Showing posts with label biographical. Show all posts
Showing posts with label biographical. Show all posts

Sunday, January 3, 2016

On Embarrassment

I don't have good ideas anymore.

I mean, I have good ideas in theory. Sometimes people tell me they're good. But it's kind of a leap of faith to believe it, and that leap can take some time. But ideas are time-sensitive, and usually by the time I have a sense of what might be worth pursuing, it's too late. So I make a lot of plans that I believe are going to go quite badly, in the hopes that I'll be wrong. I'm not wrong as often as I'd like to be.

What I have learned, in this process, is that my experience is made up of emotions, not events. Events are simpler to deal with. There are fewer moving parts in the world Out There than there are in the world within. Emotional logic requires very long sentences, and people generally do everything we can to avoid those. Observation requires more patience than it does insight. Honesty requires more focus than it does courage.

Honesty and observation have brought me to this: happiness that will not freely offer itself to you, happiness-in-misery, requires a staggering, terrifying, infuriating vulnerability. In practice, this means pain, pain, and more pain. In practice, this means failure. In practice, this means envying the dead; but death will not come. Not yet.

I spam the living fuck out of my various social media accounts. Sometimes it's because I'm proud of stuff; sometimes I'm trying to build my #brand. Most of the time, however, I'm just reaching out to feel anything at all. Sometimes it's too painful. Sometimes I have to withdraw. Never for long, though; time isn't something I have an infinite amount of, so I can't afford distance. I can't afford armor.

It's really hard.

That's a short sentence, but it's essentially all I'm trying to say here. All the violence and poetry in the world can only color that sentence. That's what's true right now. Life is frustrating, and painful, and hard. There's nothing to be done about it. Just breathing, and being, and feeling time making its way over and around me.

It's 2016.

Fight.

Monday, May 18, 2015

Tumbleweeds

Sometimes, when I'm too wired for sleep and too tired for writing, I'll find myself revisiting this blog. The archive links so helpfully sort every year by productivity; I start strong, burning off existing content like a newborn sparklepire, then drop like a rock, slowly bringing it back to a fairly consistent output in 2012.

And then it kind of stops at the end of last year.

Here's the thing. For a change, I didn't slow down on the blog because I've been too busy, or too depressed, or blocked. On the writing front, I'm more productive this year than I've ever been. A project I started around the time I fell off blogging crossed the 12k-word mark a few days back, I've got some promising pieces in various stages of development, and my work habits are becoming downright predictable. But it's been very slow here, and probably will be so for a little while. Might be an ideal time to fix those niggling typos that have been bothering me since 2012.

If you got here from Twitter, hi. Make yourselves at home; beer's in the fridge.

Sunday, September 14, 2014

Smash is the way you deal with your life

To remember gaming, from my current vantage point, is to remember the never-agains.

Most are the provenance of aging--finishing 1-1 in Super Mario Bros. before the school bus arrived in the morning--or even time itself, and the frustratingly irreversible nature of human experience. No experience can be experienced again, of course, and irreversibility is not sufficient for any kind of profundity. The never-agains are more qualitative, the moments where my ability to grok the text, to play with it, to move with it, and the social space it enabled, approached the sublime.

For years, fighting games were my genre of choice. I'd always played, but fighters were something else: the only competitive genre I'd ever really been interested in, and arguably the only competitive activity I'd ever been interested in. Now sufficiently schooled to delineate the difference between the genre itself and my experience with it, I can say that the latter peaked with the release of Street Fighter Alpha for the PS1, a seemingly arcade-perfect translation of an arcade game I'd never had the opportunity to play. New aesthetics, new narrative hooks, new secrets, and (as far as the combined skillsets of our limited audience went) near-perfect balance. With the possible exception of some of Adon's supercombos--which, in retrospect, kind of foreshadowed the weirdening of the series that would continue in the sequels--it was an exceptionally parsimonious design: a place for everything, and everything in it's place.

My brother and I were both living at what is now thought of as my parents' house, and it's hard for me to imagine why I didn't think of that as a constitutive element of the game, like the hardware or the TV we played it on. A relationship of sufficient patience to handle intense, recreational hostility, and play it with a sense of humor. It shaped my ideas of game design for years, and my place within games culture. Fighting games were an identity, and a conditional one at that, with every victory making me wonder what a vague intangible concept like "skillset" or "play style" actually meant. What did it say about me that I could overwhelm with the impossible combos or unmanageable screwdriver throws, but never be ready for the opportunistic sweep when I rose from the ground? Fighting games are a machine for practical narcissism, bathed in dopamine and smelling like an IHOP at midnight or a river in rural Ontario.

Eventually, my brother moved out. Eventually, I did too. And while my feelings on gaming had been cooled somewhat by the ongoing tragedy of my personal life, it still seemed sensible to drag my N64 to my dorm. I'd heard GoldenEye 007 multiplayer was kind of a thing with the kids in those days.

I was pleased and surprised to find that I lived in a dorm specifically enamored of Super Smash Bros., which I had thought of as a somewhat obscure title. I'd been surprised it existed at all, upon its announcement, and was even more surprised to find that it was a lot of fun. I'd only played it solo.

I'd never get myself up to speed, exactly, but I played well enough with my group. Smash was a continuity, a reminder that genres and living arrangements changed, but experiences could be remade, that no never-again need ever be the last never-again. With the first Smash, I walked into a liminal clique already in existence, and found a place to bury my overflowing anxieties and be who I still thought of myself as being, instead of the brooding mystic I tried to play or terrified lunatic I actually was. A gamer was a thing I could be. I could be pretty good with Link, or Mario, or even Yoshi. It would get me through an evening now and then, to feel like I was moving in the same direction as everyone else, at the same speed.

When Melee came out, I was nearing the end of undergrad. Once again reeling from an implosion in my personal life, but pleased to find I had something of a life to fall back on. Inevitable grousing aside, it was better than the first one in almost every way: juicier and more subtle, with more variety and fewer cheap tricks. The larger cast was mostly welcome, although the unlockables did gesture toward roster inflation. As far as I know, there's no agreement on exactly how many characters you can put in a fighting game before they start feeling too much like each other; in my experience, the number is about 14, with the attendant margin of error. Despite Melee being better, it never aroused in us the same level of passion, as measured in profanity and inappropriate sexual remarks, as did its predecessor. We had Monkey Ball for that.

Still, as I moved toward Massachusetts in what I laughingly thought of as my adult life, Smash stuck with me. As I got deeper into nerd culture, I got a better sense of the breadth of Smash fandom, and the energy that enervated it. But the break between Melee and Brawl was a long seven years, and while I was excited about the new release, I no longer had any friends who were into fighting games. Under the circumstances, it had been a lot easier to reevaluate my genre preferences than crack the crushing inertia that permeated that doomed little apartment on Elm Street. I played it a couple times, but it was tough to commit to it without the promise of eventually being able to play it as part of a group. Maybe I just didn't like being reminded. At any rate, the issue was rapidly rendered moot; as my girlfriend became too ill to spend much time out of bed, the Wii was repurposed into a Netflix delivery system, where it has since remained.

I find, with two new Smash games on the way, that I had been ready to forget about the series, to relegate it to an obsolete identity of all-nighters, anarchism, and gnostic Christianity. I find that I had expected to be someone new by now.

