One of the
major points throughout the novel that I found frustrating was Victor
Frankenstein’s passivity. Frankenstein accepts most of what happens to him
without question and at the same time seems to absolve him from blame. He never
takes credit for his actions or seems himself at fault. Most of the way that
Victor thinks can be explained in his upbringing. His treatment from his
parents revolves between adoration and like that of a plaything. Both of these
kinds of attention are not constant and can help explain why Victor seems to
have some difficulty accepting responsibility for his actions. This greatly
differs from the lessons that we are taught from video games and the effect
that they can have on our lives. Victor’s difficulty identifying with others is
something that is not taught through video games and in fact, is fundamentally
unlike that which video games teach us.
Video games
teach many useful skills, which pertain to real life and sometimes are just
easier understood through the medium of gaming. Gamers turn to video games as a
way to cope with what is going on in the world around them, and using video
games people are able to put in context and deal with real life issues. A clear
example of this can be seen in the game Zork, which offers the player many
useful skills that user may not realize they are being taught until they step
back and examine the situation. Zork is a text-based game that offers no visual
clues besides descriptions given by the computer, and only allows a certain
number of lines of text to be shown before they are moved up the screen before
disappearing. Zork manages to teach patience, engage players in deductive
reasoning, encourages users to utilize their memory, while also teaching about
the consequences of actions. The player must learn to use their skills in
recollection because the game is text based and direction based, and without
prior knowledge or remember what steps one has just taken; it is easy to get
lost. As the game involves directions, it is easy to get turned around and
think of movements in terms of left and right rather than east or west. Players
must expand their memory to recollect not only what items they have earlier
come across and where, but how to get back to them, without any visual clues.
This also teaches patience, since the player must be willing to retrace their
steps, sometimes over and over again, until they can get their bearings and
further the plot line. The players are also unconsciously taught that there are
consequences to their actions, as when they enter the basement/dungeon area,
you must have a light or after three turns you are eaten by a grue (monster)
and must start over. If an item is left behind that later becomes necessary to
continue the game – such as the sword in the living room, or the painting in
the dungeon – the result is usually the player’s death and they are forced to
start over. There are things that video games in general, and Zork in
particular, teach the players, and those vary greatly from the concepts that
Victor was taught.
From an
early age, Victor Frankenstein lived a privileged and yet strange life. He
expresses that he was his parent’s “plaything and idol” and that he was theirs
to raise as they wished and to mold into the person they wanted him to be
(Shelley 24). Closer examination of the words plaything and idol suggest a
strange and not exactly reassuring. Idols are beings that are put on a
pedestal, and can do no wrong, which I believe is a dangerous thing to imbue in
the mind of a child. A child that can do no wrong in his parents eyes usually
ends up behaving monstrously, and thinking of themselves as the center of the
world – everyone’s world, not just that of their parents. A plaything implies
the affection and adoration bestowed upon a favorite toy, but also leads the
mind to the moment after the toy has fulfilled its purpose and is left alone
until it is wanted again. Again, imagining a childhood where the infant is in
turns adored and ignored is quite disturbing, as are the lessons that can be
learned from that. The attitude that Victor adopts seems to mimic those, which
he was taught himself, as is the case of his creation of his monster. For
months Victor toils ceaselessly over creating this monster, this living
creature, and in the moments of its birth he beholds it was a horror at seeing
what he has created. In the first few minutes after he has animated his being
Victor admits to being “unable to endure the aspect of the being I had created,
I rushed out of the room, and continued a long time traversing my bedchamber,”
essentially abandoning his creation like one would of a doll they had lost
interest in (54). Here Victor clearly displays his own faults in his upbringing
by acting in the way his parents treated him. However, instead of returning to
see this creature, Victor abandons it completely and refuses to acknowledge the
monster until quite later in the story.
Overall, I
believe that the passivity that Victor displays is a result of his upbringing,
but it differs quite drastically from that which video games teach their
players. Video games, with Zork in particular in mind, have an ability to teach
many lessons in a subtle way that were never taught to Victor and led to the
misery that eventually befell him. His inability to cope or deal with his
actions left him in a very passive position that proved to be his undoing.
Perhaps with more active engagement on Victor’s part, with others or in games
themselves, Victor’s fate would have differed greatly.
1 comment:
There's something mildly awkward about the first paragraph - it's just a little too long and a little hard to follow.
The second paragraph, too, is a little roundabout, but I follow your main argument: video games teach us that we have control over everything (within them, that is). It's a good point, but I feel like thinking through how that relates to the novel is more complicated than you make it - consider not only Victor's passivity before the monster, but the creation of the monster (and the speech to Walton, and the blasted tree, the alchemists, etc). My point is that you assume his passivity, even though (for instance) he creates a monster. So we *could* read the novel as showing that Frankenstein chooses passivity at certain times. Rather than going over the same part of the text we went over thoroughly in class, it would have been better to work with the rest of the novel, too, and really ask whether or not he is passive, or whether something different is going on.
Overall: the initial contrast you open up between the lessons video games teach and Victor Frankenstein's passivity is fine - it's just that you don't really develop that reasonable and interesting contrast past the beginning of the novel. Where's his pursuit of the monster into the arctic here? Where's his behavior with Elizabeth, or Walton, or his changing attitudes about the female monster?
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