BEFORE
THE HOLODECK:
TRANSLATING STAR TREK INTO DIGITAL MEDIA
By Janet Murray and Henry Jenkins
Over the past two decades, Star Trek has offered viewers a succession
of compelling and ever more sophisticated models for the future of digital
media, starting with the voice activated computer and working through
the holodeck, the holosuite, and most recently, the holonovel. The various
Star Trek series consistently depict how a future culture will
work and play within digital space, as Picard dons a trenchcoat, Data
pits his detective skills against Moriarity, Bashir saves the world
as a James Bond-like superspy, and Voyager's holographic medical program
does battle with Grendel. The holodeck and its descendants represent
an immersive and fully interactive environment, which allows ship crewmembers
the chance to enter into fantasy environments, assume fictive roles,
and escape from the mundane reality of always having to go where no
one has gone before. And, of course, as regular viewers can tell you,
every time anyone uses the holodeck, it crashes or malfunctions.
This last feature may be its strongest commonality to the digital media
currently on the marketplace. Contemporary cd-rom games, as consumers
regularly complain, take forever to install, are full of bugs, and offer
only limited interactivity. Compared with the technological wonders
of the holodeck, we are, to borrow a memorable phrase from the original
series, working with "stone knifes and bearskins."
We might, however, view the situation a bit more optimistically. Imagine
that we are publishing this collection in 1895 and that only last year
the Lumires produced their heart-stopping image of a train arriving
at La Ciotat Station. Would we have been able to imagine Birth of a
Nation or Children of Paradise or Pulp Fiction? Suppose we are writing
this essay just a few years after the advent of broadcasting, could
we imagine works with the narrative complexity of Murder One or the
cultural influence of Star Trek? The emergence of electronic
media tempts us in a similar way: can we, looking at the gamelike and
stick-figure narratives of the 1990s video games, glimpse the emerging
genres of a more expressive narrative art? Will our current moment be
treated by future historians as the pre-history of the holodeck, just
as film historians once published books called Before Griffith or before
Mickey? (Crafton, 1993, Fell, 1983)
AESTHETIC POTENTIALS
In Hamlet on the Holodeck: The Future of Narrative in Cyberspace,
Janet Murray (1997) identifies the defining properties of this emerging
medium as encyclopedic, spatial, kaleidoscopic, participatory and procedural.
That is, computers contain vast amounts of information; they can be
navigated as virtual spaces; they are made up of parts that can be juxtaposed,
rotated and rearranged to form varying gestalts; they call forth our
actions and respond to them; and they are built out of rules of behavior
that allow us to animate the worlds we model. The current computer environment
is often referred to with additive term, "multi-media," but
to the extent that designers exploit the intrinsic properties of the
computer, they forge the component parts (including text, still images,
moving images, graphic design, the drawn and the photographed) into
new media-synthetic representational forms capable of capturing the
world of our senses and the world of our dreams with an astonishing
new immediacy.
The aesthetic pleasures that emerge most immediately from the intrinsic
properties of the computer medium are often referred to as immersion
and interactivity. Immersion is the pleasure of being transported to
another place, of losing our sense of normal reality and extending ourselves
into a seemingly limitless, enclosing, other realm, where we move and
act under different and often magical rules. Interactivity includes
both simple participation, common to other aesthetic experiences such
as call and response singing, and also the pleasure of agency, the power
to act freely and to make choices and to have those actions and choices
affect the narrative environment. Immersion and interactive agency reinforce
each other. The more we feel we are surrounded by another enticing environment,
the more we want to manipulate it. The more the environment responds
to our manipulations, the stronger our involvement with it, and the
more persuasive the illusion of being there.
If we are to imagine the computer growing into a locus for a maturely
expressive art then we would expect to see storytellers building upon
these qualities: making imaginary worlds with ever more encyclopedic
completeness, more navigable spaces, more capable of exploration from
multiple points of view, more open to our active participation, and
displaying increasingly complex behaviors which are both surprising
and appropriate. If we believe that electronic media can grow in these
ways, then we might begin to imagine a future art of immersive and interactive
narrative worlds that would have an expressiveness comparable to that
of contemporary film or television.
How can we judge whether such hopes are justified? How can we gauge
our distance from an art form that does not yet exist? One way is to
measure existing electronic narratives against a comparable experience
in the non-electronic world. At the present moment, a high percentage
of the digital media on the market are second-order phenomenon, adaptations
of texts that gained their popularity through film and television. In
a horizontally integrated media industry, characters, plots, images
move fluidly across various media, participating in what Marsha Kinder
(1991) has called the entertainment supersystem. We need to develop
an equally horizontally-integrated media studies which can trace the
migrations of these stories and understand what is gained and lost as
they move across different media. The Star Trek "franchise,"
as Viacom increasingly calls it, represents perhaps that premier example
of a transmedia phenomenon, having developed five television series,
eight feature films, a succession of best-selling original novels, comic
books, toys, and various other spin-off products.
