Showing posts with label rape culture. Show all posts
Showing posts with label rape culture. Show all posts

Wednesday, March 12, 2014

Fuck everything, let's write about Buffy.

Writing is going passably well this year, if only in terms of ambition. I'm hoping to have a few more Gratuitous Link Posts, as I poke myself into various other, more widely read sites. At the moment, I'm completely blanking on something I need to have written in a week or so.

My brain, naturally, is keen on thinking about absolutely anything other than the topic at hand. Fortunately, the internet is a thing that exists. Also, alcohol.
Today is the 17th anniversary of the premiere of Buffy the Vampire Slayer--the latter, real Buffy, mind you--and our acknowledgment thereof inspired this exchange:
I'm sure eventually I'll write up the whole "Catholics are from Mars, Calvinists are from Venus" riff about the ways Angel and Spike embody differing concepts of redemption and holiness, but I wasn't planning on giving it a lot of thought tonight, until some sort of floating cube posted this. Quotation of note:
Suicidal feelings are not the same as giving up on life. Suicidal feelings can often express a powerful and overwhelming need for a different life. Suicidal feelings can mean, in a desperate and unyielding way, a demand for something new.
Which brings us to Spike. (Spoilers for two shows that went off the air a decade ago.)

Vampires, in the Buffyverse, are established as a demonic entity animating a human corpse. The extent to which a given human's identity survives the transition is a matter of some debate. The soul, whatever the fuck that is, goes away, that much is agreed upon. It seems to boil down to free will and conscience; a vampire is the cruelest, most selfish parts of yourself brought from deepest repression to the surface.

Free will is trickier. Spike, the subject of an experiment by a researcher specializing in operant conditioning, is prevented from acting on the anti-social urges we care about. He can't be evil, and he can even manage a very specific type of good, by default, since his love of power and violence allow him to hunt and kill other supernatural entities. He even learns to "love" Buffy when his obsessive desire to kill is converted, through positive and negative reinforcement, into a desire to make slashy slashy sex with her. Still, he can't quite maintain the illusion, and he betrays his allies at every opportunity. If he sees an angle for personal gain, he simply isn't able to not play it. He sells demon eggs because there's money in it, even though Buffy might kill him for it; he tries to rape Buffy because he wants to and feels he has the ability to do so. (Lest anyone bring up that it's offensive that this hearkens back to rape culture narratives about men being slaves to their sexual desires, I'll remind us all that Spike, not being human, isn't a man. Do try to keep up.)

The trouble is, Spike's darkest evil, at the point where we meet him, isn't terribly evil. His first act, upon becoming an immortal, bloodthirsty killing machine, is to see to the care of his aged and infirm mother. When he joins the gang for a century or so of torturing, killing, and eating their way across Europe, he gets bored with killing, and is delighted to hear that there's something out there that will put up a decent fight. When he decides to go after one of the relatively few humans who could actually kill him, is Spike seeking out valor--something his extended sires seem quite wary of--or is he engaging in suicidal ideation?

It's worth considering, not only because seasons 5 and 6 are thick with suicide imagery, but because the ultimate claim to Spike's morality is that he seeks out the restoration of his soul. The demon knows that the return of the soul will go very badly for it; when Angelus returns in S2, killing the only person he believes capable of restoring his soul is one of his first priorities. From the demon's perspective, seeking out one's soul would be akin to suicide.

Angel is so rapacious and cruel that his evil redounds upon itself and makes him heroic; Spike is so inherently white-hat that even the blackest evil can't quite drive the heroism out of him. (Egad, that does not sound right. Leaving it there anyway. I've got shit to do, can't spend all night editing.) So one possibility is that there's just something off about Spike's conversion to begin with. The trusty Dr. Girlfriend (ABD) offers a viable fanwank: a vampire is a demon setting up shop in a human, and Drusilla--a prophetess--didn't really fit that description to begin with, let alone after Angelus' tortures had driven her out of her mind, leaving an empty, supernaturally elect shell. This would explain why the line seems to get a bit wonky after Dru: not just Spike, but the nerd-vamp who's "human" enough to be incinerated by the Judge, and possibly Harmony as well, but seriously, fuck Harmony.

At any rate, Spike does some stuff it seems he ought not be able. In the S6 finale, after driving his motorcycle to--Africa? Is that where he goes? On a motorcycle? In one night? What the fuck?--he meets up with some sort of demony...thing. We're led to believe he was going to get the chip removed; that's how Joss reputedly told Marsters to play it, supposedly, although Marsters later said he'd always played Spike as if he'd had a soul. Hence, the most common way to interpret that event, the seemingly canonical interpretation, is that Spike asked for the soul, and used vague enough language that we, the audience, misread it. But how is it that he's able to intentionally bind his own will in the first place?

The suicide analogy is the simplest answer: that annihilation is as close as a vampire can get to authentic moral choice. A closer reading of Spike's interaction with the demon that restores his soul offers some alternative explanations.

We see Spike's arrival on the scene, and the camera doesn't cut away except during fight scenes; it doesn't seem likely that there's conversation we don't see. The demon seems to be expecting his guest, and they've presumably had some contact before, but it's never established. In fact, the encounter is never spoken of again for the remainder of the series. If we expand the possibility that the demon knows Spike is coming because of some precognitive or telepathic ability, a new interpretation becomes possible. Perhaps the demon gives Spike what he wants, but not what he asked for; perhaps the vampire can only seek its own annihilation at an unconscious level. (Alternatively, perhaps the demon just ignored what Spike asked for and gave him a soul because why the fuck not?)

It's an interesting case study in metaphysical fanwanking, but my favorite is a simpler causality, and why discussions of ambivalence and suicide always make me think of this scene. Spike stands at a crossroads, not quite one thing or another. He can experience neither the joy of authentic love nor the thrill of recreational murder, and it's killing him. The difference between the two is, from his perspective, entirely irrelevant. I suspect he doesn't particularly know what the demon's going to do to him, and he doesn't much care. It's not about making life better. It's worth dying just to make it different.

Monday, October 28, 2013

Three Things That Suck About Being a Feminist Dude

(Hey, kids. I wrote this a while back, planning to send it to one of those fancy modern websites. It didn't really fit their thing, and rather than trying to recut it for the vague promise of publication somewhere else, I figured I'd put it up here. Mostly as a chance to play with format a bit.)

If you’re a first-worlder in the 21st century, feminism is kind of a no-brainer. It’s not really up to you; over the last couple hundred years, a number of radical, heretical claims have become well-accepted enough that people now think of them as natural, intutitive, and self-evident. Still, the word raises a few hackles, here and there. Those who choose to use it anyway tend to either develop some apologetic patter about not being “that kind of feminist,” to pre-empt the accompanying stereotypes that inevitably follow, or lean into it, accepting that it’s worth dealing with a little extra hostility. We've all heard 'em; feminists are ugly, humorless, sexless, or (in rare cases) Joss Whedon. For guys, the territory is more confusing, the stakes lower, the stereotypes still being focus-grouped. Nonetheless, like a piece of debris stuck in the gonads of an oyster, it can be pretty irritating. Case in point:

1) “You’re just trying to get laid.”

