site for speculation and rumors, feeding off other sites in trawling style,
but being scattered with references to Dreamworks (ÒThis remarkable studioÓ
April 22nd 2001) productions, memorabilia, soundtracks and
presskits, and integrating the release of films such as Shrek,
Minority Report and direct-to-video specials such as Joseph King of
Dreams. This coverage markedly tied the game into the production of the studio,
configuring it as an object, another text.
To a large
extent journalists were the third group of players involved in the game,
alongside the producers and responders, attempting to grasp the validity and
significance of what was going whilst circulating information. The online reports were important
because they provided hypertext links directly into the game - enabling an easy
back and forth to sites for interested parties who did not want to have to do
any work in accessing them. The
positioning of the hypertext link as cheat/spoiler saw some sites holding back,
not wishing to spoil the game experience.
As Film.com noted: ÒWeÕve been kind of holding back on reporting the
A.I. Internet marketing campaign - just because it seemed like something fans
should discover on their own.Ó
(Film.com 2001).
Game
As Text/As Project
The capacity to represent
enormous quantities of information in digital form translates into an artistÕs
potential to offer a wealth of detail, to represent the world with both scope
and particularity... It offers writers the opportunity to tell stories from
multiple vantage points and to offer intersecting stories that form a dense and
wide-spreading web. (Murray, 1994,
84)
The
misleadingly straightforward cinema trailers for A.I. demonstrate
the rush of being
ÔinÕ on the A.I. secret.
Like literary paratexts; Òliminal devices that mediate the relations
between the text and readerÓ, (Genette quoted in Koenig-Woodyard, 1999),
trailers play an important role in targeting and generating a cinema
audience. Available to download
from the official site and sites like darkhorizons.com, they were
the first glimpse that people had of footage from the film. Whilst advertising the film (with
classical music, a portentous voice over and a rather cloying style), the A.I. trailers included covert
pointers - to parallel texts waiting to be discovered. The hints within these trailers that
something unusual was going on was a silent, hidden extra (the Salla credit,
the almost indiscernible flashing of letters), the viewer either had to be
highly observant and curious or aware of what to look for.
The
screenings of the first trailer in the U.S. resulted speculation that Steven
Spielberg might have drowned the film in his notorious sentimentality -
auteurist fears were immediately raised in bulletin board discussions and news
reports.[19] The
contrast between the sentimentality of the Spielberg oeuvre (and memories of E.T.) with the
cool, intellectual (Kubrickian) atmosphere of the game, was an important factor
in the appeal of the campaign. [20] Being given access to a secret
narrative, whose perversities and horrors impacted upon the sentimental Pinocchio-esque
leanings of the trailers, saw the campaign tying in the fascination of the
science fiction micro-world. Although early news coverage linked
the narrative of the game sites directly to that of the film (Ward, 2001), it
soon became apparent that the game world was a distant relative to that of the film. As such it maintained the layers of
secrecy surrounding the film that had already built up because of KubrickÕs
previous involvement.
The bricolage of web
sites and external references which emerged from these various reports and
speculations together created the sort of absorbing, quest-like story (or
Ôintricate environmentÕ Murray, 1994) that invites Òparticipation by offering
us many things to keep track of and by rewarding our attention with a constituency
of imaginationÓ (Murray, 1994, 111). It maintained the make-believe involvement of
identifying with characters and environments, whilst also being studied both as
an work of art and in relation to the upcoming film. The gameÕs formal composition drew from the medium which
housed it; taking advantage of the unique interactive and technical aspects of
the WebÕs ontology in order to create a complex, multidimensional and immersive
diegesis and call forth specific forms of responses. Jenkins argues that, to
become a ÔcultÕ object, a text must:
provide a completely furnished world so that its fans
can quote characters and episodes as if they were aspects of the fanÕs private
sectarian world (Jenkins, 50, 1992)
The game successfully
produced such a world; its scope, detail and imagery capturing the imaginations
of many players who like fans, were are able to dissect and celebrate their
favored texts whilst being ÒtransportedÓ (Gerrig, 1993) by their fictional
worlds. The blend of involving sci-fi plotting/writing and impressive aesthetic
range with multi-media (and multi-technological) innovation was the reason that
the game was soon described as ÒThe Citizen Kane of on-line entertainmentÓ (Simons,
2001).
The A.I. game is set in 2142,
within a dark sci-fi future in
which the Internet has become Òthe sphereÓ, a world divided by the presence of
cyborg technology, populated by murderous sexbots and sentient houses: Òa bleak
America where Anti-Robot Militias are crusading to rid the world of androids,
and where sophisticated androids, called A.I.s must flee to Canada via a
post-modern underground railroadÓ (Simons, 2001). The sites display familiar
sci-fi and fantasy referents; from
the ÒWho Killed Laura Palmer?Ó mystery of Twin Peaks, to the paranoia and
conspiracy led thinking of the The X-Files - all references familiar to web
fans. Here however, Òinstead of
being about the 22nd century [the sites] are designed as if
theyÕre from that worldÓ (Scott B, 2001) -
a world waiting to be discovered.
The sites are not supposed to be viewed in isolation, but as part of a
mosaic of intertwining references.
Because of this, the consideration of the formal nature of the game is
dual natured: in a micro perspective the look at individual sites and in a
macro perspective, at the bigger
picture, the grouping of sites and the connections between them.[21] The enormity of the endeavor is
reflected by the fact that the Cloudmakers key text, The Guide, was already 81 pages of
listed updates, connections, puzzles and solutions in June, 2 months after the
game had started.
