Queering the Narrative

  • Reading time:4 mins read

For me, art is a big part of any conversation. The discussion and representation and normalization of often complex ideas in art and media allows people to understand themselves and each other, and can provide a frame of reference, at times a sort of shibboleth for a group.

I think a lot of people who live with trauma kind of fail to develop in certain dimensions until they get the support they were lacking. You have to build up those parts of yourself from square one, once you know what’s missing.

There’s so much queer art out there in every form, and so much more becoming available, so much in the mainstream—and that is going to be crucial.

From personal experience, I figured out my queerness (and identified many related problems in my life) by engaging with a children’s cartoon of all things. Musical artists bring a face and voice and familiarity, and when they get vocal about their queerness they can start some important conversations. Janelle Monáe is a great one right now.

Tumblr, with its heavy focus on visual art and transformative fandom, of course serves as a bubbling pot of queer theory and drama. It’s used as a semi-safe place to experiment with ideas and passions and identities. There’s been this explosion of queer terminology and conceptualization over the last decade, and if you look at the citations an absurd portion of that originates on Tumblr. There are some ugly corners, like everything. But it’s significant—as is the overlap of fandom and queerness.

What with AO3’s 2019 Hugo award, lately fanfic has emerged as a major cultural force on a level not previously appreciated. Its status as a low-stakes garbage medium can often be a way for people to work out their feelings and experiences that can be hard to grasp or otherwise express—and as a format, oh lawd is it queer, almost by default. Going back to the 1960s, even. The basic terminology goes back to desperate queers finding romance between James T. Kirk and Mr. Spock.

From my own experience, I wrote my first fanfic out of desperation at the lowest point of my life—just to latch onto some kind of a creative effort with no expectations, no pressure to perform—and within a few months realized I was aroace and trans. It took someone else reading it and pulling me aside for a conversation to realize what I was saying, and even then I had to stew on what they said. But, I must stress firmly, none of this is uncommon.

Trash art like this is amazing, as it is so unguarded and earnest. And much of queerness is about embracing flaws and things other people write off, and saying, you know what, this is important too. To add to that, online in particular, such a community forms around it. Not just on Tumblr, though yeah, that remains a big launching pad even after the 2018 purge and exodus. There are so many outlets for this kind of a thing now, for people’s subconscious minds screaming to be heard.

Art is a way to communicate so much, coded so tightly, that you can transmit reams of information forming a sort of emotional handshake that no one will get unless they do, and for them the message is, you’re not alone. You are not wrong. We are out here.

Art is like Radio Free Europe for the dispossessed and the marginalized, who are told every day they are uniquely aberrant. It’s a way of reaching across the void and affirming a basic humanity to people who are denied it on the regular. And if that art can also speak to a broader audience, and loop them in on the message that there are other ways to be valid? It just knits us all that much closer.

These communities—sites like Tumblr and AO3—highlight how, unshackled from concerns for IP ownership, art serves as a conversation. Stories and icons and themes return to the culture where they live, where people spin them, riff on them, build on them as tools to understand their own lives and to model for others.

All our understanding of life and the world and ourselves, it’s a story we’ve been handed by the people around us, with a frame selected to encourage a particular reading and behavior.

Queerness is realizing, other stories are available. And we can write them together.

The Means of Narration

  • Reading time:1 mins read

We need more stories, because stories are power.

Stories change norms just by existing, and centering a perspective as real and heroic. Authoritarians have always understood this. This is how they keep dragging public opinion over the line of absurdity over and over.

Yet for all that, look how quickly opinions shifted once the protests started, and people got a new story, with new heroes.

Stories outlive civilization. They’re all we’ve got of what came before, and who knows what they leave out.

They’re the most powerful weapons and the most powerful shields, because they’re a statement of value. Every story serves to set terms for what we hold normal and right. They shape reality more than stones, because our reality is us. It’s just people.

The very nature of stories is people over property. Stories themselves are made to be comrades. Intellectual property is a sinister concept, that could only exist under capitalism. It’s a form of servitude of the human spirit.

Control the means of narration. Assert your stories. Make them real in the telling.

The Humanism of Verfremdungseffect

  • Reading time:3 mins read
Objectively, most Doctor Who is pretty crap. So it seems silly to get particular about what’s more crap than what, when you can just be watching and enjoying it for what it is, and reading in what you want to read in.

It’s the spirit and the ideas behind any given serial that grab me. The execution is never even close to adequate in the best cases, so who cares if it’s a shade shabbier or shinier. You just have to be affectionate. It’s the only sane way to go.

Personally, I find the McCoy era warmer than any era since Troughton and more rich with ideas than just about any period since Hartnell. So it’s a winner in that regard.

Thing is, in the end objectivity is an absurd thing to take into account.

Rarely is Doctor Who directed well. Rarely is it acted particularly well. Rarely are the costumes or sets or effects close to convincing. When they are, the lighting gets in the way or the staging makes a mockery of any sense of verisimilitude. Only occasionally is it written with more than passable skill and the faintest inspiration to color outside the lines. Rarely does any story actually take advantage of the format.

