Some thousand years ago in February I wrote about The Starless Sea by Erin Morgenstern and postulated that it might have been influenced by video games. (This was, I admit, quite a reach since I don’t play video games, but knowing very little about something has rarely prevented me from pontificating.) Anyway, in the comments we wondered about a subgenre of fiction influenced by video games. Chris mentioned Codex by Lev Grossman but I don’t think we came up with any others.
Now, perhaps here is a third novel to add to that subgenre: Diana Wynne Jones’s Hexwood, from 1993, which uses elements of gaming as its plot in a far more fundamental way than I think Morgenstern did.
First of all, what is Hexwood? To teenaged Ann, lying in bed with a virus, it is the housing estate on which she lives – with Hexwood Farm, a derelict old place behind crumbling walls. People enter it but never seem to leave. To Hume, it is a woodland filled with strange creatures, a castle, a white van. To the Reigners, it is an old library and archive on Earth, a remote and backward outpost in their intergalactic empire.
But in all these guises Hexwood houses the Bannus, an ancient computer whose function is to make decisions by creating an ever-expanding theta-field and:
live action scenarios of any set of facts and people you care to feed into it. [It] acts little plays for you, until you find the right one and tell it to stop.
What does that mean? It means that it generates an alternative reality into which it pulls people and circumstances. In this alternative reality the people play out different scenarios, on and on, until an outcome is reached and someone stops the machine. And each of these scenarios is itself a sort of alternate reality, since the people playing them have no memory of the previous versions.
At the beginning of the book, a young man called Harrison Scudamore has succeeded in getting himself employed by Rayner Hexwood, the manifestation of the Reigner Corporation on Earth, and has switched on the Bannus. More and more people are being sucked into it to play out its scenarios. Can anyone stop it – and how?
This device of the playing out of versions of a similar story is very like that of many video games, in which you have a character and a set of circumstances and at each stage a variety of possible decisions which shape the way that the game moves. And one (or possibly more!) set of decisions will lead you to a successful outcome and the winning of the game.
In many of her novels, Diana Wynne Jones uses alternate worlds and realities (The Homeward Bounders, Fire and Hemlock, the Chrestomanci series, to name but a few), so the conceit of the computer game is obviously attractive to her. The Bannus layers different realities over each other, but what is ‘real’ and what is ‘game’ is further complicated by the lies and misdirections of some characters and the confusion of others over who they ‘really’ are – since they inhabit more than one identity. Furthermore, time is not linear but skips back and forth. The Fisher King has apparently been in his castle for years at the beginning of the novel, but in fact only arrives there halfway through. (This makes much more sense in the book.)
Hexwood I think goes further, in asking questions about free will and control, which again come from the device of the video game. When someone plays a video game, they know they are playing and they know what their goal is, even if they only have control over their own character. In Hexwood you are in the game, but you don’t know it, you think you are in the ‘real’ world and acting from your own free will. The Bannus is the one who is playing, and without your consent or even knowledge, since your memory is wiped each time.
Wynne Jones make the parallel with political systems clear. If the Bannus, compelling people to play a game they do not understand and removing parts of their memories to do so, has a sinister aspect, how much more does the Reigner Corporation, which seeks to control and (mis)shape people to suit their own ends, treating them as having no more value than some pixels on a screen? The training of children to become Servants – official assassins to the Reigners – is truly chilling. Yet the power of the Corporation, like that of the Bannus, seems so great as to be unstoppable.
Of course, there is a lot of fun too. Wynne Jones also throws in dragons, a robot, Arthurian legend, a magician and problematic middle managers, all handled with her customary verve and humour. It is complex and even the outline I have given is not accurate because what happens right up until the end of the novel is that your perception of what is happening – and even what the Bannus is – is constantly shifting (due to the lies and misdirections I mentioned before). It’s also a timely reminder that the checks and balances built in to any system of government are both deeply important and deeply vulnerable so we should fight for them while we still have them, ahem British government (yes I know it is a cheap political point sorry).
What do you think? Have you read Hexwood? Can you think of any other novels which use video games in some way?