You Were Expecting Someone Else 10 (FASA)
The 1984 Doctor Who roleplaying game published by FASA is, as roleplaying games go, not hugely exciting or interesting. As Doctor Who merchandise it’s slightly more exciting – and inadvertently hilarious at times, such as when it provides a character sheet for Peri that reveals her to be wildly less competent than a newly created player character would be. (So far as I can tell from a perusal of the rules she’s spent exactly eight attribute points and three skill points. A new character should have 74-84 skill points and 38-48 attribute points. I assure you that if you knew what any of this meant it would be hilarious.)
But what’s interesting about it, and why it gets more than a footnote in the blog is that it allows for an interesting look at the rather nebulous process of “identification” and its slightly saner cousin “empathy.” It should come as no surprise, given the rather hardline anti-realist and anti-escapist position of this blog, that I am no fan of “identification” as a concept. In almost all cases I strongly favor models of reading/viewing/whatevering that openly and consistently acknowledge the fact that fiction is fiction, feeling that even if the resulting theories are a bit more complex at first glance they avoid the sorts of absurd contortions that are needed the moment you start digging into a model based around the idea of immersion, escapism, realism, or, yes, identification. Readings based on some flavor of “suspension of disbelief” require the reader to continually moderate between a knowingly false premise (“this is real”) and a true one (“this is not real”). In practice this is always going to be more complex than a system that sticks to one set of true premises.
Many years ago a professor expressed the problems of identification with the following example, which I don’t know if was his originally or not. Imagine a horror movie with a female protagonist walking up a hill towards what the audience knows to be a haunted house, but that she does not. The girl is not afraid in this circumstance, but the audience is. Then, at the end of the movie, imagine her battered, injured, but having finally killed whatever monster lives in the house. At this moment the audience feels triumphant, but the girl feels traumatized, hurt, and terrified. Not only is the audience clearly not identifying with the protagonist here, were the audience to identify with the protagonist the story wouldn’t work at all. In order to function that plot has to have the audience and the protagonist feeling almost the exact opposite.
To my mind, at least, everything one wants to get out of the concept of identification can be accomplished with far more sensible concepts like “investment” and “empathy.” What’s at issue in the hypothetical horror movie is not that we feel the same things as the protagonist but that we both understand what she feels and have an emotional investment in it that is rooted in similarities between her and her situation and things we recognize in our own lives.…