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Un profesor de Texas que dice no ser muy aficionado a los videojuegos (pero que si juega de vez en cuando) ha abierto una entrada en la Wikipedia desarrollando ideas filosóficas que se encuentran en el juego de Kojima. Como él mismo ha comentado en los foros oficiales de PlayStation, incluso anima a sus alumnos a terminar el juego para luego debatir, no si deberían o no haber incluido a Raiden o cosas poco profundas, sino toda la parte de la genética e información que se traspasa entre culturas.
I'm a philosophy teacher in Texas and was greatly intrigued by the game after several of my students alerted me to it. I played it and was impressed with it's depth. _I'm not a gamer myself but my sons play ocassionally. I created an article on wikipedia pertaining to the games many philosophical allusions. I also created a course in class where students who have played and finished the game can discuss it with each other and me and earn extra credits in class setting. El artículo está en la entrada a Metal Gear Solid 2 de la Wikipedia inglesa, que copio aquí. The game was both acclaimed and criticized for it's exploration of many philosophical themes. Toward the climax of the game, MGS2 dwell-ed into post modern territory, questioning the nature of human beings, the concept of "truth" and "self" and it's relavance to society, the meme theory, censorship, nature of "reality" and other themes. The first theme the game touched upon toward the end was the humans ability to face the absolute truths of life in contrast of it's own contrived truths that relates to itself or others in a way that Kojima defined as serving to "mask of ones self" and to "protect self and each other from hurt". Conversely the GW AI defined truth as absolute and something that could be defined by only an objective and God like entity, a role that would be filled by GW. These two and contrasting forms of "truth" presented in MGS2 represent the two main forms of truth recognized by modern philosophy. Metaphysical subjectivism holds that the truth or falsity of all propositions depends, at least partly, on what we believe. That definition corresponds to GW's definition of how humans themselves perceive and create truth. Metaphysical objectivism holds that truths are independent of our beliefs, which are truths that would be defined by GW itself as separate and objective entity. MGS2 also raised the question whether human beings inherently have the right to be free simply as a result of their existence and would that freedom lead to abuse and the eventual decline of the human race. GW's point of view was that freedom must be revoked from humans who had abused it and mass censorship of the media is necessary from preventing societal decline or reverse evolution. According to GW's character human evolution throughout the ages was stimulated by access to documents, tablets and books that furthered human learning and thinking. In the current digitized age trivial information is flooding the media and people which had obscured the retrieval of valuable information and truths that should be passed down to progress human evolution. The S3 plan (Selection for Societal Sanity) proposes censorship over "waste" information and availability of only information that the Patriots deem favourable in stimulating societal progress. Snake embodies the philosophy that freedom of speech, thoughts and action is an invaluable tool of passing on ones self to the next generation. Snake and Solidus fought for liberty of the Internet and media so that all individual memories, thoughts and words by people could be passed onto their siblings. The game doesn't differentiate between "right" and "wrong" as the main villain or terrorist in the game, Solidus is fighting for the same freedom and values as Solid Snake the series protagonist. In contrast, Raiden controlled by the player unknowingly is working for the Patriots and their plan of censorship, foiling Solidus' plot to declare a new Independence. The line between the which characters are fighting for what and which are the ultimately "righteous" reasons is blurred. The game carries on the series trademark exploration on what to pass on as an individual and society (in contrast to MGS4 which will explore what not to pass on). MGS2 in particular focuses on the role memes play. From the very beginning of the game we can see the presence of this theme -The game opens on a tanker heading by under the George Washington Bridge and soon after the Verrazano Bridge (which toward the end of the game is destroyed symbolizing the destruction of a meme), both bridges that were designed by the same person in different years. "Meme" in philosophy represents an idea that can replicate and evolve, much like a Gene (the focus of MGS1 on the PsX) or information that represents a basic thought or idea that can be passed on or inherited by individuals of later generations. Memes are subject to mutations just like genes. Snakes character is of the belief that one should find their own truths and beliefs for themselves and them pass them on to the future, saying that "Building the future and