A friend has already given me a download code for the demo. I try to remind myself that it's a game, a text, not a time or place. It's not an identity. It's not youth or potential or hope. It doesn't mean buying a Wii U, and it doesn't mean the attendant cognitive work involved in trying to make having purchased a console worthwhile. It doesn't mean caring. It won't hurt to remember. I can play.

Sunday, February 9, 2014

oh god oh god the page is blank so white and so blank

Young men fight on sheer emotion and passion. But you get some grey and you find that people keep schedules for a reason, that attaining and maintaining are two different things. People don't talk to me about potential anymore. They talk to me about management.
-- Ta-Nehisi Coates, continuing the inexplicable Bane theme in my life

Lately I have been trying, with middling success, to find my passion. I've written, in this little space of mine, of feeling disconnected: from my family, from my friends, from my craft. This is to be expected, for the usual reasons. Depression has a way of alienating you from yourself, but I've been in this game for over half my life now, and at some point I'd be remiss not to consider the possibility that I'm less in touch with my passion because there just isn't as much of it anymore.

Which brings us to Breathing Machine.
Having established that my plan to get drunk on the internet was, in fact, an officially endorsed launch event, I did, in fact, spend the night of the 21st, and a portion of the morning of the 22nd, reading Leigh Alexander's new ebook. I can save you some time by swiping from Zoe Quinn's Gone Home review: "I'm not sure how else to say it, but it made my heart hurt in the best way."

Gone Home was an anatomy, an index, little pieces of all the smart, weird, queer chicks who so shaped my late adolescence. It's a personal story, but it's not mine. Alexander's story, while obviously also not mine, was a lot more familiar than I'd have expected.

My early adolescence seems a little unreal to me, an early object lesson in the importance of mistrusting one's memory. A decade and a half down the road, a therapist shared his take with me. He said that I'd been so consumed with my own fear, and the fears of how I'd react under that kind of pressure, that I'd built a cage of logic and ethics: to protect myself from the world, and to protect the world from me. (Somewhat pleased, I informed him that, in my corner of the social imaginary, we have a term for this behavior, and that term is "Batman.")

So I hunkered down and built a tiny life for myself. I read and watched and played, and wrote and wrote and wrote. I built a map of the world, word by word, in poetry and blood. It was a shitty map, mind you. I was a kid. But then, as is so often the case in this life of ours, there were unknown unknowns.
I’d be crouched by the modem in the dark. It’d be late. It’s not that I wasn’t supposed to be awake. I was 13 years old, and no one could really tell me when to go to bed. I’d started nurturing the spark of an idea in my casing that no one, really, ought to tell me anything, anymore.
The internet hit me hard. I had marginally more computer literacy than the kids I'd left behind at school, but that wasn't saying a lot; I knew my way around MS-DOS and Win 3.1, but from my perspective, the PC was pretty much a word processor and game console. The introduction of a modem into my awkward, angry biosphere brought a couple of epiphanies: first Prodigy, then Doom. Now that they share a sentence, I can see the commonality. You pushed a game, and it pushed back; that much I'd known since Centipede. What bulletin boards and deathmatches offered was fundamentally the same. All that had changed was an understanding of what was pushing back, but oh, dear reader, in that understanding is space for all of heaven and earth.

The world was out there. A little at a time, and slowly. Community. Hostility. A future. A way to play house with adulthood, with the slightest edge of transgression. Expressing myself verbally had always been part of my identity, and moving to text, either real-time or turn-based, only made it easier. Nobody was going to assume I was 13 if I didn't tell them.

As an adult, with a much-improved map and the awareness that I've never been more lost, I read of Alexander's probing, trial-and-error approach to text-based systems, her solitary pride in a cursory (but fundamental) secret knowledge that hadn't yet been deemed Important, her weird online relationships, her self-conscious construction of a verbal identity, and her first forays into the politics and trends that would develop the net into the excitingly depressing place it is today, I felt...

...

There isn't more to that sentence. Nothing solid, anyway. I just felt. I think I was smiling. Mostly I just sat, and sipped, and beheld. In a dark room in an apartment I can't afford, surrounded by the props of a life that had somehow outgrown me, I wondered if this might have been a ubiquitous experience for our generation: if we had all grown up alone, together, with the entire world.
The world, as they say, ends with you.

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.

Sunday, October 13, 2013

The Primitive

One of the great things about office work is that it provides a valuable structure for drinking. Since joining the ranks of the partially employed, I've been taking advantage of this unexpected perk, and every Friday I've walked from said office to one of several Cambridge drinking establishments, where I grab a table, sit in the sun, and drink beer while reading A Game of Thrones. With my usual ear for the lyrical, I have named this ritual beer-and-Game-of-Thrones-Friday.

Like most rituals, it won't last forever. There's a little bit less sun every week--for reasons that have thus far eluded me--and I'm almost out of book. Somehow I doubt beer-and-Alien-Phenomenology-Friday is going to work as well, as ontology wrinkles my brain even when I'm sober. While it lasts, though, it's been a rewarding experience, and if I'm going to be spending hours-upon-hours in the meta-feudal, rape-and-dragon-urine-soaked world of epic fantasy, it seems appropriate to do it while consuming an enormous amount of beer.

I am traditionally alone during these outings. But "alone" isn't what it used to be. The last fifteen years have problematized the act of drinking alone. I have my Britta-phone with me, which theoretically puts me in contact with most of my inner circle, assuming they have nothing better to do. And, of course, there's George, albeit time-shifted by a decade or two. But I don't bring the web with me. Judging from the people I see around here, that's comparatively off-the-grid. If you're reading a book at a bar, and you're not an attractive woman, people will generally leave you the hell alone. I joined the ranks of the smartphoned this week, so I'm wondering what will become of these little rituals.

The Big Bad God of the monotheists is both immanent and transcendent, in our world and out of it. This is generally described as an apparent contradiction--apparent being the key word, due to our endearingly limited human-ness--but the former always struck me as being dependent on the latter. To be here isn't something you can accomplish by being omnipresent. Rather, to be meaningfully here, you must also not be anywhere else. Ergo, to be everywhere--as opposed to be just all over the damn place--you have to be simultaneously nowhere. As I'm dragged kicking and screaming into the late oughts, I'm going to be not be in slightly fewer places, and I'll be within earshot of a few more people. It's how writers do things these days, I'm told. Since I spent my formative years learning to put sentences together, instead of learning network management or shotokan karate, it's probably the responsible thing to do.
Master of karate and friendship for everyone.

Still, I'm going to try not to get so used to the grid that I think of it as part of my central nervous system, because, really, I love y'all, but there are too fucking many of you to keep track of. Sometimes, there's something to be said for being nowhere but where you are.

Friday, September 13, 2013

It's not called the Wheel.

Tomorrow--today, technically--is the Boston FIG. I exploited my on-again / off-again / get-a-job-in-the-card-office again relationship with SciFiPulse.net, as well as the festival's willingness to accommodate any asshole who wanders in off the street calling himself a journalist, and will be in attendance tomorrow for low-key gaming, paneling, tweeting, and drinking.

It's also, for me, the social event of the season. Not that I know too many of the people there. I'll recognize a few faces from CMS and WiG, but mostly they'll be strangers, brought there by common experience and common interest. I'm not a designer, and I don't much consider myself an academic anymore. I'm a player, and a writer, and other things, when time permits. I find that I'm excited to be going, and have no obvious reason for feeling so.

