Aperture Science
Compared to Modern Work Environment
The
Aperture Science Labs of Valve’s “Portal” are futuristic technology laboratories
that use human subjects as tools for testing weapons technology. Like Herbert
Marcuse’s One-Dimensional Man, one of
“Portal’s” artistic messages is to convey the manipulation of laborers for the
sake of progress, especially in the fields of the scientific, the rational, and
defense technology.
In One-Dimensional Man, Herbert Marcuse emphasizes the importance of
the “estrangement effect,” or breaking the audience’s engagement to the events
of some theatrical effect (Marcuse, 67). Through the gameplay of “Portal”, the player’s
character, Chelle, experiences an estrangement effect. It is reasonable to
assume that Chelle is just learning about the world she is in, parallel to the
first-time player of “Portal,” upon her awakening. Thus, both Chelle and the
player are actively engaged in learning. But as danger of the level increases,
it becomes egregiously apparent that Aperture Science is exploiting workers while
“disappear[ing] behind the façade of objective rationality,” (Marcuse, 32).
This estrangement from Aperture’s testing is accentuated by interruptions in
the puzzle gameplay of “hidden passages” like the one pictured below.
This kind of interruption serves
to disrupt Chelle from the testing as the only world, and to imply that an
overarching deception is used to manipulate the laborer; simply put, “The cake
is a lie.” From this, “Portal” is alerting players that the evidence of their
exploitation for rationality is present when the system is examined more
closely. Yet, just as Chelle continues with the exploitative testing, real
world labors continue to subject themselves to their toils for lack of any
escape. “Portal” designers are attempting to alert the player to the “totalitarian”
nature of their day-job. Also, that managers and administration will deceive employees
with the false hope that there will be compensation, beyond that of their wage,
for cooperation with the system (i.e. promotions, bonuses, titles, etc.).
A remarkable development in “Portal”
is found in the climax of the video game. Though game character Chelle is aware
of her enslavement, by Marcuse’s definition of slavery as a person devolving to
a mere tool to be used, she remains compliant (Marcuse, 32). This compliance is
promptly terminated as Chelle faces her fate of death as a worn out tool to be
discarded.
“Portal” designers are attempting
to convey that, in only matters of life and death, individuals will rebel
against their oppressor. This is a situation in which the evolutionary “fight-or-flight”
response overwhelms the urge to submit to slavery. Chelle’s rebellion was an
extraordinary one; players can assume that many previous subjects were unable
to create the opportunity for liberation. This should be viewed as a warning of
how the big corporation guiltlessly discards humans as tools, yet only a small
percent of individuals have the courage and the means of a revolt against the
company.
Would not the modern worker be
protected from these repetitive violations of occupational safety violations?
Of course they would; the Union would never allow workers’ life or limb to
become a liability to the company. Would, though, the Union protect the average
worker’s liberties? “The union is not going to convince missile workers that the
company they work for is a fink outfit when both the union and the corporation are
out lobbying for bigger missile contracts,” (Marcuse, 20). This lack of union
representation allows Aperture Science to construct a truly hostile work
environment for its subjects. Though the modern worker is unlikely to face the
threat of literal conflagration, they do, especially in a tumultuous economy,
face the constant threat of losing their job and means to support life. Without
the strong union behind them to protect them from vulnerability, workers could
likely accept a poor work environment with constant reminder that they may be
expended. And laborers accept that they “Are in the swing of things” or as
Marcuse explains the oppression is misguidedly regarded as, “Things swing
rather than oppress and they swing the human instrument- not only its body, but
also its mind and even its soul ,” (Marcuse 26).
Examining the artistic storyline
of “Portal” provides a revealing image of the modern workplace in which the big
corporation is able to oppress laborers. Ultimately, the protagonist of the
game committed to a rebellion of her slaver and, though futile, the revolt is
depicted as a favorable end. “Portal” conveys a message of encouragement of
self-determined liberation from the laborers’ working place of imprisonment and
servitude.
3 comments:
Brendan,
I really like your argument of comparing to the working conditions in Portal to the modern work environment today. When I was playing the game I did not make this connection but after reading your paper and reflecting back on the game I can definitely see it as a strong argument. Your connections between the game and Marcuse are also very spot on and validate your argument even more. One small detail I think you're missing though is making the connection between a CEO and GLaDOS outright. I feel like it is implied throughout the essay but I if you make it explicit you could pull a few more examples out of that. For example, the people responsible for putting the morality core on GLaDOS didn't do so because of the testing procedures that were being done, they did it because she started killing everyone with the gas. Take this and maybe you can apply it to the board of directors in a company today versus its CEO. Overall this is a good response to the prompt and definitely leaves some openings for expansion should you choose to revise it.
-Alec
Thanks Alec,
I appreciate the concept of comparing GLaDOS to a CEO. It is a strong idea that I could use for revision. I really hadn't considered the role that GLaDOS and the Board of Directors would play into my essay while writing, but I am intrigued by the idea now.
Does Chell experience the estrangement effect, or do we? The latter would be more in keeping with Marcuse's understanding of art, although that doesn't mean that the former isn't what's happening in *Portal*. Should we think of her, or as us, as being the ones interpreting? It's an interesting question which could help you develop the essay if asked more directly.
There's some slippage in your discussion of Chell. Is she a laboratory animal, a laborer, a slave, or something else? You move a little too freely from lab rat == laborer == slave, when it was really worth stopping to think through which of these you were really invested in.
Making Chell into a worker is not necessarily absurd - but you needed at least to work to argue that as a subject of an experiment she is also a kind of worker - that seems like a major gap here.
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