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How a nod to Nietzsche in Soma acquired me pondering twice about that suffocating buzzword, immersion



I am unable to keep in mind the primary time I felt “immersed” in a videogame, however I can keep in mind the primary time I acquired caught beneath a swimming pool float as a child, scratching at a scabby foam ceiling roamed by mocking silver jellyfish of air. I can keep in mind the primary few occasions I drowned in videogames, combating the waterlogged dealing with in Sonic’s Labyrinth Zone, or working the agile sarcophagus that’s Lara Croft in Aztec print grottos of antiseptic blue.

I discover the persevering with use of “immersive” to explain plausible videogame worlds bizarre and a bit alarming. Partial immersion can be one factor – the videogame as good sizzling bathtub on the finish of the day, the videogame as splashing round in a stream of thought, the videogame as a form of apple-bobbing. The “immersion” of the “immersive sim” is a special matter totally: it is a field of clockwork you are invited to tease aside, not some hyperreal enclosure. However the “full” or “whole” sensory immersion repeatedly provided by big-budget, photoreal 3D video games appears loads like suffocation.


Even divorced from the concept of dying within the depths, and taken significantly as a psychological state slightly than a advertising buzzword, the promise of full “immersion” seems like a menace. It entails self loss, time loss, incapability to recognise a simulation for itself, susceptibility to no matter that simulation imposes on you. Publishers and builders throw this concept round in press releases, then act all damage and shocked when enterprising quacks begin making wild claims about dissociation and dependancy.

I have been pondering recently, nonetheless, about how immersion may very well be reconfigured as a vital instrument, about whether or not the concept of play as a plunge beneath the floor does not seize one thing important, in any case. This journey begins with a plastic paperweight of a well-known thinker I discovered whereas replaying Frictional’s horror recreation Soma, which seems to be on the verge of getting a sequel. Beware reasonable Soma spoilers from this level on.


A ball-shaped aquatic robot approaching an ocean bunker overgrown by coral and weeds with
Picture credit score: New Recreation Community / Frictional


Soma takes “immersion” again to its older etymological affiliation with baptism. It’s in regards to the surprise and dread of being reborn underwater. It casts you as Simon, a grieving man who drops by the doc’s for a scan at some point, and wakes seconds later in a collapsing synthetic habitat on the deep ocean ground. Stalked and, at occasions, aided by cybernetic creatures, Simon turns into embroiled in a seek for the Ark – a simulated full-body VR paradise that’s designed to shelter the digitised minds of the surviving PATHOS-II crew.


Soma is an existential thought experiment that generally wears its bibliography on its sleeve. In a single failing outpost, you stumble right into a scientist’s quarters that harbours works from Rene Descartes, Carl Jung and Ludwig Wittgenstein. There’s additionally a statue of Qieci, the ninth century Chinese language monk latterly generally known as the “Laughing Buddha”, and on a desk towards the hull, a bobblehead of nineteenth century German thinker Friedrich Nietzsche. I have been making an attempt to work out how Nietzsche would really feel about being reincarnated as an abyssal Funko Pop. Given the comedian indignities he inflicts on his personal authorial proxy in Thus Spake Zarathustra – a form of spoof New Testomony – I prefer to assume he would have been happy.


A plastic statue of Friedrich Nietzsche on a computer table surrounded by wall charts and notes in Frictional's horror game Soma.
Picture credit score: seljca / Frictional Video games


I am no actual Nietzsche scholar, however I’ve studied a few his books in depth, and discover him to be an engrossing, complicated, anguished monster: a lyrical and endlessly quotable despiser of false morality; a cleric’s son who notoriously declared (once more, through Zarathustra) that God Is Useless; a lifelong convalescent who sought to shuck off spiritual disgrace and discover pleasure within the physique; a tedious sexist and a realizing megalomaniac who prankishly characterised himself because the Anti-Christ.


Nietzsche’s legacy is laborious to disentangle from his posthumous co-option by the Nazis, who cherry-picked and misrepresented such concepts as “will to energy” and the “ubermensch”. In life, he scorned anti-Semites and demagogic nationalists at giant, however his writing is full nonetheless of latest racial and ethnic caricatures. You might argue that there’s a proto-fascist drift to his account of civilization as a battle for transcendence carried out by “peoples” with completely different proportions of virility and effeminacy, aristocracy and slavishness. As such, I discover it troublesome to attract straightforwardly from his work, however Nietzsche has a minimum of one thought I really like sharing and making an attempt to get my head round. I used to be comfortable to find his likeness submerged in a videogame you possibly can redefine as an investigation of what he calls the Dionysian.


Dionysus is the traditional Greek god of wine, fertility and festivity. In Nietzsche’s first main publication, The Delivery of Tragedy, this god turns into a cosmic social power of intoxication and dissolution – a violent artistic, inventive, communal urge. Nietzsche describes the Dionysian as a rapture during which human beings rupture and mingle with the chaos of nature, during which selves stream like liquor and our bodies are revealed for transformable matter – “right here the noblest clay, the costliest marble, man, is kneaded and hewn”.