This is both the most common and the most emphatic critique: the argument from insincerity: you’re hoping to ingratiate yourself to women, therefore you don’t really believe what you’re saying, therefore it isn’t worth believing. If it’s true that your primary or exclusive motivation in learning and doing more in the service of social justice is the possibility that it’ll help you get your dick wet, I have some bad news for you. While it’s not going to hurt, it’s very unlikely that your showing up to a meeting will make the difference between not-fuck and fuck. The most potent criticism to be offered of such a plan is that it’s the sexual equivalent of countering Scorpion's spear with a Kano ball.
Niccolo Machiavelli popularized the rhetorical device of “critique, segue, Mortal Kombat reference” in The Prince.

And yet, they seem to take issue with the goal, and not the tactics: “You should just admit it,” says the message board guy. “Then we’d respect you instead of spitting on you.” (This is quoted from memory of an actual Message Board Guy. I am assuming he had been spitting metaphorically, but you never know on Fark.) At some point in this discussion, it became a shameful thing for a straight guy to pursue the possibility of sex with women. Perhaps they think trying to be likeable is cheating, and that the only real way to play--the only noble way to play--is to fuck women who actively despise you.
Double points for nailing a girl who's actually tried to kill you. 5x bonus if you ejaculate during Star Power.

Because if wanting to fuck women were an acceptable pursuit, it’s hard to see why becoming the kind of person women want to fuck wouldn’t be the most obvious and laudable method. It’s not dishonesty that’s being criticized here, but the lack of dishonesty. This is what “game” is about: the artificial imposition of difficulty. Besides, what don’t you do to get laid? Is there anything you like about yourself--any quality you’re proud to possess, and skill that took great effort to acquire--that’s definitively not going to make you more attractive by improving the way people think of you? It turns out that most of the things you’d do to get laid are also worth doing for sundry other reasons, and very few of the things that aren’t worth doing for other reasons are worth doing for a few minutes of sweaty genital antics either. Interesting people are more fuckable than boring ones. Visible people are more fuckable than invisible ones.
YOUR CHARACTER IS BAD AND YOU SHOULD FEEL BAD.
And people who can converse knowledgeably about things that interest you--like, say, human rights issues that affect you personally--are more fuckable than people who are just waiting for you to shut up.

2) The vocabulary

The title of this piece bears some scrutiny. The first draft used the term “feminist dude,” which is not something I hear very often, but it has the advantage of not being “male feminist,” which I fucking hate. My antipathy toward the adjectival “male” stems from the popularity of the nominal “male,” which sounds really awkward outside of a nature documentary. Unless you’re Katniss Everdeen and you need an appropriately depersonalized word to describe a tall combatant with long legs and the kind of chest and shoulder muscles you want for melee combat--because it literally hasn’t occurred to you that men’s bodies could be useful, desirable, or fun for any other reason--the adjectival “male” is a strange choice.
For any new readers: if you didn't like The Hunger Games, we're probably not going to be friends.
It’s most commonly employed when discussing other species, and in most places “man” or “men” are better choices than “male” or “males.” (The converse--the use of “females” where “women” would make more sense--seems to employed almost entirely by men’s rights activists and the Ferengi.)
The Ferengi, to their credit, seem to be entirely aware that they're assholes.
At the moment, there isn’t really a consensus on whether men ought to be referred to as feminists at all, or rather the more qualified (albeit more descriptive) “feminist allies,” or simply “allies.” The whole thing can get pretty confusing, and if you don’t believe me, you’ve never spent hours locked in an unwinnable game of Axis and Feminists.

Since drafting this article, incidentally, I'm told that "feminist dude(s)" has also been co-opted by assholes, although not the same assholes who earlier co-opted "male feminist(s)" "Guys who get it" has been suggested, but it's meaningless as a self-descriptor. I cannot, by definition, know whether or not I "get" something outside my own experience; if I didn't get it, I wouldn't know. It is, as they say, an unknown unknown.

So the title kind of sucks, and I might have just argued against the validity of my own writing on the subject. Clearly there’s some awkwardness right out of the gate. When you're writing about this stuff, you’re not always sure, in advance, what’s going to be insightful and what’s just going to piss people off. There’s no way to “solve,” this. It’s not about you.

This is a more jarring thought than it seems. If you’re a guy with internet access and time to waste reading my blog--especially if you also happen to be white, straight, and economically stable--you probably don’t realize the extent to which language and culture are bent to your experience. Yes, there’s a huge chunk of the culture devoted to the unique interests of women; it’s just that its primary purpose is to make sure you want to fuck them, and make sure they want you to want to fuck them. You don’t have to think about it, or even know about it to benefit from it. This phenomenon is known as privilege, and it’s one of those terms ends up being a rallying flag for misogynists. It’s a straw man’s wet dream.
Editor's note: do not google "straw man's wet dream."
Still, even well-meaning people bristle at being accused of ignorance or false consciousness. The joke, of course, is that it’s basically just a reification of the idea that you don’t intuitively understand other people’s perspectives. “You aren’t not-you” isn’t revolutionary; it’s a fucking tautology.

While “privilege” will get you derision, “rape culture” will get you pitchforks and torches. (This is hyperbole. It will actually get you derision, defensiveness, hostility, and, once in a while, rape threats.) As with privilege, it’s a lot more intuitive than it sounds, and as with everything else, it wouldn’t be substantially improved with different vocabulary. These concepts are difficult to see, for sure. For you. Because you don’t have to think about them very often.

3) You won’t like what you learn.

When you do think about them, it can get pretty dark pretty fast. Eventually, you have to turn your Mighty Critical Gaze on yourself, and then you’re kicking at the other side of the problem from #1. Being a better person might make you more interesting, give you an in with a new social circle, or get you laid, but if you’re being a better person for those reasons exclusively, or even primarily, it’s going to end badly. Spend some time reading about white knights and predator theory, and put two and two together: earning someone’s trust is an valuable, laudable thing, and makes the best parts of the human experience possible. It’s also, for most people, a prerequisite for abusing and exploiting people and getting away with it. You learn that unexamined assumptions and self-deception have made your own motives are often murkier than you’d like, and you can’t inherently trust that your heart is in the right place because it’s yours. So, you’re going to learn stuff that isn’t pleasant. And it’s stuff that some people in your life--nice, well-meaning folk by most standards--aren’t going to know about, or care about, or spend much time thinking about. You’re not going to like it very much.
Yeah, there aren't really any jokes in this section.
You’ll find that the lives of women you care about are a bit darker than you’d thought. Fears you’d thought of as transient, when you thought of them at all, turn out to be around all the time. You’ll find that what you’d thought of as idiosyncracies have solid roots in anxiety, embarrassment, and quite often, trauma. As they learn to trust you more, you’ll realize how nervous they’d acted before, when you thought they’d trusted you. You’ll learn about your mistakes. You’ll learn that you’ve marginalized people without realizing it, been demeaning when you thought you were being wry. It’s a difficult feeling, because moral authority is a real thing, and guilt is ultimately a subtype of fear. Especially because you really didn’t think of yourself as being that way. Nobody wants to be the kind of person whose ass they’d want to kick. As for dealing with it, you have some options. You can decide that it couldn’t be true if it makes you feel bad, and blame those dastardly feminists for making up these elaborate hoaxes so you’d let your guard down, allowing witches to steal your penis. You can concoct elaborate conspiracy theories to explain why women run the entire Western world, in spite of all evidence to the contrary.