FANS AS INTERACTIVE CONSUMERS
Star Trek represents an important test case for digital media's
"interactivity" because we already have established a complex
picture of the program's varied audiences, its active fans, and their
current interactions with the program materials. (Harrison, et al, 1996;
Bacon-Smith, 1992; Penley, 1997; Bernardi, 1998) From its initiation,
Star Trek sought to provide a richly detailed narrative universe
that could be the platform for many different characters and situations
and thus attract diverse audiences. Star Trek might one week
offer us a mystery or a scientific problem to be solved, another week
a combat situation or a diplomatic crisis, or still another week a political
allegory. For some fans, the scientific and technological challenges
of the 24th century form the central focus. For others, it is the close
social bonds between the vividly-portrayed characters. For still others,
it might be the program's utopian vision of a future founded on intergalactic
cooperation and fellowship, on the IDIC and the Prime Directive.
In Textual Poachers (1993) and Science Fiction Audiences (1995),
Henry Jenkins offers detailed accounts of many different interpretive
communities, each with their own interests, preferences, and expectations
about the program. For example, he asked a group of male MIT students
and a group of female fanzine writers to tell what came into their minds
when he named each character. For the technologically-inclined males,
what seemed most salient were the capabilities of the characters as
autonomous problem solvers, stressing instances where one or another,
primarily acting alone, saved the ship from certain destruction. For
the female fanzine writers, characters could not be discussed alone
but were understood within a web of character relationships, stressing
the centrality of their emotional lives, desires, and motivations to
the experience of the series. The stark contrast between these two ways
of thinking about the characters reflect broader, gender-specific approaches,
which, in turn, shape the different fan communities and their evaluations
of the episodes.
The program producers have become increasingly adept at balancing those
various expectations, shifting the weight given A plots focused on military
and technological issues and B plots focused on character and cultural
relationships from week to week or from series to series. Such negotiations
allow the cagey producers to hold the interests of a fan community that,
according to a Harris poll, counts its membership at more than fifty
percent of the American public. In turn, the multiple fan communities
surrounding Star Trek have long appropriated the characters,
props, story lines, and ethos of the series as a participatory narrative.
Fans elaborate on the program "meta-text" to insure both consistency
and complexity in their understanding of its various worlds and cultures,
imagining alternative plots or different character relations.
Fans have been on the cutting edge of new technologies, using the Xerox
machine, desktop publishing software, and the VCR as creative tools
for interacting with and reworking the aired episodes. Electronic environments
offer a vital new venue for this participatory and immersive fan culture.
Cyberspace already hosts numerous newsgroups, websites, and email lists
facilitating exchanges between program fans. At a recent fan convention
Henry Jenkins attended, a great deal of discussion centered around how
fans were using on-line communications to expand their sense of participation
within a larger fan community, as well as the potential disruption this
has caused to face-to-face interactions, since many fans still lack
net access.
As Murray argues, the properties of electronic media clearly address
the active fan's desire to become more directly engaged with the enticing
narrative world. For instance, because computer environments are encyclopedic,
they can encompass all the information the fan could wish in one enormous
network: guides to all the episodes, megabytes of stills, dictionaries
of alien languages, textbooks on twenty-fourth century physics and so
forth. Because computer environments are intrinsically spatial, they
can embody imaginary locations in navigable form. The Enterprise can
be seen on the television or movie screen, but viewers can control their
movements through the ship only on their computer screen. The computer
can contain a more densely realized world than live action costumed
role-playing because it can incorporate the Star Trek mise-en-scene.
Users can assume the role of the actual Trek characters, as portrayed
by the series actors, and direct their action. In short, it promises
to make the imaginary world more realized and more participatory than
ever.
On the other hand, as Jenkins argues, this interactive technology contains
the potential of controlling and regulating fan pleasures at a time
when Viacom has increasingly sought to centralize and constrain grassroots
fan activities. The encyclopedic nature of digital Star Trek
reference works reopen the question of what information is valuable
and what is marginal. Commercially available programs construct a rigid
barrier between canonical information contained in the aired series
and approcryphal information originating within the fan community. Interactive
fictions facilitate certain fan pleasures (especially those most fully
compatible with the male-centered genres of current cd-roms and video
games) at the expense of excluding altogether other pleasures (especially
the focus of the female fans on character relations and alien cultures.)
The media exerts its own pressures on the program materials, often resulting
in a decreased focus on character (which is still difficult to realize
within the digital realm) and a greater emphasis on action (especially
tactical combat, puzzle-solving, and navigation). While television's
Star Trek must appeal to multiple demographic groups to sustain
its popularity, the digital market is still predominantly young, male
and technically oriented; the content of the Star Trek games
reflect that orientation, using technology to facilitate interactions
with fictional technologies, and emphasizing combat over conversation.
Moreover, simulation games are frequently ideologically coercive, naturalizing
their core assumptions about the way the universe works into procedural
knowledge needed to perform well in the game; we are "programmed"
to think within certain parameters, while the participatory structure
of the game allows us the illusion of free choice. The ideology of the
TV programs is constantly disputed among fans, but Star Trek
games necessarily takes sides. The result is a strikingly militaristic
conception of the Enterprise, its mission, and its relations to alien
cultures. The games also display paternalism, as aliens are most often
cast as subjects requiring rescue and assistance, and misogyny, as powerful
women are often cast as dangerously duplicitous. No one seems to have
hardwired the Prime Directive into these simulated Trek worlds.
None of these limitations are intrinsic to the technology; rather, they
reflect the current state of the game marketplace and the limitations
of corporate understandings of the potential Star Trek audience.
