Showing posts with label Kojima. Show all posts
Showing posts with label Kojima. Show all posts

Monday, May 11, 2015

Metal Gear Solid and Psychoanalysis (Part I)



Though the Metal Gear Solid series has been the subject of countless analyses, one of its most important and challenging dimensions has gone utterly unexamined: its psychoanalytic narrative. To me, this is a major oversight. Symbols of castration, Oedipal conflicts, incest fantasies, and repression are all defining components of the MGS story. But no one (to my knowledge) has paid them any attention. This article is the first part in a series that will fill this gap in our critical appreciation of MGS.


Psychoanalysis?

Firstly, let me explain that when I say "psychoanalysis," I am referring to the seminal theories of Sigmund Freud and subsequent psychologists exploring the contents of the unconscious mind. Later in this article, I will get into the specifics of these theories. For now, suffice it to say that the basic premise of psychoanalysis is that the human psyche is rooted a set of early childhood conflicts that get repressed in adulthood. Being repressed does not mean they are forgotten. Rather, the early conflicts become unconscious templates for our future personalities and behaviors that guide us without us being aware of them. This is the core premise of psychoanalytic theory.

Some might object right here. "Hasn't Freud been discredited/disproven today?" Though this is a complicated issue, the simple answer is No. While it is true that in the U.S., psychology departments have a critical attitude toward psychoanalysis, in other regions, such as South America and Europe, it still has considerable clout. Furthermore, in the U.S. today, psychoanalysis is undergoing a mini-renaissance in the field of neurology.

More to the point, the scientific standing of psychoanalysis doesn't really matter for my analysis, because what we are talking about is the realm of art. Whether Freud is right or wrong, his theories have had a profound influence on writers and film makers, such as Alfred Hitchcock, Francis Ford Coppola, and Ridley Scott, who have found the unconscious to be a compelling concept for their works. MGS, as a series deeply informed by these specific film makers, inherits their Freudian influences as well, as I will show.


Big Boss and Oedipus

To get started, let's take stock of the fact that the central drama of the MGS series is an Oedipal conflict. Big Boss is himself an Oedipal figure: a tragic hero-king who loses an eye and is punished for his unwitting "incest" (in this case, incest with himself via cloning). More importantly, the sons (Solid, Liquid, Solidus), map out an Oedipal relationship by fighting with each other and against their father for control of their destinies. The sons are completely defined by their relationship to the father, not only because they are his clones, but because who and what they are is decided by how they relate themselves to him. Some fight to overcome him, while others endeavor to complete his plans. Whatever the case, their identities spring from and are shaped by his choices.

For many of Freud's patients, the image of the father, or "father imago," played a central role in constructing the unconscious mind. In essence, he found that an image/recording of the father from childhood would be implanted in the psyche. As a result, no matter how old one got, or whether one's actual father was still living, within the unconscious mind, one was forever engaged in a childhood struggle with the father, fighting (even though one consciously couldn't see it without Freud's help) to free oneself from his control. This battle was unconsciously shaping adult behaviors.

MGS essentials literalizes this relationship with the father imago by making the sons genetic clones of the father. In this case, the image of the father is literally copied into their genes. As a result, the sons can never be sure if they are unconsciously carrying out the program of the father or making their own independent decisions. This is thematizes for the player in the many instances in which Solid Snake must question the purport of his actions. Is he fighting against his father or, unwittingly, helping to create the world he wished for?

For example, Liquid's exchange with Solid toward the end of MGS1 highlights how Snake's actions might not be his own, but part of his genetic program:

Liquid: "So why are you here then? Why do you continue to follow orders while your superiors betray you?"

Snake: "..."

Liquid: "I'll tell you then. You enjoy all the killing! That's why."

Snake: "WHAT?!"

Liquid: "Are you denying it?! Haven't you already killed most of my comrades? I watched your face as you did it...it was filled, with the joy of battle."

Snake: "You're wrong..."

Liquid: "There's a killer inside you...you don't have to deny it. We were created, to be that way!"

Snake: "Created?"

Liquid: "LE ENFANTS TERRIBLES!"

In MGS series in general, the sons live in the shadow of the father. They are all fighting to define themselves in some relation to him. In MGS1, this is even figured by the location of "Shadow Moses." To be in the shadow of Moses is to be in the shadow the great patriarch-father of the West.