Or, you can let go.

You can stop worrying that a subset of people will think you’re part of a different subset of people that behaves badly, and just focus on not behaving badly. You don’t personally need to be the standard-bearer for Justice, Logic, and Objectivity; you can even admit that you might not recognize them when you see them, because there’s shit you haven’t thought of. You can just listen. Once you make a habit of it, it’s immensely freeing. In that light, even minor annoyances I’ve here described in an overlong fashion are negligible. The only thing that sucks about being a feminist, for anyone, is misogyny. The rest is gravy.
Pictured: feminism.

4) Internet comments.

Seriously. Fuck you, internet commenters.

Friday, January 25, 2013

We Are Different, And We Do things Differently

In the wake of Newtown, I'm noticing a weird trend, among those who write about videogames, to be Mature and Rational Adults. It's refreshing. Honestly, the self-righteous faux-martyrs of our little club are far more numerous, and annoying, than the pundits and congressmen they so stridently oppose. Leigh Alexander penned an alarmingly sensible essay here, and I suggest you go read it. I'll wait here.

Selah.

Now then, I didn't spend the last few hours writing this up just to link to the blog of someone who's already famous, and in general, this trend has been a welcome one. The discussions of industry politics have also been enlightening, even where I disagreed. But then there's Robert Brockway's "The Truth about Guns and Video Games," which seems to demand a response by virtue of its sheer obnoxiousness. It's possible my response doesn't make much more sense, of course; perhaps this is how a certain subset of the population chooses to grieve in these situations. Regardless, there was so much to kvetch about that there was basically no way to avoid fisking it, so...here it is. Not in its entirety, and noted where deletions have been made, but here it is.
The thing gamers absolutely hate to admit is that modern games probably do have some connection to gun violence. It's just a matter of correlation, not causation.
Go on.
Listen: You can't say games are causing the violence. Yes, we are playing increasingly graphic and violent video games, and yes, there is something kind of disturbing about that fact --
Is there? Because I've never been clear on it. Is there some reason videogames should be expected not to have violent texts? It seems to me that you could reach this opinion by way of the following assumptions:
  1. Fiction in general ought to be non-violent.
  2. The videogame medium presents violence in a way that is entirely unlike any other medium.
  3. The videogame medium is inherently suspect, and ought to be an object of concern if it fails to adhere to arbitrary content restrictions.
None of these are exactly intuitive to me.
but the far bigger issue here is a pretty basic one that I haven't seen anybody in mainstream media discussing:
Americans are, and always have been, an incredibly violent society.
You do live here, right? Because I hear this every fucking day. I hear it from liberals bemoaning our lack of gun control. I hear it from conservatives explaining why the lessons of other first world nations' struggles with violent crime are in no way applicable to the middle bit of the North American continent. I hear it when people try to explain away the fact that prisons in the United States hold 25% of all prisoners on planet Earth. I hear it when people insist that thirty years of coordinated violence against abortion providers are spontaneous outpourings of individual zealotry, and not the workings of a well-funded domestic terrorist group. I hear it whenever anyone suggests that trying to improve things is worse than useless.

So I hear it a lot.

[...] Everybody is standing there aghast, wondering which of our media caused all of this violent thinking; nobody's asking why we made them all in the first place. We're a nation of warriors, and most of us don't have a war.
In that case, we ought not be unique in that regard. We have comparatively relaxed standards for violence in mainstream commercial media, just as we have comparatively strict standards for sexual content in mainstream commercial media. But I assure you, with all the confidence my prose can inspire, that Americans produce enormous quantities of pornography, even though our networks won't air it. Media production is a transnational game these days, and citizens' participation in violent media production doesn't easily match up to either that nation's media restrictions or that nation's violent crime. It is perhaps a cheap shot to note that the primary developer of the Grand Theft Auto franchise, the iconic violent videogame series for the better part of a decade, is Edinburgh's Rockstar North.
Ask anybody -- go down to Whole Foods and dive-tackle the most liberal-looking person you can find. [...] Put that sucker in a headlock and only release him if he answers the following question truthfully: What do you think of the troops? Just before he passes out, he'll choke out one word: heroes.
The troops are heroes. They protect our freedom. They're making the great sacrifices so we don't have to.
Ok, I'm just going to go out on a limb here and assume that you've never actually met a liberal, but surely you've heard them described in right-wing media? We loathe the troops. We spit on returning veterans, and then erased any historical record of this widespread behavior ever happening. Hell, Massachusetts liberal John Kerry volunteered for service in Vietnam, just so he could come home afterwards and accuse soldiers of war crimes.

Granted, none of these things are true, but I find that American liberals' feelings about the military are pretty complicated. Individual soldiers may be noble patriots, hapless dupes, or kids pushed into a bad situation by endemic poverty. The brass might be soulless monsters, well-paid servants of big business, or a profession like any other, in which people with specialized technical knowledge try to solve complex, dynamic problems, with mixed results. The odd civilian massacre or gang-rape may reflect only the army's failure to sufficiently screen applicants for murderers and rapists, or it may reflect a more insidious tendency toward sadistic violence inherent in all hierarchical social structures. Many of us believe several of these things simultaneously, because we're like that. But I've never met any self-described liberal who would say those last three sentences without irony or qualification. Not one.
[...] But we as a society worship our soldiers as icons, the pinnacles of noble sacrifice, and what is their single identifying trait? Guns. Violence. We're not wrong to praise and respect our soldiers, but in idolizing them, of course we end up wanting to emulate them.
First of all, that's two single identifying traits. One of them is going to have to go. More to the point, there's a reason we refer to soldiers as "men in uniform" rather than "men with guns." Guns are freely available. Any asshole can have a gun, and "men with guns" and its variants are more likely to be applied to criminals. The uniform gets the synecdoche high-five for a highly sensible reason: under the laws of war, the guy in the uniform is legally the only guy you're allowed to kill. The uniform is a target. The difficulty in unpacking these symbols is owed, in part, to the fact that soldiers are not admired for the same reasons they're employed. The function of an army is power, violent coercion as collective action. Soldiers are valuable, in terms of statecraft, for their lethality, and their willingness to employ it impersonally. What is generally admired about soldiers is not their willingness to kill, but their willingness to die trying. Soldiers are venerated because war is scary, dangerous, and traumatic. We're finding, in the last few decades, that neither technological development nor military superiority can entirely alleviate these problems: the shortest, "cleanest" war is still going to ruin an awful lot of lives.