A nightmarishly divided and distorted image of a woman's face with red-lit machinery in the darkness behind, from Soma.
Picture credit score: Frictional Video games


Dionysus is an invigorating molten darkness, a “glowing life” within the veins of the traditional Greeks, but when he’s left unchecked, his mad dance turns into “an abominable combination of sensuality and cruelty”. As such, he requires a symbiotic counterpoint – Apollo, god of sunshine and of the picture. The place the Dionysian engulfs the mind in a drunken, bloody twirl, Apollo offers in lucid desires, a radiant realm of fantastically distinguished and ordered representations. He’s the god of individuation, and thereby of constructions comprised of people, together with the edifice of the state.

Apollo is required to stop Dionysus from lowering every part to formless agony and ecstasy, but when he’s too robust, his photos develop “cadaverous” and oppressive. He turns into an instrument of segregation and alienation. Nietzsche summarises the connection between these primordial drives in Schopenhauerian phrases as that of a heaving ocean surrounding a voyager. To method the Dionysian is to lean over the facet of the boat, plunge your head beneath.


Nietzsche proposes that each one wholesome cultures want each the pristine Apollonian world of photos and its mad Dionysian dissolution, and that the making and expertise of artwork is finest understood as a mechanism for managing this godly alchemy. Artwork alters the stability of energy between Apollo and Dionysus, and thus gives a foundation for numerous sorts of society. Within the case of the Historic Greek theatrical tragedy, for instance, Apollo is current because the named characters of the story – shining figures out of legend. However in amongst these towering personae strikes a Dionysian multitude, the Refrain, who lack a simple equal in in the present day’s secular dramaturgy, serving by turns as ritual components, narrators and onlookers.


A drawing of an Ancient Greek theatre, viewed from the stands. Taken from a late 19th century German encyclopedia.
Picture credit score: Joseph Kürschner


In Nietzsche’s evaluation, the Refrain type a shifting, sunlit layer between the violence of any classical tragedy – the collapse of the hero’s story into orgiastic destroy – and the spectating crowds. The Refrain are each a “dwelling wall erected towards the pounding storm” of the person’s destruction, and a double of the spectators that enables us to image ourselves as Dionysian revellers, swept up within the storm. The theatrical tragedy serves as a precarious center world between the Apollonian dream and the tidal power of Dionysus – a center world between phantasm and intoxication, which extends its workings outward into the conduct of Athenian politics and legislation. The tragedy is the place Dionysus is repeatedly tempered and made concrete as an Apollonian picture: it’s a crackling reactor chamber, a holy dynamo for a tradition oscillating between liquefaction and petrifaction.


Examine that great thought of artwork with the prevailing market definition of artwork as a shiny decoration, spawned and transacted by the alienated entrepreneur; a good-looking lifeless object, granted its ground within the economic system’s wobbling skyscraper, which has no critical outputs, and may solely be justified by devoutly reciting the greenback worth and petty topicality of The Artistic Industries. Examine Nietzsche’s thought of the tragedy as a strategy of partial, suave subsumption in a livid ritual of creation with the videogame advertising rhetoric of “immersion” because the leaden improve of “realness” till it feels as if you might be “actually there”. Nonetheless, it is attainable to speak about in the present day’s artforms, even videogames, in Apollonian-Dionysian phrases – to consider them as fraught sacred artefacts which might be part-drunk and part-dreaming.


Videogames aren’t stay public performances, however I believe they categorical one thing of Nietzsche’s theatrical admixture of blood and daylight. They’re, you may argue, Apollonian in being thrall to pictures with clear guidelines for interplay, particularly within the case of blockbuster photorealistic video games that the majority typically appeal to the designation of “immersive”. And they’re Dionysian by way of the key minglings of the code producing these Apollonian photos: the ocean of invisible operations that encompass and pervade the crisp on-screen representations, relating the seen items unpredictably and slyly extending their cadences outward to the participant.


The “immersion” of the massive funds shooter would possibly conjure Apollo, in its attraction to the exponentially stunning picture, however maybe this immersiveness is healthier outlined as Dionysian intoxication, as a result of it goals to capsize the distinction between participant and simulation, swamping the Apollonian beholder in time loss, self loss, whereas making an attempt to influence us that we’re dreaming, not drowning.


A deepsea diver tangled up in fleshy metal cables on the ocean floor in Soma.
Picture credit score: New Recreation Community / Frictional Video games


Horror video games may very well be the antidote to such “immersion”, as a result of they echo the Nietzschean tragedy in treating “immersion” with revulsion. The very last thing you need, in a horror recreation, is to really feel as if you are “actually there”. Each horror recreation character is one thing akin to the Refrain, a “dwelling wall” and a struggling self-image that enables us to witness and revel in our personal, displaced mutilation by monstrous energies.


A part of the fun, in fact, is the worry that the membrane between participant and character would possibly by some means collapse, that the “pounding storm” would possibly develop and swallow you too. That is notably true of Frictional’s horror video games, whose protagonists are dogged by a forgotten Dionysian unity with the creatures they disguise from, and whose “sanity” results carry that nervousness to the participant, with sensory distortions and even blackouts that intrude along with your management – generally leaping you ahead to the following milestone, in unusual echo of on a regular basis bug-spotter complaints about “misplaced progress”.