The varied Òcosmology of
game sitesÓ (Burns, 2001) saw individual sites representing the different
characters, factions, companies and corporations involved in the gameÕs
narrative arc. The gameÕs story-lines were brought to life through the
discovery of these sites, the solving of puzzles and reading of clues, and the
continued close examination of updates and changes. To make the game international there were also sites in
French, German and Japanese. By
setting up dramatic events such as murders, disappearances, hackers, pro- and
anti- AI militant factions and rogue A.I.Õs, the game provided a playground for
intrigue and speculation. It started as a quest to discover who had killed Evan
Chan, but spread out to an examination of the fictional universe and the characters
within it. The universe took on
mythical status through processes of discussion and debate: characters such as
Laia, Martin Swinton, ÔMother,Õ Loki, Venus, Enrico Basta; companies and groups
such as Rogue Retrieval, Belladerma, Pan-American Coroners Office, and the
activities of the Mowz Hackers - fictional agents who meant nothing to those in
the film and everything to the
players.
The variety of formal
styles and thematic content within these sites not only helped keep the
attention of players, but also served to round out the illusion of entering
Òthe sphereÓ and surfing through the Web of the future. As with the DawsonÕs
Creek site,
the chance to access charactersÕ inboxes
(such as those of Evan Chan and Jeanine Salla) in order to read their
emails, let players gain internal perspectives as well as to gain clues and
evidence. The sites demanded
investigation, many of them requiring attention in order to see that something
odd was going on. The game
designers utilized the conventions of web design, layouts familiar to web
users; from the bland professionalism of uninspiring corporate sites to the
Òchatty style and snapshot illustrationsÓ of homepages (Butler, 2001). The
reality-effect was propagated by the depth of content, and the documents which could
be retrieved, including coroners reports and official documentation. Within
these formal archetypes however, secrets were waiting to be discovered and
connections to be inferred. Points
of entry into the sites were provided by search boxes and password entry
points, telephone numbers to call
and email addresses to contact - all of these waiting to be activated. The imbedding of clues within the sites
(and the required extraction of them) meant that the onus was very much on the
player. The project could not be
watched - a suspension of disbelief and imaginative involvement with the text
would not suffice alone - as an analytical and scholarly approach was necessary
for progression. Otherwise little would happen. Many of the clues contained self-referential elements :
allusions to Pinocchio (Ghaepetto as a play on Geppetto the maker of the boy
who, like the Haley Joel Osment character in the film A.I., would be real); to the presence of the Red King from
Alice in Wonderland as a central figure (who Òappears in Alice in Wonderland
amidst questions on the nature of reality, presumably one of A.I.Õs central themesÓ
(Wistreich, 2001)).
The extreme difficulty of
the puzzles meant that individual progression was almost impossible. The gameÕs taxing nature demanded
Òcollective brain powerÓ (Robertson, 2001) - the support and teamwork of a
group response. [22] The fact that the temporal boundaries
of the sites were fluid, with updates, the disappearance of links and arrival
of new content, meant that a Ôcommunal eyeÕ was needed to keep watch. A range of deduction strategies
was required to solve puzzles, alongside technical skills (running anagram
programs and hacking into sites), and linguistic capabilities in order to
translate documents. In order to work
out passwords and to make inferences a vast range of knowledge was called upon:
of the periodic table, Greek mythology, Mathematics, Shakespeare. Clues were
embedded into the ÔmeatÕ of the sites, the html, and encrypted pages were only
viewable through coding. The game took lateral thinking to the extreme and the
Cloudmakers rose to the challenge with gusto. They created a vast mindset, a team of researchers able to
crack problems and fill the gaps within the text through deduction as well as
through trial and error. Their
attention to detail became notorious and was carried into press coverage: ÒOne clue came out after game players
zoomed in on a tiny screen in a photo, ran it through the software program MS
Paint, and discovered a message invisible to the human eye.Ó (Mathews,
2001a).
The paperchase
construction of the game meant that whilst part of the whole, each discovery of
a URL was an isolated form of payoff - rewards, as in the playing of a computer
game, spread through the game experience to maintain play value. The primacy effect is potent on the web
and the arrival at new game sites backed up MurrayÕs description of the
pleasure of arrival during surfing.
Here, this arrival was tied into a successful act of discovery by the
players. LevyÕs essay The Art of Cyberspace investigates how cyberspace,
an environment in which Òcreative effort is shifting away from the messages
towards the devices, the processes and languages, the dynamic architectures and
environmentsÓ (Levy, 1996, 366) is affecting the notion of a work of art. In cyberspace, he argues, rather
than creating a text/product which is then received, the artist (producer)
instead:
attempts to establish an
environment, an arrangement of communication and production, a collective event
which involves the recipients, transforms interpreters into players, and places
the interpretation in the same loop as the collective paradigm. (Levy, 1996,
367)
As much
process as product, the game breaks down the distinctions between Òemission and
reception, creation, and creationÓ - the type of Òart of involvementÓ described
by Levy which: Òplaces us in a creative cycle, in a living environment in which
we are always already co-authors.Ó (Ibid.)