Please Don't Take Away My Solid Snake

To go deeper into the Oedipal dimensions of the MGS series, we need to discuss Freud's theory in more detail. For Freud, the Oedipal conflict crystallizes for the child around the struggle for the mother. The mother is, naturally, the child's first love object, as she is the source of his greatest pleasures and the fulfillment of his greatest needs (coddling, stroking, feeding). The problem, however, is that the child has a competitor for the mother's affections: father. This leads to an animosity toward the father on the part of the child. He is in the way of a perfect relationship with the mother.

Now Freud noted that this conflict between father and son was often "resolved" by a certain incident. At some point in the child's early life, he would catch sight of a naked woman (usually his mother or sister) and he would realize that they don't have a penis. The child would then wonder if this lack was a punishment, possibly dished out by the father (the most powerful figure in his life). This thought put the fear of god into the child and pressed him to give up fighting with father over the mother. Consequently, the son represses his desire for the mother and identifies with the father, working to become his copy.

The repression of the Oedipal conflict, however, does not mean it is over. Like all repressed content in the unconscious, it carries on in the life of the adult. In Freud's analysis, this most frequently translates to symbols of "castration," such as the loss of eyes, arms, legs, and or body parts in dreams and works of fiction. These images of dismemberment stand in for a more fundamental and earlier threat of loss posed by the all-mighty father, and serve as a perpetually warning.

MGS is covered with these symbols of castrations. Ocelot loses his arm. Liquid is dismembered. Raiden loses his arm. Miller loses a leg. Solidus loses an eye. Solid Snake loses his virility and, in a sense, his eye through replacement. These could all be read as figurations of the unconscious conflict with the father who threatens to unman his rebellious sons. In essence, all of these characters are metaphorically castrated for their opposition to the father.

Castration also appears in less obvious ways in the series. I would include Big Boss in this list of castrated characters. Though he is the father in the MGS series, he is also an Oedipal figure guilty of a symbolic incest (cloning). He is correspondingly castrated for this, losing his eye and arm. More subtly, Kojima makes castration a core feature of MGS2, as I have argued previously. He took away our Solid Snake (a great euphemism for an erection and phallic virility) and gave us a castrato to play with instead. The player was thus castrated by the game, unmanned by the character swap.


To Be Continued...

I have so much more to say in future posts, like how Solid and Liquid represent two different paths through the Oedipal conflict, the importance of Adam and Eve, the Garden of Eden, and their relation to Outer Heaven, and the psychoanalytic significance of the clones absent mother. So please check back soon for more!


Wednesday, February 4, 2015

A Reddit Conversation about Gender in Videogames

Below is a discussion about gender representation in videogames that I participated in on reddit. It begins with redditor DeckardPain expressing his frustration over the push to better representation. He fears it might cripple artistic freedom. But he is also trying to understand why it's such a big issue today. Redditor Genermis responds, but DeckardPain feels his questions aren't being answered. 

The Game Philosophe to the rescue! I went about systematically answering all of Deckard's Q's on the forum. The reply ending up being quite long so I decided that I would share it with my readers. The first part is a bit of the exchange between DeckardPain and Genermis. My response follows. Enjoy!


[–]DeckardPain 1 point  
Fair gender representation really doesn't have a place in any work of fiction in my opinion.

If the entire gender equality issue in video games gets to the point where developers are coerced into abiding by your specific standards and how you want to be seen as a gender, then where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?

If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?

Example: MGS5's character Quiet. Kojima has had a risqué characters in almost every iteration of the MGS franchise. So why the problem now? Is it gender equality band wagoners just pointing the finger at anything they can? Is it that people are just becoming more and more meek? When did the movement of "you're hurting my feelings, please stop" from people older than high school kids become a thing? I'm not asking to irritate you, I'm asking because I genuinely don't get where this shit came from.
[...]
[–]Genermis 2 points  
We are tired of being analyzed, defined and represented by people other than ourselves, or worse yet, not considered at all. We are frustrated by the imposed isolation and invisibility that comes from being told or expected to choose either a homosexual or heterosexual identity.
[...]
[–]DeckardPain 1 point  
While I don't necessarily get where you're coming from because I can't really relate to your issue, I don't disagree with you or think that your stance is wrong.

One of the biggest problems I have with discussing any controversial subject with someone who is a strong advocate for the subject on either side, is that they always feel the need to go into defensive mode straight from the start.

Try to believe me when I say I'm not typing it to troll, bash, or hate on you and your preferences.