So, I sat with that feeling for a little while, O2, CO2. Harpoon and Game of Thrones. Cambridge in the rain. O2, CO2. The despair builds fat, he said; the rage builds muscle. O2, CO2.

When I graduated in ought-seven, I went to work on the writing. In the process, I fell out of the world a bit. I know people now who are doing the kinds of things I'd imagined myself doing in my early 20s. It's a powerful thing, having people to talk shop with. It's especially powerful if you don't know them all that well.

Life's been a bit of a nightmare this past year, but the games have been good to me, and so have the gamers. Love--of knowledge, of craft, of art--has a way of killing loneliness, even when you're alone.

As far as verbs go, you can do a hell of a lot worse.

Wednesday, February 27, 2013

O, Death

When I woke up yesterday, I remembered that I had plans. As such, I ate first one, then a second meal. I showered. Shaved off my beard, and hacked off most of my hair. Put down my filthy eyeglasses and put in my contacts for the first time in months. And I ventured out into the night.

WiG Boston was meeting at Tommy Doyle's, and while I rarely turn down the opportunity for beer these days, I was more interested in that night's presentation, by one Zoe Quinn, developer of the recently released "commercial-ish" Depression Quest. I ran through it a couple of times in preparation, and I urge all of you to do the same, after a quick perusal of the trigger warnings.

The design is inspired, and I'll not detract from your depressing experience by describing it in too much detail. Suffice to say it captures very well the most game-like aspect of depression: the persistent sense, no matter where you are, that it's Too Late.  My experience with the game, in particular, was very positive: I am in way better shape than our unnamed second-person protagonist. My actual situation, perhaps, is a lot trickier--Depression Quest with a side of Silent Hill 2--but as far as coping mechanisms, motivation, and willingness to ask for help, I'm pretty good at this shit. Then again, it's new to our protagonist. I've been in the field since I was nine years old. "You merely adopted the dark," I wanted to tell him, unintelligibly. "I was born in it."

I'm grateful for the experience. There aren't many things that make me feel a sense of competence these days, let along mastery. And I do call my family when I can't bear to talk to them. I do go out when I don't feel like it, and half the time it goes quite badly, but I keep at it. I slog forward, maintaining the faith in what I can rationally discern, the command to treat the self like an other and the other like the self; I hope in the absence of hope. I plan for tomorrow, ignoring the visceral certainty that I've ruined my life.

So apparently I'm still good at something. Perhaps MITCO can help me find a strong verb to put it on the resume.

Absent from DQ, for reasons entirely sensible, is the impetus that follows, the empty altar in the church of Too Late. I've had a good deal of time on my hands, these past few years, and the philosophical wand'rings have proceeded apace. When someone you love is sick for months at a time, and the doctors can't tell you why, you get pretty familiar with death. You learn a lot about death, but you learn even more about fear.

And this, dear reader, is what I've learned in that time: the fears of death, rational and not, are perhaps too easily confused. The irrational, pre-verbal fear of death is, in practice, inferred from fear of pain. It is overwhelming, at times. It's stronger than almost anything else we can feel, but it's not deep, and in focused bursts, it can even be brought to heel. The rational fear of death is a trickier one; as has been noted by the talented and famous, nobody has anything bad to report about the stretch of time before their birth. Why should we be concerned about going back?

Because we experience death, over and over, during life. We experience it as loss, and loneliness. And the idea of death sticks to us, blinding us to the fact that the only person at the funeral who's guaranteed not to feel lonely is the one in the box. There only two people in the entire universe, after all: you and everyone else. Morality begins with the acceptance that you are always and forever outnumbered. Written in that fear is a social contract, perhaps the first of its kind; a promise issued daily to everyone we love, everyone we know, everyone we meet. I will keep your fiction, we promise, that tomorrow will be the same as today. Turn away from me if you like. I will continue to exist. I will maintain your reality.

I will be.

Wednesday, December 26, 2012

It's 4/20 Somewhere

A few months back, I went to MIT's GameLab symposium, ran into old friends and new acquaintances. The content was interesting, of course, but aside from finding myself suddenly in the same room with Peter Molyneux--and becoming very self-conscious of all the smack I've talked about him all these years--I mostly remember the breaks, and the reception, and the repeated catch-ups and introductions. I was exhausted, having been up late reminiscing with an old Tori room friend until the wee small hours of the morning, and found that I lacked the enthusiasm to be embarrassed about how things were going. So when people asked how I was, I didn't find a way to change the subject, or inflate pipe dreams into viable projects. I simply answered, in as friendly and earnest a manner as I could manage, "I'm terrible. How're you?"

The feeling is strangely liberating. Doris Rusch, of Akrasia and Elude fame, advised me to write a novel. It's a tall order, but I suppose she does have credibility on the topic. Tell you what, Doris. You make a game about writer's block, I'll throw 60,000 words into something from the Goofy Vampire Shit file. Who knows, if housewives can masturbate to it, I could finally be writing for a living.

If you'll bear with me, you'll find that you've been bearing with me for the last two paragraphs, because I haven't bothered to introduce the topic of this post, which is the Newtown shooting. I begin with the symposium to bring some context to my initial reaction: shock and disbelief. Specifically, shock and disbelief that people were rending their garments over a rampage shooting in America. The fault here is clearly mine; my capacities for shock and grief have been stretched a bit thin recently. To put it succinctly, I feel badly.

The thing is, even had I not been operating from a place of sullen amorality, I think I still would have been surprised at the extent of the teeth-gnashing and garment-rending. Because, honestly, if I reacted to every rampage shooting with the pity and anger and incomprehension of Columbine, I'd have either moved out of the U.S. or stopped reading the news years ago.

I promised to post exactly two things about this, because, as noted here, I gave at the office, and don't have a whole lot to say on the subject that's either original or interesting. The first was this, because it's the logical starting point for what interests me about the current cultural moment. There are a lot of issues in play right now in American politics, but gun control really isn't one of them. Perhaps it would be more accurate to say that it hasn't been in play for the decade or two; we'll have to see how the current kerfuffle plays out. If I'm not mistaken, the most significant changes wrought by the Columbine shooting, aside from the ongoing militarization of our schools, was a change in Wal-Mart's inventory. Since then, the most notable gun-related policy shift has been the expiration of the Public Safety and Recreational Firearms Use Protection Act, commonly (and oddly) referred to as the Assault Weapons Ban. This is not the brutal, gunless dystopia we were promised, and like his failure to crash the stock market and cripple American capital, reflects badly on Obama's willingness or ability to destroy America as he promised.

This has not stopped gun control opponents from making impassioned, heartfelt, deontological arguments, but I admit that I'm not entirely certain who they're hoping to reach, because gun rights are under no real threat. Congress can barely pass popular legislation, let alone "culture war" shit. Not only are "guns"--the entire broad category of ballistic weaponry, apparently, from the flamelock onward--not going to be banned, but no congressman is going to even introduce legislation to that effect. The most that's going to happen, barring a massive sea-change in Congress' perception of the electorate, is a ban on certain high-capacity magazines, and possibly the return of the PS&RFUPA. (That law is a lot of fun to type.)