The game
used many technical aspects of the Web in order to challenge and inspire its
Ôco-authorsÕ - from pop-up windows
(superstitials), flash design, audiovisual effects, banners and error pages as
covert sites, keywords and search boxes - an eclectic multimedia approach to
persuade click-through and attention.
Intrusive and challenging email auto-responders and hacked deconstructed
sites brought drama to a multi-layered presentation of a world - one embedded
in the electronic sphere and thus ephemeral and intriguing. Part of the ÔexperienceÕ element of the
game, that transformed it from just being about puzzles was the generation of
suspense and surprise through use of sound and staging of interruptions through
the use of pop-up windows. The use
of the Òstartle effectÓ (Baird, 2001) to shock those playing perhaps late at
night merged generic conventions from both the film and Web mediums. It used timing and exposition to
create physical, visceral responses - the pacing of direct manipulation of the
playerÕs emotions invoking participatory responses (Gerrig, 1993). Just as in a horror film these moments
were dependent on timing,
theatrics based around sensation and hinting at off-screen space - as if
more interruptions could come in from the web at any moment. These intrusions are familiar to any
web user used to pop up advertorials - but the content (autopsy photos and
threatening messages[23])
was unnerving, presenting the web
as a haunted space.
Despite
these supernatural, theatrical elements, the game could be a project because it
was built upon a rationalist grounding, the fact that the secrets were revealed
via the application of logic and reason. Katz argues that in specialist forums (and, almost in spite of the face of
disorganisation and a Òbrawling and ill-defined WebÓ), the Web is hosting the
emergence of a new rationalism based on instantaneity and the ÔdemocraticÕ flow
of information (Katz, April 1997).
This rationalist stance is applicable to the A.I. game - a
process of teamwork and educated guesswork. The elements that make the Web such a battleground for
ascertaining truth also makes it the perfect place for the acquisition of
knowledge. The game uses this - to
inspire involvement and also to invoke paranoia - what is being missed, and what
is relevant, whilst ensuring that
the players believe that through determination and hard work they will be able
to solve it. In this way agency shifted clearly to the audience.
Gary Saul
MorsonÕs distinguishing between product (artefact-structure) and process
(moment-by-moment identification) is useful in this context. Like the
characters in a book, the players were at first unaware of the shape of the
structure around them. The basis of their mode of reference was the process Ð
all they could do was document what they knew, without knowing where it would
lead them. The playerÕs had an
internal view of the process, whilst the game had an Òopen futureÓ (Morson,
1994, 43). In order to
bring forth the sort of interactive involvement the game demanded, it had to be
relatively open in structure - a formal construction in which speculation could
be a key building block. The game
sites display this through their polysemic nature - open to interpretation and
calling for the making of assumptions (Fiske, in Pullen, p.54). Playing was thus a producerly process,
the intertwined strands of the game ridden with gaps requiring activation.
(Pullen, 54). A mode of agency
that the viewer is not often called to demonstrate, but the fan and computer
game player is more familiar with.
The
possibility of textual analysis of the web sites is complicated by the fact
that they are tied into a game-system played out into the real world via the
use of ÔoldÕ communication technologies - telephone numbers to call and
messages to hear. Following
registration on certain sites players received incoming material from the
ÔrealÕ world. At a
meeting of the ÔAnti-Robot MilitiaÕ (played by actors) in New York: Òclues
abounded: a half-burnt note in the menÕs bathroom, torn fragments of a book,
and a Ôhelp wantedÕ posting in the barÓ (Parker, 05.08.01) and references were
made at an M.I.T. press conference/screening in which Kathleen Kennedy the
filmÕs producer, gave out the business cards of Jeanine Salla.
The upcoming
interactive computer game Majestic (EA, 2001) has been linked to the A.I. project -
suggesting a trend which may herald the future of computer game and online
entertainment. Majestic also blurs
reality and fiction by combining the Òexisting tools and content of the web
with groundbreaking interactive technologyÓ (Moriarty, AinÕtitcool, May 2001) - using telephone calls/faxes
and pagers, AOL Instant Messenger and Multimedia capabilities, as well as the involvement of live
actors to spread the game out into the real world. Once paid up and registered, the Majestic player is
emerged in a personalised solo experience similar to that featured in the film The
Game. By analysing the
information and messages you receive, the player unravels the story/mystery,
which is imbued with conspiracy theories and paranoia. The company behind Majestic, EA, has
set up Òdummy corporations, with real phone numbers... and fake websites,
containing a mix of real and fictional information, which aim to provide clues
and draw you into the storyÓ (Sammons, DailyRadar) - these ÒconduitsÓ drive the
player Òthrough a plot of deception and intrigue.Ó (Sammons, DailyRadar.) EA
says this is a new generation, a game made especially for the online
experience.[24]
Unfortunately, outside of the computer game press, the emergence of the A.I. game has
somewhat taken the shine off of MajesticÕs novelty. A.I. might not
have offered as personalised an experience, but it did integrate all of the
elements of Majestic into a free form of communal entertainment....
The
Cloudmakers
The digital young are bright. They are not afraid to challenge
authority. They take noones word
for anything. They embrace
interactivity - the right to shape and participate in their media... [the]
sense of novelty, of building something differentÓ (Katz 1997)
Just as
texts need readers/viewers, games are reliant on players to bring them to life.