Again I only posed the questions because people rarely ever think of the bigger picture outside of themselves. Now what I'm going to say may offend or make you angry, so I'm sorry but I'm going to say it anyways but please try to remember what is in bold above.

I get that you're passionate about the subject, but you honestly sound like some Anonymous fanboy preaching on your soapbox with your first reply to me. I get that this is a product of being passionate on a subject, and I'm not flaming you or shit talking you for it. Just wanted to make sure you were aware of how it appears to an outsider.

The initial question I posed was:
If the entire gender equality issue in video games gets to the point where developers are coerced into abiding by your specific standards and how you want to be seen as a gender, then where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?
If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?
I would still really like this question answered as best you can, because I strongly support the idea of keeping gender equality out of all forms of fiction.
[–]TheGamePhilosophe  
I'll answer all of your questions.
where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?
First, calling certain groups' requests for representation a restriction on artistic freedom is a stretch. How is providing more choices and identities limiting creativity?
If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?
Again, you're framing the issue as a zero sum game when it isn't. It's not about fighting over what X should be, it's about getting Y and Z to be part of the picture as well. It's not restricting representation, it's expanding it, it's multiplying the possibilities.
Kojima has had a risqué characters in almost every iteration of the MGS franchise. So why the problem now?
This is my favorite bit from you because it reveals so much about why you fail to grasp the issues at stake, so I'm going focus on it. 

You equate the current criticism of gender representation to something as trivial as the hurt feelings of high school kids and you wonder when people stopped growing up. 

Ironically, it is you who are still stuck in a high school mentality and the rest of the world that has grown up. Let me bring you up to speed.

The current critique of gender representation concerns centuries of a patriarchal worldview that sought to impose certain normative views of gender and exclude others that didn't fit into that scheme. This worldview, by the way, includes the placement of men above women, the treatment of women and objects of property (literally property not that long ago), and the labeling of homosexuals as diseased criminals (up until the 1970s in the US, gay men could be ordered by a court of law to undergo electroshock therapy to "cure" them of their disorder). The discrimination still continues today in powerful ways that include the pervasive representation of women as sex objects in popular media (the Quiet, for example) and the widespread resistance to recognizing homosexuality, bisexuality, and transgendered individuals as legitimate sexual orientations and identities.

"Hurt feelings," I hope you can see, doesn't quite capture the significance of a centuries-old culture of systematic oppression that gender critics are shedding light on today. Would you call the discussion about slavery and segregation in US and the social inequalities of its aftermath still felt today a matter of "hurt feelings"? Would you say the discussion about the colonial rape of natural resources in Africa and Asia by Europeans in the 19th century, and the systemic poverty and political turmoil that carries on today as a result of it, "hurt feelings"?
Is it gender equality band wagoners just pointing the finger at anything they can? Is it that people are just becoming more and more meek?
No and No. People are becoming more conscious of the historical and contemporary realities of gender discrimination (just as they are about race, class, and exploitation) and they are beginning to challenge people who perpetuate (consciously or unconsciously) the values and norms that have privileged a certain white, male identity at the expense of everything else.
where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?
I have something else to say about this question because it gets raised a lot. No one is trying to deny artists freedom of expression in any legalistic sense. The current criticism about gender is an extension of the freedom of expression--the freedom of critique. Anyone who wants to participate in any public forum, in a free society, has to accept this as part of the package. You post on Reddit or a forum, you are implicitly accepting that others can respond to your statements in any way they want. The same is true for works of art and consumer products. Creators have the right to make what they want, and the rest of the world has the right to say and criticize it however they want.

You might be thinking now, "Bah, bah, bah, bah doesn't that put pressure on creators to conform to the whining babies? Won't that push them to compromise their artistic vision?"

The answer is that this will depend on each creator. If his/her "artistic vision" entails a game with scantly clad women being rescued by muscle-bound white men, he or she is free to pursue that vision to his/her heart's content. If the voices of others point out the ways the creation perpetuates values that have systematically oppressed millions and this makes the creator feel uncomfortable, that's just too bad for the creator. Freedom of expression is a two-way street.

You see Deckard, we live in what's called a "society," and part of growing up in this society is realizing that it consists of other people who don't always agree with us or share our values or, heaven forbid, challenge our worldviews (even if we are video game makers!). I know it sucks. It'd be great if we could all just live in our own specially designed echo-chambers and have our egos endlessly gratified, but that's just how things are. Try to manage as best you can.