We both remain optimistic about the broad potential of this new medium
to express many different fantasies and facilitate diverse interactions.
However, there is a danger with any new medium that the codification
of generic and ideological conventions at its founding moment will have
a lasting impact on how the medium gets used, who it speaks for and
what kinds of stories it tells. In our excitement about the potentials
of the new encyclopedic medium, we need to be attentive to what it excludes
as well as what it includes; in our fascination with technological interactivity,
we need to be aware of the social and cultural interactions it refuses
to facilitate. As you read this essay, you will find traces of the tensions
between the two authors. Murray expressed greater enthusiasm for the
ways these games exploit the potentials of their medium, while Jenkins
was more dissatisfied with their failure to facilitate the desires of
diverse fan communities. We hope that acknowledging these disagreements
will make us more conscious of the competing interests and expectations
shaping the emerging medium.
SAMPLING DIGITAL STAR
TREK
Focusing on the applications surrounding the Star Trek world
allows us to make a taxonomy of the narrative experiences currently
available in electronic environments and to measure them by the standard
of complex, immersive, participatory engagement already enjoyed by Trek
fans through other means. Specifically, we will be looking at Simon
and Schuster Interactive's Star Trek: The Next Generation Interactive
Technical Manual, Sega's Star Trek: The Next Generation, "Echoes
from the Past" and Spectrum Holobyte's Star Trek: The Next
Generation, "A Final Unity." These electronic environments
allowed us to enter Captain Picard's ready room, put the Enterprise
into warp drive, fire photons at Romulan warbirds, and beam down to
exotic planets to face dangers, rescue the innocent, protect errant
scientists and ecologically endangered alien wildlife, and struggle
with whether to intervene within local political disputes. The three
games represent three genres of electronic storytelling -- the navigable
virtual space, the skill-and-kill videogame, and the exploratory puzzle
game. We assessed how each exploits the properties of the medium and
rewards diverse fan interests.
All three use Star Trek's familiar theme music and visual design
to establish their authenticity. They all take us to the bridge of the
Enterprise as the central location and carefully detail its well known
stations. The Technical Manual uses the voice of Jonathan Frakes
as Commander Riker for a narrated tour of the ship and the voice of
Majel Barret as the ship's computer for more impersonal information
about the various spaces and technologies. Echoes offers us graphics
of all the crewmembers, and Unity offers better character graphics
and the voices of seven series regulars (who recorded more than a hour
of dialog each). In all three, the operation of the transporter with
its tingling, whooshing sound offers the delightful sense of experiencing
a magical environment firsthand. When Riker's off-screen voice in the
Technical Manual pooh-poohs the fears of those who hate transporter
travel by calmly explaining the (ludicrous) science behind it and exclaiming,
"What could be safer?," he solicits our participation in the
program world and rewards our familiarity with series history.
All of these games successfully recreate the familiar Enterprise environment,
suggesting the central role of the computer in creating illusory worlds.
The more television and films rely on computer-generated effects and
sets, the more we can be offered electronic versions of those same realities.
For any narrative fantasy environment, the world exists partly on the
stage, page or screen and partly in our heads. It is, in the psychologist
D.W. Winnicott's phrase, a transitional space, both external and internal,
and therefore fraught with promise and desire. Furthermore, as Sherry
Turkle makes clear in The Second Self (1995), we experience the
computer itself, even without narrative content, as a similarly "evocative
object" -- both an external thing and an extension of our consciousness.
To load this evocative space with the powerful story material is to
make it all the more compelling.
All of these games build upon our existing belief and emotional investment
in the Star Trek universe. They also build upon the complex metatext
of program information viewers have constructed through their previous
interactions. We come to the Technical Manual with knowledge
of events that have happened aboard the ship. We come to the games knowing
that if there is a warbird on the screen it may soon be attacking us
and we had better put up our shields and get ready to fire our photons.
The games spend little time explaining to us what a phaser or a tricorder
are and how they work. We are primed for immersion and interaction when
we hear the theme music.
THE TECHNICAL MANUAL
The Technical Manual is one of the most detailed and navigable
virtual spaces available in the game world, and combined with its evocative
content, one of the most immersive. The manual was the first commercial
product to use a technical innovation in PC-based virtual reality, QuickTime
VR, developed by Apple Computer. QTVR can establish spaces we move through
smoothly, like a camera pan, rather than step-by-step like a sequence
of stills. Unlike MYST players who can only step through separate, overlapping,
but discontinuous separate drawings of the imaginary world, visitors
to the Enterprise do not find themselves disoriented by missing pieces
in the navigated terrain. Movement is circular in pan-like continuity
or by jumps that provide either a zoomlike close view or a new positioning
at another pan-able location. Some longer jumps include clips of the
intervening space insuring player orientation. The effect is to create
a navigable, photorealistic, continuous space. The ambient sound shifts
with each change of room. The detailed environment and easy mobility
offer a strong sense of the Enterprise as a realized ship that persists
when no one is watching the series.