The A.I. game is tied into both the text which it supports and
into a mode of fandom - with the players demonstrating a fan-type approach and
an obsessional devotion to a cause. Because of the way it emerged from the
grapevine, those who learnt of it first thus were also those most likely to be embedded in fan culture, the
ÔseriousÕ web users most likely to take up the call to participate - the
curious and knowledge hungry rather than those who prefer to read about the
activities of others.
Within days
of the posting to AinÕtitcool, an official groups of players had formed, ÔThe
Cloudmakers.Õ They were linked by
their common enjoyment of the game, their interest in media and culture and a
shared manner of approach.
Throughout, they celebrated their communal resourcefulness - often
acknowledging that the game demanded a group mind response. Notions of
collective intelligence may once have seemed been laughable in the context of a
marketing strategy but as the game actively encouraged this notion, so too the
Cloudmakers acknowledged and forwarded the idea of communal problem
solving. Acknowledging, and
challenged by, the fact that the game demanded a group response, they
celebrated the ÔintelligenceÕ and ÔskillÕ of the virtual unit that they had
created. Their activities
demonstrated a clinical approach to textual analysis and problem solving: incorporating
the skills of fans/web aficionados (searching / analysing / speculating / creating)
with the technical skills, classical knowledge and clinical approach of the
computer-literate scientist/mathematician/academic.
The key
Cloudmakers, the moderators[25],
proved to be bright, young, and media literate, skilled in ways of dealing with
the press as well as in consuming and generating media products. In the process they gained high
(online) media profiles. Whilst imposing policies around key issues such as
spoiling and posting, and writing the indispensable guides/trails and setting
up affiliate web pages, they actively took role in an ongoing public relations
exercise. Liasing with the press
they put forth their views on both the game and the Cloudmakers as a virtual
army of detectives and, in turn, generated further media coverage. Importantly for those interested in the
game, they also maintained a web page listing all press coverage of the game
(www.cloudmakers.org/media/) - with Cloudmakers from around the world emailing
in news of additional references.[26]
The
Cloudmakers were united by bulletin board (http://cloudmakers.restraint.org/)
and yahoo community site (http://groups.yahoo.com/group/cloudmakers) as well as
the official web site (www.cloudmakers.org). The chatroom offered ÔliveÕ chat - both instantaneous and
reactive - helping to build the feeling of a ÔrealÕ community. These forums served as base for group
distillation of the game sites and housed the discussion and exchange which
lead to their building the game through discovery. Taking the game on as a
project, the hyper-enthusiasm they showed betrayed a barely-covered joy at
being given a project worthy of the skills they had been demonstrating in the
more unfocused/channelled nature of web-involvement. In interviews, the
Cloudmakers demonstrated a mixture of pride that others were following the
game with the desire to protect
the workings of the game and the investigation. As one member allegedly said:
when this breaks it will
change everything. WeÕve managed
to keep this thing pretty well organized thanks to the hard work of a few
individuals and a co-operative spirit... Personally, I hope we can keep this
underground. We probably canÕt
though. So, to all of us Ôold
timersÕ I say, be prepared for a flood of newbies. Please try to treat them nicely. (Wistreich, 2001)
The pleasure
of communal participation saw the groups social identity becoming the element
which solidified the game after the novelty of the puzzles had begun to wear
off - the move to meetings and talk of conventions and the idea of perhaps
creating their own games...
With so much
uncertainty about who was behind the game (everyone knew it was a marketing
campaign but who were the twisted geniuses behind it? Kubrick? Spielberg? Microsoft? Warner Bros?) the
Cloudmakers gave the gameÕs creators a name, ÔThe PuppetmastersÕ. Respect was demonstrated between the Puppetmasters (repeatedly praised
for providing the greatest roller coaster ride ever) - and the players (without
whom, the game would have been nothing).
They formed two tribes united by the mutually dependent obsession with
creating/revealing a technical experiment in storytelling/marketing as a work
of art. The relationship
demonstrated the way that producers and audience on the Web are intertwined and
the merging of texts: with the audience recovering and bringing to life the
game text.
Jeanine
SallaÕs ÔessayÕ Multi-Person Problem Solving Arrays Considered As A Form Of
Artificial Intelligence, linked directly to Cloudmakers.org, the
homepage of the Cloudmakers. This
demonstrated the acknowledgement of the activities of the players, suggested
that this sort of response had been expected, and recognised the responsive
relationship between the two. This textual linking of producers and receptors,
saw the game developers incorporating Òfan websites and conspiracy theories
into the evolving story-lineÓ (Robischon, 2001). The interactivity worked two ways with the gameÕs producers
reacting to the activities of the players: for example the incorporation of a
playerÕs pseudo-game site (www.for-evan.com) into the game - which resulted in
its creator being assumed to be part of the game by newbieÕs.[27] This relationship suggested that whilst
the developers undoubtedly had a surplus of knowledge and storylines that they
were working to, the structure of content and timing was by necessity flexible
and in some ways organic. Whereas
the future in a novel Òhas the full substantiality of a past eventÓ (Morson,
1994, 49), the gameÕs future appeared to be determinate upon the progress of
the players. When the players
slowed, ot got stuck, further clues and ÔhintsÕ were added. The process of narrating is in this way
taken from the computer game construction, playability demanding a structure
which could incorporate the deviations of the player and a responsive ÔauthorÕ
empowered by digital meldability.
