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Halo and Philosophy

Page 26

by Cuddy, Luke


  Frasca, Gonzalo

  Freeman, Gordon

  French, R.M.; on Associative Priming; Seagull Test

  Full Spectrum Warrior

  Gaiman, Neil

  Game Developers Choice Awards

  gameplay depth

  games and religion

  games of truth

  Gee, James Paul

  Genesis (Bible)

  Grand Theft Auto

  the Gravemind

  Guilty Spark

  Guitar Hero

  Half-Life

  Half-Life 2,; science-fiction elements in

  Halloween (movie)

  Halo: Combat Evolved; critique of; easy mode; emergence in; grenades in; heroic mode; humans in; legendary mode; normal mode; progress and skills in; unpredictable moments in; weapons in

  Halo Encyclopedia

  Halo: Evolutions

  Halo: The Fall of Reach

  Halo: The Flood

  Halo: Reach

  Halo series: agency in; AIs in; and anger; anonymity in; and apocalypse; archetypes in; the Ark in; ascent in; and Buddhist enlightenment; challenge of; and consumerism; environment of; as escapism; and flame wars; the Flood in; Forerunners in; Halos in; “heavenly geography” in; and the “I,”; immersion in; influences on; and Internet; and loneliness; ludus in; magic circle in; messianism in; multiplayer; music in; mythos of; and narrative; opening scene; and otherworldly guides in; Pacifist Run in; paidia in; and parable of burning house; Portal in; possible futures in; and possible worlds; precursors of; religious imagery in; repetition in; ringworld in; and role playing; sales of; science-fiction elements in; secularism in; and self-injurious behavior (SIB); single player; skill in; social function of; and stereotypes; ticking clock in; UNSC in; as upāyic; warfare in

  Halo 3; close of; multiplayer; ODST; secrets in

  Halo 2,; fan reactions to; humans in; music in; sacrifice in; sound in

  Halo universe, as magic circle

  Hamlet

  Harvard, John

  Hector

  Hellholm, David

  Hello Kitty

  Herodotus

  High Speed Halo

  Hitchcock, Alfred

  Hobbes, Thomas; De Corpore; Leviathan

  holodeck

  Homer

  Homeworld

  homunculus

  Hood, Lord

  Horatio

  Howard, Robert E.

  Huizinga, Johan: Homo Ludens; on play

  identity; and clones; historical continuity; material continuity; of persons; and psychological continuity. See also personal identity

  Iliad

  Imitation Game

  immersion, in videogames

  immersive experience

  Internet: and connectivity; social function of

  Ion

  Isla, Damian

  jeep jumping

  John (Biblical)

  John-117

  Johnson (character)

  Jung, Carl

  jus ad bellum

  jus in bellum

  jus post bellum

  Just War Theory

  kedusha

  Keyes, Miranda

  Knight, Damon

  Kyunyo, Master

  Lacan, Jacques

  LeBlanc, Marc

  Left Behind: Eternal Forces (videogame)

  The Legend of Zelda

  Leggat, Graham

  Leiber, Fritz

  Leibniz, Gottfried

  Leitmotiv

  Lente, Fred Van

  Lewis, David

  life, absurdity of

  Linderoth, James

  Lindström, Berner

  Locke, John; Essay Concerning Human Understanding

  Loebner Prize Contest

  Lotus Sutra; repetition in

  Ludendorff, Erich von

  ludus

  machinima

  magic circles

  Mario 64

  Markula, Pirkko

  Master Chief; Assault Rifle of; as Bodhisattva; descriptions of; exo-skeleton of; identity of; and just war; as messianic; MJOLNIR armor; responsibility of; silence of; as Stoic; weapons of

  McCarthy, John

  merkavah literature

  Metroid Prime series

  Miller, Cody

  mimesis

  Minos, King

  mirror stage

  MJOLNIR armor

  modding

  Modern Warfare

  Moonshot Games

  Muehlenkamp, Jennifer J.