Soma, particularly, typically performs like a critique or perhaps a parody of videogame “immersion”, although I have never learn something by Frictional to point that it was actively conceived with this objective. Over the course of the story, the sport works by its personal peculiar alchemy of Apollo and Dionysus. On the coronary heart of that inquiry is the Ark, a golden and enveloping solarpunk Eden. It is the one a part of Soma’s navigable world that also harbours any sunshine, nonetheless ‘pretend’ – the final remaining slice of dry land, the place human our bodies nonetheless seem untainted by sunken machines. And but, the Ark’s healthful paradise can solely be accessed by dissolving ‘the’ physique, abjuring the meat, and embracing life as one amongst many spectres haunting a really refined storage drive.


The Ark is due to this fact each an Apollonian and a Dionysian art work, and it’s Apollonian and Dionysian in each important and abominable methods. It’s Dionysian as a result of it guarantees communion with different surviving people, and Dionysian, too, as a result of this unity requires terrifying liquefaction and transformation: Soma’s plot is a sequence of thresholds in your understanding of this, facilitated by ‘upgrades’ of a form. The Ark is Apollonian in the fantastic thing about its gilded snowglobe world – and Apollonian, too, within the sense that this realm is a calculated illustration, maybe a misrepresentation. It is a dream with decidedly non-innocent origins (I’m making an attempt to not spoil an excessive amount of) which will function a mechanism of extraction and manipulation.


A high tech boxy storage drive, the ARK, hanging on a ceiling rail in an underwater facility from Soma.
Picture credit score: IGN / Frictional Video games


Nietzsche writes that the particular person swept up within the spectacle of Apollonian artwork at all times is aware of that they’re dreaming. In contrast to the Dionysian reveller, they continue to be solely part-immersed, and may distinguish themselves from the phantasm. Soma bluntly enforces this lucidity by having you actively construct the Ark, or a minimum of, numerous prototypes, in the middle of your descent. Sure puzzles contain choosing belongings to suit a state of affairs and reminiscence funds, as if configuring the sport’s personal graphics settings. In one in every of these puzzles, the goal is to plan a sufficiently convincing digital setting for a non-player character who is aware of one thing you want. Fail to determine the precise situations, and the topic will panic and power a reset.


The panic of that unlucky topic, contending with the suspicion that what they sense is a fabrication, may be learn as an absurd exaggeration of the spiralling disbelief of the videogame participant wrestling with the appalling reality that their immersive videogame would possibly ‘solely’ be fiction. As Oliver Hargrave wrote in 2010, the cult of “immersion” invitations a sure over-sensitivity and narrowness of thoughts. It goals to render the participant illiberal to something fractious, inconsistent, unusual or ‘synthetic’, something that defies specific expectations for fluid habitation of a digital world. “If videogames ever spotlight their artificiality or require focus or the training of latest guidelines, then these videogames can be undervalued for not becoming in with the immersion idea,” he notes.


The rhetoric of immersion sabotages the participant’s analytical capability by insisting that there ought to by no means be area or pause for thought in regards to the simulation as a simulation – the way it operates, the way it was made. The thoughtlessness of this immersiveness has wider import. As Adam Stoneman summarises in a way more current piece on Mark Zuckerberg’s ambitions for the metaverse – that latter-day on-line Ark of commerce the place the kingpins of huge tech companies as soon as hoped to get pleasure from one other lease of profitability – “the immersive precludes the discursive by collapsing the gap wanted for critique.” Immersion is how simulations train us to overlook what simulations are for. Once more, intoxication feels just like the extra applicable time period.


A terminal with a feedback questionnaire on a forested path inside the ARK simulation from Soma
Picture credit score: IGN / Frictional Video games


Inside Soma’s story, nonetheless, the immersive by no means precludes the discursive. Whenever you enter the Ark, you instantly encounter one thing that ‘sabotages the immersion’ – a terminal jutting from the forest ground with a banal suggestions questionnaire, asking how satisfied you might be by the assemble, and thereby making certain that you simply aren’t satisfied in any respect. The questionnaire might be higher learn as a part of the sport’s broader existential inquiry – it is the Cartesian argument in regards to the impossibility of ‘curing’ scepticism – nevertheless it has a extra particular resonance inside video games. It remembers any variety of in-game viewers suggestions units, along with non-diegetic trinkets akin to season move ads, which thwart immersion in that they exist for the sake of the services or products.


Later in The Delivery of Tragedy, Nietzsche argues that the divine alchemy of earlier Greek theatre has been subverted and subtle by the rise of theatrical naturalism and rational discourse represented by Euripides and Socrates. In Nietzsche’s view, the key artworks of his day had develop into totally secular, their “legendary bulwarks” smashed aside and their ritual operate dispersed. It is tempting to hold this concept ahead and argue that in videogames, even horror video games, what stays of the Apollonian-Dionysian ratio has develop into a part of the sclerotic mirror play of capital, a brand new god that may maybe by no means totally possess and immerse its victims, in that it could possibly’t assist enshittifying itself, dragging you again to the floor.

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