During class, we discussed the fact that Save The Date and Doki Doki Literature Club both allow or even encourage players to interact with the files and behind-the-scenes software elements of the games. This got me thinking about a type of metagaming we haven’t discussed much: modding.
Modding is a very broad term, and covers a whole range of productions, from stylish new outfits to help my Sims better appear as starving Dark Ages peasants to what amounts to entirely new games built on the platform of another release (check out the Oblivion mod Nehrim for a very cool example). Many mods fall somewhere between these two poles, adding new areas, stories, characters, and experiences to the original game without radically changing the entire game. This strikes me as a fascinating and radical form of metafiction, wherein the player becomes a co-author of the game by injecting their creation into not only their own copy of the game’s text, but also those belonging to everyone else who acquires and uses the mod.
While many metafictional and postmodern literary works gesture towards interaction with the reader, and perhaps even engage the reader directly by inviting them to draw or write within the pages, these kinds of interactions are discrete and limited to the one reader and one copy of the book. Even fanfiction, likely the closest analogue to modding in literature, remains forever in the realm of paratext, read after or next to a work. A reader is never invited to, nor likely would think to, rip out pages and passages of text and staple their favorite fanfiction into the original book’s binding instead (at least outside of wishful fantasy and headcanon).
But that is exactly what modding allows. The text of a game is not fixed-feeling in the manner of a novel or film, and gamers can mutate and alter their own copies of a game until it is unrecognizable compared to the original release. In this way, I think games are ultra-metafictional, in that much of their pleasure actually comes from their constructedness and our access to that internal scaffolding. Every game that can be modded can then also play host to an infinite number of versions of itself, which develop not from its original creators, but from the interactions and inspirations unearthed and expanded within the game by its players, an infinite variation expanded even further by the infinite combinations created by mod-sharing platforms and fan communities.
"Every game that can be modded can then also play host to an infinite number of versions of itself"
I'm really intrigued by your phrasing here - it's making me wonder what kind of fealty or relationship of subordination modded games have to their source material. We can easily think of an infinite sea of mods as different iterations of the same game, pointing back to a hereditary core that is merely being tweaked or adorned, but when players are given the option of stacking mods to create increasingly intricate frankenstein creations, the tethers to a "base game" become harder and harder to identify. There's a real Ship of Theseus paradox to the world of modding, wherein a source can…
While it's not super common, I think there are examples of fans modifying works in other media in a way that's analogous to modding games. Probably the most famous example is the Jefferson Bible, which Thomas Jefferson literally made by cutting and pasting from the New Testament so that he was left with only the parts that pertained directly to Jesus. This is analogous to mods that remove a part of a game that players find annoying. There's a similar example in fan edits of movies. Some Star Wars fans have taken it upon themselves to improve the prequels by removing scenes with Jar-Jar and references to midichlorians. For more memey examples that do things besides removing content, one needs…
Thanks for your post! After reading your post I wanted to suggest that you read Barthes' "The Death of the Author", if you haven't read it before. He talks specifically about literature, and says that we shouldn't analyze texts based on the specific lens (racial, socioeconomic, etc) of the author; instead, he argues that we should bring in our own contexts. He says that his means texts are constantly being rewritten and re-authored by its readers.
This makes the difference between literature and games as media even more interesting. How does the fact that games are not only re-authored through re-play (as suggested by Barthes), but physically changed by mods (as suggested by you) make the impact they have fundamentally differen…
Thanks for sharing this post! I thought it was really interesting to see how you examined the scope of modding as a means of developing metagaming. I guess one thought I have after reading this is: Do games have different extents of modding allowed by the User? And if so, is this an intentional choice? Based on this answer (I'm not sure), this could give games different degrees of authority in shaping how a player engages with a game, in either a more deliberate or less deliberate manner.