Yet the show has heart, and sometimes it’s got some real ambition. Usually it’s in those moments that the practical elements all conspire to ensure failure. But so what?

You just have to watch the show as if you’re watching your local theater troupe. You know these people. You believe in them. You know the odds they’re up against, in portraying what they want to portray. So what if the lighting was a smidge more professional last week; it’ll never be Kubrick, and you’re only making an ass of yourself by expecting it. What you should be paying attention to is the humanity behind it all. And that’s where this show excels.

That’s also why I tend to find any flaws more hilarious than distracting. I’m not working under the bizarre notion that this show needs to meet any kind of objective standard to be worthwhile. All it has to do is engage my humanity — and there’s nothing more human than failure, or more funny than failure at something as unimportant as showmanship. Hell, Kurt Weill would be thrilled. Not all the praise for B-movies is ironic. See the affection in Burton’s Ed Wood.

The show’s abject failure at convincing showmanship is almost universal. It’s a bit more prominent in the late ’80s, but draw your own silly metaphor about degrees of gray. Again, I also find the same period warmer and more inspired than most. However poorly executed it is, it’s patently obvious that the show is being made with sincerity. And that’s the most important thing ever. That, there, is what life is all about.

Yes, videogames are toys.

  • Reading time:6 mins read
I don’t think anyone’s saying that there isn’t human potential to videogames. It’s just that they aren’t really living up to that potential yet. Even in the best cases. Give ’em a couple of decades.

Ebert hasn’t spent much time with them. He hasn’t really thought about them. Freeman’s basically on mark in saying the problem is, we don’t really have the vocabulary down.

I responded to Ebert, telling him that although he was essentially right as far as he went with his argument, he was a little off base in what he was using to judge. He says the main problem with videogames is that they ask for user input, so there isn’t any “authorial control” to them. Well, sure there is. The control is, as with film or novels, in the rules that the fictional world goes by. The difference is really just in what the different media study.

Film is about the juxtaposition of imagery over time, and what that can do to us. Videogames are about cause and effect, and what that ultimately can do to us.

The reason most videogames are kind of trivial right now is that few games really bother with the idea of consequences. I don’t even necessarily mean within the gameworld itself, although in some cases that could be a good step. I just mean emotional consequences. Given that almost all videogames are based on physical violence, you can see how they’re a little hard to take seriously.

This is the problem with the whole “videogames are supposed to be fun!” argument. Not really. Videogames are supposed to elicit some kind of emotion in the player. It’s the quality of that emotion which the medium and indeed the game must be judged on. That, and the elegance with which the emotion is elicited.

This is not to imply that every videogame must be “serious” — meaning Important or Dark or Thoughtful or Artsy or what-have-you. Or that most should be. Or that any should be, really. I still can’t bring myself to play killer7 because the beginning annoyed me so much. I’m just saying that they should try to be a little more human, is all.

Ideally, every videogame offers us a unique perspective of the Way Things Are. The way life works. What the rules are, what the possibilities are.

Are there any videogames out there that revolve around the bizarre way rules work when you’re a child? I don’t mean the invisible walls that don’t let you explore that part of a level just “because I said so”. I mean all of the little lies and half-truths and simplifications that are handed to us, either to get us to obey or to shut up or to mask that our parents don’t really know the answer — or just to toy with us. What about a game that explores that world, and the fear that comes along with potentially violating a rule by accident. The fear that comes with being called in that certain tone of voice, even if you don’t remember doing anything bad.

There are so many interesting things to explore. Instead we’re mostly just collecting trinkets and shooting things. See something, shoot it, get points. Cause and effect. We’ve still yet to progress past Space Invaders.

I guess maybe the reason I like older games so much, especially things like scrolling shooters and fighting games, is how honest they are. Somewhere in the last fifteen years, between the RPG explosion and the SNES and 3D and full-motion video, things have gotten kind of distracted. There’s this idea that videogames are better than they ever have been, that because people have (in some cases) learned how to put together the old pieces rather more competently than before, we’re at the heights of the craft and the art of game design. It’s all inbred bullshit. A group hug about how great Videogames are for their own sake. It’s a lie, like William Gibson’s computer-generated pop stars. Or like pop music as a genre and an industry, really.

Everyone’s been so busy looking down that something’s gotten lost and no one’s much noticed: the justification for any of this shit being here to begin with. Why are we doing this? Why are we playing videogames? Why are they being made? The only answer is that it’s because they’re videogames!

Now. This is real, and it’s a real problem. Most people just don’t have a name for it yet. They don’t know how to describe it. The industry’s getting restless. People are always complaining about sequels and about EA and about lack of good IP. Japan’s gaming industry has been imploding for a while. People keep predicting crashes. People keep talking about how jaded they’re getting, and about how much better videogames used to be. To shrug off any of that, no matter how much you might be thrilled with things as they are now, is pretty hard to excuse.

