by Douglas Blumeyer
In GoldenEye (1997), the legendary action game title for the Nintendo 64 platform, the player is represented by a human avatar in a three-dimensional enclosed game space called the level. Using the controller stick, the player can move his avatar in any direction as a relatively normal human could, and his objective is to stay alive while killing as many of his opponents as possible. Each match is a contest, say, "first to five kills," that is, players can and will "die" multiple times during the course of a match, only to be returned anew to the level at one of several "spawn" points. Each of the "runs" the player is granted consists of a single uninterrupted long take from the first person (indicated by the presence of the currently equipped weapon in the bottom right hand corner of the frame), which begins at spawn and ends in death. The multiplayer mode of this game, in which up to four human players engage each other via the same screen split into separate subscreens, presents a new moment in the suture theory – as it now applies to montages of simultaneity – raising issues of subjectivity and embodiment of the "screenwatcher": one who watches the game through not only his own screen, but his opponents' as well.
I'd like to think that Bazin would love GoldenEye. In the concise words of Anne Friedberg, "Bazin's defense of deep focus and the long take was rooted in his emphatic rejection of montage and its 'violations' to the 'realism' of space and time." And Heath mentions Bazin's "version of the spatial realism he ontologically cherished provided by Italian Neorealism; a version that might show the possibilities of the long take away from an absorbed dramatic space." Of course, being interactive, GoldenEye imposes no specific dramatic arc on the avatars; the players are not absorbed by a constantly intervening series of messages from the game designer as would a spectator at a film edited for continuity. They are free to explore the three-dimensional space at will, in "jerk"-less continuity.
Ironically, when dealing in terms of a computer generated image instead of a photographic image, deep focus is not an advanced technology, but rather a technical limitation. While modern combat games in the spirit of GoldenEye such as Gears of War utilize graphic code which actually introduce filmic characteristics to the image such as depth of field, realistically blurring more distant buildings and objects to produce a more immersive atmospheric environ, GoldenEye's limited technology and memory resources do not allow for such effects, confining it to primitive polygonal modeling, resulting in silly bounding boxes and other highly simplified geometry, only barely compensated for by repetitive texturing mapped onto their surfaces, with no shaded relief. This geometry regresses to an obvious single vanishing point and foregrounds this fact with both its simplicity and infinitely deep focus. Stephen Heath notes that "deep focus allows composition for a high degree of perspective," and so it is in GoldenEye, an extreme case of the Quattrocento system; an image which is more its three-dimensional determinants than its two-dimensional result. This is partially by design, allowing players to embrace the skill required to engage opponents in three-dimensional combat, on one of the first games for one of the first gaming platforms to be designed primarily for three-dimensional gaming. Again, while not "realism" in the sense of creating the illusion of naturalism, GoldenEye foregrounds elements of Bazin's desire for the integrity of spatiotemporal experience.
So, unlike a typical cinematic photograph, a screenshot of GoldenEye gives a very strong spatial impression. Rudolf Arnheim describes the cinematographic image as a combination of its "actual happening" and "pictureness." The "actual happening" is the three-dimensional spatial impression aspect, which allows the spectator to feel embodied in both space and time within each individual take, as opposed to the "pictureness," which is what allows the spectator to break that embodiment and understand it as part of a montage sequence in the service of a greater discourse. "If film photographs gave a very strong spatial impression," Heath suggests, "montage probably would not be possible." So because of the downplay of the "pictureness" in the primitive computer-generated GoldenEye image, and analogous emphasis on the "happening," montage of images in GoldenEye would become fundamentally quite difficult on the reconstructive machinery of the spectator.