At risk of repetition, "good" is what you want other people to do.

"I wish I were a battle-hardened soldier," thinks the frustrated barista, as disgruntled customers whip room temperature coffee in his face -- not because he wants to shoot people, necessarily, but because soldiers hold the highest societal value to us. His life would have more meaning if he were in the heat of battle instead of crying in a Starbucks bathroom on his breaks.
I've worked in retail before, and in my experience, the ability to commit mass murder is the only sensible reason to fantasize about being a soldier whilst at work. At no point, amid being yelled at by customers over unfair textbook buyback price schedules, did I think to myself, "This would be a lot better if I were in great physical danger, had surrendered a significant portion of my civil rights, and faced jail time or execution if I stop showing up." Which is a needlessly snarky way of saying that this is a very immature way of thinking of war. It sounds very much like the kind of sentiment I would have entertained in my early teens. Looking back, it had less to do with societal value and more with a childish infatuation with death, from either side of the weapon.
We place almost as much value on our doctors, and they, too, save lives, but when it comes time for fantasy, who do we cast ourselves as? When that asshole in front of you in line at the movie theater starts shoving people around, do you imagine knocking his lights out, or rushing up to tend to the victims? Hey, maybe you fantasize about both -- but what's the order? We're punchers first and healers second.
To be fair, it's hard to heal them before you punch them.
Because, like it or not, that's our subconscious archetype of the word "hero": somebody who solves problems with righteous violence.
That isn't our subconscious archetype. That's the literal definition of the word. The etymology goes back a ways, through a few different languages, but "hero" has meant "skilled practitioner of the military arts" for much longer than it has meant anything else. It's since taken on connotations less martial, though sadly no more venereal. This sort of things happens a lot. Two thousand-odd years in, Christianity is still trying to work out a way to synthesize the lamb of God with the Davidic warrior king. This is a philosophical problem, and it's not just older than the assault rifle, it's older than the fucking longbow.
That's what video games are: They are emulators for the systemic violence inherent in our culture. They allow us to hurt a lot of people, to feel that we are effective problem solvers and prolific distributors of sacred punches, all without actually harming anybody.
Even if we restrict the field to action games, this is still a pretty bold claim to make. It's not wrong, but it implies that the near-infinite functions of a game can be reduced to one, and I'm not sure why they ought to be reduced to this one in particular.
Yes, that's pretty fucking sick.
Is it? Really?
But so are human beings in general. Video games are just a symptom, not a cause. The cause is that basic, nasty little idea: "Heroes hurt bad guys."
That's the problem.
That's the idea that gets twisted. Who the villains and the heroes are is a malleable concept: Everybody's the protagonist in the story in their head, or at least the relatable antihero. If they're not Die Hard, butchering terrorists for freedom, then they're the Count of Monte Cristo, doing awful things but for perfectly valid reasons. The roles are flexible, but the way they deal with one another is not.
The identities of the heroes and villains are only malleable from a third-person perspective. Outside of an "objective" frame, they're as immalleable as can be. The second-person is the villain. The first-person, in retaliation, becomes a hero. The fact that this kind of heroism necessitates an a priori villain is, in fact, a problematic thing, and it weighs heavily on the structure of our fiction. It has a lot to tell us about how people looking for an excuse to dominate and oppress might find one, but I think it's a fundamentally different issue than why domination and oppression might be worth doing in the first place.
It's violence. And violence escalates. Somebody shoves you, so you throw a punch. When your back is turned, they throw a rock. You retaliate with a board; they come back with a knife. You come back with a gun, and they -- oh hey! Looks like that confrontation is over. You don't come back anymore when the gun comes out. So confrontations are most easily solved with violence, violence escalates, and right now, guns are at the top of the escalator - all waiting to shoot folks in a nice neat little assembly line.
This is actually pretty sensible, and comes close to something important before veering off into self-congratulatory apologia. He's describing an arms race of sorts, non-fictional processes that do, in fact, happen. Usually between nations or nation-states, or competing species. Usually taking place over generations, or millions of years. Real interpersonal violence rarely plays out so neatly. Similarly, the concept of proportionate response--I'll retaliate with this severity, and no more--can really only be done in the abstract. Human beings are not physiologically equipped to feel "this much fear and no more." So, while we can re-read Graham Allison and ask whether arms races make war more or less likely, we should also be able to agree that this doesn't make any sense at the individual level. Interpersonal violence is inherently unpredictable. The memes described above are not a useful description of how hostile individuals interact with each other, but they are a very useful description of the tropes by which we traditionally dramatize those interactions in fiction.
The solution seems obvious: Why don't we just ban guns? Shit, that was easy. Right?
It's been suggested, yeah.
Well, no:
Shit.
Guns are only the easiest of the final solutions. Bombs are harder, more technical, and less certain. But ban guns, and you'll find bombs will have taken their place.
Probably not in the same numbers, though. I usually see this argument start with the opposite claim: that bombs are easy to build, and any idiot can do it. And it's true, but for the following caveats:
  1. Any idiot can find instructions to build bombs very easily, but instructions are not a bomb. I can give you a competent explanation of how fission bombs are built, but I still can't build a neutron gun at home.
  2. Bombs are inherently single-use devices, so the only way to know if it's going to work when you want it to is to prototype and test. This is, empirically, a surprisingly effective sort of deterrent. Even evil people generally don't like to do more work than they have to, especially when the work is inherently dangerous. And then there are the evil people who don't mind putting in the extra hours, but aren't that good at math, or aren't quite as dextrous as they'd believed prior to being killed in explosions.
It's a bit of a one-off, though. Moving on.
People love to point out that most other First World nations have a near blanket ban on guns, and their murder rates are so far below America's that you need to lean way back from the chart just to see both of our relative positions.
But that's supposing that America is like other First World nations. We're not. Break those murder statistics down and you'll see that the vast majority of them are gun crimes, but not all. Americans murder with everything -- with cars, with knives, with frozen fish -- whatever's at hand, we'll kill a motherfucker with it, because he needed killing and we're a nation of go-getters.
I'm curious which particular stats are being cited here, but as far as I know it's more or less true. However, without the gun crimes, the difference between the U.S. and the Brand X nation-state is a lot smaller. And, unless I'm mistaken, about what you'd expect from a country with our relative deprivation and lack of a social safety net. As discussed earlier, it's a hell of a lot more complicated than gun control, but it's not fundamentally different than any other violent crime issue. (As there are no numbers in this paragraph, you may, if you like, assume I am mistaken and move on.)
So if the problem isn't our video games or our media, but rather the stories and the roles we idolize, how do we address something so abstract? Well, we can start by consciously thinking about the ways that we teach children moral lessons. No more conventional heroes -- no more knights slaying dragons with swords, or gunslingers dueling at high noon, or martial artists split-kicking time-ninjas in their underwear. Our heroes need to start solving problems with polite but firm discussion and careful planning.
No, our heroes can keep murdering each other, because the murder is half the reason we want heroes in the first place. (We're making some headway on how we feel about heroic rape and heroic child slavery, though, so progress is being made.) We should probably do a better job of explaining that these are works of fiction, and owe their popularity to their ability to provide compelling mediated experiences. I think it would help a lot more to spend some time talking about how non-fictional people solve problems, as well as what the historical outcomes tend to be when people forget that they don't live in a goddamned Michael Bay movie. But he's setting up a joke here, and we'll let him finish.
All right then, I guess we as gamers have only one recourse: We stop denying our role in the larger problem of gun violence altogether.
As citizens, sure. I think that's what why we're all doing these hang-wringing blog posts. As members of a community that seems to produce more than its share of entitled sociopaths, sure, and I hope fans of hard sci-fi and libertarian politics will do the same. But as members of a community that produces media...I'm not sure there's any responsibility left once you've exhausted the first two.
Nobody's buying it anyway.
Really? Because even the politicians can barely manage to pay lip service to the media effects paradigm these days. I mean, there's Conservapedia, and you. And the NRA. But I think LaPierre made it quite clear that, for some reason, only violent media from the early 1990s has a causal relationship with gun violence.
You can spout studies and statistics all you want, and your debate partner will turn around and see a 10-year-old in his living room mowing down a village full of Arabs with a technically accurate machine gun, proudly rattling off the virtues of its fire rate and reload times.
Admittedly, this does sound pretty disturbing. Primarily because it sounds like Robert Brockway has actually met the kid from Looper.
Gamers look ridiculous when we flail about, trying to deny that a fourth grader who understands the benefits of burst fire and knows to hold his breath while sniping is a bit disconcerting.
Are we actually worried that this fourth-grader is going to grow up and become part of a team that engages multiple armed assailants at distances between 200 and 300 meters? Because that's the situation in which understanding the benefits of burst fire is actually going to matter. Ironically, one of my persistent issues with FPSs is that the mode of play is fundamentally ill-equipped to handle anything but Daleks. FPSs are built around iron-sight aiming at a distance--although not so much distance that friction or gravity come into play. the Metal Gear Solid series, while certainly running uncomfortably close to pure gun fetishism in some of the cut-scenes, seems to drill into you pretty quickly that weapons are tools suited to specific situations, and that the avatar is the protagonist, not the weapon. I'm not sure whether or not it's a coincidence that MGS is also famous for crafting puzzles with multiple solutions of varying lethality. I can only say that, after cutting my teeth on the FPS boom in the 90s, it's so refreshing to play games where a machinegun actually feels like overkill. But that's neither here nor there.
Our collective response, as gamers, to the accusation that video games have some connection to real violence should not be: "Nuh uh!"
That would be fantastic. I'm easily seventy or eighty years old these days, and this isn't my first moral panic. I've seen this movie before. Hell, after Columbine, I was in that movie for a while. But "Nuh uh," while perhaps not the best we can do, also isn't inaccurate. The vague talk of a "connection" between a technical process, an artistic medium, and mass murder, isn't particularly harmful, beyond the point that it's a waste of time. It's nonsense, in the sense that it says nothing of substance. What videogames--particularly videogame narratives--share common cause with isn't the problem of persistent gun violence in the United States, but cultural traditions concerning the management of violence, terror, and death. Some aspects of these traditions, like the tendency toward hero(-killer) worship, are as much physiological as they are cultural, and we aren't the only primate species with complicated, hierarchical social relationships. The issues Brockway is talking about here are older than homo sapiens. American gun violence isn't. Neither are any of the other political issues to which it relates.
We need to cop to it, and start thinking of ways to mitigate the consequences.
I'll keep at it. I hope you do, as well.