Proud of
their achievements, the Cloudmakers expressed themselves an elite - like the
participants of pemberley.com aligning with the subcultural model described by
Grossberg by which Òfans constitute an elite fraction of the larger audience of
passive consumersÓ (Grossberg, 1992, 52) - a group with their own criteria and
focus. Their description of their activity in their welcome page is different
to that of pemberley.com - less of a warm and friendly place, and more of an
intellectual hot house:
The Cloudmakers bring
together diverse skills ranging from cutting edge spectral analysis to a unique and unrivalled knowledge of
historical events and world literature.
Two heads may be better than one, but thousands combine to form the ultimate
crimesolving syndicateÓ (www.cloudmakers.org)
There words
and discussions revealed a great deal about the group, revealing their elitist
sensibility - banding about words like Òcutting edgeÓ ÒgroundbreakingÓ and
Òunrivalled.Ó They debated the ethics of game - whether hacking and the use of
registration sites to identify game sites were using legitimate modes of
involvement. They also set the
game in opposition to Majestic- demonstrating their awareness of what else was
going on the web and gaming community. Whilst spawning groups who were willing to mock this
self-granduising element, they saw themselves as able to resource what ever
needs they had from the abilities of their team: web design and writing skills,
puzzle freaks and fiction writers, flash designers, film students and computer
technicians. Together they
believed they formed the type of multiplayer online community which:
explores and extends the
digital frontier - pushing new technology to its performance limit, creating
effective ecommerce, and building immersive electronic worlds. (Berry, Oct 1997)
Their words
revealed them to be demonstrating how fan activity can merge with technological
skills - in forming a group that echoes JordanÕs description of emerging new
eliteÕs; one Òwhose greater expertise, allows them to manipulate cyberspaceÕs
technology,Ó an elite Òbased on expertise or the control of expertiseÓ (Jordan,
1999, 101).
The
creation of editorials (and drinking games and communal joke texts[28])
helped the group build a communal inclusiveness. It also helped them to get their bearings within the
game world. As Murray describes:
In a complex narrative world
we can reinforce our belief by writing scholarly analyses or fanzine articles
that analyze the underlying assumptions of the world. (Murray, 1994, 110)
Indeed the
game was so complex - with chains of interlinking clues and references that the
documentation of the game by moderators ( The Trail and The
Guide) was vital to be able to enter and follow what been happening. Editorials written by key players
examined the key issues, ÒstudiedÓ the game, and put forward their view of what
has been going on - rather than just leaving it to the journalists to apply
external perspectives. Jenkins argument
that fandom Òprovides a space wherein which fans may articulate their specific
concernsÓ (Jenkins, 1992, 283) is useful in regards to the beliefs and concerns
revealed in their writings. The
editorials contained references which tell us about the types of people that
were playing key roles in this collective. The Editorial Only Solutions written by
Rich Stoehr (2001), contains references to Tim Berners-LeeÕs book Weaving
the Web, compares Jeanine Salla to Rosalind Picard Òthe ÔMotherÕ of Affective
Computing at MIT,Ó and discusses the game experience, newbies and The Trail It closes with the following
passages, words which speak
volumes - showing an awareness of the playersÕ agency and a techno/socio
utopianist self-belief:
I walk among my fellows, my
compatriots, with eyes wide in wonder, watching as connections grow and
strengthen, branching and branching and branching again to form complex lines
in three dimensions, then four, then five, Geometries unheard of, never-seen or long-forgotten, surface
in the connectivity, the unity of this world, this group, this mind, that is
many, and one. This is the way it
should be, I think. This is the
way it has always been. We just
donÕt know it.
And there it is. Perfect in a simple unity, glittering before
me as it moves and grows, there is the solution to all of it. The solution to all of it. The solutions do not lie in the puzzles
we are presented with, they lie in the connections we make, between the ideas
and between one another. These are
what will last. I look down at
myself and see that I, too, have been incorporated into the whole, connections
flowing to me and from me, ideas flowing freely as we work together, as
individuals and as a group, to solve the challenges we are presented with.
The solution, however, does
not lie in the story.
We are the solution.
(Stoehr, 26th July
2001)
Uncertainties
The scope
and immersion of the game within cyberspace means that without the activities
of the Cloudmakers the game would be almost unfollowable - Òout thereÓ but not
visible. The CloudmakerÕs attempt to define the boundaries of the game,
instilling order from a chaotic environment and bringing clarity to the ways
that the gameÕs formal elements dwelt upon uncertainty. The ÔconcreteÕ activities of the
Cloudmakers were, however, undermined by the ontology of the web which imbues
consideration of the game with uncertainty and ties it into realm of
postmodernism. The
game cannot be examined without
bringing in the consideration of postmodernism; whose multiple surfaces and
overload of signifiers inform the gameÕs aesthetics and formal
construction. Taking its
architecture from its postmodern host, the game was set within an environment
which provides: Òproblematic diffusions, dispersals, dissemination... a patina
of thought, of signifiers, of ÔconnectionsÕÓ (Hassan, Jencks, 198). The gameÕs
overabundance of signifiers, the shift from finished work to performance and
process (Harvey, in Jenks, 304), its
microworlds, and breaking down of boundaries between fact and fiction tied the
game to the postmodern whilst the barrage of data and spectacle, set the
certainties of the game into doubt.