But because the experience of a single GoldenEye player-avatar never is played out directly from any angle other than an embodied first person as described before or an optional "over-the-shoulder" just outside the body first person variant, it is silly to speak of montage within a single player's gaming experience. But it is worthwhile to explore a form of proto-montage a player can activate for himself within a multiplayer match. Since GoldenEye was developed for the Nintendo 64 platform, which predated the internet-capable console, when one competes in a multiplayer match, one is competing against either computer intelligences or other humans actually in the room. All players, therefore, regard the same screen as the interface with their game avatar. Consequently, any player may look at an opponent's screen, with little more effort than looking a few inches above, below, or to the side. Despite the aforementioned theoretical difficulty of montage of the GoldenEye image, in this case, the increase in spatial impressioning does not interfere with the transfer of presence in one image to the next: because the orientation of the view to the perspective is exactly identical in every frame, to cut oneself from one sequence to another is more comparable to a jump cut than a montage of images from varying distances, focal lengths, angles, etc. These implications are tremendous: to look away from your screen and at an opponent's is to easily cut from one position in the three-dimensional level to another, to break the integrity of the spatiotemporal continuity which Bazin "cherishes." And to do so frequently throughout the course of the match is to experience the match as a montage, to play as a "montagist."
Anne Friedberg proposes an intriguing interpretation of what it means to be a television viewer, when she suggests that "the armchair televisual viewer is a montagist, composing a sequenced view from a database of channels and delivery formats." Subsequently, Friedberg proposes that this same televisual viewer, now experienced as a montagist, is as a "film spectator… increasingly equipped to engage with such fractures in attention; televisual spectatorship much more directly encouraged the habits of a split-attentive viewer… channel switching… implied the inherent potential to engage in a mode switch." Our modern media-oriented brains are accustomed to accepting the fact that multiple streams of information are possible to tap into at any given moment, and comfortable with control over which one we choose to engage with, and the rapidity with which we allow ourselves to move between them. There exists extensive literature on the increase in rapidity of cutting in the film editing aesthetic to reflect the popularity of television and specifically movies presented on television. More literally and completely embracing this aesthetic is the recent film Timecode, which is presented in the same four-way split screen of simultaneous and co-present long takes (93 minutes each!) as is the GoldenEye multiplayer mode. The film reflexively addresses its own viewing by opening one of its stories with an image of yet another four-way split screen at a security guard's console, as if to say that the act of watching this film is going to be like playing the role of a security guard. Friedberg explains in her discussion of Timecode that "despite the assumption that even in multiple display one watches only one screen at a time, we actually watch all of the screens at the same time. Rather than demonstrate our split attention, the film demonstrates our ability to follow all four screens."
I take issue with her suggestion that the spectator can read for meaning all four screens at the same time. I find a near self-contradiction in this statement, considering that she herself points out that the sound in Timecode is mixed so that at any given moment three of the images are nearly silent, directing our attention at the scene that is heard.[1] Furthermore, I find a troublesome ambiguity between her explanation of reading simultaneous visual texts as both separate and together. Though her statement is specifically about a computer monitor with multiple open windows, she posits that in it one "can be two (or more) places at once, in two (or more) time frames, in two (or more) modes of identity, in a fractured post-Cartesian cyberspace, cybertime," (my emphasis) yet in the same environment one is also be placed in "several contexts at the same time… [ones] identity on the computer is the sum of [ones] distributed presence" (my emphasis). This ambiguity between fractured and sutured experience warrants exploration, and I intend to do so now through the guise of the GoldenEye-multiplayer-match montagist.
"When sequence yields to the simultaneous, one is in the world of structure and configuration," Friedberg states, and this couldn't be more applicable to my transfer of discourse from the sequential televisual montagist to the simultaneous GoldenEye multiplayer montagist, especially since there remains between these two personas the control that the feeds which provide the sources of material for the montage continue to exist before and after the edits.
Before I can proceed, I must discuss some basic elements of the sensations of game play and consequential strategy to performing well in a GoldenEye multiplayer match, by way of suture theory.
