The Fault in The Code

Well, I’ll admit before getting too far into this post that I’m perhaps not as far into the reading as many of you, but in a way I’m glad for that because I think if I’d read too much further it would be difficult for me to respond to so much of what Bogost is saying. What I want to do here is provide my understanding of what Bogost means when he says “procedural rhetoric,” and dwell on some of the questions I have at this point in the reading–having just finished the introductory quarter of the book. So here goes:

I think I understand plainly enough what Bogost means by “rhetoric.” He’s using the term broadly to mean intentional expression that is geared at persuasion, which he opposes to “compulsion.” In other words, a rhetorical text should win over the reader, convincing her of the validity of its claims, as opposed to simply compelling her to buy a product or drop more coins into a machine. Significantly, Bogost links rhetoric to dialectical relations. The type of rhetoric he describes engages the reader in an exchange, to which the text is able to respond in a meaningful way. I think I’m clear on that.

It’s the “procedural” portion that I’m either fuzzy about or perhaps unconvinced of. Bogost says that many people mistakenly think of “procedures” as strict, external rules that are inflexible, as opposed to human interaction. He points out that humans operate based upon procedures themselves, but that computers texts (I lack a better word right now–procedural texts seems not-quite-right, too general) “represent process with process,” and that “The inscription of procedural representations on the computer takes place in code,” which is procedural (14). So far, I’m on board. He’s saying (I think) that texts designed for computers–we’ll use the example of video games, since that’s the focus of his book, though he is careful to point out that numerous pieces of software fit into this category as well–require the reader to go through procedures in order to “read” the text, and that the form of which the text is composed, computer code, is also procedural in nature. I’m intrigued by this parallel and curious to get at what it means to play a game, to follow a set of procedures in the interest of an end goal, when the text is dictated by its own underlying, invisible set of rules and procedures that express representations of movement, gravity, etc. I’m even interested in the types of games Bogost proposes in which the player is invited into dialogue with the text and asked to respond to the procedures that compose the game–the choices that are allowed vs. those that are excluded, the consequences of those choices, etc.

Over the summer I read John Greene’s The Fault in Our Stars, a young adult novel about a young woman and young man with cancer. In it, Agustus and his friend play a first-person shooter, and Agustus is very bad at it because instead of maximizing his kill-to-death ratio, he instead makes it his goal to save as many civilians and comrades as possible. In Greene’s novel, this tendency is meant to exemplify Agustus’s refusal to adhere to the rules that govern reality–rules that tell him that he cannot save anyone, including his ex-girlfriend or himself. I’m oversimplifying, but the novel isn’t my focus here. Greene’s argument would be, arguably, that Agustus’s refusal to adhere to the rules/procedures of the game represents not a direct dialogue with the game in which he constructs his own competing argument about war, life and death, etc., but instead that Agustus simply is railing against the inflexible rules of the game the same way he rails against the unfair and equally unyielding rules of his own abilities within the world. For Bogost, though, perhaps Agustus’s alternative gameplay might represent a counterargument, and Agustus should respond by creating an alternative text, his own game with more flexible rules, or perhaps rules that reward different behaviors. Bogost has already explained that “[d]ialectics…function in a broader media ecology…they merely require the interlocutor to construct a new claim in another context–for example, in a responding TV spot or software program” (38).

All of this was very intriguing, especially since I’m trying to connect my Python experience (sad and limited though it is) to Bogost’s argument. I can make procedural arguments about the world and compel readers to follow my logic through following their own set of procedures (in theory)!? Exciting! How does the product reflect the code? Tell me, please, how can I create procedures in code that are reflected in the play of the text I design?

And then I read this: “The player can see how the simulation runs: this is, in no trivial way, what it means to play the game.” and “Understanding the simulation at the level of code does not necessarily solve this problem…does not guarantee an understanding of making and interacting with arguments as processes rather than words. Rather than addressing this problem from the bottom up through code literacy, we need to address it from the top down through procedural literacy” (63-64). So he seems to be downplaying the significance of code–now the text seems to be what the reader/viewer/player sees/experiences and not the underlying code, of which he says “demanding access to a computer program’s code might be akin to asking for direct access to an author’s or filmmaker’s expressive intentions” (64). I’m not a game designer, and I’ll admit I was skeptical that code would be procedural in the same way that a video game’s gameplay is. But it seemed to me that the linchpin of Bogost’s argument was that what made video games a special kind of text was that they were procedures built from procedure, that the code was part of, if not the essential part of, the text. Now, he seems to be stepping back from that, and in a way that seems kind of bogus to me. He’s already complained of other theorists doing the same thing (27). Code is equated with intention? I’m skeptical of such a claim. After reading Turing talk about how he is surprised by machines every day, it’s hard to believe that code is closer to/identical with intention as opposed to the text. Still, it’s hard for me to think of where the code would fall if mapped on to writing–an outline, maybe? Something more like that–the logical frame onto which the actual text is built? Definitely a part of the text, but deducible rather than obvious, visible.