The naming of the cd-rom a "technical manual" and the inclusion
of the Riker narrated tour point to a metaphor confusion. A technical
manual tells about an object in an abstracted sense, focusing on its
design specifications and performance parameters; a tour is a visit
to the object which brings with it the expectation that we are going
to see it in use within a specific context. Computers are appropriate
both for collecting information -- for making the mother of all technical
manuals -- and for making visits to virtual objects. But this is a visit
to a data bank rather than to an operating ship. What we expect but
do not receive is a "fully functional" Enterprise we can take
on adventures. Our Tour of the Enterprise is more like a visit to Montecello
or the U.S.S. Constitution, where we can look but not touch. We can
see where famous events once occurred but nothing is happening at the
moment. Our tour guide keeps us moving along, not dawdling behind or
taking unauthorized actions. We can retrieve information and go "behind
the scenes" at a privileged and glamorous location. We can experience
the ship as a space to be moved through and examined, with extraordinary
attention to the consoles and monitors we pass. There is even some effort
to include some personally-meaningful objects associated with each character.
There's the pipe that Picard learned to play or his bound volume of
Shakespeare, "items that give him much needed perspective on his
duties"; there are Data's Modrian-inspired artworks and his cat's
collar and dish. But we cannot manipulate any of the technical wonders,
cannot fly the ship or send Riker through the Transporter. The designers
have translated the technical data into a collection of text and images,
rather than into a set of procedural rules that would support our interactions.
The game casts us in the role of "authorized Starfleet visitors
or trainees," instead of the heroic figures the series allows us
to imagine ourselves to be.
Riker's narration consistently points towards the important role of
human agency in the ship's operation. When the tour begins, he explains,
"After being aboard the Enterprise for any length of time, you
quickly come to think of it as a living entity....Don't be fooled into
thinking that the computer really runs the Enterprise. During command
alert every critical operation is in the hands of trained Federation
personal." Such passages simultaneously provoke our technophilic
fascination with the advanced technologies being represented and resolve
our fears about our own ability to maintain control in the digital realm.
However, such re-assurances are ironic since the ship we see is so devoid
of human agency. QuickTime VR is cleverly presented in the user documentation
as "a subset of holodeck technology." But because QT is video-based
and QTVR accomplishes its impressive illusion of continuous movement
through a fixed set of video images, the space is static and depopulated.
The comparison with the holodeck foregrounds the narrative impoverishment
of the Technical Manual. There is no present-tense story in this
world, only pointers to stories from the series in a kind of archeological
layering. In fact, there would seem to be three distinct levels of narration,
all evoking narrative content only in the past tense: Riker's tour of
the ship offers a personal picture of what its like to live and work
on the starship; the ship's computer offers a more impersonal narration,
which describes the sanctioned functions and capabilities of the space,
without any sense of the characters or events which occurred there;
an accessible reference text may fill in aspects of public history --
the commissioning of the various versions of the Enterprise as they
have unfolded across the series, brief summaries of Klingon mythology,
etc. For example, the computer stresses the fact that 10-Forward was
designed for "optional socialization conditions," while Riker
more evocatively speaks of it as a place where crewmembers "relax
and unwind from the day's cares....[or] hash things out over a drink."
The printed text explains a sculpture found in Worf's quarters in terms
of "the legendary struggle between Kahless the Unforgettable and
His Brother, Morath, after Morath lied and brought shame to his family,"
while Riker speaks of Worf's internal conflict between his personal
ties to the Federation and the Klingon empire.
The shifting levels of narration involve a complex play between public
and private experience, history and gossip, routine activity and high
adventure. None of these stories are presented in a compelling or immediate
fashion; rather, these objects function as a high gloss memory palace
evoking our familiarity with the program history. The most personal
of these levels, which includes reference to such things as Data's struggles
to understand the human realm, includes more focus on the issues of
character psychology than one would anticipate from a Technical Manual.
Yet, if we see signs and artifacts associated with these characters,
we never get to meet any of them. Riker's warm, sociable narration is
the only detectable life sign.
The capaciousness of computer environments raises what Murray calls
the "encyclopedic expectation," the sense that everything
one wants will be available. For instance, we want all the personal
objects in the crew's quarters to lead to revelations that deepen our
sense of the characters' presence. But emotionally suggestive props,
like the painting on Crusher's wall, remain unannotated and unidentified,
contrasting sharply with the elaborate diagrams and technical explanations
of the transporter or the holodeck. Similarly, we want to access the
complete history of Star Fleet, but the ship's computer somehow has
only limited coverage ("We assume that other Federation starships
have had histories as illustrious as that of the Enterprise, even though
Kirk's ship seems to have become the most famous") and is similarly
unable to document other alien races and cultures.
Much of fan cultural creation stresses the "realism" and
completeness of the program universe, filling in missing information,
resolving contradictory data, contextualizing episode events within
the character's lives and their culture's history.
The Technical Manual has not succeeded in incorporating even
the information contained in the aired episodes, let alone offering
world as complex as the shared universe fans have created. The "encyclopedic
expectation" aroused by digital media makes us more pressingly
aware of the large gaps between what the viewers want to see and what
the producers decide to give them. Who decides what to include in the
Encyclopedia? The range of narrative involvement provoked by the Star
Trek universe suggests that a truly encyclopedic presentation of
the official franchise world could sustain a broad range of interpretive
communities, each looking for an inhabitable sector in the program universe.
But the electronic Technical Manual, like its print predecessor,
focuses on the information desired by young, technically-oriented, males
rather than facilitating other reading formations.