I am, as a rule, deeply suspicious of principle, so when I see people making wide, generalized deontological arguments about present-day politics, I start asking whether the application of said principle can be defended on any grounds other than the authority of the principle itself. There are plenty of reasons one might prefer to live in a society that has few restrictions on private ownership of weapons. Hunting and home-defense remain perennial rhetorical favorites. Less commonly asserted is the value of corpse-free recreational shooting itself, which is to say, pleasure. A lot of people think guns are fun. Pleasure is a legitimate social good to be considered and weighed alongside others. This is an issue that can be dealt with through standard, boring democratic means.

What I find more concerning is the obfuscatory argument-by-invocation, the assertion that the second amendment takes democratic processes off the table. We can live in a society of freely available weaponry if we want to, but the second amendment does not obligate us to. At least, nobody claimed that it did until the 1960s. Regardless, it would be disingenuous to say that this ties our hands. The 18th amendment made alcohol illegal, but we didn't throw up our hands and say that the Constitution prevented us from drinking. We repealed that motherfucker. Ok, first, we continued drinking alcohol in huge quantities, helped subsidize aggressive organized crime syndicates that would then proceed to infiltrate our law enforcement operations, and started wearing really wonderfully fashionable clothing. But then we repealed that motherfucker. We, collectively, can do what we want. Some of those things might require more than a simple majority vote, but nothing is forever off the table. That is ok. That is how republics do things. The Bill of Rights is not the Decalogue. God will not wither our souls if we make bad policy choices. We will simply have to live with bad policy choices until we decide to change them. The argument from authority is not sufficient. If the Founders are worth listening to, we can discern that fact that the policy merits of their ideas, not the fact of their capitalized mythic identity.

This is not to say that we should take constitutional restrictions lightly, nor do I mean to suggest that more restrictive gun control policies would have uniformly positive, predictable outcomes. Conversely, that is not to say that trendy nihilism is the appropriate response. Yes, it is true that we cannot prevent all violence, all evil, everywhere. It is true, it is obvious, and employed effectively, it can add a meaningful rhetorical flourish. It seems to have every quality but that of being useful. We also can't prevent death, not indefinitely. But I still take the trouble to eat every day, and I take care when I make left turns. That utopia is unavailable is not, in itself, an argument that the status quo is the best for which we may hope. Chalking it up to original sin is not a policy prescription. Despair, like hope, is not a strategy.

Related, arguing that it's in poor taste to discuss policy, that it's "too soon" and sensitivity to the victims demands that we stammer awkwardly and change the subject, is a classic small-c conservative move, the first and most beloved argument to obstruct the democratic process. Yes, the media coverage is sure to be traumatic to many. This can be mitigated somewhat by consideration on the part of individual journalists, but in wake of a tragedy of this magnitude, I sincerely doubt that our contribution to the survivors' misery is more than negligible, in terms of total abject horror. If you're interested, you can test it out yourself. Find a parent who lost a child to accident, suicide, or murder, and tell them how lucky they are that they didn't have to see references to their pain in the media. I'm sure they'll agree that they have much to be thankful for.

As nice as it would be to bend the entire culture to sympathy for the victims, there are many, many children who haven't been shot yet, and they matter too. It would be nice if we could collectively and unobtrusively sit shiva with the victims' families, but we do have stuff to do. The supplication for sensitive silence is a specific application of the more general use of "politics" as a dirty word, denoting arguments over outcomes that are meaningless to all but the players directly involved. Politics, says the meme, is for politicians, a species of humanoid insect in flesh masks. It's despicable the way people keep trying to polticize the ongoing threat of random violence, as if the means by which we make collaborative decisions about how best to ensure our well-being could possibly have anything to do with preventing violent crime.

Thankfully, we are having that discussion. Sadly, in the main, it's not going terribly well. The gut reactions seem to mostly involve "banning" things that are already illegal, a matter not helped by the bizarre insistence that a problem that is partially technological be dealt with at any level of technical specificity. Semi-automatic and automatic are not synonymous; fully automatic weapons are already illegal, and have been for some time; the term "assault weapon" is a vague term describing semi-automatics that look like assault rifles. We've been playing first-person shooters for twenty fucking years now. It's not unreasonable to expect people to know a bit about guns.

On the other side of the aisle, Prohibition and the drug war are not the only times the government has attempted to ban things. As far as similarities go between alcohol, marijuana, and semi-automatic rifles chambered for .556 rounds, the fact that people have wanted to ban them is pretty much it. The risk factors, means of production, and moral economy differ entirely. Similarly, the argument that "criminals can always get guns" is somewhat specious, in that the availability of illegal guns is a function of the availability of legal guns. I rather doubt that criminals have set up underground factories into which they import raw materials and produce illicit weapons. It seems like that sort of operation would be much easier to find than, say, a grow house. (It is worth noting that, yes, 3D printing might make this reality in a few years. The meme might be more true by then.) The trade in illegal guns does raise some concerns about the efficacy of state laws in a country with 48 easily-transgressable internal borders. It also suggests that, if such a policy were enacted carelessly, we do run the risk of disarming the criminals last.

Ah, but here we hit another vocabulary roadblock. It's not insightful to point out that only criminals use guns to commit murder; it's tautological. Unless we legalize murder, it is not possible for non-criminals to commit murder. But people do commit murder, without first conducting a syllogism to see if it's ok. It seems that our definition of "criminal" errs heavily on the identity of the "career criminal," an odious symbolic individual who, for all his faults, isn't usually interested in getting himself killed for no particular reason. Criminals--those ruthless, rational, career criminals we're concerned about--tend to want to live. If they didn't, the money wouldn't matter very much, and they could just find inexpensive ways to kill themselves, like being insufficiently deferent to police.

Right, the police. The state's instruments of democratically authorized violence, a vitally important job that we've decided should be treated as a low-skilled, low-paying position. Conservatives and anarchists alike espouse the importance of being able to shoot it out with the police; curiously, the conservatives also eagerly argue that police should have no checks on their power whatsoever. The anarchists have the edge on this one, ideologically, but it's not a solution to the problem of a culture that too frequently allows bullies, vigilantes, and psychopaths to wield coercive power. I'll head off my mother-in-law's objection early, by noting that, yes, fewer than 100% of police officers are perjurers, rapists, murderers, etc. In fact, I don't have the numbers in front of me, but I'm willing to bet that it's much, much less than 100%. The problem is that anything north of 0% is way the fuck too much. A state-authorized criminal is extraordinarily well protected, and their existence undermines public safety much more dramatically than comparably violent free agents. Furthermore, systemic problems in our legal system perpetuate rape culture, and poorly conceived, poorly implemented laws have created an underclass in which sex workers, immigrants, the homeless, etc. can expect no police protection whatsoever, putting them at an extraordinary risk for abuse both public and private. There seems to be no lobbying offensive aimed at making it easier for these folks to arm themselves, to defend themselves from violence at the hands of police, just as the shooting of Trayvon Martin did not lead to an NRA statement urging black teenagers to carry firearms to avoid street harassment. This absolute right to self-defense seems oddly haphazard in its application. But making it easier for people to shoot cops, or to shoot cops and get away with it, is not actually a solution in any reasonable sense

That the most egregious, unthinkable acts of violence cannot be entirely prevented is not a reason to give up on addressing the more prolific, ubiquitous acts of violence in American life. I think, should we actually do the work, we will likely find that the two are not entirely unrelated. I see no reason we couldn't have a sane, reasonably safe society and relatively unencumbered access to firearms for those that want them--there are fewer examples in the world than there used to be, perhaps, but, as Chesterton said, society is a human invention. "Could" is a very, very wide word. The question is what types and qualities of risk we're willing to tolerate, by binding or loosing. We can deal with this at the level of actual trade-offs, goods to be weighed against one another.

