
Dark Messiah of Might and Magic is full of spiders: monstrous, poison spiders, spiders that leap at your face, spiders that build city-sized nests in which they wrap up and devour their human prey.
These spiders terrified me. Despite knowing they weren’t really there, I felt uneasy when they were around and would lose my cool when they advanced on me. I wasted a lot of potions in my panicky desperation.
It’s just a game
Dark Messiah does a lot to encourage a sensual sort of immersion. Its settings are rich and colourful, blows from swords feel weighty, and there’s a nice meaty thump when you kick an orc in the chest—often off a cliff. (Their yells are satisfying too.)
The game also has many unreal elements. Equipment is represented as icons in a grid and has explicit attributes like +3 Damage. No matter how well you can sneak, if your player character hasn’t upgraded his Stealth skill, guards will spot him long before he can get behind them. And why are guards so often hanging out by racks of spikes and cliff edges anyway?

These arbitrary and artificial things work against the sense of being there supported by its clashing swords and pretty vistas. Thinking about skill points and armor classes draws the player out of the dungeon and into her computer chair, managing stats instead of impaling goblins. Well, you might think so.
It’s real to me, dammit
Dark Messiah‘s unreal elements (stats, inventory swapping) didn’t hold me back from dreading the spiders, though I was never unaware of them. I knew I was playing a game—I was constantly reminded by the interface, the click of my mouse, the cheesiness of Xana’s dialogue—but my reaction to the spiders was nonetheless a gut-level thrill.
“We really can’t differentiate between real and unreal images,” notes Chuck Klosterman.1 “We can describe the difference, but we can’t manage it.”2
Humans have existed for 130 000 years. The Great Train Robbery was made in 1903. For roughly 129 900 years, any moving image a human saw was actually real. It was there, right in front of you. If a man in 1850 saw a train chugging toward his face, it was actually a train. For 129 900 years, we were conditioned to understand that seeing something in motion had a specific meaning. But that understanding no longer exists; today, we constantly “see things” that aren’t actually there.

I am struck by the idea that for all my understanding and all the game’s self-evident artificiality, I was still affected by the spiders. Once they were dead, I would quickly become conscious of the game, the system. Using potions to get rid of the annoying and overlong poison effect the spiders dealt me was never so natural that it felt part of the same reality in which giant spiders were attacking me.
It’s as if the sense of being there and the knowing of toying in a system were like a figure–ground illusion: I could see both, but never at the same time.
Maybe, or maybe I need to grow some balls and do something about my arachnophobia.
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Klosterman is writing in Eating the Dinosaur about Jerry Mander’s Four Arguments for the Elimination of Television.↩
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For Klosterman, the inability to feel real and unreal stimuli differently is behind a “vague sense of alienation.” There’s something to his argument, though I think the passivity of radio, television, and film have a great deal to do with it too.↩
