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cover of episode James Malazita, "Enacting Platforms: Feminist Technoscience and the Unreal Engine" (MIT Press, 2024)

James Malazita, "Enacting Platforms: Feminist Technoscience and the Unreal Engine" (MIT Press, 2024)

2025/1/12
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James Malazita: 我是伦斯勒理工学院科学技术研究和游戏设计的副教授。我的研究关注科学技术研究、游戏引擎和游戏技术,以及更广泛的文化和社会交叉点如何塑造游戏及其开发技术。在RPI,我们提供本科游戏设计和批判性游戏设计的学位,将批判性理论与设计和技术方法相结合,旨在培养既能进行批判性研究又能进行实践设计的人才。我们选择“批判性游戏设计”而非“游戏研究”,是因为它更能体现我们活动的广度,并且代表着对批判性理论和社会科学研究的承诺。 我分析虚幻引擎的方法主要有两个方面:一是运用女权主义科技科学理论,考察性别如何在游戏开发和表现中发挥作用;二是具体分析种族、性别、酷儿身份和权力如何在引擎中体现。我提出了“白色逼真度”的概念,分析了游戏和游戏引擎中“逼真图形”的定义,指出这种逼真度很大程度上取决于谁来决定什么是逼真,而不是图像本身的模仿质量。我追溯了这种“白色逼真度”从摄影到好莱坞电影制作再到游戏的演变,并分析了其在种族表现中的体现,例如虚幻引擎的MetaHuman Creator项目中对非白人皮肤的渲染效果。 我对平台研究框架提出了批评,指出其分层模型隐含地认为底层更真实,高层可以简化为底层,这可能导致对技术和社会、技术和叙事的区分,忽视了二者的社会技术关系。我的书试图打破平台研究的层次本体论,认为不存在单一的“虚幻引擎”,不同的学者可以对虚幻引擎有不同的解读,这些解读都具有学术价值和本体论意义。 虚幻引擎与军事和土木工程等行业的纠葛反映了更广泛的文化和政治影响。美国陆军利用虚幻引擎开发《美国陆军》游戏进行宣传和招募,这体现了游戏技术与军事和政治之间的复杂关系。虚幻引擎的案例也说明了平台并非统一整体,而是具有碎片化和分散性的特征。 我认为游戏研究领域正处于十字路口,既要认识到游戏研究的重要性,也要进行更广泛的社会学、人类学和政治科学研究,因为游戏正成为世界文化和技术基础设施的核心部分。 Rudolf Inderst: 作为节目的主持人,我主要负责引导访谈,并就James Malazita的著作以及游戏研究的现状提出问题。我没有提出自己的观点,而是引导作者阐述其研究成果和观点。

Deep Dive

Key Insights

What is the concept of 'white photorealism' in the context of the Unreal Engine, and how does it reflect broader cultural biases?

White photorealism refers to the phenomenon where photorealistic graphics in games, particularly in the Unreal Engine, are often benchmarked against white skin tones, which are rendered more dynamically and appealingly than non-white skin tones. This reflects a broader cultural bias rooted in cinematic and photographic traditions, where white representation has historically been prioritized. The Unreal Engine's MetaHuman Creator Project, for example, struggles to render non-white skin with the same translucency and visual appeal, perpetuating a legacy of racial bias in visual media.

How does the Unreal Engine's relationship with the U.S. military illustrate the intersection of technology and politics?

The Unreal Engine's relationship with the U.S. military began with the development of 'America's Army,' a recruitment and propaganda tool. This collaboration not only provided the military with a technically advanced platform for creating first-person shooters but also allowed them to tap into the cultural cachet of commercial game development. For Epic Games, the partnership was financially lucrative and helped consolidate the Unreal Engine as a singular product. This entanglement highlights how game engines are not neutral tools but are deeply embedded in political and cultural power structures.

What are the limitations of the platform studies framework, and how does James Malazita's work challenge these limitations?

The platform studies framework often relies on a 'layers model,' which implies that each layer of game production (hardware, software, user interfaces, narrative) is dependent on the layer beneath it, potentially privileging technical aspects over social or narratological ones. Malazita critiques this model for its implicit reductionism and masculinist bias, arguing instead for a sociotechnical approach that sees technology and society as co-constitutive. His work challenges the idea that platforms like the Unreal Engine are fixed entities, emphasizing their multiplicity and the role of human practices in shaping them.

How does the Unreal Engine's use in fields beyond gaming, such as military simulation and civil engineering, reflect its broader cultural impact?

The Unreal Engine's use in military simulation, civil engineering, and other fields underscores its role as a versatile technological tool with significant cultural and political implications. Its adoption by the U.S. military for projects like 'America's Army' demonstrates how game engines can serve as both technical and cultural artifacts, shaping and being shaped by broader societal forces. This cross-industry use highlights the engine's capacity to influence not just entertainment but also areas like national defense and infrastructure, reflecting its embeddedness in global power dynamics.

What is the significance of Epic Games remaining privately owned, and how does this influence the Unreal Engine's development?

Epic Games' status as a privately owned company, under the control of founder Tim Sweeney, allows it to make creative and business decisions without the pressure of quarterly profits or shareholder demands. This independence has enabled Epic to focus on long-term innovation and maintain a unique position in the game engine market. Unlike publicly traded competitors like Unity, Epic can prioritize technical and creative goals over immediate financial returns, which has contributed to the Unreal Engine's evolution and its widespread adoption across industries.

Chapters
The guest explains the concept of critical game design, differentiating it from traditional game studies. This approach combines critical theory with practical design, addressing the challenges of the academic job market and offering insights into game production and critique.
  • Critical game design combines critical theory and design.
  • It addresses the academic job market challenges.
  • It offers insights into game production and critique.

Shownotes Transcript

An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself.

In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms: Feminist Technoscience and the Unreal Engine)* *(MIT Press, 2024) takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself.

The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author's depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine's entanglement with the US military and American masculinity in America's Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.

Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.

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