17. PARTY LIKE IT'S 1999

       Our lives are often discussed as narrative histories, as chronologies. We have created this backward-looking science in order to study ourselves through sequences of events achieved within a set of determined dates. We embrace the deadline, in the workplace and elsewhere. We embrace it as we embrace ourselves, a race of beings defined by their mortality. The biomedical revolution of the next century merely promises to extend the chronology, to delay death and draw out the ubiquitous apprehensions. In this moment, we are fixated on the countdown; the time remaining until… Everything else is history. Even the video game, a utopia of our own making, depends on the rearward clock to provoke action and incite haste. Sam Fisher, on a top-secret mission for the National Security Agency in Tom Clancy's Splinter Cell, has but two minutes to disengage a bomb before it wipes out a high rise. Players are kept on edge; its a mere second to game over. The pretense of immortality - through multiple lives or the ability to reload and restart - exhausts gameplay before it even begins. It is beyond the end, and thus useless. An avatar may endure a succession of lives, reincarnations by the gamer's hand, but it will never come to terms with its own demise. The action will stretch on forever, reiterated and restated, without passing on into the future. Video games, then, may be the perfect emblem for the (albeit fleeting) millennia crisis. Even they, those little digital heavens, are not devoid of a sense of real-life futility. In The Vital Illusion, Jean Baudrillard posits that the year 2000 failed to take place, "because the history of this century had already come to an end, because we are remaking it interminably"16. Perhaps the video game emerges as a solution to occupy our free time, the time remaining until…



| 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.