Finally--I swear--the emphasis on the more grandiose episodes conceal as much as they reveal, and aren't likely to lead to good policy. Rampage killers are, by definition, the most difficult to deter. They can be made less deadly, which would certainly be a worthwhile goal. But preventing rampage shootings is going to involve a hell of a lot more than vague generalities about mental health. It will involve dealing with the general patterns of violence in our culture, the role of privilege, and an awareness of the amount of psychopathy we're willing to let slide as long as you're a white guy from a decent neighborhood. It will involve economic justice, improved law enforcement, and a reduction of a hundred different risk factors. It will not happen overnight, and we'll need to make adjustments as we go. Fortunately, we have a technology for doing exactly that, and it works pretty well when we don't live down to our representatives' suspicions of us. It is the work of politics.

Monday, October 8, 2012

Evacuate the Dance Floor.

I've noticed that traffic to this site is noticeably up since I joined Google+. Relatively speaking. A 65% increase over "I think my mom reads it" is a substantive increase.

I feel a bit piqued, however, that it happened shortly before the least productive chunk of my life. There are lots of big, blank spaces over there on the Archives tab, but even when nothing ended up here, I scratched out my share of academic publications, journal entries, emails, grocery lists, death threats, slash fiction, and rock operas.

Lately, there has been nothing.

When there is no writing, unsurprisingly, there is little to no gaming. Casual games, so I've read, are ideal for this sort of situation, when time and attention are limited resources, but casual games suffer a peculiar weakness that is little remarked upon: when played in a state of severe depression, a hardcore game is still something like a game. Even if you know every beat, and are playing it entirely from the autonomic portion of your skillset, it still moves at your pace, and responds to your whims. Not a story per se, but more like a satisfying walk taken many times before, as Espen Aarseth once suggested to me. Genre conventions, sufficiently codified, can allow this experience even in "new" texts. Casual games, on the other hand, when played under sufficient duress, cease to feel like anything at all.

The more-than-casual stuff usually holds up. Which is why I found it quite surprising, shortly after helping Kratos to pull--not cut, but pull--the head of Phoebus from his body, that I found myself too depressed to continue playing God of War III. It became clear, at this point, that I had no choice but to dance.

As Jane McGonigal wrote in Reality is Broken, dancing is a) a reliable source of happiness, b) an extraordinary display of vulnerability, which is why our brains so often refuse to consider a) sufficient reason to do it. Personally, I am overweight, uncoordinated, and self-conscious about both my appearance and my taste in music. So naturally I try to find opportunities to dance in public when they present themselves. Same reason scared-to-death undergrad me joined a theater group that would soon have me (diegetically) jerking off onstage. Eventually you just run out of shame. If you're going to feel afraid anyway, it feels better to act in such a way that being afraid is more reasonable.

Which is the confusing part about Dance Central, for me: the utter shamelessness involved in playing it takes the experience far out of the realm of game-playing as I usually experience it. I suppose, by Jesper Juul's criteria, the mimetic interface would classify it as a casual game; perhaps I don't think of it as such only because playing it requires preparation (moving furniture out of the way, tranq'ing the cat) that I recognize as the precise opposite of "casual." As a vocal proponent of non-stupid theory, I ought to give him the benefit of the doubt.

Simple, intuitive interface, pleasant fiction, short time commitment, juicy...it's a convincing case. But it's a bit more than that, as the activity required/depicted isn't changed significantly by the game's feedback. In fact, what Dance Central actually does is apply the tools of fixation--game-like apparatuses--to a fundamental expression of the joy of being embodied.

God of War is many things, but at a narrative level, it's compelling because of bodies. Impossible, inexhaustible, superhuman bodies, and the ways to break them. At one level, it's fun because it's fun to be Kratos. (At another level, it's fun because the game constantly reminds you that you're not Kratos, which is the post I was trying to write when I opened up blogger.) Without emotion, there is no meaning, and without narrative, there is no goal. What is admirable, what is exciting, what is interesting about Kratos is about the experience of being embodied.

When you don't want to be in your body, or any body, it's difficult to enjoy...anything. It shouldn't be surprising that this includes action/adventure games. I find that Dance Central helps me circumvent this problem by making enjoyment of the body the game itself.

I can't wait to see what happens when Harmonix decides to do a game about fucking.

Friday, August 31, 2012

Naked Snake and the Philosopher's Stone

Like the rest of the series, MGS3 begins with a fucklot of cutscenes. My first mistake, it seems, was paying attention to the dialogue.

Not because the dialogue is bad, mind you--it isn't--but because the MGS series uses the dialogue both to describe the diegetic world and to poke holes in the plastic film of the fourth wall. The map is not the terrain, and the narrative is not the game. The diegetic gameworld has little concept of Continue, of course, and we all accept that any sentence that ends with "...or you'll die horribly" should be read to mean "...or you'll have to restart from the next checkpoint." Stealth games carry their own suspension of disbelief, that searches for an intruder will eventually be called off, as opposed to escalating into the kind of concentric search-and-destroy operation for which security forces are trained. The consequences of getting caught have to be severe enough to be interesting, but forgiving enough to be fun. But Major Zero really lays it on thick with the stealth stuff, exclaiming that you musn't engage the enemy at all, must leave no ammo casings, blood spatter, or any evidence at all that you were ever there. It's a lot to ask, even from a Metal Gear standpoint. Even with the (interesting, but not all that different) non-lethal options available in MGS2, nobody would look at an area Solid Snake had passed through and have any question that a heavy armed and highly trained special forces operative had been in to visit.

Still, I found myself wanting to do a full-on stealth thing, to actually avoid foes entirely, and the new camouflage functionality, combined with my old tricks from the previous games, seemed like it would fit the bill. (It didn't.) So I got seen, a lot. I tranq'd (tranqued?) a lot of people, and felt vaguely guilty for doing so. I broke necks and slit throats when I got annoyed. And I got seen. A lot. To the point that, fifty years later, there ought to be folk legends in Russia about the clumsy CIA agent who kept bumping into guards by accident.

You can imagine how gratified I felt, having tried to hard to be inconspicuous and play to Zero's specifications, when Volgin fired a nuke into the valley. Unlike the knife, the garrotte, and the needle, the Davy Crockett portable nuclear missile has never really been considered a "stealth" weapon.

Perhaps the story was playing a joke on the unrealities of the Tactical Espionage Action genre. Perhaps Zero was merely alerting the player, in a roundabout manner, of the types of things the NPCs would notice that they hadn't in previous games. Perhaps he was underscoring the diegetic point that it's 1964, FOX-HOUND doesn't exist yet, and the entire concept of Low-Intensity Conflict is still finding its legs. Intelligence and counterintelligence are older than dirt, of course, so at times it's difficult to remember that the shadow wars that made up American military operations through the latter half of the 20th century were breaking a lot of new ground. JFK might have been James Bond's biggest fan, but "James Bond" was hardly something that could be made into Standard Operating Procedure.

At any rate, at the commencement of Operation Snake Eater, I'd remind myself that this was still a Metal Gear game, and Zero could go fuck himself, because I'd be engaging the enemy violently and often. Which brings us to the second major point of confusion: the alarm system. More accurately, the lack thereof.

