Inception as Videogame

Tanner Higgin's picture

In the past year, I have been struck by how often I see videogames as informing other media productions. Up until recently, games were often thought of as struggling for legitimacy by trying (and inevitably failing) to represent/approximate “reality” and/or appealing to more respected art forms. Academics, designers, fans, and media have all been guilty of establishing these various limiting frames and viewing games through them. Fortunately, I think these trends are eroding. Games are being judged on their own qualities and attention is being paid in their design to what they do differently from film, books, etc. Moreover, there are an increasing number of non-game texts drawing inspiration from videogames. It’s clear that videogames are so well entrenched in culture that they have become, as all media eventually do, part of a network of remediation and intertextuality.

While watching Inception, I could not help but think of all of the ways its subconscious playground compared to the experience of playing a videogame. I believe the film is just a valuable as an exploration of gaming and affect as it is dreaming.

Below is a list I came up with of similarities.

(Please note that I realize none of these similarities only apply to videogames. However, I do think that when taken as a group they form a convincing argument for Inception’s game-like qualities.)

1. The film is heavily invested in a set of rules and logics which guide the action and events. The first act is focused on helping the viewer, whose surrogate is Ellen Page’s Ariadne, understand the system.

2. Similar to theories about game avatars, the people within the dreamworld are projections of the users’ subconscious.

3. There’s a heavy focus on the navigation of space. The architect/designer building the world is tasked with creating appropriately challenging labyrinths.

4. The worlds have their own physics engines.

5. The ideas being quested for are locked away like treasures.

6. Time is sped up. (This particularly reminds me of the quick clocks in sports games as well as first-person shooter characters running 15-20 mph.)

7. There are different levels of increasing difficulty.

8. Frequent and/or addicted users have a hard time distinguishing between dream and reality.

9. There are single player and co-op modes.

Can you think of any others?

Comments

Sabrina Hughes's picture

Tanner, This is a great post,

Tanner,

This is a great post, and many of the same thoughts occurred to me as I was watching.

One that struck me was the continued reference to the dream-space as a level, each with its own goal to be achieved in order to complete it successfully.  Also, the characters’ ability to ”kill” themselves (in normal non-sedated dreams) to wake up and get another “life,” which was always the easiest way for me to get out of a sticky gaming situation.   And the form of the level: an illusion of naturalistic space which is actually a labyrinth to be navigated.

Finally, I noticed what seems to be a direct reference to the game Echochrome with the closed loop stairways created by Arthur. See the game here: http://www.youtube.com/watch?v=QfICeBtVv8U

I may have others after I see Inception again!

Tanner Higgin's picture

Thanks Sabrina! I thought

Thanks Sabrina! I thought about the Echochrome similarity too since I had been playing the game a few weeks prior. Although, I felt that was a bit difficult to see as a clear reference given the prevalence of M.C. Escher’s work in popular culture.