For all the talk about how healthy the industry is, how much money it’s making, as a percentage of the population videogames have exactly the same market saturation they did twenty years ago, during the NES era. There’s just more on the market, and the people who buy videogames are getting older and buying more. New people aren’t really playing videogames. And if they are, they’re doing it at about the same rate as existing players grow disillusioned.

If modern videogames tend to take the player for granted, I guess it’s because they take videogames for granted. Everyone does, really. Videogames are videogames. They’re Mario and Pokemon and Grand Theft Auto and everything we’ve ever seen. That’s all kind of poisonous. It’s best we just put it out of our heads. Those are examples of what has been done with videogames. Most of them are very well-done, for what they are. They’re just sketches, though. Videogames can be so much more interesting. So much more relevant. To see how, don’t look at videogames; look into yourself. Look at your life. Look around your town. Look at the news. Society. Look at why you like anything. Look at what makes Catch-22 such a great work and not just a funny story about World War II.

For those of you have attained enlightenment from widget-gathering, feel free to ignore this whole argument.

Important Glossary of Terms

  • Reading time:13 mins read
by [name redacted]

This is another unpublished article — ostensibly a glossary for the end of a “New Games Journalism” anthology edited by Kieron Gillen, friend to all woodland creatures. It was to have been published by O’Reilly Media; as tends to happen, there was a management change and the new guy was no longer interested in the book. At least I got paid… in a check composed in pounds sterling, that my bank refused to cash. Hm. Well, here it is.

As few of our readers are likely familiar with the intricate jargon involved in videogame writing, I have been asked to compile a list of common words and phrases found throughout this volume. Although some of these words may look and may even sound familiar, a wise traveler takes caution when straying into unknown land; even an innocent gesture may find you on the wrong end of a dagger or the wrong side of a jail cell. Before acting on any of the advice contained prior, and certainly before laying judgment on the claims put forth in this text, please study the following index and integrate its contents into your daily routine.

NOTE: It may help to copy these terms out on a sheet of paper, and to repeat them daily. For those culturally blessed with right-handedness, try writing the terms with your left hand for added practice and agreement between both of your mental hemispheres. For those accursed to live in a world not designed for their grasp, wield your pen alternately to those before you.

ART

A subjective form of communication that uses metaphor to suggest a vast yet implicit web of common understanding between two parties, often on a subconscious or an unconscious level.

Anathema to the Gamer.

AVATAR

In a videogame context, the in-game character or object that represents the player. In the cases where the avatar is anthropomorphic, it usually takes the form of a hyper-masculine adult male or a woman wearing three square inches of clothing. More recently, Japanese games have replaced the former archetype with an androgynous (or even hyper-feminine) male lead. This is all more comprehensible when you understand the intimate bond between a player and her on-screen persona. The player’s avatar becomes, in a sense, her closest companion on her lengthy journey through the gameworld. Especially in a modern 3D adventure, it is important to find an avatar whose ass the typical player will enjoy watching for hours at a time.

CAUSE-AND-EFFECT

Every medium is a study of specific properties of the human experience. Sculpture is a study of form; music, a study of tone. Videogames are a study of the relationship between cause and effect. That is to say: where videogames exist, experientially, is in the feedback loop between the player and the gameworld. The player acts upon the gameworld, and is given a response (or lack of one). This response then becomes the basis for further reaction. It is this ping-pong communication with one’s environment that defines the medium.

CONFLICT

The goals set before the player mean relatively little unless the player has opposition to overcome in order to fulfill those goals; any screenwriter or novelist could tell you that. This opposition might take the form of a snarling man with a mustache, a lack of communication between brothers, or a lingering sense of guilt over a past deed. Conflict is the manner in which opposition is addressed. In a videogame, the solutions to the above problems would be to stab the man with the mustache, to stab your brother, then to fire a laser-guided missile at your guilt. Metaphorically, perhaps.

ENEMY

In most videogames, violence is the major or sole source of conflict. As every videogame must sustain player interest for fifty hours or more, each requires an parade of weak and generically evil characters to kill. These are known as your enemies. An enemy can be easily discerned from a non-combative NPC in that any evil entity will hurt, kill, or infect the player’s avatar on contact.

This design philosophy has its roots in early drafts of the Christian Bible, in which Jesus preached social paranoia and an ethical code based in Darwinism. (These sections were later revised in part, from fear of alienating Southern Baptist ministers.) These teachings were later adopted as a social code during the Reagan administration, during which videogames initially flourished.

EXPERIENCE

In life, experience is accumulated through keen observation, trial and error, and persistence. A person’s accumulated experience is the context from which she can derive meaning from the events that make up her life, and from which artistic communication is made possible. Although these events will call on a limited number of templates, it is the way the elements are balanced that gives us each our unique perspective.

In videogames, experience is accumulated by exiting your town borders and stabbing bunny rabbits. You can tell how much experience you have gained by the numerical tally in your sub-menu. With enough experience, you will advance to the next level (of advancement) and possibly learn fire magic.

FREEDOM

Doesn’t exist. See Liberty.