As Dean notes:
Anxiety about the World Wide
Web tends to centre on its excesses, on the overabundance of information, the
overstimulation of graphics and gimmicks, the multiplicity of links. (Dean, 63)
There are
numerous problems to be faced by those studying Internet phenomenon like the A.I.
game. The whoÕs, whyÕs and whereÕs are
difficult to ascertain - due to the lack of a workable Òdigital identity
infrastructureÓ (Birch, Aug, 160) and the Web being a site full of avatars,
bogus events (such as the online diaries of Kaycee Nicole), masks and falsities
- the whole overwhelmed by deluge of information.
The gameÕs
sites shared an uncanny element that seeps from the web - which is filled with
unsuitably personal effects set out for public consumption. The sense of unease
that these sites created from the use of photography (of death and automatons)
and nearly-right references, language and imagery helped to create an
ÔunheimlichÕ aesthetic. The notion of the double tied into theories of the
uncanny seems particularly pertinent here - for the pseudo-authentic nature of
these sites instilled unease and a sense of foreboding. A comparison of some of the web pages
from the game site with those of
Clonaid.com, a ÔrealÕ site (Appendix B) shows the difficulty of ascertaining
truth from the fiction. The aura
of a Web is far removed from notions of ÔrealityÕ and many sites stumbled upon
whilst surfing the Web are display twisted aesthetics. Surreal and disturbing juxtapositions
of the personal and private abound as well as the perverse inclinations of
individuals. Reality often seems
displaced from the images on the screen.
Because of this, the game sites emerge as ghost-like doubles from the
swirling activities of the web.
Entering the mailbox of a ÔdeadÕ person - via a corporate site and yet
reading emails with references to Alice in Wonderland and emails
from ÒMotherÓ about a child that must be punished, instills and almost gothic
sense of dread within a ÔrealisticÕ aesthetic. The sites are discernible as
somehow different from those around them - a b-list aesthetic, a mundane
glossiness in contrast to the most corporate website. But on the Web, as Clonaid.com demonstrates, one can
never be sure... This unease
increases as the game seeps out from the computer screen into the players
private world.
The sites
were presented as representing real companies, people, events and the merging
of fantasy and reality was carried over into real world official comments from
those closest to the film. The
stars and the Dreamworks studio refused to acknowledge its existence[29]
and in interviews, Hailey Joel Osment spoke of Jeanine Salla as if she were a
real person - not a character created by a team of writers and developers. The parameters of the game were not
acknowledged by the polished, high-production valued official Web site for the
film - whose Chatbot was most unhelpful. As with The Blair Witch Project the
creators fed the myth by refusing to acknowledge it, instead letting it createÒits own reality and [allowing]
the Net Surfer to tap into itÓ (Butler, May 11, 2001) . The ill-defined borders of the game and
the control issues involved fed into the postings and speculations. These served to highlighted the
innocuous names of posters to bulletin boards and hosting sites - who were
these people and what were their status (were they being paid?)? People like ÔLord BullingdomÕ
ÔDarthnubÕ ÔThe Underground ManÕ ÔSpy in LAÕ ÔHoldercccÕ - fantasy figures
whose identities are unattainable. In the very first days of the game, before
the Cloudmakers had become the team of choice, leads and coverage came from
figures on bulletin boards such as Bradee-oh (who alterted
Comingattractions.com to the game on 10th April) and nachoworld (who
mailed slashdot.com only days after the game first emerged and was very well
informed knowing that there were ÒhundredsÓ of game pages to discover, meaningful
notches in posters and telephone numbers - remarking that this involved only
Ò3%Ó of the information Òout thereÓ and that people should check out
Aintitcool.com. to find out more).
The game
developers used this uncertainty to increase the gameÕs status - a method
whereby inferences could spread out so that even sites which had nothing to do
with the game fed the players hunger and generated speculation. Murray writes that:
Ó..to the postmodernist
writer, confusion is not a bug but a feature. In the jargon of the postmodern critics, Joyce is
intentionally ÒproblematizingÓ our
expectations of storytelling, challenging us to construct our own text from the
fragments he has providedÓ (Murray, 1994, 58).
The game as
text is structured from such fragments and also imbued with confusion and
semiotic uncertainties. These gaps are also, however, those needed for
detective play/fiction - as well as for narrative in general - for the attempt to fill in gaps and
uncover secrets and ÔcluesÕ is part of the reception, the ÔmakingÕ of stories
and dramas. The ÒpostmodernÓ questions surrounding A.I.s
mysteries were more focused on the status of meaning
- the question whilst playing as to whether the game was empty - as in the Twin
Peaks mystery of ÒWho Killed Laura Palmer?Ó - could all this effort and the
attempt to instil and utilise logic and relativist thinking be based on
something without logic, a metaphysical mystery - to be explained away as a
surface? HarveyÕs discussion of meaning in postmodern culture sees him refers
back to Jameson who:
has been particularly
emphatic as to the ÔdepthlessnessÕ of much of contemporary cultural production,
its fixation with appearances, surfaces and instant impacts that have no
sustaining power over time. (Harvey, 1992, 312)
The game
only needed to sustain the players for the duration of its run - approximately
5 months. During this time, the
players displayed a sense of trust not only about the community but also that
they would not be let down by the text, which seemed to stem from the
presumption that as it was linked to artists such as Kubrick and Spielberg (!)
the narrative would have an integrity which would reward their efforts. One the Web,
as with the game, Òresponsibility for determining truth rests as much with
those who consume information as with those who produce it.Ó (Shapiro, 1999, 136) Within the Cloudmakers group, there was a sense of trust involved in
choosing to enter a community Òwith common values and specific goals....that
the people in [this] ÔspaceÕ are talking senseÓ (Eco quoted in Coppock, 1995).