One last remark, though I know this post is getting SUPER long–I’m interested in the arguments that computer code as a genre makes about the world. I mentioned this briefly in my last post, and I don’t have a whole lot more to add, since I don’t know jack about coding. But I do know–at least I think I know–that the fundamental argument that computer programing makes about the world seems to be that a task is the sum of parts–mini-tasks into which it can be broken down. When all of the mini-tasks are carried out, the overarching goal is achieved. Except it isn’t, I don’t think. The goal is something human, the goal that the code achieves is something different–a reflection of that goal in the red-blue-yellow-green that the computer can produce. Round edges become pixelated, however subtly, on a screen. I don’t know that this isn’t a valid way of reading the world–as replaceable, representable. After all, texts, paintings, films all do the same thing. But I do want to investigate how computer programs go about representing the world via procedures, logical structures, etc. What is to be said of that?

That last remark isn’t really fully formed or super well thought out. Again, I don’t know enough about code, software, and hardware for that matter, to really make an argument abbot the way computer programs (re)structure reality in their representations, but I’m very curious to see what you all think and to investigate this problem further. Bogost seems uninterested, but perhaps I haven’t read far enough. I’ll remedy that soon!

See you all in class Thursday. Please comment if you have insights for me!

3 thoughts on “The Fault in The Code

  1. I am also in the early part of the reading, so I don’t really have any particular insights from the rest of the text. On a personal level, I am having a hard time following the trains of thought in Bogost’s arguments. It seems very ambling and potentially circular, and I keep running into difficulty in following the logic. I will say that I also had trouble with the procedure portion of the first chapter.

    I think that you bring up a fair point of differing game-play styles with the John Green novel. Bogost appears to be interested in the successful playing of a game as following the procedures for continued play, which comes out very explicitly when he’s discussing how one plays America’s Army. For example, he describes the game-play as being such that if you as a player do not follow the ROE, then you fail. What he does not seem to take into account is a version of game-play that does not end when the game tells you that you failed. I can easily picture someone playing America’s Army with their own narrative of being a spy/enemy soldier that is going through the motions of following the procedures, only so that they can reveal their true colors once they have the smallest amount of honor points that let them cause the most destruction. In that case, though the actual game appears to send them to a cell or destroy their game character, the player would still have won at their own alternative story line.

    Classmate Amiga also does something with subversive game-play when they insist on talking about ELIZA with ELIZA. While Amiga certainly got at the limits of ELIZA’s artificial intelligence, Amiga was also intentionally violating procedures. ELIZA is programmed to work best when the user talks about themself. Intentionally trying to out-psychologist ELIZA seems rather like intentionally breaking the ROE in America’s Army. In both my imaginary case of an AA player and Amiga’s case (and potentially the case with Augustus), the built-in procedures were violated and generated “failure” if one started from the assumption that the program’s version of “success” was the goal. I think the problem I have with this is the assumption that players can only engage with the game in a meaningful way if they keep playing it or win by jumping through the established hoops, but maybe I still don’t see games as procedural any more than I see soccer as procedural. If you follow all the procedures in soccer and your team loses, that does not appear to me to be the end of the engagement; your teammates and you can still talk about that specific match and rework through strategies to use for next time in ways that extend the game past when it officially ends.

    I think what I’m missing from Bogost (at least so far) is acknowledgement of this sort of process.

  2. The question you raise about code, and whether code adequately carries or translates intention, is interesting. After last week’s glimpse at the cover of the Bloomberg article, and given my own tendency to project all of the rhetorical issues that come with coding onto my own experience with poetry, I have to ask: are there monthly code periodicals that allow people to submit “well-wrought” code for critique? Is the medium of the monthly periodical something that is totally outdated for coders, and does it all happen on the internet? I suppose this goes back to an earlier question I had about the aesthetics of code–can it ever be “well-wrought,” or is pure function always the goal?

  3. Haskell,

    Nice post, and I think you’re onto something with your observation that computational media represents the world as the sum of many small parts. This, I think, is why videogames will always circumscribe their players’ actions. Perhaps that circumscription is the essence of procedural rhetoric. You describe how it’s impossible for Augustus to succeed in his first-person shooter if he focuses on saving people rather than killing them, and in my own post about The Sims, I explained how the game becomes glitchy and inefficient if you try to reject its consumerist paradigm. In a certain sense, this circumscription/procedurality is a great gift to videogame scholars, because it guarantees that there will always be an ideological ‘message’ to analyze in any game. I do wonder if games could become less procedural in the future, though. Is that even possible with computational tools? One potential answer might be the MMORPG, where the player not only interacts with the game world built by the programmers, but also with other players, who can be unpredictable and don’t follow any particular set of rules. I don’t play MMORPGs so I could be totally off base here, but my understanding is that if you want to “sit around” with a bunch of other World of Warcraft players and talk about sports instead of fighting monsters, you can do that. Might that be a way to escape the circumscription that comes with procedurality?

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