GAMEPLAY

An objective term for the liberty allowed within a given gameworld; the things that a game lets you do, and therefore the elements that make up the player’s potential. Often misapplied to mean how a game feels to play – whether the jumping seems solid, whether attacking is satisfying. Those are mechanical issues. This is just about potential: what you can, hypothetically, do.

On an even keel with graphics, and far more important than sound or replay value.

GAMER

Creatures whose personal identity is rooted in a lifestyle built around videogames. Typically conservative, defensive, and isolationist in attitude – especially when it comes to videogames, especially the particular videogames in which they are most deeply invested.

Notable subspecies: Hardcore Gamers, Retro Gamers, Obscure Gamers, PC Gamers, Console Gamers, Fighter Fans, RPG Fans, Shooter Fans, Technophiles, Wilson’s Golden Band-Rumped Gamer.

GAMEWORLD

The artificial space given to the player to navigate, including all of its rules, logistics, background, and inhabitants – the way all of these elements cohere to form a tangible place – that’s the gameworld. Pac-Man’s gameworld is limited to an endlessly-repeating blue maze filled with ghosts who re-spawn in their central nest, corridors lined with cookies, and the occasional bouncing piece of fruit. Shenmue’s gameworld is a limited recreation of a mid-’80s Japanese suburb where you never have to eat, where the kids all want to wrestle, and where people actually know whether or not they saw a black car on the day that the snow turned to rain.

A gameworld is largely defined by the liberty allowed the player; its verisimilitude, however unrepresentative it might seem of the “real world”, relies mostly on not suggesting any more possibilities than it actually allows. Once the player starts to question why a reasonable option is unavailable to him – say, stepping over a line of police tape or walking down a corridor blocked off by an invisible wall – the illusion is shattered. In its abstraction, Pac-Man has a highly believable gameworld; few would question, for instance, why the player can’t merely jump over the maze walls.

GRAPHICS

A term used by gamers and game journalists to refer to the visual presentation of a gameworld. The implication is that boiling down a game’s appearance to an objective-sounding term will allow an easy (perhaps even numerical!) assessment of worth. Old games, like the original Legend of Zelda, have bad graphics. New games, like the newest car racing or Madden game, have good graphics. Unless they don’t map enough mips or buffer enough Zs, that is.

Alongside gameplay, one of the two most important review criteria.

INTERFACE

The means through which a player may interact with the gameworld. Interfaces have both a physical and a design component: physically, you have the means through which commands are entered (a control pad, joystick, power glove); by design, the player is given feedback through a display device. For example, the game tells you to hit “A” to open a menu. You press the “A” button on your controller. This brings up the menu, which gives you further information to inform future actions. An interface is the objective aspect of the cause-and-effect relationship between player and game. The subjective aspect is known as mindspace.

LIBERTY

Liberty is freedom within bounds. Or, perhaps, the illusion of freedom. According to most codes of ethics, a person has liberty to do much as he choose so long as he not negatively interfere with the liberty of another. As conscious creatures, we have the liberty to do whatever our psychology, our circumstances, our physical laws allow – which in the end is not very much. You can pick the 2% or the skim milk, but in a sense the decision is already determined by your nature, by every event of your life to that point however inconsequential it might seem, and by factors completely outside of your control (mostly relating to the liberty of others). Even your standing at the cooler door, making up your mind, is the inevitable outcome of prior events.

Though you may have no true freedom, you have full liberty to do what you will within the means and situation provided you. Though your decisions may objectively be preordained, you subjectively have the option to choose whatever path you wish. The same is true of every gameworld. Although Liberty City may allow you a broader scope of options than Pac-Land, both offer the same liberty within the narrow box handed you. If a game has strong verisimilitude, the bounds of your liberty will never occur to you and you will simply accept the world as it is given.

MECHANIC

In real life we have laws – physical laws, social laws, ethical laws. Instead, videogames have mechanics. In theory, mechanics exist to define the boundaries and establish the potential of a gameworld. In reality, ninety percent of all game mechanics exist to make one genre piece distinguishable from another.

MINDSPACE

On its own, a videogame is just a collection of code burned into an optical disc or some other storage medium. Videogames are, in a sense, pure ideas. There is no physical element to them. Further, a tremendous background of technology and service is required to experience a videogame. All of this investment exists to create an absorbing mindspace for the end player. The mindspace between player and game is where a videogame actually takes place; where a player serves as protagonist to his own gameworld experience, according to the liberties alloted him by the game mechanics. The greater the verisimilitude of the gameworld, the more easily a player’s mindspace is retained. Mindspace is the purely subjective component of the cause-and-effect relationship between player and game; the objective component is known as the game interface.

NARRATIVE

The manner in which a story is told. In film, narrative is a facet of editing and framing. In a videogame, narrative comes from playing. Asteroids does have a story, as far as it has a narrative. It happens to be a story of a lone space ship and its ultimately doomed goal to clear the space around it of dangerous space rocks. The particulars come in the telling – that is, in the playing. How long the ship lasts, how well it does, what close calls it has, are all up to the player.

The greater the scope of liberty allowed a player, the more undefined the narrative.