1 and 2 have a pretty simple, standardized, game-like approach to alarms. They go off, you break the line of sight and hide until it goes away. MGS2 added a few things like radio check-ins for dead/unconscious guards, but basically the pattern held. Worse came to worst, you could always just leave the area for a clean slate.

Most of MGS3 is outdoors, and there are very few alarms to pull. Reinforcements are handled by radio and person-to-person contact. So if somebody sees you, even if the Alert is blaring in the upper-right of your HUD, it goes away as soon as your observer does. There is no "general alarm" to worry about, just the guy who saw you, and anyone in range of his voice. The guy with the radio has a very long voice, but the principle holds, and logic compels you to disable him first. The logic of stealth in MGS3 is in this way more brutal than its predecessors: when you've been seen, hiding is useless. You survive by eliminating witnesses, and making sure you don't leave any living bodies, corpses, bloodstains or bullet-casings lying out where people might stumble onto them and get suspicious. (This last point leads to the more hilarious and/or horrifying moments of MGS3 when you're panicked and killing too quickly to hide the evidence, eventually leading to a badly injured Snake standing atop a pile of corpses like Frank Castle in Born.)

I was nearly finished with the game by the time I "got" this at any intuitive level, and consequently I missed a lot of weapons and items along the way. I'm replaying it now, and it's both thrilling and dull to move smoothly through a game that confounded me at every turn for so long. I stumble upon an AK-47, and wonder, why? Knowing for a fact that I can complete the game with a tranq pistol and my bare fists, why would I bother with this clumsy, unpredictable, score-killing death machine?

Which brings me to the third point that confused me for so long: not only are there redundant solutions to every conceivable problem in MGS3, but the solutions learned from the previous games are almost invariably impractical. The heavier weaponry is almost always more fun than it is practical, and I suppose that's a substantive achievement for the genre. Confusing as hell, but substantive.

In summary, 1) genre conventions override narrative conceits, 2) fight, not flight, and 3) prioritize the new shit. One could easily make the argument that these lessons, and my failure to learn them, comprise a neat allegory of my professional malaise. One would not be me, because me has one last to add: the most important red flag, when dealing with depression, is inability to enjoy things that usually bring pleasure. If I've learned one useful thing from the past five years, it'd probably be that it's harder to notice that flag when the things you do for fun are so closely linked with the things you do professionally. When you think of yourself primarily as someone who writes, games, and writes about games, it's not an occupational hazard when you find yourself unable to muster the interest to do any of those things for pleasure. It's a yawning chasm, a bright black void.

I've fucked up. A lot.

And thus, I Continue.

Thursday, August 30, 2012

Because it is bitter, and because it is my heart.

Last week, I finished Metal Gear Solid 3. It was bittersweet. We have a history, MGS3 and I. Fortunately, unlike the women I met in undergrad, MGS3 cannot be annoyed or offended by my writing it up here, and it can't file a restraining order should I attempt to play it again.

I'm old enough to remember the end of the Cold War, but not old enough to understand what it meant or why it mattered until years later. Which is to say that I am also too young to remember Metal Gear, Metal Gear 2, or Snake's Revenge. I played Metal Gear once on the NES, and spent my time being confused why I was in a combat zone with a pack of cigarettes and no weapons. That was Metal Gear for me: unarmed, with addictive, carcinogenic drugs, and no clear idea what to do.

I got older, the wall came down, and Metal Gear Solid came out. I was seventeen, living in the phantom world between middle school and college, and I finished it in two sittings. Which is not to say I was particularly good at the game, just persistent. I learned the rules slowly, in the face of constant failure, but the Game is good, and the Game is kind, and I learned. Stay under the cameras. Break the neck if you're unarmed. Shoot from behind with a silenced pistol if you're not. The FAMAS for close- and medium-range firefights, the PSG-1 for long-range combat, the stinger for hard targets. Chaff grenades to make their attacks less accurate. Cigarettes and valium to make my own more accurate. MGS is a marvel of parsimony; a place for everything, and everything in its place.

I grew up a bit. "Watashi no senkoo wa seijigaku desu," is how the kids would describe it. MGS is a good thing to love if you're studying poli-sci, it turns out. The limits of deterrence theory, the ins and outs of modern weapons systems, the challenges posed by actor proliferation: all good stuff to have a handle on before you step into the classroom, especially if you haven't been there in a while. MGS stuck to me deeply in adolescence, and I suppose it sticks there still.

At 20, I acquired Metal Gear Solid 2: Sons of Liberty, and played it manically, usually with an audience. The sheer craziness of the narrative was well-paired with the brutal sanity of the gameplay, and I died and died and died until I won. I didn't go for a lot of the secrets--I shot birds, sure, but I was never good at robbing guards, and I didn't think to look up the hostage's skirt--but I played it to death, and when I started working on my undergrad thesis, armed with a novice's knowledge of postmodern literature, I played it again. MGS2, and its progenitor, ended up being the centerpiece of my first significant academic work, my writing sample for grad school. Columbine taught me about CMS, but MGS2 got me there.

But that hadn't happened yet, so when I met Metal Gear Solid 3: Snake Eater, I was living surreptitiously in my girlfriend's college housing. Like the Democratic party at the time, I was disorganized, weak-willed, and completely without direction. So when MGS3 didn't "grab" me right out of the gate, it might have been my own lack of focus that presented the problem, rather than that of the designers. We cannot blame the snow, after all, for being soiled by the earth. (We can also infer from Ms. Edison an alternate explanation.)

I'd return to MGS3 periodically over the years, sometimes with high hopes for figuring out what I was missing, sometimes out of dull determination to get it over with. I bought a DualShock 3 controller, in the hope that it would make the AP sensor more useful. I ignored entreaties to buy the enhanced re-release Subsistence. I'd pick it up, get confused, and put it back down. The rest of my life was working out much the same way. Looking back with the smallest amount of distance, I can see the sundry errors, near-misses and general-purpose fuck-ups of the last eight years mirrored in my relationship with, and my approach to, MGS3.

Next post will pick up the thread from there: how I learned to stop worrying and eat the snake, and how frustrating it is to have already used that joke on an entirely unrelated post title.

Thursday, February 23, 2012

Fear and Loathing in Shibuya

Wow, two months since the last post. It's embarrassing, what with my readership having exploded into the mid-single digits. But it happens. There've been posts in the works, and writing on other fora, but mostly I think I just couldn't bear for my first post of 2012 to be about Twilight.

On the social media, a lot of my friends are game designers on one side of the academic divide or the other. I get a lot of posts about the process of development, upcoming projects, relevant press, etc. From the academics, I get a lot of links to things I should read, things I have read and should write about, etc. It's always a bit disarming, as I become aware to what extent I've fallen out of the loop on gaming culture.

I still game, of course, and often do so obsessively. But between the mono crisis and the fibro crisis, there's been a definite bias towards games I can play with the sound off while keeping one eye on Netflix on Demand. My long, futile war against multitasking has taken some ignominious defeats, and I can't imagine that my attention span--never quite as strong as that of my book-readin' counterparts--has entirely avoided the attrition. Depression makes it hard to do new things, and my late preference for comfort-food gaming is probably a manifestation of that as well.