  Multiple Route Principle

  music: and Apollonian myth; definitions of; and Dionysian myth; indigenous Australian; Western versus non-Western

  necessary conditions

  the Needler

  Nephilim

  nerdrage

  Neuromancer

  Nicholls, Peter

  Niven, Larry: Ringworld

  Nock, Matthew K.

  Nogueira, Paulo Augusto de

  noosphere

  Norvig, Peter; Artificial Intelligence, A Modern Approach

  O’Donnell, Martin

  Odysseus

  Odyssey

  orbital

  otherworldly journey

  paidia

  parable of the burning house

  Parfit, Derek

  Perfect Dark; the Reaper in

  persona

  personal identity, thought experiments on

  persons: and historical continuity; and material continuity; and psychological continuity

  Peter and the Wolf

  Phoenix Wright: Justice for All

  Planescape

  Plasma Gun

  Plasma Rifle

  Plato; Crito; Ion; The Laws; on mimesis; Republic;—as mimesis

  play: characteristics of; mimicry in

  Plutarch: Parallel Lives

  politeia

  Pong

  possibility space

  possible worlds; in videogames

  Power-Knowledge

  Power-Knowledge-Self

  Powers, Jane L.

  Pringle, Richard

  Prinstein, Mitchell J.

  procedural rhetoric

  Project Freelancer

  psyche, concepts of: imaginary order; mirror stage; the real; symbolic order

  Psycho (movie)

  psychological continuity; and memory

  Putnam, Hilary

  Red vs. Blue (RvB); AIs in; dialogue in; personal identity thought experiments in

  Rehak, Bob

  Reid, Thomas; Essays on the Intellectual Powers of Man; On Memory

  Rendezvous with Rama (novel)

  Revelation (Biblical)

  Rez

  ringworld

  Ringworld (Niven)

  Rizzo, Dr. Albert

  Robocop

  the Rookie; armor of; silence of; weapon of

  Russell, D.S.: The Method and Message of Jewish Apocalyptic

  Russell, Stuart; Artificial Intelligence: A Modern Approach

  Salen, Katie: Rules of Play

  save states

  Schafer, Murray; The Tuning of the World

  science fiction; value of

  Scott, Ridley

  Searle, John; Chinese room thought experiment

  secular apocalypticism

  self-injurious behavior (SIB); cases of; emotional harm as form of; and loneliness; physical injury in; positive and negative reinforcement types; social reinforcement functions

  Senet (game)

  Shakespeare, William

  Shoemaker, Sydney

  Sisyphus

  Skywalker, Luke

  Snow Crash

  Society of Biblical Literature

  Socrates

  Sophocles

  Space Race

  Spartan II Project

  Spartan warriors; as anti–heroes; and meaning of life

  spawn camping; arguments against; covering value for; evaluating; as winning strategy

  Speed Demos Archive

  speed running: ethical
substance in; ethical work of; mode of subjection in; “Pacifist,”; telos of; “Zero Shots,”

  Starship Troopers (novel)

  Stoics

  Stone, Michael; Jewish Writings of the Second Temple Period

  Straw man fallacy

  string theory

  Sturgeon, Theodore

  Suellentrop, Chris

  sufficient condition

  Super Mario Brothers

  syzgy

  Terminator (movie)

  Theseus

  Theseus’s Ship, paradox of

  Thoreau, Henry David: Walden

  thought experiments

  Thucydides

  Tolkien, J.R.R.

  total war

  Tower of Babel

  Traviss, Karen

  Truth and Reconciliation, weapon choices in

  Turing, Alan

  Turing machine

  Turing Test

  Two-Fold Truth

  United Nations Space Command (UNSC)

  upāya

  Vergil

  videogame players, life situation of

  videogames: agency in; and apocalypse; death in; dualisms in; early graphics; and escapism; immersion in; introductions to; and intuition pumping; linear stories in; and music; narrative innovations in; as simulations of rule-based systems; ticking clock in; uncertainty in

  Virtually Better (company)

  Whitlock, James L.

