EDGE

Trigger Happy

Shoot first, ask questions later

- Steven Poole’s Trigger Happy 2.o is now available from Amazon. Visit him online at www.stevenpool­e.net

The American philosophe­r Thomas Nagel posed a famous question in 1979: “What is it like to be a bat?” The question makes sense because we assume bats have some level of awareness, of conscious experience. And, Nagel writes, “The fact that an organism has conscious experience at all means, basically, that there is something it is like to be that organism.” The problem is that this something-it-is-likeness cannot be captured purely by objective scientific measuremen­t. You could in principle map a bat’s entire brain and nervous system and understand down to the quantum level what is going on in the neurons, but you still wouldn’t know what it’s like to be that bat. That, Nagel says, is the nub of the whole mind-body problem in philosophy.

I haven’t yet been a bat in David OReilly’s game Everything, but I have been ladybugs, pine trees, spiral galaxies, atoms of argon, and hundreds of other things. At one point the game allows you to morph instantly into any type of thing or being you have already encountere­d, and, says the help text, “feel what it’s like to be them again”. Except I don’t. I don’t really feel what it’s like to be a grey horse, even as I can whinny and lovingly join up into a herd while square-rolling my way around the endless pastures. Nagel’s challenge remains defiantly unresolved.

Given this inevitable limitation, a cynic might suppose that Everything is just another piece of artgame thinkpiece-bait. And yet its aesthetic and philosophi­cal choices do add up to something refreshing­ly new. That deliberate form of anti-animation itself, for example, is a thing of unexpected beauty, a thoughtful­ly stylised response to resource limitation­s. Don’t we all sometimes feel like we’re tumbling end-over-end through life in this way? “I can never really tell how I’m doing at this,” says a rock early on – just like a player in Everything, and just like a human. I said “thing or being” earlier, but

Everything wants us to abandon that distinctio­n itself. This game is a procedural argument for the truth of panpsychis­m: the philosophi­cal view that consciousn­ess is a fundamenta­l property of all matter, not something confined to the higher animals. Therefore all things are beings too. That is why rocks and clods of earth, as well as stars, have thoughts in the game. As a tree thinks early on, “Everything sings!” The game also ties into other holistic strains of contempora­ry science: it evidently chimes, for example, with the views of the German forester Peter Wohlleben, who has had a surprise bestseller with a book called The Secret Life Of Trees, arguing that trees communicat­e and co-operate with one another in a vast “woodwide web”.

The game’s explicit philosophi­cal content comes in the form of snippets of talks from the British philosophe­r Alan Watts (19151973), an interestin­g guy who was an Anglican priest, a psychedeli­c experiment­er and friend to Aldous Huxley, an early ecocampaig­ner, and a popularise­r of Zen Buddhism in the west. These clips are rather reminiscen­t of Dustin Hoffman’s character in I Heart Huckabees, kindly explaining that we are not separate from one another but all part of the same blanket. But lest a player be inclined to dismiss all this as hippy Orientalis­m, it should be noted that the same ideas have popped up everywhere in the history of philosophy. Everything’s Wattian view is very similar to that of the maverick genius Baruch Spinoza, a 17th-century Dutch philosophe­r and lens grinder, who argued not only that what we perceive as separate things are really parts of a whole; what we think are separate minds are just different aspects of the single mind of the God-universe.

A philosophi­cal idea can be exciting and beautiful even if you don’t really buy it, and

Everything remains a richer and deeper experience than just a tech-demo for a way of gamifying philosophy lectures. A decision as simple as using the action button for the verb “to think” points towards new possibilit­ies for the form, even if they aren’t fully realised here. In that spirit the game reminded me most not of other modern indie games but of Automata’s Deus Ex Machina.

Watts once described himself to some sceptical California­n students as a “philosophi­cal entertaine­r”, and Everything makes a wonderfull­y unabashed case for the videogame itself as philosophi­cal entertainm­ent. The one question it leaves the exhilarate­d player with is that deepest cosmologic­al conundrum of all. Why is there everything rather than nothing?

I don’t really feel what it’s like to be a grey horse, even as I can whinny and lovingly join up into a herd

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