Tuesday, July 31, 2012

The X-Men Theory of Human Relations

It's hard to imagine how homo sapiens managed to do “myth” without the benefit of cross-media promotional tie-ins, but they managed. We have our modern myths, we are told—big, sprawling projects by fat, bearded white dudes. We have films people want to live in, and worlds people want to play in, and behave like jerks. Myth is four letters long and a mile wide, and it's one of the things we're pretty great at. Give yourselves a hand, people.

My metaphysical ideas are confusing, but if I were to settle on a particular myth or mythic structure for our present day—not so much a religious pantheon as a collection of symbols we all agreed to behave as if our anscestors used as a religious pantheon—it would be the X-Men. Not so much for the inherent cleverness of the concept, or the writers who've ably employed it over the decades, but because it's flexible, renewable, and strong. In the sense that, with a cast that big, it has to hold an awful lot of fuckin' weight.

In the most famous of the various stories that circle through the various media of the franchise, such as the Mutant Registration Act, the Weapon Plus project, the Cure, the rise of the sentinels, etc., there's invariably one particular villain who anchors the action, and a bigger, vaguer villain painting the scenery. The government, the army, men in black. Frightened teenagers all over the world, many of them with hilariously silly names and fashion choices, cowering in fear that some unstoppable entity is going to take them out of their homes and away from their families, to be put in a cage where...

...where what, exactly? What exactly is the concern with any large-scale investigation into these loveable superbeings? Why does Sanctuary need to operate in secret? Why do the diamond-realdoll vampires of Twilight give a shit if people find out they exist? Why all the hiding?

Sure, people want to kill them. But that's not the fear. Plenty of our supernatural heroes face the prospect of violent death every day; so do plenty of people here in the really real world, and the supernatural heroes are a hell of a lot better equipped to deal with that fact. Cassandra Nova's inspirations aside, the sentinels aren't interested in genocide. There's no profit in it. Whereas there's quite a bit of profit in a prison full of properly licensed, corporate-owned mutants? Now that's something special. Not in the sense of being interesting to read about, as it ends the story. But there's money to be made.

The common element of all of our fabled supernatural warriors--the reason we like reading about them, dress up as them for Halloween, etc.--is that they're unique and useful. They can do things we wish we could do. Which means they can do things we wish we could have done for us. Often, there are things we'd like to do to/with them. Many of the people in their diegetic worlds feel the same way. People want them. And when people want something, there's an awful lot of money to be made in procuring it for them.

At risk of going in way over my head, things aren't valuable because of inherent qualities, or because they're useful, or because they're rare. Market theory holds that things are valuable because someone's willing to pay for them, i.e. make a sacrifice proportional to the assigned value. I need not have an opinion on the theory, which is fortunate, because I am untrained and it wouldn't matter anyway. For my purposes here, however, I will amend it to say that what ultimately makes things valuable is want. People sacrifice for things they want, and you can make a very nice helping to assuage that want.

