
Last night I decided to watch
Moon. I'm posting about this because in the course of doing so, the film began to seem oddly similar to a contemporary computer game,
Portal. When I played Portal, I never understood why so many thought it was something of a revolutionary game. Moon changed this because even though I noted the similarities, somehow the film portrayed the notion that there was symbolism to be had more clearly.
Seeing the symbols in Moon revealed those in Portal, and through processing the possible meanings brought to light perhaps why I had missed the ideas in the first place. Four essential ideas exist in each:
- Humans are born into a world where protocol has defined the environment.
- Centralized control exists, which imposes upon inhabitants duties or tests.
- Nonhuman entities exist to facilitate duties and are given empathetic qualities.
- Escape from this world is only possible due to an oversight in the protocol.
The first idea, that protocol has defined the environment, is evident from the aesthetics and location of both works. Stark white in definition, paneled, and buffed, both worlds give the impression that nothing beyond what one can see exists. The location also plays into this idea, by either being located on the moon during a communication blackout, or in a compound artificially lit that begins a plastic cell, from which travel is controlled by an external computer. The second idea, of centralized control through duties or tests, is easily recognizable, but significant in that it reinforces the impression of the highly controlled world. The existence of nonhuman entities in each bearing empathetic qualities is one of the most striking similarities. In Moon, this is represented by GERTY, who exists to keep the station's occupant on their task. In Portal, I believe this is represented by the Companion Cube, with which the player completes tests. The empathetic quality in each is from their similar aesthetic qualities: GERTY has a face reflecting its current emotion, and the Companion Cube has a pink heart printed on each of its sides. The third idea, concerning escape, occurs in Moon only because the clone resuscitation process is tied to when the system thinks the previous clone has died. Somehow the system in error believes this, and so the new clone ends up retrieving the first, who is not dead, eventually allowing for the clones to realize that they are clones thereby cause a break in the system. In Portal, this more or less exists due to the software in the centralized computer allowing the player to leave their cell even though the world the player is released into needs maintenance.
After seeing these ideas in both works, it isn't hard to see the reasons why Portal was popular and perceived to be innovative. I'm willing to make the wager that people enjoyed the game because it aligned with experience in secondary education. From people trying to understand Generation Y, there has been much talk about how Y's life has been defined more than previous generations by institutionalized practices. This impression comes from the increased prominence of standardized testing, over-medication, over-scheduled lives, and growing up digital. If correct, my own lack of understanding makes sense. My life up to college was rural; I went to a school having on average less than 80 people per class; an anomaly compared to my peers in college. From understanding Moon more, I'd say that the film is important culturally, and hopefully further excursions into art which discusses these ideas will round my understanding of why segments of Generation Y hold these ideas.