ECHOES FROM THE PAST
The Technical Manual offers a sense of realized space at the
expense of interactive agency. It is a participatory environment, it
is a persuasively detailed environment, and it is profoundly disempowering.
The Sega Genesis game, Echoes From the Past, poses the opposite
problems. Its graphics are crude and unconvincing but it has numerous
opportunities for interactive agency. Structured as a fighting game
with exploratory aspects, the player can manipulate the familiar crew
members, picking Picard's dialog with alien trespassers on Federation
space, navigating the ship from one planet to another at the CONN station,
engaging in battles at the Tactical station, distributing resources
to life support, shields and weapons at the Engineering station, choosing
away teams and beaming them down in the Transporter room. There are
also computer sensors to indicate if planetary atmosphere is safe and
a database of technical information from the Star Trek universe,
including background information that makes for a more realized game
(the culture of the Romulans) and data on the immediate game world (which
planets are habitable). There are many things to do and most have clear
and immediate consequences.
Playing the game means responding to a relentless series of red alert
sirens. "This is way different from the show," complained
one of our 15 year old researchers, "I'm sick of everybody fighting
us all the time." The Star Trek ethos certainly includes
elements of adventure, conflict, even combat and overt intervention,
but it is not reducible to the conventions of a fighting game. For many
fans, the primary goals of the Enterprise continue to be exploration
of unfamiliar space, diplomacy with unaligned cultures, and the furtherance
of scientific knowledge, not, as the Technical Manual characterizes
it, "the implementation of Federation Policy throughout the Galaxy."
The fighting game offers few chances for meaningful negotiation across
cultural, political, or racial differences. Any player who slowed down
to think through the niceties of the Prime Directive will get blasted
out of orbit. The Star Trek ethos doesn't shape our actions here;
its iconography simply provide set decoration and pretext, sometimes
not even that, as when our activity on one away mission consists of
gathering up various puzzle pieces and re-assembling them as the far
from compelling means of getting a downed computer back on line.
When we are preparing an away team, the transporter room offers a broad
array of anonymous red shirts and crew members who might join the series
regulars: we chose between racial, gender, and physical types. Of course,
even this element of choice is deceptive. In practice, character matters
little in this game. Most Sega characters are simply iconographically-enhanced
cursers, defined not by their personalities but by their functionality,
their capacity for action, though Echoes does little to differentiate
between the characters in this regard. We do not enjoy being in an environment
in which it makes no difference whether Data or Dr. Crusher holds the
phaser.
Fan culture constantly reads series actions in terms of a deeper and
deeper understanding of what they mean to the characters. The Sega videogame,
on the other hand, restricts the character's behavior to a narrow repertoire
of actions. Characters can not learn from their actions in an environment
where all choices are relatively arbitrary, unmotivated by what we already
know about the characters, their motives, and their abilities. Characters
become simply interchangeable parts. Even the technology is sometimes
stripped of meaning. The characters gather up phasers and tricorders
like so many gold coins or abstract tokens that contribute to the player's
score but not towards resolving their plot predicament. The game genre,
then, imposes too much on the Star Trek program materials, rendering
our knowledge as regular viewers irrelevant. Star Trek becomes
a brand-name rubber-stamped on the package, an inconographic gloss on
the same old game functions, not integral to the pleasures of participating
in this virtual environment.
In its most successful example of agency and immersion, the Sega game
allows us to move the ship to various warp speeds at the simulated CONN
station. The series' presentation of warp speed, the rapid movement
of stars outward from a central vanishing point is a computer generated
effect. We are in the appropriate domain to experience space travel;
setting the speed and destination gives the effect a satisfying immediacy.
The CONN simulation also employs temporal duration to add a level of
realism often lacking in the series itself: flying from point to point
at a slower warp speed takes longer and means that the player must wait
for the next phase of action, but flying at a higher warp speed carries
risks and may not be feasible under certain conditions. Simulations
are often most interesting in the limitations they place upon player
action. On the other hand, this resistance becomes frustrating if it
seems too arbitrary and mechanistic, if the restrictions on our actions
do not seem plausible in terms of the fictional universe.
The Technical Manual and the Sega game illustrate opposite failings.
The Manual unimaginatively sticks with linear formats (the illustrated
manual, the guided tour) instead of inventing a new form for the new
medium (e.g. a test-drive of a functional starship.) Echoes,
on the other hand, takes a narrowly conceived computer-based form and
tries to shoehorn the resistantly rich Star Trek material into
this format.
THE FINAL UNITY
The Final Unity is a puzzle game, a better fit for the Star
Trek world than the hack-and-slash videogame, because much of the
series involves figuring out puzzles through scientific (or pseudo-scientific)
reasoning. The fit between the task and the ethos of the series increases
our narrative immersion. "The Final Unity is closer than
the other two texts to the narrative engagement of the television series
for other reasons as well. Both the scenario design and the dialogue
are comparable to the television episodes in quality. The graphics are
also closer to the video images, though the characters still have a
puppettoon stiffness, simplified facial features and elongated foreheads.
(The realism of the story space and the abstraction of the human figures
perhaps reflect the narrative priorities governing the game design process.)
The characters' dialogue is spoken by the cast members, including all
of the principle players.