  Wiggins, David

  Williams, Bernard

  Wolf, Mark: The Medium of the Video Game

  Zimmerman, Eric; Rules of Play

  Zombie

  1 Larry Niven, Ringworld (Orion Books, 1970), p. 68.

  2 Roger Ebert, “Videogames Can Never Be Art,” Chicago Sun-Times (April 2010).

  3 Chris Suellentrop, “Inside the Box,” New York Times (June 2010).

  4 These statistics are from a gamrFeed article by Jacob Mazel entitled “The 50 Best Selling Console Games of this Decade (So Far),”

  5 William Dietz, Halo: The Flood (Ballantine, 2003).

  6 Eric Nylund, Halo: The Fall of Reach (Ballantine, 2001).

  7 Translated by John Dryden in the late seventeenth century, .

  8 Recently translated by George MacDonald Ross, .

  9 For a popular discussion of this biological phenomenon, see Nicholas Wade’s piece “Your Body Is Younger than You Think,” New York Times (August 2005).

  10 .

  11 Halopedia
  12 Albert Camus, The Myth of Sisyphus (Vintage, 1991), p. 13.

  13 Epictetus, A Manual for Living (HarperCollins, 1994), p. 17.

  14 Since this chapter takes a highly contextual view of Plato, it’s probably worth saying that there are writers before Plato who are usually called “philosophers”—specifically, they’re called “pre-Socratic philosophers” (their names include Heraclitus and Parmenides)—but 1. they didn’t call themselves that, and 2. their work was very unlike what we know as philosophy.

  15 We know next to nothing for certain about the procedural—as opposed to the substantive—side of Athenian education; in fact, most of what we do know comes from Plato, who’s hardly an unbiased source. For the state of the art, such as it is, in research on ancient education, see W.A. Smith, Ancient Education (Philosophical Library, 1955).

  16 Here and throughout this chapter, I use heavily adapted versions of Benjamin Jowett’s translation of the works of Plato.

  17 The seven winning science-fiction games are Metroid Prime, Star Wars: Knights of the Old Republic, Half-Life 2, Gears of War, Portal, Fallout 3, and Uncharted 2. “Archives: Best Game” (2010), .

  18 “Sturgeon’s Law” (2010), at .

  19 The Dreams Our Stuff Is Made Of: How Science Fiction Conquered the World (Touchstone, 1998), p. 1.

  20 John Clute and Peter Nicholls, The Encyclopedia of Science Fiction (Orbit, 1999), p. 314.

  21 Noted in his introduction, “Of Time and Gully Foyle,” in the new edition of Alfred Bester’s The Stars My Destination (Vintage, 1996).

  22 “The Fauna of Halo” (2010), .

  23 “Gravemind: Reception” (2010), .

  24 “The Bungie Guide to SciFi” (2006), .

  25 “Arbiter (Halo): Cultural Impact” (2010), .

  26 Frédéric Dajez, “La figurine interfacée, à propos de l’Odyssée d’Abe,” in L’image actée: scénarisations numériques, parcours du séminaire L’action sur l’image (Editions L’Harmattan, 2006).

  27 James Paul Gee, What Video Games Have to Teach Us about Learning and Literacy (Palgrave Macmillan, 2003).

  28 Jonas Linderoth, Berney Lindström, and Mikael Alexandersson, “Learning with Computer Games,” in Toys, Games, and Media (Erlbaum, 2004).

  29 Alexander Kerezman, “The Player and The Game” (2010),

  30 Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (MIT Press, 2004).

  31 Michel Chion, Walter Murch, and Claudia Gorbman, Audio-Vision: Sound on Screen (Columbia University Press, 1994), p. 188.

  32 The Tuning of the World (Knopf, 1977), p. 6.

  33 Chernoff, African Rhythm and African Sensibility, p. 31.

  34 John Blacking, How Musical Is Man? (Faber, 1976), p.3.

  35 A Leitmotiv (German for ‘leading-motive’) is a musical theme used recurrently to denote an object, a person, an aspect of character, or some other element in a story.