NPC

A non-player character is an actor on the stage who is strictly controlled by the script, rather than by a human mind. In effect, an automaton placed within the gameworld to give it the appearance of population outside the player. Sort of creepy. Generally considered distinct from an enemy, in that NPCs are given the illusion of personalities and lives of their own, whereas enemies only exist to be evil. NPCs are typically a barrier to verisimilitude, in that both by nature (as living props) and by technological limitation, they will never behave in a completely believable manner.

PLAYER

Life is but a stage, and we are all players.

POTENTIAL

latent possibility. The greatest achievement of verisimilitude is the suggestion of endless potential within a given world – the sense that anything could be out there, that you can do anything you want, that a miracle is just around the corner.

VERISIMILITUDE

The illusion of reality, which in most cases is achieved through not giving the audience cause to question the reality at hand. Postmodernism gets some of its kicks though turning verisimilitude on its head and bringing conscious attention to the seams of a given work. On its own terms, though, this is just another level of reality, with its own layer of verisimilitude. For a work to succeed, we need to believe in it somehow, even if that belief is a belief that we shouldn’t believe in it at all.

Different from suspension of disbelief, as with enough verisimilitude disbelief won’t even enter the picture.

VIOLENCE

The only important form of videogame conflict, violence involves the malicious harm of, or the intent to harm, another being. Violence can be overt and physical; some figures like Mohandas Gandhi more broadly interpret it as any negative effect, however inadvertent, one person might suffer at another’s hands. Jean-Paul Sartre sees human communication itself as a form of violence; merely by interacting with another, we cause damage on some level, for both parties. Given that the entire nature of videogames is a study of communication, perhaps this says something.

Videogame violence is of a literal variety: one character brandishes a blade, and attacks the next. Oddly, although violence both forms and resolves nearly every videogame conflict, it is rare that videogames explore the repercussions of violence. Ethically, it is perfectly fine for the player to shoot ten thousand soldiers in order to save a single comrade, because the enemy soldiers are not real. They have no lives, no personalities, no bearing on the gameworld. They are simply evil incarnate, much like the “Communists” and “Terrorists” of American history. Perhaps intrinsically, the only force that matters in a gameworld is that of the player, and if the player is to continue feeding quarters, or is to feel generically satisfied with his fifty-dollar purchase, a videogame must encourage the player to feel not only justified but victorious in his actions. This is the state of videogames today.

Special thanks to Tim Rogers, Brandon Sheffield, Shepard Saltzman, Andrew Toups, Amandeep Jutla, Thom Moyles, James Freeman Rinehart, and Christian Culbertson.

Ishmael

  • Reading time:1 mins read
by [name redacted]

I can’t remember his name, so I will call him Ishmael.

It was hard to avoid Ishmael, as he was in most of my classes. Some of those classes consisted of little but heated debate between the two of us, as the other students sat dumbfounded and the teachers hid under their desks. Still, as little common ground as we shared, at least Ishmael was a worthy adversary.

( Continue reading at Insert Credit )

Not mere youth.

  • Reading time:2 mins read
I think perhaps the greatest thrill and the greatest feel of accomplishment comes from what you’re not supposed to do. Every time you break an apparent rule and you get away with it, you feel stronger, smarter; more clever and more brave. All the better if by breaking the rules you are confident you’ve chosen the more true path. Then instead of a nagging guilt, you feel like a bit of a hero unto yourself. All of the fear you feel, all of the over-awareness you face, goes right to your heart. And it glows. The universe is broader than you had been led to believe; and now you’ve broken through that facade. Who knows what else is out there. Who knows what you might accomplish. It’s such a feeling of freedom. It’s moments like that which build a rich life.

And it’s moments like that which, to some extent, build art.

I think some element of this explains why I respect Hideo Kojima’s vision, even if I’ve not played his recent games and I never enjoyed his old ones. It also explains why the standard formula piece — romatic comedy, action movie, war movie, musical, western — in which so many people seem to take comfort — feels like death to me. I do not enjoy such fare because I feel like I am suffocating; like the walls are being drawn around me; like choices are being actively removed from my universe. Just as a book like Catch-22 makes me feel more alive, I feel like I am, to some extent, dying, when I enter these worlds.

I resent that. I don’t like feeling that way. It is difficult to just ignore and tolerate mediocrity; I am too sensitive to dig my heels in and endure. It takes a measure of will and security just not to lash out, but rather to take pity, to take note, and to move on in search for another deviant soul.

Askew

  • Reading time:2 mins read
I just realized that most artists only really have one thing to say. If that. Everything they do is just a refinement of, or another aspect of, that single contribution that they have (that being their own selves).

I suppose this should be obvious. We’re all individuals. The more rounded individuals, perhaps, have more corners of their minds to lay bare.

All the same: Miyamoto has never really varied since his original ideas for Donkey Kong and Mario Bros. Those added up into Super Mario Bros., and then Miyamoto took things a step further to hit upon The Legend of Zelda. Since 1987, it’s all just been refinement. He doesn’t have much to say that we haven’t already heard.