The pacing feels more like a series episode, with entrances, exits,
and much discussion. This is both an advantage and a disadvantage. It
makes the story more compelling and vivid, but it slows down the pace
and often reduces the interaction to stepping through a scene, clicking
the mouse as each character speaks. There is a long expository period
without much opportunity for significant choice. Character interaction
is minimal, and completely related to plot development. The game runs
us through a succession of problem-solving adventures with few consequences
for the characters. Dialogue is reduced to the uncovering of salient
information. The effect is like watching a whole season of A-plots,
back-to-back. Worse yet, plot demands force characters to behave contrary
to their psychology, as when the independent Worf repeatedly advises
to check with Starfleet before taking actions.
The Final Unity uses its superior memory and computing power
to present better graphics, lots of audio and a more extensive set of
player actions. Patrolling the Neutral Zone on alert for Romulan transgressions,
the Enterprise rescues a scout from attack by a Garidian warbird. The
player came delegate the fighting to Worf (who will win of course) and
thereby bypass the battle game in favor of more plot. This design decision
fosters immersion and interactive agency. The player feels accompanied
in the adventure, as if playing alongside the actual crew, and can also
adapt the game to the individual tastes in activities. One player may
work through complex engineering problems another relegates to the Geordi
surrogate or may choose to maintain control over astronavigation or
medical equipment. The game can be as technical as its MIT student fans
prefer or may short-cut much, though not all, of the technological questions.
After the battle's successful completion, the Captain interviews the
three people beamed aboard. Depending upon whom Picard asks, the crew
was engaged in an archeological expedition to reclaim a lost scroll
of deep spiritual significance for their people or are looking for an
ancient text which will spark political reform on their planet. During
this phase, the player has limited control over the activity, choosing
only the order of people interviewed. The player does not even determine
what questions to ask or lines to deliver, since it is necessary to
ask all of the questions in order to gather the information needed to
effectively play the game. Player control comes only in sequencing dialogue,
not in shaping the tone and nature of the interaction. This participatory
design offers no true sense of agency.
Strikingly, this elaborate exposition is immediately dismissed. We are
repeatedly hailed and lured to alternative (and seemingly unrelated)
rescue missions. We move through space in the helter-skelter manner
of a picaresque adventurer. The first hail is from survivors of what
seems to have been a Romulan attack on a scientific station. An away
team is chosen for us and beamed to the surface. A maze and puzzle game
replaces the bridge interface that by now has become irritatingly monotonous.
The puzzle game involves an icon-based command structure, which keeps
us actively engaged. In the main window, the away team is on the doomed
scientific station. Below it are a series of iconized controls: a set
of faces to toggle through in order to choose the active character;
a set of icons that can replace the cursor to initiate commands: a foot
for moving, a hand for using, an eye for viewing, a balloon for speaking.
We also have a tricorder, medical tricorder, communicator, medkit, and
phaser at our disposal; we can pick up other useful objects (with the
hand) as we walk through the multi-room world. The commands are explained
by a text display linked to an active cursor; as you pass a foot over
an area, if it is a place you can walk, the words "walk to conduit"
will appear. This is a smooth way of allowing diverse activities, while
letting the player know which ones are legal and which are not. More
irritating are the repeated spoken messages when you make an illegal
move, as when Riker paternalistically lectures us, "I don't think
that would be a wise course of action" or Geordi whines, "It
doesn't work."
Having seen Geordi perform engineering miracles on the series, it is
particularly satisfying to operate his character, sending him to a table
full of gizmos or to a control panel or to talk to an engineer. The
other characters are given large enough audio parts and distinctive
enough characterizations to make the dramatic world persuasive. Significantly,
most problems we encounter require the expertise of Geordi, who functions
as a surrogate for more technological viewers, while Crusher's skills
as a doctor are largely disposable. At one point in the game, an alien
spacecraft repeatedly phasers various crewmembers and they are knocked
unconscious by the blasts. No one races to their rescue, they receive
no medical attention, but they pop back up with no sustained injuries
after only a few moments. On the other hand, a failed power conduit
requires a complex process of locating and applying a succession of
high-tech tools.
One key pleasure of this world is using the familiar Star Trek
paraphernalia. For instance, we can save a woman pinned under a large
pipe by giving its coordinates to the transporter. It is fun to see
the object slowly appear in the transporter, accompanied by the familiar
transporter chimes. The tricorder is also usable and can be consulted
to discover important information that contributes constructively to
the mission. But after awhile the pleasure of using this paraphernalia
pales. Dedicated players can tolerate tremendous repetition in fighting
games and can climb and fight their way through maze after maze as long
as the spaces display small variations between progressive levels. But
in a puzzle game we want the worlds to look truly different from one
another and for the people we meet to have the particularity and interests
of dramatic characters. Yet, despite the trappings of more interesting
plots, involving diplomatic disputes, missing naturalists, matriarchal
cultures, planets deciding to enter the Federation and so forth, this
puzzle game still reduces the plot to a series of interactions with
the mocked-up Star Trek gadgets.