keeping the past alive are one in the same thing." indicating Snake unlike GW, believes that all information must be preserved and one must learn from all aspects of the past to build the future. A heavy aspect of the philosophy of the game was its investigation of reality. The entire game itself is designed to represent a a fake reality that eludes the gamer into believing that the events described in the game are really happening and unfolding in a non pre contrived way. However during the last hour of cinematics of the game the antagonists of MGS2 explain that every experienced by the player was infact a manipulated version of reality that was contrived in order for Raiden to behave, act and think in a certain predicted and indirectly imposed manner. The S3 plan was a protocol for creating a circumstance that makes the subjects think, behave, act in certain manners desired by the GW system without the subjects knowledge of being manipulated. This confusing plot development was designed to make the player question the reality of the beliefs, actions and thoughts they assign as their own and whether they are truly their own truths and reality or simply a creation of cultural, societal and environmental expectations and beliefs. Snake remarks that "There is no such thing as absolute reality. What you think is real is only as real as your brain tells you it is." This philosophy is similar to Kant's own theory of reality in which he described absolute or true reality as unattainable by humans as a result of the human minds nature (concept) to require both time and space to experience the world and objects (phenomena which are gathered by our intuitions) around them which leads to compression of information. Without the concepts, intuitions are nondescript; without the intuitions, concepts are meaningless — thus the famous quotation, "Intuitions without concepts are blind; concepts without intuitions are empty." However Snake argues that it is not whether reality is truly real or not that is important, but how we integrate the reality we experience, the thoughts and feelings we experience into our own concept of self. The scene where Raiden throws away the dogtag with his name on it derives from this concept, saying that "I will choose my own name, my own life. I'll find something worth fighting for" He abandons the dark reality he had been exposed to by the patriots and rather creates a new one, one that is entirely under his control and where he will create his own name, his own meaning from the "reality" around him. At this point in the game Raiden destroys the meme he was bound to (the past and present the Patriots forced upon him) and creates a new one that he chooses to pass onto his child someday. As seen in the example above the question of "what is reality?" relates to the question of "identity" in the game. The theme of identity is played out mainly through Raiden's character who often questions "Who am I really?". There are clear existentialist ideas in Kojima's message, with influences of Neitzschen philosophy apparent. One of Neitszche's most influential idea's was his belief that the goal of life is to find ones self, creating an identity for ones self is an integral part of maturity. [66] Another theory of Neitzsche's present in the game is that one cannot love someone else unless they love themselves. Raiden remarks to Rose that he was never able to reciprocate to her by saying "I love you" because he never learned to love himself, he had hate for who he was. Toward the end of the game he tells Rose that he loves her and proposes to her after having thrown away his dogtag and having come to terms with with who he is and where he's come from by killing his father Solidus, and "severing the ties that bound him to him" (a meme) 2 comentarios :: Enlace permanente
Comentarios: (del primero al último) 18:08 08/01/2008
Hombre es indudable que hay ciertas alegorías en MGS2 ( y en general en los MG ), y la verdad es que MGS2 es el mejor exponente para un posible estudio de este tipo. Mucha gente aborreció el tema tratado en MGS2 y como se plasmó, pero a mí me aprece que tiene el mejor guión de la saga. A ver si con cosas como estas se empieza a tener un poco más de respeto a los videojuegos y a tratarlos como lo que nos ofrecen, no sólo violencia gratuita o el otro extremo, juegos para niños. P.D: De todas formas en el artítulo a veces deriva demasiado y se va por los cerros de Úbeda, pero en general creo que se ajusta bastante a lo que Kojima proponía. Además que Kojima siempre se ha informado mucho para sus juegos en todos los aspectos, no hay más que ver títulos como Snatcher o Policenauts donde la densa información que podemos llegar a encontrer en estos títulos sobre temas como la biotecnología impresiona de una manera pasmosa. 18:15 08/01/2008
el "problema" es que el juego tiene un guion muy complejo, al menos en la parte final, que puede liar a mucha gente. pero a la vez todo esto a muchos nos provoca unas ansias alucinantes de conseguir respuestas. ya no queda nada. y bravo por kojima, que le echo un par de huevos. Participa con tu Comentario:
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