Differential Conditioning, Parallel Results
My initial experience with Zork was
typical of any new player: I wandered around, got lost, and eventually was
greeted with the soon to be familiar “*** You have died ***” message. The game
however thought that I “probably deserve another chance”, and warped me to
forest near where I had started to continue my adventure. The consequences of
my death were not that disparaging, as I was able to continue my adventure and
quickly reclaim my lost treasure. I went on to die quite a few more times, but
it never seemed to count against me, not even when examining my score. I would
even type in deadly commands, such as “kill self with sword” and “jump down”,
just to see the grisly result. This desensitizing of the consequences of
actions within video games like Zork is not dissimilar to the rejection of
responsibility that Victor Frankenstein exhibits throughout Mary Shelley’s
novel. The way that he came to ignore the consequences of his actions is very similar
to how I ended up experimenting with committing suicide in Zork.
The processes of conditioning both
Victor and I to ignore repercussions are different in situation, but lead to a
similar mindset. While playing Zork, I quickly learned that the game required
me to pick up items scattered around the world and utilize them in various
ways, such as killing the troll with the sword or lighting the candles with
matches. The taking and using of items, even if the attempt was unsuccessful,
overwhelmingly brought no consequences, so I naturally came to believe that
grabbing and using items had no ramifications. Furthermore, dying in Zork did
nothing but drop the treasure and items I had collected where I had died,
restoring me to full health and allowing me to retry whatever I was doing and
reclaim my treasure. Without realizing it, I became far more reckless as I had
not experienced any true consequence for dying. Victor developed his dull
concept of consequences with a similar method of conditioning during his early
childhood. He refers to himself as his parents’ “plaything and their idol, and
something better—their child, the innocent and helpless creature bestowed upon
them by heaven,” (Shelley 24). He learned at a very young age that he could
receive anything he desired from his well-off parents with no reciprocation, as
well as hide from potential punishment or repercussions from his actions when
they were often not present and through the infinitely high regard that they
held him in. He also mentions that he was, “so guided by a silken cord that all
seemed but one train of enjoyment for me,” showing that Victor believed that
everyone around him was meant to cater to his needs and wants with no work
needed on his part (Shelley 24). Through continual, early reinforcement of consequences
being irrelevant or absent entirely, Victor and I developed indifference to
them in our respective environments.
The most glaring example of Victor’s
lack of understanding of consequences is in how he handles the final creation
and initial escape of the monster. When he realizes that he finds his new
species to be horrible in every way, he “escaped and rushed downstairs,”
allowing the monster to escape (Shelley 35). Not only does Victor not express
any concern for what the inhuman beast of his creation might do, but quickly
forgets of his troubles when his friend Clerval appears. Of course, the monster
goes on to murder Victor’s younger brother, William. In Zork, I felt compelled
to pick up and use everything I could find, which led to not only
over-encumbrance but deaths as well. The rusty knife found next to the skeleton
is the perfect example. I attempted to use the knife as a weapon against the
thief, but died to my own knife cutting my throat, singing as it sliced. Just
as Victor never considered the eventual murder of his brother as a result of
letting the monster walk free, I never imagined that using an item would result
in my own untimely death.
A passive attitude towards
consequences cannot remain forever, and eventually the results must be faced.
After dying numerous times in Zork, I finally found myself as a wandering
spirit waiting at the Gates of Hell, unable to interact with any objects or
continue on my journey. This resulted in a complete restart of my adventure,
losing all of my treasures and progress. I also began to more cleverly consider
the possible results of using items if certain ways, as well as contemplating
the availability of items that would need to be used later. Similarly, Victor
finally faces the possibilities that may result from the creation of his
monster’s new companion, deciding to reject its request and destroy the female
creature as he is unsure of how it will behave (Shelley 89). He also finally
decides to track down and destroy the monster after the death of Elizabeth,
vowing revenge on the creature that had “snatched from me every hope of future
happiness,” (Shelley 104). Although both of us finally realize that our actions
must eventually be atoned for, the processes through which we came to be previously indifferent towards the results of those actions are remarkably parallel.
1 comment:
Re: your gruesome self destruction - I once had a guy in this class whose final project was a game where the *goal* was to kill yourself in colorful ways. It was an interesting rif on Zork & its like.
The 2nd paragraph is fine, but treads the same ground that everyone else has gone over. Obviously it's not your fault that other people are using the same passages too - my real point is that a revision would need to expand, somehow, to somehow discover further details of Victor's childhood. What does this argument do with Elizabeth, for instance?
I liked your incorporation of Clerval, and I feel like you could have done more with it. For instance, note that most of the characterizers in the novel are involved in nursing someone back to health, including Clerval, who postpones his dreams for him. So setting up a contrast between Clerval and Frankenstein could be useful - you might be able to tie that back to Zork somehow.
Very clever use of the complete/deeper restart in Zork. Consequences do eventually appear. I don't know what you'd do with this in a revision - try to find some more general wisdom about video games, perhaps, unless Zork would really be more of a hook in that version.
Overall: Clever, thoughtful use of Zork. Your use of Frankenstein was hardly bad, but in a revision I'd want it to be more detailed and sophisticated, including more analysis of characters & passages.
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