Sei sulla pagina 1di 6

How is The Sims postmodern?

Hyper-reality/ Rejection of the meta narrative:


Because role-playing games such as The Sims allow the audience to actively engage within the text i.e. Through choice of characterization and their mise-en-scene in terms of detailed graphics, they immerse the audience within the constructs of the game. The Sims have their own currency, language and fake world which is based on human reality and such immersion, causes the distinction between reality and the hyper-real to be blurred. Not only does the control the audience possess in this game relate to this postmodern concept but the fact the audience are positioned as the authors of the text where each Sim family will be different links to the idea there are different subjective truths and representations dependant on the specific individual and therefore the overall Postmodern rejection of the metanarrative.

Braudrillard and identity fragmentation :


Sims ties in Braudrillards simulacrum argument where the characters which feature within this game are referents of actual people however because they are so unrecognisable as Sims they replace the reality of what we know to be a person. Furthermore because we are directly able to play with these characters and their lives it links to this idea they have in some sense replaced the real. The postmodern notion of an identity crisis and the decentred self is present through the fact on the game we are able to make several completely different Sims, with different personalities and lives and therefore there are no codes or common boundaries within the game and identity is changeable and fragmented.

Intertextuality:
In its aim to be a representation of real life it uses various intertextual references such as to TV programmes and high culture like Shakespeare. There are also downloadable Sims based on real life celebrities. Therefore intertexuality shapes the game in its attempt to create a simulated world, much as Postmodern programmes such as Family guy rely on intertexual references in shaping their storylines. An overall rejection of high culture is presented through the condensing of references such as to Romeo and Juliet ( a ready made family in Veronville) into the this simulated, controlled world. These mean very little to the gamer who is able to directly control every aspect of the game and therefore reducing high cultures significance.

Self Reflexivity:
Self Reflexivity means to make reference to something's own artificiality. This can be seen through the fact your Sims are able to play their own game of the Sims on their computer. Also when a Sim is hungry or in need of something they deliberately address the camera and stare at it, presenting self reflexivity through the knowledge they know they are being controlled.

Boundaries:
Sims is not purely bound by the game but also has its own youtube page in which people upload videos of for example celebrities music videos in sim. This further links to Braudrillards concept of simulacra where the reality of the image has been replaced by the referent, a cartoon which is longer recognisable amongst the person. An online community has also been created where players are able to upload their own Sims and their worlds into a community of other Sims. With this they can upload their Sims stories, characters and even videos they have created on Sims. This further relate to hyper-reality and the overall decay in boundaries in Postmodernism.

Potrebbero piacerti anche