Muddled Times
Issue:Issue 20, February 2003
Section:Articles
Author:Theman

From Words to Worlds

Mimesis:
Noun.
1. The imitation or representation of aspects of the sensible world, especially human actions, in literature and art.

It is in a 1996 essay that Roger Giner-Sorolla coins the renown (in certain circles) phrase 'Crimes against Mimesis'; a phrase which refers to "any aspect that breaks the coherence of its fictional world as representation of reality". The argument of Giner-Sorolla on mimesis is specifically referring to the products of the interactive fiction (text adventure) community, but it is clear that his comments do not solely have to be analysed within that context. Mimesis is a key aspect to the success of any medium; perhaps topically it is easiest to demonstrate this immersion by taking a brief look at the success of Tolkien.

The idea always of Tolkien was to create not just a story, but to make that story just a small part of a richly detailed world. His worlds are the epitome of player immersion; Tolkien covers everything from language to culture in amazing detail. The detail places the reader within 'Middle-Earth', Tolkien makes a world so abstract from our own appear so believable because of his uncanny ability to make us suspend disbelief, and the reader feels complete immersion within his worlds. Tolkien’s world is so well conceived that is almost impossible to fault when it comes to spotting the ‘crimes against mimesis’, his world is so clever crafted that it has as near-complete cohesion as you will ever get from a story. Never do you break away from the text feeling that you only have a mere book in your hands, you exist, albeit temporarily, within ‘Middle-Earth’.

How does this relate to MUD then? Well it is best to look at what MUD is an interactive world to partake in. Consider how much easier immersion theoretically should be, it is far superior to reading static text after all now you are literally in control of the main character. You personally make your own explorations around the land, your actions are your own because unlike static text you are whom you make yourself, and you have no predetermined fate. Much like picking up a book when you log onto MUD you are entering the world but as yourself and not necessarily changing your mindset to suit that of the main character of a novel. You feel much more part of a world that you can change than one you can’t.

But MUD isn’t immersive. The game itself can have many ‘crimes against mimesis’ tallied against it, and the genre is inherently non-immersive. It’s all fine and well you being able to take control of your own character and do what you want with it, but the stumbling block comes with other people. You might find it easy to quickly take up the role of Boric Dragon-Killer in the game and become immersed within the whole environment, but when someone shouts “anything good on TV?” out the illusion is quickly removed. There is nothing (nor should there be anything) to prevent players bringing their real world viewpoints, concerns or general chatter into the game. But it breaks mimesis; the player can quickly come to realisation that it is ‘only a game’.

There are also instances where the game itself does something that is not entirely fitting for its game world. Most of these occasions are comments directed specifically at the user, particularly when they do something stupid. Of course such comments add character to the game (and by taking them away the game would lose something), but are not really part of the mimesis immersion.

It can (and will) be argued by role-playing advocates that their games provide a more wholesome emotional and satisfying experience because what they offer is complete involvement in the game. But it is sort of forced immersion you are boxed into a particular class or group and then you immerse yourself as the game dictates, not necessarily you think you should dictate within the world. Equally do not interpret this article as either a criticism of MUDs approach to player immersion or an avocation that mimesis is a good thing. It is just one of the many factors that must be carefully considered in the design and implementation of such games.


... click here to return to the category list.
... or click here to go to the front page of this issue.