There was another plagiarism scandal today, so I'm going to have to link to the generally execrable article I'm going to be quoting:

Go look outside. See those cars driving by? Every car being driven by a man was designed and built and bought and sold with you in mind. The only reason why small, fuel-efficient or electric cars don't dominate the roads is because we want to look cool in our cars, to impress you. [...]


All those wars we fight? Sure, at the upper levels, in the halls of political power, they have some complicated reasons for wanting some piece of land or access to some resource. But on the ground? Well, let me ask you this -- historically, when an army takes over a city, what happens to the women there?
It's all about you. All of it. All of civilization.
How one gets from the first paragraph to the second without noticing a rather disturbing analogy, I can only presume. Suffice to say, the car isn't about women. It wasn't designed to impress women. It was designed to be sold at a profit. In this case, sold to men, who tend to have more money. And who tend to want women.


The second paragraph demonstrates a purer form. Property comes from a prior agreement to honor the concept of property with violence. In its absence, it amounts to whatever you can seize, whatever you can hold. Whatever you can carry off. The word in Latin is raptus. Historically, the opportunity for mass rape is part of how mercenaries are paid. The prospect of owning a woman motivates car-buying and mercenary warfare, in these examples, but neither of these things is about women, unless you've already accepted the idea that the defining characteristic of women is that men want them.


It applies for basically any group that can be seized, carried off, exploited, enslaved, or generally exploited by another, but X-Men seems to dramatize it in a way we're all comfortable with, so that's the label I go with. The X-Men theory of human relations is this: if your value as a thing that is wanted exceeds your value as a thing that acts--if what you are is seen as more important than what you can think or do--you're fucked.

Saturday, March 10, 2012

When Forks is ashes, you have my permission to die: The Twilight Post Concludes

Writers kill a lot of women. I'm not an exception.

Well, I've killed fictional women. Actually, I've killed a lot more men. My women have a tendency to survive whatever nightmares I throw at them. Regardless, the traumas I've inflicted on my fictional women strike me as more memorable, because, hey, it turns out I didn't come out of the womb having a perfect understanding of culture and privilege and stuff.

Superhero comics, in which the line between death and not-death is more permeable, also follow the trend, and women are statistically a lot more likely to be burned up for drama than their male counterparts. People will occasionally refer to these doomed women as "disposable," which I think misses the point. Put on your Dworkin decoder glasses. Our stories don't kill women because they don't matter, because they serve no purpose. They kill women because their purpose is to be killed. We scream in cathedrals, and it ain't gonna be beautiful without a sacrifice.

Which is about what I knew about Breaking Dawn when I started the series, and the prospect was kind of exciting. Not because I'm a misogynistic sadist, although that is also almost certainly true. No, I was excited because Twilight had thus presented me with a world that could be easily enough enacted by Willingham's wooden soldiers. When Bella talks of Edward's beauty, she speaks first of light, but second of hardness. Bella and Edward kiss, and there's talk of breath, but there's no saliva. Edward is cold, Jacob is hot, but there are few references of sweat. And, lest we forget, Bella twists every which way to avoid thinking or saying the word "sex" if she can possibly avoid it. (Other words Bella avoids: cowgirl, blowjob, teabag, synecdoche, butch cock.)

There's also a fair deal of violence in the first three books, but those diamond-skinned vampires? They don't bleed. They break apart like goddamned statues. Werewolves theoretically break apart like the good ol' mammals they are, but we only see the post-triage form. Bella, of course, bleeds like a clumsy human, but she also tends to pass out whenever anything violent happens around her. Her main contribution in the big superhero battle royale that concludes Eclipse is to stab herself in the gut, leaving both of the male leads to kick themselves for not seeing it coming, because the chick is seriously a danger to herself. But that's just not a lot of moisture, really.

So, going into Breaking Dawn, I knew that a) Bella and Edward were going to fuck, despite the nominal chance that he might get excited and vibrate so fast Bella might explode like the bad guy in Death and Return of Superman, and b) Bella was going to get pregnant, and enjoy a birth that would sever her spine. It seemed impossible that either of these would be able to happen with the same plastic-action-figure detachment. Life, it turns out, is wet, gooey, and gross, and what fun is reading about vampire-fucking if we avoid that?

The sex, unsurprisingly, is glossed over. I suppose we, as readers, should be grateful our narrator doesn't simply pass out, considering the panic attack she has at the prospect of her husband--not boyfriend, not fiance, husband--seeing her in a bathing suit.

So, I invite you now to imagine a montage of trains going into tunnels and slow zooms into fireplaces. When you get back, briefly acknowledge a broken bedframe, piles of feathers, an ashamed Edward, and an ecstatic Bella who is surprised to find herself covered in bruises.

Read Holly Black's take here.

This is a point worth considering. There is no avoiding the abuse imagery here. Even Edward, I think, is a bit disturbed by it. (This is not the only incident of self-awareness on the part of the Twilight cast. Rosalie, for example, seems to be embarrassed to be in these books at all. I suspect, when Bella's not around, she re-reads John Steakley's Vampire$ and sighs wistfully.)

And it's ok to like this stuff. It's ok to want to perform it from time to time, with one or more consenting and informed partners. You need not compromise your politics if scary or dangerous things turn you on.

We make extraordinary excuses for individual rapists, but evince a disgust for rapists in the abstract that is entirely disproportionate to any other human sins or crimes. I'll not speculate on the whys and hows here, suffice to mumble idly about feedback loops and performative overcompensation. But rape in our culture is less an aberrant incident than it is a psi-field. Words and ideas replicate in minds, material patterns in material entities. And nothing appears ex nihilio, but has to be jury-rigged from what came before.

Our religious and military iconographies have not yet shed their feudal origins, so it shouldn't be so surprising that our sex iconography has also yet to catch up to factories, gunpowder, and individual rights. This idea of sex as consensual unless otherwise stated is not only unprecedented, it would appear as abject nonsense to the world from which many of our most enduring romantic images originate. Most of our romantic imagery is drenched in rape connotation. Low-level rape play is probably present in nearly all human sexual endeavors.

To quote another group of well-meaning crazy people, This is Who We Are.

So that's Twilight, folks. It's a whirlwind tour of the very worst parts of ourselves that we can't quite bring ourselves to get rid of. We rejigger the code with every new generation, every glowing fuck, every neatly formatted sentence. Dworkin, being crazy, saw the horror a bit more clearly than most of us do. Most of us have to strain a bit to see the nightmare she describes. It gets fainter over time. Hell, it's gotten fainter since Dworkin stopped writing about it.

Other highlights: the first mention of menstruation, when Bella experiences a classic teen drama late-period panic. (Spoiler alert: too late. No more periods for Bella, ever. Do her eggs turn shiny and diamond-like?)