Same goes for Rieko Kodama, really (as much as I enjoy her work). She’s still kind of working with the tools she devised a decade and a half ago. BioWare did a lot with their first RPG, but they haven’t done a lot since then.

Hitchcock kept whacking out variations on the same two or three themes. Most of his work involved finding people he enjoyed and allowing them to do whatever they wanted within his vague descriptions. The Beatles had a lot to say by the end, but that comes from the chemistry of five key voices (including George Martin) and all of their experiences.

Miyamoto did his part. He’s done now. Hitchcock did his part. So is he. So are the Beatles. (Really, what of great merit have any of them done since the early ’70s?) They’ve each come out of nowhere with a new perspective and pointed out untapped possibilities within their own respective contexts. And in so doing, they’ve helped the context change.

And the world keeps moving. If they don’t, they’re left as a noble milestone; as a reminder of the need for perspective. Not as a template, however. Anything else is idolatry.

And that’s where all of the problems lie.

I’ve got a headache.

Game Artists’ Manifesto

  • Reading time:10 mins read
Skies of Arcadia — there’s little I did in that game that didn’t result in something rather wondrous. And little that didn’t feel important in some way. Everything about Arcadia, it’s set up to build anticipation and wonder. Even just the dungeon and town design.

Take that ruin near the beginning; the tower where the moonstone lands, just after the intro events. There’s this long walkway, above water. The camera follows behind Vyse’s shoulders. There’s a fish-eye effect, which seems to make the path stretch on forever. And way on the other end is the dungeon. As Vyse runs toward it, his feet and elbows flail back toward the camera. He seems eager to get where he’s going. And we’re following him, seeing what he sees. It’s not really that far, but there’s this buildup of tension as you approach. And — inside, it’s one of the first real 3D dungeon environments I’d encountered in a console RPG.

That is to say: it takes its third dimension into account. As it it’s a real space, with is own logic. As you progress, you begin to understand the importance of features that you didn’t more than notice before; elements of the dungeon’s structure. And eventually, you solve it like a Rubick’s cube of sorts. You’ve unlocked its secrets, and mastered some skills, and begun to own some space.

It leads you on, but it does so by trusting you to follow your intuition. And when you do that, you’re rewarded. That is what is glorious about the game. It is built to reward curiosity, and gut instinct. And it does a great job at creating that curiosity to begin with. That is its genius. Then there’s the fact that most of the elements that are required to understand are in plain view through most of the game — it’s just that you need to play the game, to understand the significance of everything in the world well enough to put it all together. It’s a real place, and you get to know it by living there.

By the end of the game, there’s this sense of great enlightenment. So that’s why the world is the way it is. And — there’s still more left to discover. It leaves one with the feeling of possibility. Like anything could be out there, if one just were to work hard enough to find it. It’s incredibly inspirational. And this is all… intentional. Maybe not fully conscious, but it’s part of the game’s design.

Part of this comes from the protagonist, Vyse. There aren’t a lot of positive models in modern videogames. Not a lot of hope. After all of this cynical angsty Squareish teenage punk nonsense, it’s refreshing to see a lead who is actually a hero. Who has some spirit. It makes me feel like… I can do things. It’s all about attitude. That is to say, what you make of your situation. I feel that he’s the condensed center of Kodama’s message to her audience: Never give up. Never look down. Be proud. There’s always a way.

It’s not just the actual events within the game — it’s the strength of the conceptual significance behind them. I mean. It’s fiction. But fiction illustrates a lot about normal life. One of the best traits of fiction is the capacity to illustrate possibiliy. Whether this is tangible possibility, or just the emotional sense for where it comes from and what it means.

This isn’t something that you honestly get from most videogames. I’ve only gotten it from a handful. The original Zelda. Phantasy Star II. Riven. Skies of Arcadia. They all have made me look at the world differently. They’ve strengthened me, personally, in one way or another. That’s a sign of pretty good literature, I’d say.

I find it really interesting that Kodama is responsible for two of the games on that list. She… well. There’s a reason why I cite her as my favourite game creator. Shenmue has a bit of that, although its clunky (if endearing) AM2-ish edges keep it at a bit of an emotional distance.

The reason why I cite these games as amongst the best I’ve played is because they aren’t content with just being videogames, as such. They carry a deeper meaning. And not a contrived one, just for the purpose of being “deep”. They… stretch outside the boundaries of their medium and do something, emotionally. They actually speak some pretty inspiring messages to their audience, if the audience is willing to listen.

Most games are too calculated. Most games are designed by programmers. Or worse, by people who want to make videogames. Kodama and Miyamoto are both artists, foremost. Miyamoto has become… entrenched in Miyamoto in recent years, unfortunately. Still, he started as a slacker art school kid who didn’t even know that the company he was joining made videogames. Kodama didn’t exactly know what Sega did either, from what she says.

Rand and Robyn Miller, behind Myst — well. They certainly didn’t set out to be game designers. And by the time they’d gone through their first rough draft (that being Myst itself), they had amassed a pretty huge trove of mythology. They just… wanted to make their own world, with its own history and logic. And all of that work came to fruition in their second game.