Still, I am more fortunate than most. There are worse unhealthy preoccupations than the Nintendo DS, to my mind the most perfect game console yet devised. Might & Magic: Clash of Heroes.. . Professor Layton, Advance Wars: Days of Ruin, Dawn of Discovery...not a bad deal for a perpetually novice strategy gamer with an affinity for narrative and extensive replay.

The World Ends With You, a game that stands in the very narrow group of games whose titles refer to profound philosophical assertions (cf. Little Red Riding Hood's Zombie BBQ), is a game I've spent years trying to find something significant to write about. Don't get me wrong: I love WEWY. Not in the way I love, say, G.K. Chesterton, or Lady Gaga. It's the kind of love one can only acquire from a Blockbuster Video employee ten minutes before midnight.

The trouble with writing about WEWY is that anything meaningful I could think of to say about the game would be read, heard, and felt by a player more beautifully than any mediated translation I could throw together. The plot, if you go in fresh, is thick with twists, and spoilers would abound in even the most perfunctory summary. Think Pokemon meets Job.

The best I can do, in terms of commentary, is to note that I am terrified of a sequel, not merely for fear of fucking up a really great story, but because I really can't imagine the game working on any apparatus without two vertically stacked screens. The conceit that there is no such thing as a shared reality ought to be challenged, at least for the player, by battles that ask her to control (and therefore, "be") two characters at once. Happens all the time in strategy games, after all. But usually the controls themselves are optimized for this purpose. In WEWY, you play Neku with the stylus and a guest with the d-pad, and like so many things in this game, it should be an unplayable mess, but somehow, it works. Even though it's not strictly possible to actively watch both screens at once, you learn to slip from one to the other as needed, and gradually, your attention becomes more fluid, the slippage less binary. You're not playing as both characters simultaneously, and you're not exactly playing as each in sequence; you're a thing between the screens, between the characters, responding to stimuli and moving on.

The tendency to refer to the character on screen as "me" seems to be endemic as gaming, so it's oddly profound to be reminded that Neku is only Neku, and Shiki is only Shiki, and I...I am only me, chronically unemployed, dangerously unhealthy, and still capable of enjoying the moment.

If you like beans, buy a coffee shop. If you like ideas, I suppose blogging have to do.

Thursday, December 1, 2011

The Weak Last Gasp of the Evening's Dying Light: the fucking Twilight Post Begins

As I have probably written here before, I like bad things. So it should probably surprise nobody that I've read the entire Twilight series, and enjoyed it very much. The most difficult part, in fact, was the terror that somebody would see me reading it. To that end, I prepared a short speech explaining that, after having spent the past month immersed in Andrea Dworkin, Ayn Rand, and Graham Greene, I was entitled to read whatever silly thing I wanted, to celebrate the fact that I hadn't yet blinded myself from the sheer horror of it all.

I shall acknowledge and move past what all Twipologists claim: they're light, they're fun, they're guilty pleasures. "Guilty pleasure" is a particularly useful phrase, because at times our beloved narrators manage to evoke authentic feelings of guilt and shame. Usually these are phantom travellers carried by nostalgia. I shall 'splain.

Think, for a moment, about your adolescence. Think about the very dumbest thing you ever did. The thing you are most embarrassed about, that you can laugh at when it comes up in conversation, but that you know better than to spend a lot of time thinking about. Remember how sensible you thought you were being? Remember how noble, how strong, how brave you were? Remember how utterly apocalyptic every (saner) alternative seemed to be? Think about that frame of mind, your brain pan filling up with water, an odd yellow-filter placed over your third-person memories. Think about what a stupid, self-indulgent little shit you were.

The people in Twilight live in that place all the time.

(I assume that anyone reading this is an alien researching human civilization. If that is, in fact, the case...man, did you ever go to the wrong place. Seriously. Go ask your thesis advisor if there's still time to pick a new topic. If you are a human who doesn't have this kind of memory of their adolescence, I wish you congratulations, and ask to subscribe to your newsletter. Finally, if you are currently an adolescent...shit, just try not to commit and violent crimes or die, ok? Good fucking luck.)

I didn't go to high school, so the dominant narratives presented to me by American popular culture are enacted by actors in their late 20s pretending to be teenagers having an experience I missed. Nonetheless, these high school narratives reliably provide some of that guilty nostalgia. Twilight is a concentrated form. If Buffy is weed and My So-Called Life is alcohol, Twilight is black tar heroin.

So, the shittier it is, the more embarrassed you are to be reading it as a more-or-less literate adult, the more fun it becomes. I don't think this qualifies as reading it ironically. I had a blast reading these books. It's just that it's the kind of blast I had watching James MacAvoy pushing a gun barrel through a man's face in Wanted.

And most of the time, the writing is sufficient to take you where you need to go. Generally, it ranges from competent to slightly-less-than, with one notable exception: the authentically interesting chase scenario that comprises the first book's third act. The trouble is, well, it's a chase. And you know what medium does chases really, really well? Film. A 2-hour film of the last third of Twilight would be one of the more interesting and ambitious vampire stories we've seen in a while. But in prose, it blurs in with the rest of the story, saddled as it is by a narrator who can't see most of the action and spends the climax unconscious. And in the film--yes, I have seen the first three, and in my defense I cite the existence of Rifftrax--it's completely wasted.

That said, Twilight could have been a lovely sprite of a novel had it ended with Edward losing control and tearing apart his one true love in a shower of blood, bone, and sinew. There's some humor in that ending, and some justice, and a sick kind of romance. Because vampires can certainly be effective stand-ins for superheroes, but their defining characteristic is that they will fucking kill you.

So ends the first post, because I'm pretty sure I should make some dinner. Stay tuned, imaginary readers, because if you share my disappointment that Edward jerked his story off its moral rails, the sequels will make your eyes bleed.

Friday, November 11, 2011

Surviving the Winter

Hey, kids. It's winter in the Greater Boston Area, and if you're depressed and taking care of a chronically ill person, that means you're stuck in a time loop, revisiting the narratively compelling artifacts of your more rockin' years, and, appropriately, watching a lot of Doctor Who.

(We will not, in this previously-on-Undisciplined entry, deal with Torchwood. Because, come fucking on, Davies. Scrap it, try again with Crowd Hoot or Hot Rod Cow.)

The piece de resistance, or "piece of resistance," of my current domicile is my first-run PlayStation 3. The wood-burning model. It weighs seventy pounds, gives off 5,000 BTUs, it can theoretically run Linux, and it's completely fucking irreplaceable, since Sony has apparently blinded or executed everyone who worked on it. This means that I have hardware emulation of previous PS games, in the sense of having a PS2 emulator that contains a PS1 emulator. This represents the holy grail of gaming, because now I can play games that are a decade and a half old. Because I am an idiot. (For further research, check every other entry.)

When life is stressful and the sun itself has abandoned you, the logical thing to do is to hunker down and do a Silent Hill marathon. The first game weathers the ravages of time quite competently; the resolution drop is jarring at first, especially on an HDTV, but not seeing shit is kind of the sine qua non of Silent Hill's visuals, so you get used to it pretty quickly. What does stand out is the ear-splitting, high-pitched squeal the game will occasionally emit when you use the handgun too often. Since the handgun is the only firearm with which the player is provided adequate ammo, this does change the gameplay experience significantly. Apparently this flaw is also in the PSone classic download from PSN, because Sony hates us and wants us to suffer.