In fact, many of the more character-based elements actively retard the
game structure and frustrate more action-oriented players. The webpage
we used as a crib sheet for the game dismissed the character-driven
conversations as "talk, talk, talk." Such hostility to character
interaction runs through netgroup responses to the aired episodes, often
directed against female characters. This perspective gets re-enforced
by the severe limitations in the game's ability to construct and communicate
character relations. Often, we can see the same exact lines emerging
from two or more characters in response to the same situation, as if
it really made no difference who was communicating the information or
issuing our instructions. Often, the same lines are repeated throughout
the game in a variety of situations as the characters seem unable to
respond to their changing environment. If the game designers decide
that the character has nothing to contribute to a given problem, they
provide them with no dialogue. Multiple times, Picard urgently asked
his second-in-command for advice and was told, "I have no thoughts
on that matter at this time," a response which amounts either to
insubordination or malperformance of duties. Responding to our impatience
with such "talk, talk, talk," game players can display dialogue
in text and click through it more rapidly.
The range of choices of actions (walking, looking, speaking, and using)
and objects in the various game worlds create a frame of mind more suitable
to free play than to the constrained domain of the game. Brenda Laurel
(1993) would argue that computer-based narrative environments should
always be more like children's make believe than like constrained games.
This is particularly hard to do with franchised characters. In the Final
Unity game, when we tried to use the command system in a constructivist
way, we came up against two sets of restrictions: the limitations on
story conventions within the Star Trek universe and the limitations
on moves within this particular world. When our young research assistant
tried to phaser Riker, the response was only a bland "That would
not be the wisest thing to do." A more interesting response would
have been to kill or injure the character and force the player to make
do without his skills and input. When you try to disobey a Star Fleet
order or refuse a Starfleet request, the game stalls. Worf rolls his
head and glares; Riker pats his foot impatiently, until we do as we
are told. Yet, the creation of a fictional universe as a play space,
rather than as a board game, invites these subversive and aggressive
impulses. Allowed into the story world, we want to rearrange it, test
its limits. We want the increasingly deranged Riker to take the mole
carcass we found on one planet and leave it in the captain's chair as
a practical joke, anticipating how Jean-Luc might respond to his mischief.
That the plot remains inflexible, no matter what subversive actions
we may contemplate, makes it more like the professional novels (which
are restricted from changing anything which might impact on the story-options
available to the television and movie producers) than like the participatory
fan culture.
One wonders whether we will soon see a group of fan programmers who
rescript the cd-rom games in order to make them more perfectly satisfy
fan interests, just as we have seen fan writers expand the stories and
fan video makers appropriate and re-edit the footage. Already the same
ingenuity that produced the composite videotapes that created love affairs
between Kirk and Spock is being applied to editing digitized images
of Trek characters. Will it be long before alternate episodes
start appearing in cyberspace, or before fans themselves start compiling
operable versions of the Enterprise and hijacking it for their own adventures?
MUDS AS PARTICIPATORY MEDIA
When Jenkins spoke to women at a recent convention of fan writers and
editors, most of them showed no interest in these computer games, even
though many of them were active in on-line chatgroups or in MUDS. These
women were not hostile to the digital realm, but they preferred greater
creative license and more networked communication with other fans rather
than following the games' pre-programmed structure. In the Star Trek
MUD, TrekMuse, founded in 1990, there over 4000 players have
created their own characters. Five hundred people were enrolled in the
Star Fleet Academy in this MUD in 1995. Using typed commands and real-time
typed communication among players, TrekMuse members can build
their own virtual environments, talk to one another both in character
(IN: Please reconsider your ultimatum) and out of Character (OOC: Just
because you're a Klingon, you don't have to be a jerk!) They can engage
in explorations, battles and diplomacy, apprentice to more experienced
officers, and generally collaborate on a detailed, collectively imagined
Star Trek universe.
Much of the MUD's activity involves treaty negotiation and diplomatic
maneuvering. This is a common pleasure of live action role playing,
and in Star Trek worlds, it is deepened by the concept of the Federation
as a utopian organization. Of course, players are free to be greedy
Ferengi or warlike Cardassians, but the world's ethos promotes justice
and compassion for victims of oppression. One player, for instance,
likens her identifications with the Bjorns (victims of brutal Cardassian
oppression) to her sympathy, as a concerned Jew, for the fate of the
Palestians.
TrekMuse permits an appropriation and reworking of the general
conventions of the Star Trek world. MUDS are an enticing narrative
playground rather than an amusement park ride. Closest to fan culture
in origins and philosophy, MUDS are perhaps the most promising environment
for providing immersive and interactive experiences which combine the
representational power of the computer with the free creativity of the
fan culture. The limitations of MUD narratives are related to their
strengths. The stories that are made there are not as shapely or as
satisfying narratively as the aired episodes. Because the world is improvised
by a diverse and diffuse group, it is hard to create plots that require
centralized planning. There are a limited number of workable formulas
for collective action: the negotiation of treaties, the making of battles,
the observation of protocol, the awarding of promotion, the arrangement
of marriages. The pleasure of this kind of fiction is tied to the lack
of closure in the environment. It is an open-ended world in which roles
can be played until they lose their interest. Many players spend more
time fleshing out their characters, imagining their backstory and their
motivations, than in planning plots or solving technical problems. For
many female fans of the series, the appeal is precisely in conversations,
exploring similarities and differences with other players, and enacting
roles that may be radically different from those they play in everyday
life. MUDS and other on-line role-playing games create a sense of a
populated world, distanced from one's physical self and obeying rules
that are known and shared among the players.