Whilst the press was often cynical:
Is it all part of a
million-dollar Internet PR campaign for the film? Or are Web heads spinning their own cyber fantasy? (Trattori, 2001)
The
Cloudmakers dealt with this question with the response ÒWho cares?Ó
regarding the Puppetmasters (whoever they were) as
praiseworthy adversaries, and the quality of entertainment negating any of
these questions. The strength of the game for them linked promise and pay-off[30]
and thus saw the uncertain environment as providing ideal playground for their
beloved game. Indeed, for keen game players, the major problem with the
intangible nature of the web was that the things that made the game such a rush
- its dynamic transitory nature filled with developments and disappearances
- also mean that the game might
also be transitory, something to mourn.
This fear came through strongly in suggestion from ÔLongway HomeÕ that:
If the game IS almost
over...then maybe we ought to archive the game as a memento. I mean... what if one day we log-in to
Cloudmakers and everything is just GONE (maybe even cloudmakers.org;) ? No more
game... vanished without a trace back to the future. I wouldnÕt put it past Õem [the Puppetmasters]. Should we take a family ÒsnapshotÓ to
remember it all by, or at least part of it. (email posting to Cloudmakers.org,
Ôarchiving pages (Re: ItÕs all over)Õ Thursday 21st June 2001
07:58:15 -0000)
Conclusion
The Web has transformed
fandom and nurtured the creation of new communities. In the process, conventional fan activities have been
confronted with a deluge of information and misinformation. Whilst dealing with these changes, fans
have grasped the technology available far quicker than the studios, who have
attempted to contain their more anarchic endeavors. The A.I. game is indicative of a change of attitude and
approach to fan activities. It
demonstrated a sub-culture being used to fuel the hype machine. By manipulating the online rumor mill
and challenging the fan and gaming communities, the game secured prestige for
both the film and the campaign itself. The game demonstrated the textual
hybridization of media forms the Web enables: the merging of the multiplayer
online game, postmodern charade, detective investigation and marketing
ploy. Demonstrating the
possibilities for postmodern, communal entertainment projects online it invited
performance; demanding Òto be
written, revised, answered, acted outÓ (Hassan, 1992, 198).
In recuperating the unruly
audience to support the mythology of the text, the game recognized and played
to the skills and enthusiasm of fans and ÔseriousÕ web users. The reliance upon the agency of fans
served as a marker of the shift from the ÔactiveÕ audience posited by reception
studies to the pro-active viewer that has become ever more visible online. The
reciprocal relationship between the producers and fans/players highlighted the
ways that life online can be a participatory experience. It also demonstrated the breakdown of
official and unofficial discourse stemming from the removal of the editorial
barrier and the instantaneous nature of web Ôtalk.Õ
An evolving process
running through chains of conversation and references, the game is not an easy
object to map or analyze.
Made up of multiple, changing and hidden texts, the gameÕs labyrinthine
composition called upon the fluctuating, decentered nature of the Web and the
ease by which fantasy and reality can be merged within its margins. The scattering of clues and references
through the ÒsphereÓ created a voyage of discovery, highlighting the
transitional nature of surfing the Web.
The CloudmakerÕs enthusiastic, response demonstrated the actions of a
sophisticated, obsessional audience rising to the challenge whilst celebrating
their abilities, and their role in bringing the game to life through the
ÔmasteryÕ of the text.
.
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A.I. GAME WEB SITES
See AI game archive @:
http://www.geocities.com/nwhitemanai1/
Cloudmakers Sites
About Us -
http://www.cloudmakers.org/
Contact Details -
http://www.cloudmakers.org/contact/
Collective Detective Database:
http://www.taxicafe.com/cbbd/welcome.php
FAQ - http://www.cloudmakers.org/faq
The Guide -
http://www.cloudmakers.org/guide/index.shtml
Media Coverage -
http://www.cloudmakers.org/media
Meeting Gallery -
http://www.taxicafe.com/cbbd/meeting.php
Getdrunk -
http://www.cloudmakers.org/toyland/drinkinggame.shtml
ÒShock as Muppet Kermit Admits To
A.I. MasteryÓ - http://www.cloudmakers.org/toyland/shock/
The Trail -
http://www.cloudmakers.org/trail/
[1] Throughout this dissertation I refer to the A.I. game in the past tense - primarily to configure it as an object of study. The game ran from April to late August and loose ends only are being tied up as I write. The web pages are, however, still accessible. I include a list of the game sites in the bibliography and a selection of print outs in Appendix A.
[2] Splinter-groups playing the game, such as Spherewatch and the humorous Troutmakers, played a supporting role but relied upon the Cloudmakers for game resources and knowledge.
[3] The Ònarrative nodeÓ points that help Òmap out the basic network of the narrativeÓ (Caldwell, html, 1999)
[4] See Buckingham, 2000, 82 for discussion of the convergence between old and new mediums.
[5] The bargaining of search engine positioning through payment for registration with search engines for example, is one way that major sites can ensure dominance.
[6] See Clerc, 1996.