The internet is less than specific about the pervasiveness of the glitch; I don't much remember it, but some people seem to have reported it while playing in PS2 emulation. It's possible the only way to play Silent Hill correctly is with an out-of-production console, in the dark, while high on mescaline.

Which raises a curious problem for games studies. Obviously, access to earlier texts is something you're going to need in any serious (or comical!) study of a medium. Literature students have libraries, the bastards, and an adorable print industry that pretends to keep the medium relevant. Film schools tend to have extensive archives, and film archiving in general is an ongoing and respected cultural project. And I hear now and then about university libraries stockpiling videogames for the apocalypse.

A problem occurs. One, are we really going to need to keep all this fucking hardware on hand forever? Does the future need GameCubes? PC emulation solves some of this, I suppose, but leaves the purists grumbling. More to the point, not everyone has the opportunity to see Othello performed between two of their English classes. We developed a workaround, providing students with the "text" of the text, and asking them to "read" the play. This is a pet peeve of mine, and I intend to be entirely unreasonable about it for the remainder of my life. The screenplay for Casablanca is not fucking Casablanca.

But what if it were? It's good enough for a citation. Similarly, if you just need to swipe some plot elements from Metal Gear Solid 2, a transcript will do nicely. But if you need mechanics, architecture, ethics...you need the original game, on the original platform. In the dark. High on mescaline.

Except you don't. If we're to drop our narrative infatuations, it seems appropriate to ask where we draw the line between the text and a given performance of the text. If dialogue isn't key, spice it up or lose it. If graphics don't matter, spruce 'em up or trim 'em down. Does Silent Hill actually need low-res redraw to be Silent Hill? Can we get a better translation of the Japanese text? Can Konami hire people to write better Japanese dialogue? (The answer to this last question, as evidenced by MGS Twin Snakes, is: no.)

Preservation is obviously going to be a concern down the line, and every medium struggles with it at some level. I don't really know whether it's important to see The Great Dictator on film, or whether a digital copy is sufficient. But I also don't know where the line between "remake" and "restoration" lies for videogames.

Friday, July 16, 2010

The Mortal Kombat Problem I

Once, during in an enjoyably boring shift, I was called upon to explicate the conflict between Arianism and Trinitarianism. It was long, and convoluted, and required several detours to establish a frame in which the ideas being fought over made any sense at all. Afterwards, it was noted that it had been a lot like one of our friends' attempts to explain the divergent universes of Bishop and Cable in X-Men.

Mortal Kombat has taken up enough time, energy and thought in my life to qualify it as a religion of sorts, so it should be no surprise that it has its own incomprehensible and internally inconsistent cosmology. Or perhaps it should, because it was drafted by literate people who were protected by copyright law and under no direct threat from Roman authorities, and because the whole damn thing goes back only two decades. Nay, to establish a narrative clusterfuck of such utterly Shokan proportions, the designers and writers would have to have made terrible decisions at nearly every level of the world-making process.

Since this seems to be precisely what happened, I refer to these mistakes, collectively, as the Mortal Kombat problem.

Starting, as is in the fashion, at the beginning, the Boonverse is established in MK1 as thus: there is a secret martial arts tournament in which the world's best warriors fight to the death. Currently, the tournament is run by the immortal Shang Tsung, who took control of the tournament when his champion, a four-armed monster named Goro, defeated the previous tournament champion Kung Lao 500 years earlier. (MK1 is assumed to take place in the present or nearish future, so let's go ahead and put Kung Lao's defeat at the tail end of the 15th century.) People make their way to the tournament for various reasons: Liu Kang (intended at the outset to be the lone "good guy" in a roster of egoists, criminals, and psychopaths) seeks to put the Shaolin monks back in control of the tournament. Irritating movie star Johnny Cage wants more fame and money, Sub-Zero wants to assassinate Shang Tsung, Scorpion wants to assassinate Sub-Zero, Kano is in it for the money and the power, and leggy green beret Lt. Sonya Blade, captured trying to apprehend Kano, is just in it.

Of course, Mortal Kombat is a game about people beating each other into unconsciousness and then, for the bragging rights of the players, murdering each other. While comic book characters have long been able to have deep, soul-searching discussions of their lives and motives during fistfights, our beloved cast of misfits is not so lucky. The story is delineated initially by the "attract mode," a programmed series of images and (for lack of a better term) gameplay trailers that display while the machine in question is waiting for players to plunk in their not-money tokens. The attract mode gives us most of the playable characters' (potential protagonists') backstories, while each character's ending text, displayed as a reward upon beating the single-player mode, fills in any intentional gaps in the attract mode bios--why does Scorpion have it in for the Lin Kuei? Is Raiden really a god? These answers and more, tonight on Mortal Kombat--as well as a bit of epiloguing, describing what happens to the winning combatant, and the world, after the tournament's end.

The use of story as a reward isn't much talked about by theorists or understood by non-gamers, but it's both fairly prevalent in the medium and fairly effective in generating fan interest. In addition, the publisher produced a comic book companion that covered much of the game's storyline in a more traditional narrative fashion, although the comics were quickly decided to be extra-canonical when they became inconvenient. But the seeds of the canon wars are planted in MK2, and we ainnot there yet.

In fact, MK1 is pretty clean, as far as the storyline goes. It ought to be, since it's just dumping some Street Fighter aesthetics into Enter the Dragon. (And yes, sports fans, we're going to skip over the extent to which Street Fighter II borrowed so much of its je ne sais quoi from Enter the Dragon. I much prefer A Fistfull of Yen anyway.) The most interesting bit, really, is Shang Tsung, an apparently elderly man who can transform himself into any of the other tournament fighters. The story enacted in the comic and repeated in gaming mags was that he was a sorcerer who absorbed the souls of his defeated opponents, prolonging his unnatural life. This makes a great deal of sense, especially given the illustration (in the comic) of Tsung pulling a glowing ethereal mass out of a pile of human-shaped goo. He pulls in the soul, and with its owner's features, giving him the ability to "become" the defeated. This also gives him a nice motive for maintaining the tournament, as well as a reason that he needs to be killed. The tournament must be returned to its boring, sporting event equilibrium, just as any action flick must end with the hero once again rendering the world boring.

In the game's final battle (against Tsung, natch), the sorcerer "morphs" into all of the game's opponents, making Tsung a forerunner of the "clip-show villain" trope later typified by The First in Buffy the Vampire Slayer. It is assumed, at this point, that Tsung has eaten the souls of all the warriors the player has thus defeated, raising two easily fankwankable questions: a) When did he do this? Can he still get a soul out of a corpse in which the heart has been separated from the body? How about decapitated? Or burned to bone and ash? b) That said, how the hell does he morph into the still living person he is fighting at that particular time? The second question addresses what has been largely decided to be a purely extra-diegetic phenomenon of allowing two players to select the same character in fighting games; MK at least lampshaded it with the "mirror match" concept, but it didn't help with the finale. The first question addresses a much more fundamental problem with the series: franchises survive by world-making more than any specific character, but characters do have to be carried over, and actual questions of gameplay preference can exert their own weight on a story. The result is that, in the martial arts tournament for which the series is named, the tournament that is literally synonymous with fighting to the death, nobody ever fucking dies.

I take care establishing these things primarily to help elucidate exactly how fucked up it's all going to get over the sequels, and with the sequels shall I continue.