Stephen Heath proposes a firm distinction between the concepts of "space" and "place," the former being the profilmic three-dimensionality of the film set, and the second being the experience of the spectator in the narrative arc. He would explain a continuity editor's resolve to use over-the-shoulder and matches on gaze as tools in service of constructing a unity "conceived from the narrative models of the novelistic that cinema is dominantly exploited to relay and extend." That is, if we were to read a scene editing for continuity as a text rather than watch it as a film, our minds are, in a process we take for granted, noting the positions of symbolic references to objects and characters in the subject and object positions in sentences, using the author's pacing and positioning of the words within sentences to immediately weight them and juggle them around on our "field of consciousness"[2] as they come and go and our eyes scan from one sentence to the next. Heath quotes Burch: "It was necessary to be able to film objects close up – to isolate a face, a hand, an accessory (as the discourse of a novel does) – but avoiding any disorientation of the spectator in respect of his or her own 'reasoned' analysis of the spatial continuum." The continuity film, that is, aspires to recreate for the spectator the same proto-visual experience of reading the same information, not literally displayed on the screen, but indirectly through flagging the same concretes and abstracts at rates corresponding to the relative speed of reading them in order. Thus, the conventional continuity film no more aspires to give the viewer a concrete sense of embodiment in the three-dimensional "space" of the set at which it was filmed than a paragraph in a fiction novel does; the goals of construction of space in a continuity film are fundamentally narrative, and only incidentally reconstructive: "The vision of the image in its narrative clarity and that clarity hangs on the negation of space for place… negatively, the space is presented so as to not distract attention from the dominant actions… important settings, character traits ('psychology'), or other causal agents." What space does get reconstructed in such a practice is considered by Arnheim "neither absolutely two-dimensional nor absolutely three-dimensional, but something between" – only three dimensional enough such that the viewer can suture the views together into a coherent a whole. "It is this process of construction, indeed," Heath says, "which is often regarded as the power of cinema… the spectator, victim of the 'trick effect,' spontaneously perceives the space as unitary," but of course in service of the place.
Bazin explains that montage projects information "onto the field of consciousness of the spectator." That is, he believes that there is an informational field in our consciousness on which is tended all of the information the filmmakers are providing us. The type of information can range from abstract intellectual information, such as metaphors generated by Eisensteinian montage, to simply a construction of the diegesis from the use of continuity editing montage. This "field" of information is simultaneous and overlapped with all basic sensory information. This is not paradoxical, and can be illuminated by a simple test. Imagine the image of your own face. Though you now certainly have some form of proto-visual information stored on your field of consciousness – you are "seeing" yourself in some capacity – this is not interfering with your ability to continue to see this text and other things in your more literal visual pyramid; we can see both simultaneously. In film, this intersection is facilitated by the nature of the apparatus; though the information on the screen is the format that our eyes see, it is manipulated in ways that only our mind's eye can do. As Metz puts it, I do not feel strange when the camera pans but my neck does not turn, because of my "identification with the movement of the camera being that of a transcendental, not an empirical subject." By the same token, when I watch a continuity film and am asked to suspend a couple over-the-shoulder shots of characters, and punch-ins on detail (probably eyeline matches) over the master shot, as well as information about character's motives and immediate intents in the form of information, these are as well reducible to the same simultaneity of visual and proto-visual on my mind's eye.
Continuity editing emphasizes the "extreme importance of providing an overall view, literally the 'master shot,' that will allow the scene to be dominated in the course of its reconstruction." The master shot does not have to come absolutely first, but relatively soon, so that the spectator does not remain disoriented very long. The returning viewer of a film has advantages over a newcomer; being already familiar with everything from plot points to character traits to visual signs, the reconstruction of narrative place is less hampered by sorting elements of space which may turn out to be extraneous. The returning viewer already has the master shot archived in his memory of images, ready to contextualize a shot in a scene even if it precedes the master shot chronologically. In the same sense, the frequent GoldenEye gamer has archived both solid three-dimensional models of each level (scene), as well as two-dimensional mini-sequences, which provide him with an advantage over the "newbie" player.
Here I will explain what I mean by a mini-sequence. The typical GoldenEye level consists of a set of rooms and a series of corridors. Because of the narrowness of the corridors and the limitations of the primitive gameplay and rendering, there are only so many ways to move from one end of a corridor to another, and all ways look roughly the same. Therefore, once one has entered a corridor with a mental commitment to making it to the other side of the corridor, this moment in the game play no longer proceeds in a richly interactive way. It proceeds as a segment of meaning in another form of proto-montage which will eventually constitute one "run" through a match. And repetition of a mini-sequence will also effect for the player an accrued inventory of associations between images from different locations in the level: the player will learn, if not consciously and three-dimensionally that the Bunker Room is next to the Hallway with All the Crates, then at least subconsciously by frequent temporal proximity and causal association of the two-dimensional images of these rooms with each other.
