Old Novels/New Games: Early Modern Forms of Chinese Algorithmic Play in Outlaws of the Marsh – Teaching Guide
Names of Note
- Shi Naian (1296–1372 CE) – author to whom the book is attributed. He lived in the early 14th c., but the first reference to the novel appears in documents from the 16th c. during the Ming dynasty. (It is, therefore, labeled as a “Ming dynasty novel.”)
- Song dynasty (960–1279 CE) –
- Northern Song (960–1127; capital in Kaifeng)
- Southern Song (1127–1279; capital in Hangzhou)
- Mongol pressure throughout; Mongols establish Yuan dynasty in 1279–1368
- Ming dynasty (1368–1644 CE) –
- Reestablishment of an ethnic Han imperial house, after a century of Mongol rule
- Song Jiang – a true historical figure who led a rebellion against the imperial government of the Song dynasty (960–1279 CE) in the early 12th c.
- Fang La – another rebel leader
Teaching Note: The Outlaws of the Marsh (also known as The Water Margin or All Men are Brothers) is both history and fiction: based on a historical rebellion but popularized as a novel creating marvelous characters in a rebel group, some of whom personified many traits important in the Confucian tradition.
Outline of Presentation – with [Timecode]
Introductory Points
- Four Great Novels of the Ming Dynasty period:
- Romance of the Three Kingdoms
- Outlaws of the Marsh
- Journey to the West (“Monkey”)
- Jin Ping Mei
- Comparing an old 16th c. novel with a 21st c. videogame: what do these 2 forms have in common? [04:00]
- Three approaches:
- Games based on novels
- Games situated in novels
- Rethinking: games as novels; novels as games
- Three approaches:
- Are the 16th c. “novels” really novels? [06:00]
- No psychological depth or character development
- No new developments of plot (people reading already knew the characters and the plot from stories told and dramatic performances)
- No realistic depiction; immersion in a fictional world
- Then how should we think about them?
How should we think about 16th c. novels? [08:00]
- Readers enjoy the novels for
- Database attractions
- Iconic interactions
- Example of “Suikoden” – Japanese video game of “Outlaws”
- Released 1955
- Followed by manga versions, action figures, and more
- Fan culture involves art, manga, costume play
Videogame based on the novel, “Outlaws of the Marsh”* [11:00]
- Early 16th c written version, but it is attributed to an author who lived in the early 14th c. named Shi Naian (1296–1372 CE)
- Based on 12th c. history, at the time of the fall of the Northern Song dynasty
- 108 rebels against the corrupt imperial regime
- Become “righteous outlaws” – escape to the marshes of the Shandong peninsula
- Return to attack capital
- Northern Song falls in 1125
- *But the videogame is completely different
Database – way to compare the videogame and the book [13:00]
- Videogame:
- Gather all 108 characters
- Gather into teams of 6
- Two elements: appearance and how character performs
- Novel:
- Characters become real to people
- Poetry inserts often describe attributes
- Woodblock prints provide images of characters
- Some characters are real; others are fake copies of same
- Think about “code”; think about reality vs illusion [19:00]
- Jin Shengtan, a literary critic of the 17th c., adds commentary right into the text (see red vs black text); this also destroys the illusion of reality [19:50]
- Reader sees the code of the writing
- Codes of numbers important to our understanding of the world
- Examples given:
- blood pressure
- stock market
- election results
- Examples given:
- Stone tablet falls from heaven in the novel; on it are the 108 names of the characters, all named and ordered
- The leader of the band, Sun Jang, receives the stone tablet – gives him the power, as he has the list, “by order of Heaven and Earth”
- Rebel leader takes on authority similar to the emperor’s; mirror image comparison made to the iPhone or tablet screen [32:50]
Diegsis vs. Extradiegsis
- Diegsis = created world of space and time (e.g., the novel)
- Extradiegsis = moving outside the created world (e.g., the intertextual comments of the critic; list of names of the characters given to you over several pages of the narrative)
Iconicity – widespread in 20th–21st c. culture
- Immersion into the fictional world that lies beyond the screen; lose ourselves into the fictional world behind the screen and in the novel [39:00]
- Also possible by taking things out of the novel
- Can take the 108 characters out of the story and create our own collections (of playing cards or in video game)
- Narratives can be thought of as
- Stories we become immersed in, but take icons out of the text and apply them in our lives (characters that become models we copy or idols we love; we do the same with movies and movie characters)
- As the chapters progress in the novel of “Outlaws of the Marsh,”
- The text becomes less and the illustrations greater; Eventually, no text; characters become icons
- Characters on playing cards in the 17th c.
- Pre-modern editions of the novel very hard to find, but playing card sets are more numerous
- Mahjong tiles use pictures of heroes
- Tradition of taking the characters out of the text is as old as the text itself [49:00]
- Poems in text that describe a character represent the moment when the character becomes an icon
- Literati gentlemen reading the story in the 16th c and thereafter had experience of taking the characters out into their own worlds [50:25]
- “iconic extraction” in the novel itself; space and time suspended when character is taken out of context of novel
Conclusion
- That is how experience of readers with a 16th c. novel is similar to the experience of playing a videogame in the 21st c.