Badiou and Theatre
In The Handbook of Inaesthetics, Alain Badiou assembles ten “Theses on Theater,” which, at first glance anyway, offer game studies some compelling parallels. Indeed, he begins generously, furnishing us with the very link that we require. The purpose of the theses? “To establish—as we must for every art—that theater thinks” (72; emphasis mine).
In a happy echo of Anne Munster’s vocabulary, he calls theater “an assemblage.”
He writes: “It is an assemblage of extremely disparate components, both material and ideal, whose only existence lies in the performance, in the act of theatrical presentation.” The components are gathered together repeatedly, “each and every time time, the performance is evental, that is, singular.” This event, “an event of thought,” produces “theater ideas,” unique and unprecedented. “The idea arises in and by the performance… The idea is irreducibily theatrical and does not preexist before its arrival ‘on stage’” (72).
Of course, Frasca (and after him, Bogost) has already made use of a linkage between theater and games, via the work of Boal.
Indeed, Badiou’s observations about the nature of theatre call Bogost’s characterization of simulation to mind: “Theater is an experiment,” writes Badiou, “—simultaneously textual and material—in simplification” (emphasis mine). He even goes so far as to point out that simplification, for mathematicians, at least, is not always simple. Tout court, Simplification is all.
In Badiou’s further consideration of theater, I see parallels with Munster and Levi. “The theater-idea comes forth,” he writes, “in the (brief) time of its performance, its presentation.” But this presentation is not an interpretation: It is a complementation (and herein lies the parallel with Munster’s discussion of virtuality). “Every performance or representation is thus a possible completion of [the theater idea].”
Finally, a propos lengthy discourse on the artful nature of games, Badiou has this to say about theater: It does not serve to cultivate, but to provoke. “The public…comes to the theater to be struck. Struck by theater-ideas. It does not leave the theater cultivated, but stunned, fatigued (thought is tiring), pensive… It has encountered ideas whose existence it hitherto did not suspect” (77).
I can imagine elegant M. Badiou listening quietly to these parallels and then letting out a polite, but dismissive, laugh. But it is on the back of his weightier theses that I intend to investigate the dimensions of “game thought.”
Subscriptions and virtual-world populations are a frequent topic of discussion in game studies, but the facts are notoriously hard to come by, since population density — often perceived as an index of popularity — is a selling point, and therefore subject to spin.
This afternoon, in Darnassus, I ran across some NPCs flirting with one another in a corner of the local inn. Their clothing — pointy felt caps and cotton-trimmed smocks in bright red and green — is utterly out-of-place here, but the significance is clear, nonetheless: It is a Christmas card from 