9. I REALLY DIDN'T WANT TO MENTION The Matrix BUT ...

        It seems to be the go-to title for contemporary discussions about technological immersion and virtual worlds, as it takes as its narrative starting point the obliteration of the real world by the things of the digital. In The Matrix, Humans are enslaved in a state of virtual reality gaming with no concept of "the desert of the real". A huge success in 1999, it spawned two sequels and a marketing onslaught of toys, etc. What is certainly most intriguing about all of it though, is its adaptation into the video game medium. The first title released as a spin-off of the series, although generally panned by video game critics, functioned with a very unique approach. Enter The Matrix was foremost a marketing tool for the sequel films, but a marketing tool like no other. Through filmed cut-scene moments featuring the films' actual stars, it takes as its plot a focus on two secondary characters in the series and follows their journey as a backstory to the sequels as well as a bridge between them. The films, like the jacked-in humans that inhabit its world, plug into this digital medium to more fully flesh out the story they are telling; to liberate it from a one-dimensional state. For a fan to take in the entire picture, she must take part in the video game in a reflexive act. As the movies' characters become disembodied in order to 'play' in the Matrix, gamers pick up controllers and press power to 'play' in The Matrix. While inviting players to emulate the actions of the film characters, they are also invited to take up the philosophical implications of those actions, and more easily applicable, the psychological implications of some form of immersion in a digital universe. Enter The Matrix serves to call attention to the gaming apparatus and the player's subject position simultaneously, while most games strive to make both invisible. As this is a game which presents itself like a film, there is a duality in the reflection on mediation. Through the console, gamers take part in the discourse of a film and are actively aware of that.

        The more recent, The Matrix Online has the same implications, yet more fully realized. Players log in to a fully online world which much more closely resembles the Matrix program than the home console can hope to. With the added element of interaction with human-controlled avatars, this game rather accurately emulates the environment that the films posit. A number of games try to create the sensation of watching a film, while these Matrix titles call attention to their position in relation to the film medium and the user's role in negotiating the foregrounded differences. Perhaps more than any other popular titles, these games highlight the notion of simulation as opposed to narrative form.


 



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.