Work and Play in Existenz
Author(s): Mark Fisher
Source: Film Quarterly , Spring 2012, Vol. 65, No. 3 (Spring 2012), pp. 70-73
Published by: University of California Press
Stable URL: http://www.jstor.com/stable/10.1525/fq.2012.65.3.70
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called the “in-itself”—the inert world of objects, denuded
of consciousness. Yet eXistenZ, in common with much of
Cronenberg’s work, troubles the distinction between the foritself and the in-itself: machines turn out to be anything but
inert, just as human subjects end up behaving like passive
automata. As in Videodrome before it, eXistenZ draws out
all the ambiguities of the concept of the player. On the one
hand, the player is the one in control, the agent; on the other,
the player is the one being played, the passive substance
directed by external forces. At first, it seems that Pikul and
Geller are for-itself, capable of making choices, albeit within
set parameters (unlike in The Matrix, they are constrained by
the rules of the world into which they are thrown). The game
characters, meanwhile, are the in-itself. But when Pikul experiences “game urges,” he is both in-itself (a merely passive
instrument, a slave of drive) and for-itself (a consciousness
that recoils in horror from this automatism).
To appreciate eXistenZ’s contemporary resonance it is
necessary to connect the manifest theme of artificial and
controlled consciousness with the latent theme of work. For
what do the scenes in which characters are locked in fugues
or involuntary-behavior loops resemble if not the call-center
world of twenty-first-century labor in which quasi-automatism is expected of workers, as if the undeclared condition
of employment were to surrender subjectivity and become
nothing more than a bio-linguistic appendage tasked with
repeating set phrases that make a mockery of anything resembling conversation? The difference between “interacting”
with a ROM-construct and being a ROM-construct neatly
maps onto the difference between telephoning a call center
and working in one.
In Being and Nothingness, Sartre famously used the
example of the waiter: someone who overplays the role of
waiter to the extent that they (to outside appearances at
least) eliminate their own subjectivity. “Let us consider this
waiter in the café. His movement is quick and forward, a
little too precise, a little too forward. He comes toward the
patrons with a step a little too quick. He bends forward a
little too eagerly; his voice, his eyes express an interest a
little too solicitous for the order of the customer. Finally
there he returns, trying to imitate in his walk the inflexible
stiffness of some kind of automaton while carrying his tray
with the recklessness of a tight-rope-walker by putting it
in a perpetually unstable, perpetually broken equilibrium
which he perpetually re-establishes by a light movement of
the arm and hand. All his behavior seems to us a game. He
applies himself to chaining his movements as if they were
mechanisms, the one regulating the other; his gestures and
even his voice seem to be mechanisms; he gives himself the
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quickness and pitiless rapidity of things. He is playing, he is
amusing himself. But what is he playing? We need not watch
long before we can explain it: he is playing at being a waiter
in a cafe” (Routledge, 2000, 59).
The power of Sartre’s example depends upon the tension
between the would-be automatism of the waiter’s behavior
and the awareness that behind the mechanical rituals of
the waiter’s over-performance of his role is a consciousness
that remains distinct from that role. In eXistenZ, however,
we are confronted with the possibility that agency can genuinely be interrupted by the “inflexible stiffness of some kind
of automaton.” In any case, eXistenZ compels us to reread
Sartre’s description of the waiter in its terms, especially since
one of the most horrific scenes of being-played features none
other than a waiter. Pikul and Geller are sitting in a restaurant when Pikul feels himself overcome by a “game urge”:
pikul: You know, I do feel the urge to kill someone
here.
geller: Who?
pikul: I need to kill our waiter.
geller: Oh. Well that makes sense. Um, waiter!
Waiter!
[She calls over waiter]
geller: When he comes over, do it. Don’t hesitate.
pikul: But ... everything in the game is so realistic,
I—I don’t think I really could.
geller: You won’t be able to stop yourself. You
might as well enjoy it.
pikul: Free will ... is obviously not a big factor in this
little world of ours.
geller: It’s like real life. There’s just enough to
make it interesting.
“You won’t be able to stop yourself, you might as well
enjoy it”—this phrase captures all too well the fatalism of
those who have given up the hope of having any control over
their lives and work. Here, eXistenZ emerges, not as “existentialist propaganda” but as decisively anti-existentialist. Free
will is not an irreducible fact about human existence: it is
merely the unpreprogrammed sequence necessary to stitch
together a narrative that is already written. There is no real
choice over the most important aspects of our life and work,
eXistenZ suggests. Such choice as there is exists one level up:
we can choose to accept and enjoy our becoming in-itself,
or reject it (perhaps uselessly). This is a kind of deflationin-advance of all of the claims about “interactivity” that
communicative capitalism will trumpet in the decade after
eXistenZ was released.
spri n g 2012
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