  36 As reported in K. Delaney, “When Art Imitates Videogames, You Have ‘Red vs Blue’: Mr. Burns Makes Little Movies Internet Fans Clamor For, Shades of Samuel Beckett,” Wall Street Journal (April 9th, 2004), p. 1.

  37 From RvB Season 1, Episode 1, transcript at .

  38 “Personal Identity and Individuation,” Proceedings of the Aristotelian Society 57 (1956-57), pp. 229–252.

  39 Self-Knowledge and Self-Identity (Cornell University Press, 1963).

  40 Identity and Spatio-Temporal Continuity (Oxford University Press, 1967).

  41 “Personal Identity,” Philosophical Review 80 (1971), pp. 3–27.

  42 See J. Knobe, and S. Nichols, eds., Experimental Philosophy (Oxford University Press, 2008).

  43 “The Extended Mind,” Analysis 58 (1998), pp. 7–19.

  44 “Philosophy and Our Mental Life,” Mind, Language, and Reality: Philosophical Papers, Volume 2 (Cambridge University Press, 1975), pp. 291–303.

  45 The Modularity of Mind (MIT Press, 1983).

  46 As John Gribbin notes in In Search of Schrödinger’s Cat (Bantam, 1984), science-fiction authors in the early 1980s would routinely “discover” the idea of possible worlds and then run with it for a story (p. 289).

  47 Names have been changed to preserve identity.

  48 The Lotus Sutra (Columbia University Press, 1993), pp. 57–58.

  49 It’s possible that the promise of enlightenment itself is a form of skillful means (upāya). Perhaps such a blissful state does not really exist. However, for our purposes, moving closer and closer to such an ideal state might be a good thing in itself—and might itself count as enlightenment. A great king can still be great without attaining the status of the greatest king.

  50 Espen Aarseth, Cybertext (Johns Hopkins University Press, 1997), p. 113.

  51 Bob Rehak, “Playing at Being: Psychoanalysis and the Avatar,” The Video Game Theo
ry Reader, edited by Mark J.P. Wolf and Bernard Perron (Routledge, 2003).

  52 As discussed in: Amanda Schaffer, “Not a Game: Simulation to Lessen War Trauma,” New York Times (August 2007).

  53 The Dalai Lama, The World of Tibetan Buddhism (Wisdom, 1995), pp. 81–82.

  54 Nikkyō Niwano, Buddhism for Today: A Modern Interpretation of the Threefold Lotus Sutra (Kosei, 1976), pp. 90–91.

  55 “Tools for Creating Dramatic Game Dynamics,” in Katie Salen and Eric Zimmerman, eds., The Game Design Reader: A Rules of Play Anthology (MIT Press, 2006), p. 439.

  56 John J. Collins, “Introduction: Towards the Morphology of a Genre,” Semeia 14:1 (1979), p. 9.

  57 John J. Collins, “The Jewish Apocalypses.” Semeia 14:1 (1979), p. 25.

  58 John J. Collins, “Introduction: Towards the Morphology of a Genre,” Semeia 14:1 (1979), p. 6.

  59 Marc LeBlanc, “Tools for Creating Dramatic Game Dynamics,” in Game Design Reader: A Rules of Play Anthology (MIT Press, 2006), pp. 453, 443.

  60 David Aune, “Understanding Jewish and Christian Apocalyptic,” Word and World 25:3 (2005), p. 237.

  61 Frances Flannery-Dailey, “Non-Linear Time in Apocalyptic Texts: The Spiral Model,” Society of Biblical Literature Seminar Papers 38 (1999), p. 235.

  62 Paulo Augusto de Souza Nogueira, “Celestial Worship and Ecstatic-Visionary Experience,” Journal for the Study of the New Testament 25:2 (2002), p. 180.

 

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