The spaces in GoldenEye are in stark contrast to those of more modern three-dimensional games such as Superman Returns and Grand Theft Auto, which collectively are known as "sandbox" games, for the reason that the game designers have provided a kind of open world with little necessary direction imposed on the gamer. The limitations of the memory in earlier games such as GoldenEye necessitate that minimalistic décor is used, and to compensate and justify a room from a design standpoint, each must have a defining, distinguishing functional characteristic, usually in the form of a special item contained therein. The gamer feels the deliberate hand of the game designer here, but is not insulted by it; he embraces it not as an element compromising reality, but yet another abstract element to a game which more incidentally represents real life than aspires to recreate it. In this sense, the place and space of GoldenEye are identical. The possible narrative arcs of runs are equivalent with the spatial aspect of their existence. When a gamer familiar with the level enters a room, he knows what the room's item is and where in the room it lay. Thus, even rooms rarely get explored to their full extent, being reduced by "natural selection" (I will unpack this term shortly) to their most efficient and coherent use. I feel compelled to repeat this key quote from Heath: "The vision of the image in its narrative clarity and that clarity hangs on the negation of space for place… negatively, the space is presented so as to not distract attention from the dominant actions… important settings, character traits ('psychology'), or other causal agents."
As Heath demonstrates through an exploration of Yasujiro Ozu's style, a filmmaker does not necessarily have to choose exclusively between using the cinematographic image for the construction of narrative place or for diegetic space. In fact, Heath considers it a mark of modernity that Ozu has achieved an independence of the space and the place, while sacrificing neither. Ozu tends not to respect conventions of continuity editing such as the 180 degree rule. The virgin viewer of an Ozu film struggles to bind the space and the place, but it is only logical at the points where Ozu deliberately does so. The veteran viewer of an Ozu film knows to stick to the narrative place, and treat the diegetic space as potential fun to explore. The virgin player of a GoldenEye level behaves chaotically within each room, probing its space for its narrative place. The veteran GoldenEye player saves his chaotic behavior for the narrative space beyond the individual room; within the room, he knows its purpose, he enacts it mindlessly.
Thus playing a match in a GoldenEye level becomes in great part a beast of chance: at the beginning of the level, each player is placed randomly at one of the "spawn points" (of which there are also a very limited number, say six per level). Depending on the proximity of the spawn point one happens to appear at to items of strategic value such as body armor, the best weapon, or access to a strategic position, the player may begin with a strong advantage over his opponents. Other than this chance factor, in a game played by all experienced players, the game can become borderline deterministic. Each player edits for himself little more than a "proto-montage" of what I have described as "mini-sequences": each mini-sequence in-and-of-itself familiar, and the only difference is the order and combination that the player chooses to take them. Of course, eventually the deterministic flow is thwarted by encounters with opponents, and may end in death, victory, or mutual disengagement, the latter two of which result in a return to the independent montage project.
For example: The match begins in the level Basement. I spawn in The Ventilation Duct. I have two directions I can go. Having played this level hundreds of times before, I know that one direction leads to "The Room Where I Will be Quite Vulnerable and To Which Only Idiots Go," while the other leads to what I know as "The Body Armor Room," of course, for the fact that it contains the level's source of body armor (which periodically regenerates after being taken by any player). I choose the direction that will take me to The Body Armor Room. Once this decision has been made, my thoughts on the matter need not constantly occupy themselves with the fact; I am free to contemplate other things as my avatar races through The Ventilation Duct "corridor" in more or less the exact same way I have seen it do hundreds of times before. I arrive in The Body Armor Room and make a beeline for the body armor. Now, once again, the interactivity foregrounds itself, and I take my place as a montagist of mini-sequences: there are two other entrances to The Body Armor Room, and I choose to take either of them or retrace my steps through The Ventilation Duct. Whatever I choose, each of these corridors in turn leads to another set of divergences. Thus, my "run" in one of these matches can be mapped as a path through a search tree of possibilities, to borrow a term from computer science. I may manage to kill an opponent or two in moments of interruption of my sequence. And eventually my all-too-inevitable and all-too-soon death comes, and I spawn once more at another spawn point, birthing another node in an unfurling tree of possible mini-sequences that the next run will consist of.