The first (and only) mention of homosexuality, when one of Jacob's pals is teasing him. Said pal has imprinted on a child, which means he'll fall in love with her as soon as the creepiness of this concept drops below a certain level--and the girl, object of said imprinting, will obviously be in love with the (adult) man who's been her most persistent company since she was in kindergarten, from the sheer crushing weight of her gratitude and familial affection. Certainly the shared and unquestioned expectations of this among her entire community won't do her any harm.

The second mention of menstruation, when Leah--who, by the way, is the only female werewolf in the history of ever, not that this is a detail anyone is concerned about--notes that her cycle stopped when she started, erm, cycling. Her telepathic link to the boys in the pack grosses everyone out, and I assume she had to go sit in the hut for a week. There's something terribly amusing about werewolves blanching at the thought of a little blood.

A brief novelette in which Jacob gets to take over narrating duties for a while, and wastes our time with a bunch of bullshit. Like, wastes our time even by the standard of people who've read over a thousand pages of Twilight.

And finally, the big vampire battle royale, with a cast so big it requires a chart in the back of the book, culminating in the greatest anti-climax since that time I failed to climax. Think X-Men: The Last Stand meets Monty Python and the Holy Grail.

Numerous media scholars have noted the great favor Rob Thomas did for Veronica Mars fans by easing the community into the show's inevitable cancellation by slowly making the show suck over the course of a season. Twilight finishes much the same way, unravelling its limited coherence strand by strand. It leaves us in the really real world to marvel at the mad journey we've finished, like the pursuit of Sunday.

As from a Nightmare, we awake.

And we promise to write something substantive about videogames soon. Seriously.

Monday, December 19, 2011

Like a Trash Can Fire in a Prison Cell: Twilight Continued

Finished Twilight? Good. Now, get on with your life.

If you insist on continuing to read, I suggest you put on your theory glasses. Because Twilightas series is a much darker and funnier story. Not for the writing, or the plot, but because of the ideas of a woman named Andrea Dworkin, who made it all clear to me.

Dworkin is not a popular name in feminist circles these days. Truthfully, she wasn't a terribly popular name even during the wave for which she's often cited as an icon. Which is the first thing to notice about Dworkin these days: she's hugely popular with people trying to discredit things. Right-wing authors cite her to discredit feminism, third-wave-or-better feminists cite her to discredit second-wavers/white women/the 80s. I, personally, have once cited her to discredit the writing on True Blood. Dworkin is versatile that way.

But the defining moment in my travels with Dworkin came in the post-script to Woman-Hating, in which she railed against the tyranny of punctuation, and claimed that punctuation was the difference between an essay read in a book, and a conversation had between people. I so rarely get to use my media studies cred to pull rank, but this was one such opportunity: paper and ink is the difference between an essay read in a book and a conversation. And if it's not good enough for you, I've got bad news for you, because Andrea Dworkin is fucking dead and not conversing with anybody.

But, like mt feelings on Twilight, this should not be read as a condemnation of Dworkin. I'm a fan. I just feel she needs to be approached as something of a mad hierophant. Living writers can do a fine job writing about what patriarchy is, how it works, and even how it feels. Dworkin writes the way patriarchy smells, the way it tastes. Because our present is only an ongoing escape from our past, and our past is darker, sicker, and scarier than most of us can imagine. We can never be so far from it that its horror won't leak through when we aren't watching.

Lunatics, like Fools, are useful to have around now and then.

In Woman-Hating, Dworkin looks at fairy tales and pornography, two rather disparate ends of the media spectrum, and essentially comes to the same conclusion about them. For the patriarchy's purposes, man exists, and is good, in a pleasantly Augustinian sort of way. Woman is the opposite of that. So, since it is good for man to be active, it is good for a woman to be passive; since it is good for a man to be bold, it is good for a woman to be timid; since it is good for a man to be awake, it is good for a woman to be unconscious. And, of course, since it's good for a man to be alive, it's good for a woman to be dead.

There are, of course, active women, who seek to gain and wield power, and go about their value-defining way. The evil queens, the evil stepmothers, witches and paganae galore. Their counterparts, to be heralded as right and true and noble, are the sleeping ones, the poisoned ones, and the dead. Men exist to fuck, kill, and eat; women exist to be raped, killed, and eaten.

Which brings us to Bella Swann.

Aside from being a whiny little shit, as is to be expected from an early-21st-century American teen, Bella seems to have quite a bit going for her when we meet her. We are told that she is, diegetically, quite smart. She is well-read, although it doesn't seem to affect her conversations very much, and we never see much of her writing. Her parents appear to be semi-literate morons, and her success is even more impressive in that light.

At school, she is presented with an established clique of people dying to be her friend. She plays it down, preferring to complain to us about her physical awkwardness. In fact, the only thing that interrupts her internal monologue of complaint is that there's a boy who doesn't seem to like her. She obsesses about this for weeks.

And we've covered that one, and it's past, and past is prologue. So let's jump ahead to the payoff: he dumps her, and she goes into a depression of horrifying mopiness, too bleak even for an emo montage. Out on the town, in an attempt to look normal again, she encounters a shady group of men she believes to be the ones who assaulted her the previous year, and, operating on instinct, walks toward them. It isn't clear why, at first; she's not trying to reclaim her violated sense of autonomy, she's not daring them to offer a repeat performance in front of witnesses. What stops her--and what inspires her to continue--is discovering that, as she intentionally walks forward into the vital prospect of pain, humiliation, and possibly death, Edward's voice pops into her head.

Clearer than in her memories.

Because the feeling of imminent destruction, especially self-destruction, reminds her of her ex-boyfriend more than all the My Morning Jacket songs in the world. She follows up this performance by buying a motorbike, which are diegetically considered to be dangerous even for people with nominal control of their arms and legs, a group that excludes Bella. Finally, Bella inaugurates New Moon's third act by throwing herself off a goddamn cliff. Alice, our friendly neighborhood psychic with pretty hair, thinks it's a suicide attempt, and is in all likelihood half-right.

New Moon opens with a discussion of Romeo and Juliet, so it's appropriate that the interaction between Bella and Edward consists of a kind of competitive suicidal ideation. Following Meyer's tradition of having about one chapter of better-than-mediocre material, there's an iteresting mediation about settling for Paris, and what that means for love, death, and superficial readings of canonical literature. Jacob, whose abs are certainly not described with the breathtaking narrative force Taylor Lautner would later give them, is basically just a trailer for Eclipse, in terms of Bella's world, but it's nice to acknowledge that it wouldn't have been impossible for him to have been a meaningful player in the present.

We move on. Edward and the Cullens are, predictably, horrified that Bella has been hanging out with werewolves. The Quileuttes are predictably horrified that Bella has been hanging out with vampires. It's too dangerous, they remind her in unison.