This stuff, you can’t teach it. Being taught means being told “this is how to do things”. Generally speaking. Learning, on the other hand, means coming to recognize the organic patterns behind things and how to relate with them. It’s about communication. This isn’t something that can ever be pressed into you. It’s something you have to have the will to seek out on your own. The most someone can do is to set all of the right pieces before you, and to illustrate what they might mean. But it’s up to you to approach, and to add those pieces to what you’ve already collected. And to pick up the hints as to what else they might imply about you and your world.

It’s just like how you can’t tell a person how to write a novel. Or else you’ll get… a bunch of form-feed novels. The best way to learn is to simply have the right environment. To have the right materials around. To be given enough context and enough carrots to inspire you to look for meaning on your own — to care about the world, and about life. And to have someone or something you can use to reorient you, whenever you’re lost. And this is why art is so very important. That’s part of what it does — it provides some of that context. It helps to hint you in the right direction to finding your own meaning in life.

Art is actually a strange term. It’s rarely used correctly. Even I misuse it. Art is a process, more than a thing. A thing cannot Be art, in and of itself. Art comes in the process of interpretation of that thing, by the individual. It’s a way of looking at the world, really. As is science. Hamlet is not art, unto itself. It is art To Me, because I appreciate it as such. Because its meanings are strong enough, and I’m able to find something within them that has relevancy to my life. There is no objective Art. By its very nature, art is subjective. It’s when people try to put art on a pedestal that it gets… well, pretentious.

Something to think about: the only way you know the world is through your own senses, and your own understanding of the world. Whether the world really exists, you can’t know. The only basis for verification that you have is your own self. Objectivity — removal of one’s self from the picture at hand — is useful for understanding the inner workings of a system within the world that you perceive. However — whether or not thost things really exist, that you choose to be objective about, really comes down to a subjective decision. Therefore: in order to gain understanding of the world, the first step should be to search for what the world means to you. Through that, you can do anything else. You can play with your subsets of objectivity all you like. Of course — once objective understanding is established, that automatically gets kneaded back into your overall subjective understanding of life, your world, and what sense it all makes.

Science can, in a very real sense, be considered an art — inasmuch as it is a subset of the same methodology of understanding, with its own unique behaviors — just as philosophy differs from painting, differs from film direction, yet all are the same thing in the end. It’s all life, really. It’s all about understanding, and communication.

Videogames, too often, are held as objects; as important for their own sake. It’s easy to be fetishistic about them. I certainly am, at times. This is a problem of interpretation, all across the board — on the part of the “consumer” (read: the audience), as well as the critics as well as those who actually produce the games. The average videogame is no more important, artistically, than the average Hollywood explode-a-thon. Or romantic comedy, or whatever other tired formula you like. All the same.

Now. There’s something to learn from that as it is! You know what they say: there’s more to learn from bad art, than from good; from carelessness, compared to compassion. Provided that you’re willing to put in the effort to find it. However: something needs to change.

If this medium is ever going to become respectable, and to come unto its own as a form of expression — we need more people communicating through it. And using it as a medium to inspire understaning. We need to change our expectations, and stop considering videogames as important for their own sake, rather than for the the sake of the meaning they contain for us personally. And for the sake of the life which goes into them as an outlet for their creators.

Comfort is a dead end. Life is change. The moment you stop, you die. Either inside or outside. The body itself is ever changing; it’s different from one day to the next. All of the matter in your body now will be gone in seven years. You’ll technically be a completely different person. The moment that’s no longer true – it’s the same thing. It’s just the nature of life. Stasis doesn’t fit into that.

Gradually, I’m allowing more and more change into my life. And the more I let in (within my tolerance levels), the more I indeed feel that life. The more I learn to appreciate it, simply for what it is.

Videogames have the potential to convey so much meaning. And it’s not really a medium that’s been tapped well, on either end of the divide. Maybe I can help bridge the gap a bit. I don’t know. Help to give people one more outlet, to gain and express meaning for their lives. I guess… I’m pretty much doing the same thing.

“There are no easy answers”

  • Reading time:3 mins read
Adaptation is a movie which it is impossible to say anything intelligent about. You can take that as you will.

Even saying that, I’m probably missing the point.

Nevertheless, I am thoroughly defeated. This is what films can be at the level to which no one ever seems to bother to take them.

I think once this comes out on DVD, I’ll have an interesting tool. Whenever I want a good gauge of how someone’s mind works, I’ll show him or her Adaptation. See what the conclusion is.

I don’t think I’ve had to work that hard in the act of watching a movie, for a very long time (if ever). After a certain point, I had to watch it three or four times at once with separate parts of my brain while simultaneously rewinding and reframing every other element, character, facet of the film from the first words, with every new sentence which was uttered.

And even in doing that, and in realizing that in trying to even find a level to watch it on, or find… anything to speak about, I am shown for the fool that I am — I am! By simply throwing my hands up and saying that the movie intentionally defies concrete understanding and revels in that fact, I’m still narrowing it down to a point which is so inherently ingrained in the movie’s fiber that that’s not it either.