These individual runs, in turn, accumulate in my field of consciousness, as both visual and causal information. Even as I continue to hunt and be hunted through this level, I contemplate my own recurring behaviors, either failures or successes, accruing in patterns, relative to the spatial structure of the level. If I didn't already know The Room in Which I Will Be Quite Vulnerable and in Which Only Idiots Go as such, I will eventually learn this fact in that process of "natural selection." With each of my runs fundamentally resembling each other, I in effect play the role of a film editor splicing segments of film together. While the editor watches his test attempts at creating the scene through the building blocks of master shots and glance cues and punch-ins, in an attempt at creating a pace and coherency he desires, making slight adjustments to each version until he gets what he wants, I vary my behavior during the course of my runs, experimenting with splicing "mini-segments" together in new orders, choosing corridors I would not normally choose, and, using natural selection over an evolutionary period, determining which sequences give me the best "scene," that is, the most strategic run. The time between encounters in a match of GoldenEye obtains a predictable, narrative form, and eventually the actual process of getting from one place to another in the game becomes an unconscious function of the gamer, who can then focus on other things.
For one for whom the progression and dynamic splicing of mini-sequences in a given level is such second nature that he needs only "check in" with his own avatar periodically, such access to information provides immense advantage. Just as one, when defensively driving a motor vehicle, frequently checks his side-view and rear-view mirrors as well as his dash for speed and engine conditions, without fear for that instant of something drastically changing on the road directly ahead, the advanced GoldenEye multiplayer gamer spends at least as much time following his opponents' screens as his own. In this sense, the gamer disembodies himself from his avatar to degrees in order to "distribute" his embodiment across all avatars.
And here we have finally returned to Friedberg.
So far I have proposed two varieties of montage in GoldenEye: those within a single player's subscreen, and montage across those subscreens. I intend here to relate the two concepts directly.
When one is a new player to GoldenEye, the units of meaning he encounters are the individual rooms and items. He is confined to embodiment in his avatar, busy constructing via proto-montage the archetypical narrative of a single avatar's run.
When one is an advanced player in GoldenEye, he has overcome the primacy of such units, relocating them to his subconscious. He is now occupied with constructing the narrative of the entire match, by observing moments in his opponents' behavior in a proto-montage, and then, out of his knowledge of his archived set of archetypical narratives of single avatar runs, predicting their subsequent behavior. The GoldenEye master now approaches that role of the "omniscient narrator" in film – selecting the best angle on the action at any given time to compose for himself the most coherent narrative not of his own avatar, but of the match itself. His interactive bond with one of the avatars becomes an incidental element. Each of the four avatars on the split screen represents, in addition to a body that might be killed, a camera on the action. Like the security guard spectator of Timecode watching an array of security cameras, the GoldenEye master incorporates all these flows of information into his decision matrices.
Perhaps it would be more accurate to consider this master gamer less as a security guard and more as a spy, who has placed video taps on each avatar; this label contains the negative connotations oft associated with such practice. A practiced "screenwatcher" may become so much better at the game than his human opponents that the game ceases to be fun for them. In fact, there exists a large percentage of gamers who categorize screenwatching derisively and as just as offensive to the enjoyment of a match as other "cheap" strategies such as turtling (stubbornly refusing to leave a point of defensive advantage), sniping (hiding in a place where one is free to fire upon opponents without risk of return fire), and camping (spending time near spawn points in hopes of picking off players immediately as they spawn, terminating their run before they even have a chance to acquire a weapon or body armor). A common saying among gamers is, "Snipers get herpes, Campers get syphilis, and Screenwatchers get AIDS."