And the hell of it is, they're right. Even in this friendly diegetic world, vampires and werewolves are both incredibly dangerous. When Bella cuts herself at her birthday party, Jasper loses control and tries to eat her. Sam, Jacob's pack leader, is married to a woman who is missing half of her face, because he lost his temper with her once. One of Jacob's bros accidentally transforms in her presence, and only Jacob following suit seems to keep her safe.

I think all of us, at some time or another, have done things we aren't proud of in the heat of the moment. All of us have found ourselves staying a little too late at that party, having a bit too many rum-and-cokes, and saying things we don't really mean, like "I love you," or "I never want to see you again," or "The Jews are responsible for all the wars in the world." But I don't know anyone who has ever torn anyone's face off in a fit of pique. Everyone I know who's torn someone's face off has done so with careful, sober deliberation.

Even with all the self-control that only twue wuv can bring, Bella stays physically intact--literature majors, please hold your comments until the end of the post--only be ensuring that the barely controlled supernatural forces around her are consistently in even numbers.

Bella just isn't interested unless she's got a reasonable chance of dying. And it seems she has standards as to what constitutes a good death. She's not going for some weak-ass chick-suicide like an overdose, and she's not going to butch up and borrow her father's handgun, either. No, the kind of death Bella wants, the kind of death she draws hearts around in her diary, is one in which she is beaten and broken, her soft, soft will spent against an unstoppable, relentless force of power and will and hardness. One that's both brutally fast and agonizingly slow. Bent limbs akimbo, her innermost fluids flowing out into the open air, under the watchful eyes of an impenetrable, invulnerable predator.

Conclusion to follow, in which, over a thousand pages into the series, something wet finally happens. Stay tuned.

In the meantime, I think I need a cigarette.

Monday, November 14, 2011

Not a game you can win.

When you write almost nothing, knowing what to write about can be a tricky biscuit. Most of my daily, procrastination-assisting reading these days arrives via political blogs by liberals, feminists, and the odd liberal feminist. Media and ethics come up frequently on these blogs, because it turns out that liberals and feminists have a thing about media and ethics. Who knew?

Yet, very often, I have little of substance to say about any of these posts, beyond the occasional comment. Occasionally, the blogosphere will go into a tizzy over an issue which, on paper, seems to be exactly my area of interest, and in these cases it's usually something rather dull and obvious that inspires me to write out of a kind of spiritual vindictiveness. I generally don't get far on those topics, and try not to make the attempt.

I have worked hard, very hard, to avoid blogging about Penny Arcade. For serious.

So now I'm feeling compelled to write about the Pick-Up Artist...thing? What is it, anyway? Motivational lecture series? LARP scenario? The ads I see on filesharing sites suggest it's a practical, monetized application of CIA's MKULTRA project, but I assume this to be bullshit. Not only because, to paraphrase Morbo, HUMAN PSYCHOLOGY DOES NOT WORK THAT WAY, but because if it were true, I'd be reading about guys raising zombie armies of girlfriend-samurai.

For some reason--by which I mean apparently offensive and poorly thought-out comments on Penny Arcade--whenever videogames come up on my daily blog roundup, PUAs usually follow; certainly, whenever PUAs come up, videogames make a quick appearance. It's part of the bouquet of the New Male thing we're working out, somewhere on the spectrum alongside Asperger's and Nice Guys. (I am too lazy to post the appropriate trademark symbol. If you want it there, get a permanent marker and apply it directly to your screen. If you're using a screen-reader, you can save time by just marking up your fingers.) Nice Guys, affable ensigns of the rape apology Federation, are a topic dear to my heart, in a "there but for the grace of God go I" sort of way, and deserve a prose exploration significantly longer than I intend this one to be. Suffice to say there a lot of young dudes out there who don't seem to be very good at dealing with people, and since mandatory military conscription is no longer in vogue, they find themselves ignoring the problem until it interferes with what we are collectively told is a God-given right to get laid.

Yes, flirting is tricky. I, personally, am utterly insensate to it: even in my seven annual minutes of being friendly and communicative, if a woman attempts to flirt or flirt back, the romantic intentions bend around me, like light around the Predator, and quietly raise the self-esteem of the guy standing behind me.

What pricks my academic ears up--my academic ears, incidentally, are smaller, more muscular appendages located near the base of my neck--is the persistent use of "game."

We have lots of games. We have the spy game, the fame game, the political game. Anything in which multiple parties with differing, potentially mutually exclusive interests has likely been likened to a game in some dusty corner of the common parlance.

(Note to self: write book of poetry, title it "some dusty corner of the common parlance.")

And let's take a look at that. As any self-respecting American knows, the CIA doesn't train spies, per se, but rather trains operatives to recruit spies on the ground. What an operative primarily does is convince people to help them. Money, patriotism, ideology, blackmail, and good old-fashioned cash payoffs: the tools of the trade when you want to convince someone to do something that is certainly in your interest, but probably a disastrous, life-ending mistake for them.

Politics, by definition, means making strategic alliances with people you don't like, because people you like even less are making strategic alliances with people they like only slightly more than you.

Fame...fuck it, I dunno. Lady Gaga seems to have a good handle on it, ask her.

So games are tricky. Games might involve compromise or deception. But the most salient thing about the pick-up game, to my reading, is Bernard Suits' claim that the defining characteristic of a game, often as opposed to "free" play, is a layer of unnecessary complication or difficulty.

To wit, a game requires an opponent of sorts. And what is the difficulty involved in...whatever the hell the PUAs are selling cheat codes for?

You want to have sex with women, right? So why all the training? Why the hilarious Soviet mind control techniques? Why the carefully employed scripts? Because they want to have sex with you, right?

Oh, wait. They don't?

Well, shit. You do have a problem then. Because, as we've currently configured the sexy sex-language landscape, if they don't want you, it's not sex. It's a sin, and a crime, and (if you're a conservative) a persistent metaphor for everything bad that happens to you ever.

And the thing is, at no point in human history is it as easy as it is now to find people who want to have sex with you. We have the internet, we have craigslist, we have (out of pocket) birth control and (sort of) legal abortion. We have fetish forums and online dating and Chat Roulette. We have speed dating and Facebook and, well, dormitories. In the Western world, young adult men and women are allowed to hang out together, in a wide variety of ways, with the most minimal outside supervision.

Working these various social affordances can be complex, of course, not the least for their sheer variety. If you want to have sex--and, being male, you're more than allowed to be open about it--finding someone who wants to have sex with you can, in fact, be rather gamelike. There's not really a problem with that. Trying to alter or conceal your personality or intentions to gain sex from someone who'd run screaming the other way if you presented yourself honestly, well, that's sort of a game too. It's just that the win condition is a valorization of the skill it took to get there, not a thing freely joined, to be appreciated in and of itself. The story of this kind of hook-up is one of triumph over adversity, and reduces the hunted to a disposable, replaceable entity.

Which is why we refer to this sort of thing as rape culture.