[7] Such as the recent ÒWho Shot Phil MitchellÓ storyline on the BBCÕs soap Eastenders - the vast majority of Eastenders fans could not help but learn of his fate in advance
[8] As the website explains ÒEver wished you could see inside someoneÕs computer? Someone like one of your favorite characters on DawsonÕs Creek? Well, hereÕs your chance!.. you can delve into their journals, instant message chats - even their trash cans!... and since Dawson and his friends are often online, thereÕs something new every day!Ó (www.dawsonsdesktop.com/index.html accessed 10/10/00)
[9] Niche being: a Òsmall target group [with] special requirementsÓ Grayson et al, britannica.com.
[10] For example the recent focus on pro-anorexia sites as providing alternative meeting points.
[11] Alongside these, quirky character-based campaigns such as the Hang Dierdre Rachid Campaign have offered a more humorous perspective.
[12] For mainstream
print media, the World Wide Web isnÕt the information superhighway promised by
Al Gore and Newt Gingrich.
Instead, itÕs a vast repository of porn and drivel. This lament is typically followed by
the observation that home pages tend to feature photos of pets or Beanie
Babies, that more people use the Web to fawn over celebrities and document UFO
sightings than, say, to grapple with the constitutional implications of a
recent Supreme Court decision. (Dean, 2000)
[13] For example the distinguishing between: Casual viewing (specific show not Òspecial eventÓ but part of flow), devoted engagement (show = special event that must not be missed, encouraged by networks) or avid fans (watch and tape, show kind of Òquasi-religious experience,Ó) the latter more likely to be members of fan clubs/online discussion groups (Reeves, Rodgers and Epstein, 1996, 26).
[14] The site links the process of becoming part of pemberley.com as a form of initiation similar to the Òculturally accepted norm of waiting until you have been on a new job for a while before you begin to say how the workplace should be changedÓ. (www.pemberley.com/faq/html)
[15] Illusions of power and superiority have resulted in competitiveness and conflict emerging from enthusiasm - as demonstrated by recent evidence of unofficial Buffy The Vampire Slayer webmasters aiding the Fox networkÕs attempt to control such sites by sending out fake legal threats to fellow (opposing) webmasters (Armstrong, 2001) - this self-protection hardly demonstrates an Òus against the systemÓ perspective.
[16] See Simons ÒDiscovering The Alternative Universe of A.I.Ó (June 2001)
[17] For example the heated argument between Drudge and Knowles after Drudge revealed the ÔsecretÕ ending of Planet of The Apes on his site.
[18] One of the strengths of these sites is that they enable the fan to track projects and rumored projects over years - seeing how events transform from initial idea to finished product - revealing about industry and quirks of actors and directors etc.
[19] ÒIn SpielbergÕs hand, the Pinocchio-like story of yearning to become human could well be a license for some of the most outrageous, manipulative smaltz seen in recent years.Ó (Observer, 27 May 2001)
[20] The dawning of realization that something up noted in two online Empire reports the first that notes that the teaser trailer is Òambiguously soppyÓ (Empire: A.I. Unrevealed) and the second being impressed that had missed something: ÒWhile at first, the trailer might seem a little underwhelming, it would seem to contain the most elaborate, and down right mysterious, promotional campaign weÕve ever seen.Ó (Empire: The A.I. Mystery,)
[21] The scavenger hunt approach had also been appropriated by the largely ignored Plant of the Apes campaign which ran concurrently but was trapped by its one-note idea - missing a fictional world to get involved in it failed to capture the imagination.
[22] Indeed Harry Knowles saw the game as a challenge to
his activities, noting:
ÒIf you read all the web pages its so much more intelligent, in terms of written style, and the research is far more intensive, than anything IÕve ever seen... Everything has been calculated so well to throw people like me off.Ó (Knowles quoted in Clewley, 2001)
[23] ÒGET OUT. THEY ARE SMARTER THAN YOU. YOU WILL BE BROKEN.Ó
[24] ItÕs the first game that calls you, the first game
that calls you, the first game that faxes you, the first game that reaches out
into your life and connects with you.
ItÕs an online entertainment experience, created specifically for the
medium of the Internet, and it combines gameplay and storytelling that unfolds
at an unpredictable real-time, real world pace. (Neil Young, Vice President and Executive in Charge of
Production at EA quoted in Akinnuso, 2001)
[25] The moderators were: Irwin Dolobowsky, Dan Fabulich, Adrian Hon, Bronwen Liggitt, Andrea Philips, Cabel Sasser and Brian Seitz.
[26] My own offering remains on the list for posterity.
[27] ÒIÕm getting all these e-mails saying ÔAre you a robot? Are you human?... I just say ÔIÕm a friend of Evan.Ó (Cabel Sasser, executive at PanicInc, a software firm in Portland Ore. Quoted in Anna Wilde Mathews, April 30)
[28] Drinking games ÒgetdrunkÓ - getting drunk on own via reading messages posted on boards - key words and topics that crop up. Creating texts for the group to enjoy - like fan fiction. Jokes - such as ÒShock as Muppet Kermit Admits to A.I. MasteryÓ (cloudmakers.org/toyland/shock). And more conventional in-jokes drawing on a groupmind sensibility (such as ÒYou know youÕve been reading Cloudmakers too long when....Ó)
[29] ÒThe official comment from Warner Bros. is Ôno comment.ÕÓ (Means, June 24, 2001)
[30] For discussion of the relationship between promise and fulfillment see Gerrig, 1993.