All of these criticized strategies share the aspect of compromising the utilitarian enjoyment of playing the game by betraying its understood design intent. It is difficult to design a game for which there are no ridiculously unfair strategic positions or items (known as "broken" points); debatably the most important phase of game development is testing, where experienced gamers are allowed to become master gamers at the beta version of the game, and point out potential risk points to the designers where it may be seductively easy for gamers to resort to these negative strategies. It is almost impossible, in the end, to produce a game which has no broken points, and it is up to the body of gamers to commit to a social contract at the outset of the match in which they agree not to take advantage of these elements which, though technically embedded in the game, are unintentional, and compromising to the maximum enjoyment of the designer's intentions.
When playing against a computer opponent in GoldenEye, the segment of the screen which would be used to display the point of view of its avatar is left blank, implying that visualization of an avatar's point of view is designed primarily as a point of action, not information gathering. Also, when playing similar multiplayer shooter games to GoldenEye via the internet, the opponent's point of view is rarely displayed. These facts suggest that the split-screen display of a multiplayer GoldenEye match is not an intended design, but an unfortunate necessity, given the limitations of the system. And this is not the only element of gameplay which is indicative that the design of the multiplayer system in GoldenEye is not realized to the designers' complete desires: when playing with three and four players, the number of calculations on visual polygons that the Nintendo 64's computer chip must run exceeds its rate of output to the television display, resulting in annoyingly slowed gameplay. A final piece of evidence that screenwatching is officially undesirable behavior is the presence of the radar – an imbedded screen which gives a primitive overhead display of the level which slides around underneath a central node representing the player's avatar, and undifferentiated yellow dots representing the locations of the opponents. Because the radar supplies some information but very little (not even contours of walls or indications of elevation), it implies that this is all the information the game designers intended for a player to have, for the sake of maximal strategic enjoyment by each player.
Regardless, screenwatching is a more difficult strategy to police and visually prove than camping, sniping, or turtling. A screenwatcher can hide his craft under the guise of simply being a better player. This amusing cover-up points to the fact that, interestingly, unlike a game full of snipers, a game full of campers, or a game full of turtlers, a game full of screenwatchers is still quite fun, intense, and strategically rigorous. The difference here is perhaps that the former three strategies reduce the effort required to perform well, while the screenwatching strategy requires ungodly and highly respectable amounts of effort, concentration, and quick decision-making.
Yet screenwatching is still considered taboo, independent of the strategic content it does not necessarily compromise. It seems that the fundamental element of gameplay compromised by screenwatching is not strategic, but substantive. One can see how this method of playing could defeat part of the essence of the fun of the game: the fantasy of suture into an avatar running around in an enclosed environment shooting at other individually sutured avatars. Friedberg provides an important bridge between discussion of the multiple frame and suture theory:
The shot-countershot can occur in the same master frame in a multiple-frame, multiple-screen format. Separate “points of view” – of seeing and being seen – can be combined, compared, placed simultaneous and adjacent. In terms of theories of suture, replacing the sequence of shot-countershot with this form of nonsequential simultaneity skews the sense that the spectator is somehow sutured into the film, between the shots. While the single-screen moving image offers multiple perspectives through the sequential shifts of montage and editing, the multiple-frame or multiple-screen moving image offers the same via adjacency and contiguity.
Yet, again, Friedberg's language leaves worrisome ambiguities. Though she suggests that simultaneity "skews" the effect of suture, implying a change in the effect, connotatively in a negative way, she follows up by saying that the multiple-framed moving image offers a same set of multiple perspectives. The language "same" implies the opposite of "skew," though she also seems to shift the topic. Suture seems to be less about the ultimate offering of multiple perspectives, regardless of simultaneity or sequentiality, as it does seem to be about our access through one specific perspective in each moment.
Heath explains that "point of view, that is, depends on an overlaying of first and third person modes." In his suture theory, he is referring to the sense in which we access the narrative place in each moment through identification with a character in his moment of action. Relatedly, Pasolini mentions a literary term known as "free indirect discourse," which is when the supposedly objective narration of a novel takes on the voice or limited knowledge of a certain character. In a sense, though, the novelist does not even have to go that far whenever a character is being described in a text. If only for a sentence, that character has "taken the reins" of the text. We still identify in the third person as the omniscient narrator, but also temporarily as the individual who has been "deified" as the owner of the current reality. For a unit, not particularly of time, but more of meaning, the character has become the will of the universe. And such a moment translated onto film is an object of such desire that the viewer sutures himself into the diegetic reality.