So I’ll simply nod. I, personally, can’t hold this one. I’ll just admire it.

Now, how long will it take before videogames reach this level of art? Hmm…

Art and life really are synonymous, aren’t they? Can I ever birth such an immortal being? What’s the point of being here, if not? We are given such a limited chance, and all most people seem to have the ambition to do is to selfishly create more literal life. Life which will wither and wane and be forgotten. A hundred years, and no one will have the chance to know it. It will have no more to say.

I feel I have a responsibility to do more than that, with all of the resources I’m wasting merely by existing in the first place. But can I do it? Will I ever know if I have?

All right. I guess I can say that about the movie, without imposing myself upon it. Without suggesting that what I say is the movie, or its point (if it has any one in particular). If I make sure to make this distinction, I suppose I should be okay.

Unrelatedly, The Two Towers didn’t annoy me anywhere near as much on the instance of my second subjection to it. And I can’t get that damned Gollum’s Song, from the ending credits, out of my head of this moment. The flashbacks are still murder, though.

I just flipped the light switch, in attempt to flush the toilet.

Caffeine buzz kicking in. Heart rate critical. Crankiness engaging.

  • Reading time:5 mins read
Yesss… I think perhaps I shall throw together that review. After looking through my usual collection of sites, I’ve come to the conclusion that almost no one else writing about the game has more than sixty percent of a personal clue toward the subject at hand. Come to think of it, it’s actually rather rare that I see more than a few mediocre hints at background knowledge — or even a strong desire to grap the inner essence of a particular work — in the analysis of those who would consider themselves to be game critics.

Even on fan-run sites, I feel like I’m running through a consumer reports analysis — more often than not, by someone without a whit of either aesthetic discipline or deep background in the essence of gaming. I’m not trying to sound pretentious here, as greatly as I might neverhteless be succeeding at it. I just mean — well, hell. You get the obvious hacks, but as often as not the people you’ll find reviewing movies in any respectable sense have some kind of claim to authoritativeness (whether or not their opinions end up being valid in the end). Yes, they’ve seen Citizen Kane and the works of Kurosawa and Wilder and Hitchcock. They’ll agree to the genius of Buster Keaton, and at least one Marx Brothers movie will be in their top five list of favourite comedies. They’ll understand pacing, framing, and they’ll have most of the tiresome “rules” of cinema memorized, so as to amuse themselves by checking them off during the more mundane features imposed upon their time. They might disagree as to what makes a great movie, but they’ll at least be qualified to have a public opinion.

This is, I fear, yet another extension of the current attitude toward gaming as an expressive medium. At best, videogames are generally considered little more than a profitable form of enterttainment. Even Miyamoto, of all people, considers it a mistake to think that videogames can be art. Hell, art isn’t in the object; it isn’t in the medium; it’s in the method. And frankly, although still immature, videogames have more expressive potential than any other medium out there. Hell, some of the most cherished art in the world was originally intended as crass, throwaway entertainment. I’m not about to compare Yu Suzuki to Shakespeare here, but you see what I’m getting at.

But that’s exactly what makes decent coverage all the more important — we’re at the early stage of a form of human expression quite possible greater than any previously devised. Even now it’s usually pretty easy to separate the pure throwaway entertainment from the worthwhile experiences. And then compare a developer like Treasure or Sega’s United Game Artists to the likes of Square or (ugh) say, Take-Two Interactive. There are some very different motivations going on here. Then check out a company like SNK. How do you explain them?

There’s so much humanity here that it seems amazing that it could be overlooked. And yet no, all people see are machines. It’s worse than the flak that electronic artists and musicians used to get up until a few years ago, since at least people are well used to the visual and aural arts. Again, the medium is still in its birthing throws. Look at the pain film has gone through. Some people even now still don’t comprehend photography as an artistic medium — and there will be any number of excuses, from the ignorant to the elite. But behind all of it, you still have humans pulling the levers. And as often as not, they’ve got something to say. In some cases it might just be “give us money!” In others, it’s a deep respect for the fans. In other cases you’ve got individuals working their butts off to form and maintain fleshed-out, vibrant universes.

Shenmue is art. Anyone who can’t appreciate it on that level will probably not be impressed. And you know how people have reacted to this game — particularly in the US. I could slap every single person I hear trash the game because of how supposedly boring it is, or because it doesn’t cater to his or her every whim. Christ, people. To appreciate art, you have to take it at its own level! But then we’re back to where we started. Videogames are meant to be entertainment. Even Miyamoto will tell you this. But you know what? Miyamoto is an artist. He’s a slacker art school kid who was hired as a favor to a relative who worked at Nintendo in the early ’80s. He’s not an engineer. Whether he chooses to admit or believe it himself, what he creates is as often art as it is entertaining. Never trust the artist to judge his own work, people. He doesn’t know what he’s talking about; he’s only the conduit for his vision.

And damn my ass, I forgot that I’m supposededly working.