Like larger fan culture, on-line Trek worlds extend the possibilities
of the narrative without being bound by canonical events. MUDS facilitate
the diverse interests of alternative reading formations, providing a
space both for more character-intensive play and for more combat-centered
action. They bring to life things that are only referenced by the series.
That 500 people are enrolled in Starfleet Academy, which has courses,
a faculty, and a system of graduation is an impressive feat of collective
imagination. It exemplifies a degree of immersive belief and an exercise
of interactive agency that no top-down game could duplicate because
it was conceived and executed by the players. Similarly, the creation
of characters in a RPG has a satisfaction that goes beyond the mechanical
control of a character taken from the series; the characters players
choose reflect something of their own personal interests and fantasies.
Each player brings to the game something of their own Star Trek.
CONCLUSIONS
Although the two authors agree about the pleasures and limitations
of the games we examined, we came away from our limited survey with
somewhat different perspectives.
For Jenkins, it is crucially important to note that most commercially
released Star Trek digital artifacts target technologically-inclined
males. The focusing of media product on the interests of specific demographic
groups is a logical outgrowth of contemporary capitalism even if it
runs counter to the more polysemic strategy Star Trek adopted
on television. As such consumers continue to dominate the market for
games and other cd-rom products, Viacom licenses only digital products
which reward characteristically male reading competencies and interpretive
interests, ignoring a more diverse fan demographic. A succession of
such marketing choices will have a long-term impact on the development
of digital media. The interplay of different audience demands push and
stretch the media to accommodate a broader range of narratives and in
turn, enhance and enlarge its formal possibilities. A narrower audience
threatens not only the commercial interests of the media-producer (closing
off potential consumers) but also stifles the medium's maturation. In
the case of the Star Trek games, market strategies, ideological
norms, genre conventions, and technological limitations interact to
marginalize characters and their relationships and with them, the female
fans who have regarded characters, rather than technology, plot or mise-en-scene,
as their primary entry into Star Trek.
On the other hand, Murray (who, though female, enjoys the technology,
the combat, the characters, and, perhaps most of all, the richly imagined
and hopeful futurism of the series) argues that we should resist the
tendency to judge the potential of computer-based narrative by its current
instantiations. We need to imagine alternative uses of the technology,
alternative genres which might evolve, alternative solutions to its
apparent limitations. Some subgenres, like fighting games, may remain
frozen at a low level of narrative development, with satisfaction coming
from other sources. But if we are seeing the birth of a powerful new
representational medium, then we can expect the more successful elements
of these diverse genres will coalesce and grow stronger. The immersive
space of the Technical Manual, the feeling of interactive agency
from taking the Echoes craft to warp speed, the integration of
complex story structure and satisfying puzzle-based game interactions
in The Final Unity are all encouraging indications of the possibilities
of story-driven gaming. Most of all the energy that active audiences
are bringing to the world of MUDs holds the promise of greater participation
not just in the machinery of the story world, but in the shaping of
character and event.
As we go to press with this article, a new area of conflict is emerging
in the on-going tug-of-war between Trek fans and Trek
producers. More than fifty internet sites run by fans were closed in
1997 when Viacom threatened legal copyright infringement sanctions,
claiming Viacom offers its own official site, claiming cyberspace as
an above-ground medium, like television, rather than an underground
medium, like Xeroxed zines. Fans have responded by organizing a resistance
campaign. Meanwhile, television and the internet are rapidly converging,
as digital TV and rapid networking make their way into American homes.
The tensions we witnessed in these early games will be magnified as
television struggles to open itself to the participatory story forms
of the digital environment.
As we confront the rapidly emerging new digital narrative, we need to
balance our optimism about its formal possibilities with a cautious
concern for the commercial and ideological imperatives that are shaping
it. As critics, we need to be alert to what is possible, and also to
what is possibilities are neglected. Though we may imagine a mature
electronic narrative world with visual immediacy, high interactive agency,
strong story-lines, and open-ended constructivist architectures, a market-driven,
male-controlled, and too often cynical industry may not be able to deliver
it. The storytellers of the coming century may or may not be able to
generate a medium with the generic diversity and broad range of pleasures
embodied by the holodeck, which can fulfill Janeway's or Riker's needs
for romance, Picard's hunger for mystery, and Worf's desires for combat;
they may not even be able to match the satisfactions fans currently
enjoy simply by trading linear stories with one another. Only time will
tell. However, we can say with some confidence that the inventive energy
and participatory momentum behind the Star Trek world will continue
to push electronic narrative forms as far as they can go.
References:
Camille Bacon-Smith, Enterprising Women: Television Fandom &
the Creation of Popular Myth (Philadelphia: University of Pennsylvania
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Daniel Bernadi, Star Trek and History: Race-ing Toward a White Future
(New Jersey: Rutgers University Press, 1998).
Donald Crafton, Before Mickey: the Animated Film 1898-1928 (Chicago:
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Taylor Harrison, Sarah Projonsky, and Kent A. Ond (Ed.), Enterprise
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Games:
Star Trek The Next Generation: A Final Unity. Spectrum Holobyte,
1995.
Star Trek: The Next Generation Interactive Technical Manual,
New
York: Simon & Schuster Interactive, 1994.
Star Trek: The Next Generation, Echoes from the Past. Sega,
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