The key element in GoldenEye is the knowledge that even when no player is in sight of another player, the tension for potential meeting exists. When Timecode begins, the four spaces are disparate, none clearly being the same space or even proximate to one another, and our experience of the montage by simultaneity is purely intellectual. But as the film proceeds, a complex fabric of connections is woven as the spaces portrayed pass and intersect each other. As the spaces become intertwined, the narrative tension is elevated – this is the point where our field of consciousness begins to move from the Eisensteinian intellectual mode of seeking association to the spatial continuity mode. We seek to know who embodies the camera, because it is now no longer “alone”. The presence of a second "ghost eye" threatens to undo Metz's imaginary signifier. This is the essential moment in the gameplay of GoldenEye – when two avatars meet, they appear on each other's screens, fundamentally violating Metz's imaginary signifier: "…thus (in that it reduces the three dimensional environment to two dimensions, as well as contextualizes your conscious experience in a body which finds itself spatially among those objects) film is like the mirror. But it differs from the primordial mirror in one essential point… there is one thing and one thing only that is never reflected in it: the spectator's own body." Being confronted with the embodied self in the third person is a terrifically alienating feeling – in GoldenEye, the "transcendental" eye of one’s subscreen is undone by the image of the "empirical" incarnation of the eye in a body on another subscreen. And then the body is shot dead. Your subscreen is washed red with blood, and fades to black; with nowhere else to look, you watch your opponent's subscreen, see the aftermath of your own death, completing a common fundamental human fantasy.
To be sutured into a montage of simultaneity, as Friedberg suggests may be the consequence of the multiple frame, is to become sutured into the narrative of the match that the GoldenEye master uses strategically through his screenwatching. Were the screenwatcher to become enmeshed in the GoldenEye match as the godlike eye that perceives the best possible moments in each available camera, the screenwatcher would lose that intimate bond with the avatar which makes the game fun. He would feel nothing when his avatar dies, having already been watching it from the third person, through his opponent's screens' eyes.
But this is just flat-out not the case. One cannot be sutured into the third person alone. One becomes sutured into that third person by summation of the individual sutures with each first person. Every time the GoldenEye master cuts from one screen to another, he becomes temporarily embodied in that avatar, even if it happens to be shooting at the one he controls. We cannot read more than one sentence at once anymore than we can watch more than one screen at once. Rapidly scanning across screens as well as rapidly scanning through sentences will produce an effect of suspended simultaneity, but this is not true simultaneity. As one can accomplish viewing an Ozu film, the narrative place of the progression of the match does not need come into conflict with the moments of diegetic space accessed in rapid montage as the GoldenEye master cuts from subscreen to subscreen; they can both be suspended and exist simultaneously on the gamer's "field of consciousness": their mind's eye.
Heath explains, “Film works at a loss, the loss of the divisions, the discontinuities, the absences that structure it – as for example, the 'outside' of the frame, offscreen space… Such absence is the final tragedy of a Bazin, who wants to believe in cinema as a global consciousness of reality, an illimitation of picture frame and theater scene – 'The screen is not a frame like that of a picture, but a mask which allows us to see a part of the event only. When a person leaves the field of the camera, we recognize that he or she is out of the field of vision, though continuing to exist identically in another part of the scene which is hidden from us. The screen has no wings.'" If the suture in the montage of simultaneity truly sutures us into the third person alone, how do we account for the moments when no avatar is on any other avatar's screen? We are aware of the presence of the other avatars though direct embodiment in their first persons. The suture of the montage of simultaneity is conclusively one of rapid transfer from one first person to another.
[1] GoldenEye does not (can not) do this: in fact, during a multiplayer match, all sounds for all players are heard simultaneously, and at equal volumes. When one plays the game, this is somehow not bothersome; as Heath suggests, "The soundtrack is subservient to the image track," and it seems that a player bases his presence in the GoldenEye level diegesis on the visual rather than aural information, "finding" the appropriate accompanying sound from the cacophony of sounds for each visual occurrence on his own particular screen.
[2] A term from Bazin.
